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50
Assets/Scripts/Framework/Services/Puzzles/Base/BasePuzzle.cs
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50
Assets/Scripts/Framework/Services/Puzzles/Base/BasePuzzle.cs
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// ==============================
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// PuzzleBase.cs (updated)
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// ==============================
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using System.Collections.Generic;
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using BriarQueen.Framework.Assets;
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using BriarQueen.Framework.Coordinators.Events;
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using BriarQueen.Framework.Managers.Audio;
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using BriarQueen.Framework.Managers.Hints.Data;
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using BriarQueen.Framework.Managers.IO;
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using BriarQueen.Framework.Managers.Levels.Data;
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using BriarQueen.Framework.Registries;
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using Cysharp.Threading.Tasks;
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using VContainer;
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namespace BriarQueen.Framework.Services.Puzzles.Base
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{
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public abstract class BasePuzzle : BaseLevel
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{
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protected AddressableManager AddressableManager;
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protected AssetRegistry AssetRegistry;
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protected AudioManager AudioManager;
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protected ItemRegistry ItemRegistry;
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protected PuzzleService PuzzleService;
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public abstract string PuzzleID { get; }
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public override bool IsPuzzleLevel => true;
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// BaseLevel still requires these.
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public abstract override string LevelName { get; }
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public abstract override Dictionary<int, BaseHint> Hints { get; }
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public abstract UniTask CompletePuzzle();
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[Inject]
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public void Construct(EventCoordinator eventCoordinator, AudioManager audioManager,
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SaveManager saveManager, ItemRegistry itemRegistry, AddressableManager addressableManager,
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AssetRegistry assetRegistry, PuzzleService puzzleService)
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{
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EventCoordinator = eventCoordinator;
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AudioManager = audioManager;
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SaveManager = saveManager;
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ItemRegistry = itemRegistry;
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AddressableManager = addressableManager;
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AssetRegistry = assetRegistry;
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PuzzleService = puzzleService;
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}
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}
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}
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fileFormatVersion: 2
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guid: 2f7dc618c5084940a094037aab5f4e8b
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timeCreated: 1769876583
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@@ -0,0 +1,15 @@
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using Cysharp.Threading.Tasks;
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namespace BriarQueen.Framework.Services.Puzzles.Base
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{
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public interface IPuzzleStateful
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{
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/// <summary>If true, manager can mark the puzzle completed (and optionally clear state).</summary>
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bool IsCompleted { get; }
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UniTask<byte[]> CaptureState();
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/// <summary>Restore the puzzle from a previously captured serialized blob.</summary>
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UniTask RestoreState(byte[] state);
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: e05bb678cdfe40f6acffd77fceb3faba
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timeCreated: 1769878647
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@@ -0,0 +1,7 @@
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namespace BriarQueen.Framework.Services.Puzzles.Base
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{
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public interface IPuzzleWorldStateSync
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{
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void SyncWorldStateToSave();
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 120766eb18204d1593aad20a292f305c
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timeCreated: 1774453311
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