[Interactions] Make combinable object pickup-able and swappable
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@@ -553,7 +553,10 @@ PrefabInstance:
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@@ -629,6 +632,29 @@ Transform:
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--- !u!1001 &1088965592
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PrefabInstance:
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m_ObjectHideFlags: 0
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@@ -96,4 +96,5 @@ public class GameManager : MonoBehaviour
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public float EndlessDescenderClampXMax => gameSettings != null ? gameSettings.endlessDescenderClampXMax : 5f;
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public float EndlessDescenderSpeedExponent => gameSettings != null ? gameSettings.endlessDescenderSpeedExponent : 2.5f;
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public GameSettings.HoldMovementMode DefaultHoldMovementMode => gameSettings != null ? gameSettings.defaultHoldMovementMode : GameSettings.HoldMovementMode.Pathfinding;
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public GameObject LevelSwitchMenuPrefab => gameSettings != null ? gameSettings.levelSwitchMenuPrefab : null;
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}
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@@ -49,6 +49,9 @@ public class GameSettings : ScriptableObject
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[Tooltip("Layer(s) to use for interactable objects.")]
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public LayerMask interactableLayerMask = -1; // Default to Everything
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[Header("UI Prefabs")]
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public GameObject levelSwitchMenuPrefab;
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[System.Serializable]
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public class CombinationRule {
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public PickupItemData itemA;
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@@ -17,9 +17,9 @@ public class CombineWithBehavior : InteractionRequirementBase
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var pickup = GetComponent<Pickup>();
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if (heldItem == null)
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{
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DebugUIMessage.Show("You need an item to combine.");
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// DebugUIMessage.Show("You need an item to combine.");
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OnFailure?.Invoke();
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return false;
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return true;
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}
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if (pickup == null || pickup.itemData == null)
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{
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@@ -40,9 +40,9 @@ public class CombineWithBehavior : InteractionRequirementBase
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{
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string heldName = heldItem.itemName ?? "an item";
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string targetName = pickup.itemData.itemName ?? "target item";
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DebugUIMessage.Show($"Cannot combine {heldName} with {targetName}.");
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// DebugUIMessage.Show($"Cannot combine {heldName} with {targetName}.");
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OnFailure?.Invoke();
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return false;
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return true;
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}
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}
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}
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@@ -10,11 +10,8 @@ public class LevelSwitch : MonoBehaviour
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/// Data for this level switch (target scene, icon, etc).
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/// </summary>
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public LevelSwitchData switchData;
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/// <summary>
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/// Renderer for the switch icon.
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/// </summary>
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public SpriteRenderer iconRenderer;
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private Interactable interactable;
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private SpriteRenderer _iconRenderer;
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private Interactable _interactable;
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private bool _isActive = true;
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@@ -24,12 +21,12 @@ public class LevelSwitch : MonoBehaviour
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void Awake()
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{
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_isActive = true;
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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interactable = GetComponent<Interactable>();
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if (interactable != null)
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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_interactable = GetComponent<Interactable>();
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if (_interactable != null)
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{
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interactable.StartedInteraction += OnStartedInteraction;
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_interactable.StartedInteraction += OnStartedInteraction;
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}
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ApplySwitchData();
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}
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@@ -39,9 +36,9 @@ public class LevelSwitch : MonoBehaviour
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/// </summary>
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void OnDestroy()
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{
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if (interactable != null)
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if (_interactable != null)
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{
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interactable.StartedInteraction -= OnStartedInteraction;
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_interactable.StartedInteraction -= OnStartedInteraction;
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}
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}
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@@ -51,8 +48,8 @@ public class LevelSwitch : MonoBehaviour
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/// </summary>
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void OnValidate()
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{
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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ApplySwitchData();
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}
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#endif
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@@ -64,26 +61,49 @@ public class LevelSwitch : MonoBehaviour
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{
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if (switchData != null)
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{
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if (iconRenderer != null)
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iconRenderer.sprite = switchData.mapSprite;
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if (_iconRenderer != null)
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_iconRenderer.sprite = switchData.mapSprite;
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gameObject.name = switchData.targetLevelSceneName;
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// Optionally update other fields, e.g. description
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}
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}
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/// <summary>
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/// Handles the start of an interaction (switches the level if active).
