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AppleHillsProduction/Assets/Scripts/DamianExperiments/SoundBirdPuzzleSection/cameraSwitcher.cs

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using UnityEngine;
using Unity.Cinemachine;
using System.Collections;
Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51) # Lifecycle Management & Save System Revamp ## Overview Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems. ## Core Architecture ### New Lifecycle System - **`LifecycleManager`**: Centralized coordinator for all managed objects - **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier) - `OnSceneReady()`: Scene-specific setup after managers ready - Replaces `BootCompletionService` (deleted) - **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100) - **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode ### Unified SaveID System - Consistent format: `{ParentName}_{ComponentType}` - Auto-registration via `AutoRegisterForSave = true` - New `DebugSaveIds` editor tool for inspection ## Save/Load Improvements ### Enhanced State Management - **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy - **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring - **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state - **Fixed race conditions**: Proper initialization ordering prevents data corruption ## Interactable & Pickup System - Migrated to `OnManagedAwake()` for consistent initialization - Template method pattern for state restoration (`RestoreInteractionState()`) - Fixed combination item save/load bugs (items in slots vs. follower hand) - Dynamic spawning support for combined items on load - **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead ## UI System Changes - **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour` - **Fixed menu persistence bug**: Menus no longer reappear after scene transitions - **Pause Menu**: Now reacts to all scene loads (not just first scene) - **Orientation Enforcer**: Enforces per-scene via `SceneManagementService` - **Loading Screen**: Integrated with new lifecycle ## ⚠️ Breaking Changes 1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority 2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead 3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently 4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour` Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/51
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using Core.SaveLoad;
using Pixelplacement;
public class cameraSwitcher : MonoBehaviour
{
[SerializeField] private CinemachineCamera virtualCamera;
[SerializeField] private CinemachineConfiner2D confiner2D;
[SerializeField] private float zoomOutOrthoSize = 27f;
[SerializeField] private float normalOrthoSize = 20f;
[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
[SerializeField] private soundBird_FlyingBehaviour flyingBehaviour;
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[SerializeField] private soundBird_TakeOffBehaviour takeOffBehaviour; // New reference
Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51) # Lifecycle Management & Save System Revamp ## Overview Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems. ## Core Architecture ### New Lifecycle System - **`LifecycleManager`**: Centralized coordinator for all managed objects - **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier) - `OnSceneReady()`: Scene-specific setup after managers ready - Replaces `BootCompletionService` (deleted) - **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100) - **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode ### Unified SaveID System - Consistent format: `{ParentName}_{ComponentType}` - Auto-registration via `AutoRegisterForSave = true` - New `DebugSaveIds` editor tool for inspection ## Save/Load Improvements ### Enhanced State Management - **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy - **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring - **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state - **Fixed race conditions**: Proper initialization ordering prevents data corruption ## Interactable & Pickup System - Migrated to `OnManagedAwake()` for consistent initialization - Template method pattern for state restoration (`RestoreInteractionState()`) - Fixed combination item save/load bugs (items in slots vs. follower hand) - Dynamic spawning support for combined items on load - **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead ## UI System Changes - **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour` - **Fixed menu persistence bug**: Menus no longer reappear after scene transitions - **Pause Menu**: Now reacts to all scene loads (not just first scene) - **Orientation Enforcer**: Enforces per-scene via `SceneManagementService` - **Loading Screen**: Integrated with new lifecycle ## ⚠️ Breaking Changes 1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority 2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead 3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently 4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour` Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/51
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[SerializeField] private AppleMachine birdStateMachine;
private int playerInsideCount = 0;
private Coroutine zoomCoroutine;
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
playerInsideCount++;
if (playerInsideCount == 1 && virtualCamera != null)
{
if (zoomCoroutine != null) StopCoroutine(zoomCoroutine);
zoomCoroutine = StartCoroutine(SmoothOrthoSize(virtualCamera, zoomOutOrthoSize, transitionDuration));
}
}
}
private void OnTriggerExit2D(Collider2D other)
{
Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51) # Lifecycle Management & Save System Revamp ## Overview Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems. ## Core Architecture ### New Lifecycle System - **`LifecycleManager`**: Centralized coordinator for all managed objects - **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier) - `OnSceneReady()`: Scene-specific setup after managers ready - Replaces `BootCompletionService` (deleted) - **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100) - **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode ### Unified SaveID System - Consistent format: `{ParentName}_{ComponentType}` - Auto-registration via `AutoRegisterForSave = true` - New `DebugSaveIds` editor tool for inspection ## Save/Load Improvements ### Enhanced State Management - **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy - **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring - **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state - **Fixed race conditions**: Proper initialization ordering prevents data corruption ## Interactable & Pickup System - Migrated to `OnManagedAwake()` for consistent initialization - Template method pattern for state restoration (`RestoreInteractionState()`) - Fixed combination item save/load bugs (items in slots vs. follower hand) - Dynamic spawning support for combined items on load - **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead ## UI System Changes - **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour` - **Fixed menu persistence bug**: Menus no longer reappear after scene transitions - **Pause Menu**: Now reacts to all scene loads (not just first scene) - **Orientation Enforcer**: Enforces per-scene via `SceneManagementService` - **Loading Screen**: Integrated with new lifecycle ## ⚠️ Breaking Changes 1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority 2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead 3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently 4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour` Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/51
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if (!gameObject.activeInHierarchy)
return;
if (other.CompareTag("Player"))
{
playerInsideCount--;
if (playerInsideCount == 0 && virtualCamera != null)
{
if (zoomCoroutine != null) StopCoroutine(zoomCoroutine);
zoomCoroutine = StartCoroutine(SmoothOrthoSize(virtualCamera, normalOrthoSize, transitionDuration));
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if (birdStateMachine.currentState != null)
{
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if (birdStateMachine.currentState.name == "SoundBirdFlyAround" && flyingBehaviour != null)
{
flyingBehaviour.StartLanding();
}
else if (birdStateMachine.currentState.name == "SoundBirdTakeoff" && takeOffBehaviour != null)
{
takeOffBehaviour.StartLanding();
}
}
}
}
}
private IEnumerator SmoothOrthoSize(CinemachineCamera cam, float targetSize, float duration)
{
float startSize = cam.Lens.OrthographicSize;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
if (confiner2D != null)
{
confiner2D.InvalidateBoundingShapeCache();
}
yield return null;
}
cam.Lens.OrthographicSize = targetSize;
if (confiner2D != null)
{
confiner2D.InvalidateBoundingShapeCache();
}
}
}