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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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