Clean up IPausable interafaces a little bit and start refactoring the pause-game flow in the minigame
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@@ -59,12 +59,6 @@ namespace Minigames.DivingForPictures
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private float _screenNormalizationFactor = 1.0f;
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private IDivingMinigameSettings _settings;
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// Pause state
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private bool _isPaused = false;
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// IPausable implementation
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public bool IsPaused => _isPaused;
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private void Awake()
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{
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_collider = GetComponent<Collider2D>();
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@@ -124,7 +118,7 @@ namespace Minigames.DivingForPictures
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private void OnEnable()
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{
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// Only start coroutines if not paused
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if (!_isPaused)
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if (!GameManager.Instance.IsPaused)
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{
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StartObstacleCoroutines();
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}
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@@ -143,9 +137,8 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void Pause()
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{
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if (_isPaused) return; // Already paused
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_isPaused = true;
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if (GameManager.Instance.IsPaused) return; // Already paused
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StopObstacleCoroutines();
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Logging.Debug($"[FloatingObstacle] Paused obstacle: {name}");
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@@ -156,9 +149,8 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void DoResume()
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{
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if (!_isPaused) return; // Already running
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_isPaused = false;
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if (!GameManager.Instance.IsPaused) return; // Already running
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StartObstacleCoroutines();
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Logging.Debug($"[FloatingObstacle] Resumed obstacle: {name}");
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