fit : scarecrow & boat integration
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@@ -62,7 +62,7 @@ namespace Unheimlich.Navigation.Debuging
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{
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if (index < 0 || index >= _scenes.Count)
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{
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UnityEngine.Debug.LogWarning($"[DebugNavigation] Index {index} out of range.");
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Debug.LogWarning($"[DebugNavigation] Index {index} out of range.");
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return;
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}
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@@ -76,7 +76,7 @@ namespace Unheimlich.Navigation.Debuging
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if (scene == null)
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{
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UnityEngine.Debug.LogWarning($"[DebugNavigation] Scene at index {index} is null.");
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Debug.LogWarning($"[DebugNavigation] Scene at index {index} is null.");
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return;
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}
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@@ -84,7 +84,7 @@ namespace Unheimlich.Navigation.Debuging
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if (OctoRef.Instance != null &&
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OctoRef.Instance.Navigation.CurrentScene == scene)
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{
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UnityEngine.Debug.Log($"[DebugNavigation] Scene '{scene.SceneName}' is already loaded, skipping.");
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Debug.Log($"[DebugNavigation] Scene '{scene.SceneName}' is already loaded, skipping.");
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return;
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}
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@@ -93,7 +93,7 @@ namespace Unheimlich.Navigation.Debuging
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if (OctoRef.Instance)
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OctoRef.Instance.Navigation.LoadScene(scene);
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else
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UnityEngine.Debug.LogError("[DebugNavigation] OctoCore instance not found.");
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Debug.LogError("[DebugNavigation] OctoCore instance not found.");
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}
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}
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}
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@@ -115,8 +115,6 @@ namespace Unheimlich.Navigation.Debuging
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_keyboardNextAction.performed += _ => TryNext();
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// Device detection — wildcard bindings
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// Note: on exclut les triggers du anyGamepad pour éviter les faux positifs
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// lors du relâchement après un hold unlock
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_anyGamepadAction = new InputAction("AnyGamepad", InputActionType.PassThrough);
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_anyGamepadAction.AddBinding("<Gamepad>/leftStick");
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_anyGamepadAction.AddBinding("<Gamepad>/rightStick");
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@@ -230,7 +228,7 @@ namespace Unheimlich.Navigation.Debuging
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if (_holdTimer >= _holdDuration)
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{
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_holdFired = true; // marque comme fired AVANT le toggle pour bloquer OnR2Up/OnL2Up
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_holdFired = true;
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ToggleDebugMenu(true);
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}
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}
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@@ -285,12 +283,12 @@ namespace Unheimlich.Navigation.Debuging
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SyncDebugNavigation();
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if (isGamepad) OnDebugMenuUnlockedGamepad?.Invoke();
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else OnDebugMenuUnlockedKeyboard?.Invoke();
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UnityEngine.Debug.Log($"[DebugMenuUnlocker] Unlocked ({(isGamepad ? "Gamepad" : "Keyboard")}).");
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Debug.Log($"[DebugMenuUnlocker] Unlocked ({(isGamepad ? "Gamepad" : "Keyboard")}).");
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}
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else
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{
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OnDebugMenuLocked?.Invoke();
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UnityEngine.Debug.Log("[DebugMenuUnlocker] Locked.");
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Debug.Log("[DebugMenuUnlocker] Locked.");
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}
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}
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