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/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
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/// </summary>
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private async void OnStartedInteraction()
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private void OnStartedInteraction()
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{
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Debug.Log($"LevelSwitch.OnInteracted: Switching to level {switchData?.targetLevelSceneName}");
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if (switchData != null && !string.IsNullOrEmpty(switchData.targetLevelSceneName) && _isActive)
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
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return;
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var menuPrefab = GameManager.Instance.LevelSwitchMenuPrefab;
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if (menuPrefab == null)
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{
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// Optionally: show loading UI here
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var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
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_isActive = false;
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// Optionally: hide loading UI here
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Debug.LogError("LevelSwitchMenu prefab not assigned in GameSettings!");
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return;
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}
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// Spawn the menu overlay (assume Canvas parent is handled in prefab setup)
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var menuGo = Instantiate(menuPrefab);
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var menu = menuGo.GetComponent<LevelSwitchMenu>();
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if (menu == null)
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{
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Debug.LogError("LevelSwitchMenu component missing on prefab!");
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Destroy(menuGo);
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return;
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}
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// Setup menu with data and callbacks
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menu.Setup(switchData, OnMenuConfirm, OnMenuCancel);
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_isActive = false; // Prevent re-triggering until menu is closed
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}
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private async void OnMenuConfirm()
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{
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var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
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}
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private void OnMenuCancel()
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{
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_isActive = true; // Allow interaction again if cancelled
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}
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}
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55
Assets/Scripts/LevelS/LevelSwitchMenu.cs
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55
Assets/Scripts/LevelS/LevelSwitchMenu.cs
Normal file
@@ -0,0 +1,55 @@
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using System;
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/// <summary>
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/// UI overlay for confirming a level switch. Displays level info and handles confirm/cancel actions.
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/// </summary>
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public class LevelSwitchMenu : MonoBehaviour
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{
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[Header("UI References")]
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public Image iconImage;
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public TMP_Text levelNameText;
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public TMP_Text descriptionText;
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public Button confirmButton;
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public Button cancelButton;
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private Action _onConfirm;
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private Action _onCancel;
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private LevelSwitchData _switchData;
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/// <summary>
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/// Initialize the menu with data and callbacks.
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/// </summary>
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public void Setup(LevelSwitchData switchData, Action onConfirm, Action onCancel)
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{
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_switchData = switchData;
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_onConfirm = onConfirm;
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_onCancel = onCancel;
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if (iconImage) iconImage.sprite = switchData?.mapSprite;
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if (levelNameText) levelNameText.text = switchData?.targetLevelSceneName ?? "";
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if (descriptionText) descriptionText.text = switchData?.description ?? "";
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if (confirmButton) confirmButton.onClick.AddListener(OnConfirmClicked);
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if (cancelButton) cancelButton.onClick.AddListener(OnCancelClicked);
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}
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private void OnDestroy()
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{
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if (confirmButton) confirmButton.onClick.RemoveListener(OnConfirmClicked);
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if (cancelButton) cancelButton.onClick.RemoveListener(OnCancelClicked);
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}
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private void OnConfirmClicked()
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{
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_onConfirm?.Invoke();
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Destroy(gameObject);
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}
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private void OnCancelClicked()
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{
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_onCancel?.Invoke();
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Destroy(gameObject);
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}
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}
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3
Assets/Scripts/LevelS/LevelSwitchMenu.cs.meta
Normal file
3
Assets/Scripts/LevelS/LevelSwitchMenu.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 662ab024f9b9403f9184b71850bfce4f
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timeCreated: 1757335311
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