Initial commit: Unity WordConnect project

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2025-08-01 19:12:05 +08:00
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// // ©2015 - 2025 Candy Smith
// // All rights reserved
// // Redistribution of this software is strictly not allowed.
// // Copy of this software can be obtained from unity asset store only.
// // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
// // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// // THE SOFTWARE.
using System;
using UnityEngine;
using UnityEngine.SceneManagement;
using WordsToolkit.Scripts.Gameplay.Managers;
using WordsToolkit.Scripts.Levels;
using WordsToolkit.Scripts.System;
using VContainer;
namespace WordsToolkit.Scripts.Popups
{
public class SceneLoader : MonoBehaviour
{
public static Action<Scene> OnSceneLoadedCallback;
public static event Action OnGameStart;
private Loading loading;
private Scene previouseScene;
[Inject]
private StateManager stateManager;
private void Start()
{
CheckEvent(SceneManager.GetActiveScene());
}
public void StartGameScene()
{
// Let GameDataManager.GetLevel() handle loading the appropriate level
// This ensures consistent behavior with our level selection logic
Level level = GameDataManager.GetLevel();
if (level != null)
{
GameDataManager.SetLevel(level);
}
OnGameStart?.Invoke();
stateManager.CurrentState = EScreenStates.Game;
}
public void GoMain()
{
stateManager.CurrentState = EScreenStates.MainMenu;
}
private void CheckEvent(Scene scene)
{
if (previouseScene != scene)
{
OnSceneLoadedCallback?.Invoke(scene);
previouseScene = scene;
}
}
}
}