Initial commit: Unity WordConnect project
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66
Assets/WordConnectGameToolkit/Scripts/Popups/SceneLoader.cs
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66
Assets/WordConnectGameToolkit/Scripts/Popups/SceneLoader.cs
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// // ©2015 - 2025 Candy Smith
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// // All rights reserved
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// // Redistribution of this software is strictly not allowed.
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// // Copy of this software can be obtained from unity asset store only.
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// // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
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// // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// // THE SOFTWARE.
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using System;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using WordsToolkit.Scripts.Gameplay.Managers;
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using WordsToolkit.Scripts.Levels;
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using WordsToolkit.Scripts.System;
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using VContainer;
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namespace WordsToolkit.Scripts.Popups
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{
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public class SceneLoader : MonoBehaviour
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{
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public static Action<Scene> OnSceneLoadedCallback;
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public static event Action OnGameStart;
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private Loading loading;
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private Scene previouseScene;
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[Inject]
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private StateManager stateManager;
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private void Start()
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{
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CheckEvent(SceneManager.GetActiveScene());
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}
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public void StartGameScene()
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{
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// Let GameDataManager.GetLevel() handle loading the appropriate level
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// This ensures consistent behavior with our level selection logic
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Level level = GameDataManager.GetLevel();
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if (level != null)
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{
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GameDataManager.SetLevel(level);
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}
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OnGameStart?.Invoke();
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stateManager.CurrentState = EScreenStates.Game;
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}
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public void GoMain()
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{
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stateManager.CurrentState = EScreenStates.MainMenu;
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}
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private void CheckEvent(Scene scene)
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{
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if (previouseScene != scene)
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{
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OnSceneLoadedCallback?.Invoke(scene);
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previouseScene = scene;
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}
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}
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}
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}
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