Update Pause menu and MinigameSelection menu to icon-based with no text
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@@ -1,4 +1,5 @@
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using System;
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using System.Collections;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -6,7 +7,7 @@ using UnityEngine.UI;
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namespace Levels
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{
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/// <summary>
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/// UI overlay for confirming a level switch. Displays level info and handles confirm/cancel actions, and supports leaderboard view.
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/// UI overlay for confirming a level switch. Displays level info and handles confirm/cancel actions, and supports scrolling between level info and leaderboard.
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/// </summary>
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public class MinigameSwitchMenu : MonoBehaviour
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{
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@@ -15,14 +16,15 @@ namespace Levels
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public TMP_Text levelNameText;
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public Button confirmButton;
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public Button cancelButton;
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public Button leaderboardButton;
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public GameObject levelInfoContainer;
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public GameObject leaderboardContainer;
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public Button leaderboardDismissButton;
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public Button toLeaderboardButton;
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public Button toLevelSelectButton;
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public ScrollRect scrollView;
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public float scrollDuration = 1f;
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private Action _onLevelConfirm;
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private Action _onCancel;
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private LevelSwitchData _switchData;
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private Coroutine _activeScrollCoroutine;
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/// <summary>
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/// Initialize the menu with data and callbacks.
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@@ -36,18 +38,26 @@ namespace Levels
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if (levelNameText) levelNameText.text = switchData?.targetLevelSceneName ?? "";
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if (confirmButton) confirmButton.onClick.AddListener(OnConfirmClicked);
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if (cancelButton) cancelButton.onClick.AddListener(OnCancelClicked);
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if (leaderboardButton) leaderboardButton.onClick.AddListener(OnLeaderboardClicked);
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if (leaderboardDismissButton) leaderboardDismissButton.onClick.AddListener(OnLeaderboardDismissClicked);
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if (levelInfoContainer) levelInfoContainer.SetActive(true);
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if (leaderboardContainer) leaderboardContainer.SetActive(false);
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if (toLeaderboardButton) toLeaderboardButton.onClick.AddListener(OnToLeaderboardClicked);
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if (toLevelSelectButton) toLevelSelectButton.onClick.AddListener(OnToLevelSelectClicked);
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// Show only the toLeaderboardButton at start
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if (toLeaderboardButton) toLeaderboardButton.gameObject.SetActive(true);
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if (toLevelSelectButton) toLevelSelectButton.gameObject.SetActive(false);
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// Initialize scroll view to start at left (level info view)
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if (scrollView) scrollView.horizontalNormalizedPosition = 0f;
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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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if (leaderboardButton) leaderboardButton.onClick.RemoveListener(OnLeaderboardClicked);
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if (leaderboardDismissButton) leaderboardDismissButton.onClick.RemoveListener(OnLeaderboardDismissClicked);
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if (toLeaderboardButton) toLeaderboardButton.onClick.RemoveListener(OnToLeaderboardClicked);
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if (toLevelSelectButton) toLevelSelectButton.onClick.RemoveListener(OnToLevelSelectClicked);
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if (_activeScrollCoroutine != null)
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{
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StopCoroutine(_activeScrollCoroutine);
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_activeScrollCoroutine = null;
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}
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}
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private void OnConfirmClicked()
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@@ -62,16 +72,60 @@ namespace Levels
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Destroy(gameObject);
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}
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private void OnLeaderboardClicked()
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private void OnToLeaderboardClicked()
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{
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if (levelInfoContainer) levelInfoContainer.SetActive(false);
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if (leaderboardContainer) leaderboardContainer.SetActive(true);
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if (_activeScrollCoroutine != null)
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{
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StopCoroutine(_activeScrollCoroutine);
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}
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_activeScrollCoroutine = StartCoroutine(ScrollToLeaderboardCoroutine());
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}
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private void OnLeaderboardDismissClicked()
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private void OnToLevelSelectClicked()
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{
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if (levelInfoContainer) levelInfoContainer.SetActive(true);
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if (leaderboardContainer) leaderboardContainer.SetActive(false);
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if (_activeScrollCoroutine != null)
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{
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StopCoroutine(_activeScrollCoroutine);
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}
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_activeScrollCoroutine = StartCoroutine(ScrollToLevelSelectCoroutine());
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}
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private IEnumerator ScrollToLeaderboardCoroutine()
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{
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if (toLeaderboardButton) toLeaderboardButton.gameObject.SetActive(false);
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float elapsed = 0f;
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float startPos = scrollView.horizontalNormalizedPosition;
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float targetPos = 0.95f;
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while (elapsed < scrollDuration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / scrollDuration);
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float smoothT = Mathf.SmoothStep(0f, 1f, t);
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scrollView.horizontalNormalizedPosition = Mathf.Lerp(startPos, targetPos, smoothT);
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yield return null;
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}
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scrollView.horizontalNormalizedPosition = targetPos;
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if (toLevelSelectButton) toLevelSelectButton.gameObject.SetActive(true);
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_activeScrollCoroutine = null;
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}
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private IEnumerator ScrollToLevelSelectCoroutine()
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{
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if (toLevelSelectButton) toLevelSelectButton.gameObject.SetActive(false);
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float elapsed = 0f;
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float startPos = scrollView.horizontalNormalizedPosition;
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float targetPos = 0f;
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while (elapsed < scrollDuration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / scrollDuration);
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float smoothT = Mathf.SmoothStep(0f, 1f, t);
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scrollView.horizontalNormalizedPosition = Mathf.Lerp(startPos, targetPos, smoothT);
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yield return null;
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}
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scrollView.horizontalNormalizedPosition = targetPos;
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if (toLeaderboardButton) toLeaderboardButton.gameObject.SetActive(true);
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_activeScrollCoroutine = null;
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}
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}
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}
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