Files
AppleHillsProduction/Assets/Scripts/Levels/LevelSwitch.cs

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using System;
using AppleHills.Core.Settings;
using Core;
using Input;
using Interactions;
using System.Threading.Tasks;
using UnityEngine;
namespace Levels
{
/// <summary>
/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
/// </summary>
Refactoring of the interaction system and preliminary integration of save/load functionality across the game. (#44) ### Interactables Architecture Refactor - Converted composition to inheritance, moved from component-based to class-based interactables. No more requirement for chain of "Interactable -> Item" etc. - Created `InteractableBase` abstract base class with common functionality that replaces the old component - Specialized child classes: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction` are now children classes - Light updates to the interactable inspector, moved some things arround, added collapsible inspector sections in the UI for better editor experience ### State Machine Integration - Custom `AppleMachine` inheritong from Pixelplacement's StateMachine which implements our own interface for saving, easy place for future improvements - Replaced all previous StateMachines by `AppleMachine` - Custom `AppleState` extends from default `State`. Added serialization, split state logic into "EnterState", "RestoreState", "ExitState" allowing for separate logic when triggering in-game vs loading game - Restores directly to target state without triggering transitional logic - Migration tool converts existing instances ### Prefab Organization - Saved changes from scenes into prefabs - Cleaned up duplicated components, confusing prefabs hierarchies - Created prefab variants where possible - Consolidated Environment prefabs and moved them out of Placeholders subfolder into main Environment folder - Organized item prefabs from PrefabsPLACEHOLDER into proper Items folder - Updated prefab references - All scene references updated to new locations - Removed placeholder files from Characters, Levels, UI, and Minigames folders ### Scene Updates - Quarry scene with major updates - Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD) - Added proper lighting data - Updated all interactable components to new architecture ### Minor editor tools - New tool for testing cards from an editor window (no in-scene object required) - Updated Interactable Inspector - New debug option to opt in-and-out of the save/load system - Tooling for easier migration Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/44
2025-11-03 10:12:51 +00:00
public class LevelSwitch : InteractableBase
{
public LevelSwitchData switchData;
private SpriteRenderer _iconRenderer;
private IInteractionSettings _interactionSettings;
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
2025-11-07 15:38:31 +00:00
private GameObject _menuObjectRef;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
/// </summary>
Lifecycle System Refactor & Logging Centralization (#56) ## ManagedBehaviour System Refactor - **Sealed `Awake()`** to prevent override mistakes that break singleton registration - **Added `OnManagedAwake()`** for early initialization (fires during registration) - **Renamed lifecycle hook:** `OnManagedAwake()` → `OnManagedStart()` (fires after boot, mirrors Unity's Awake→Start) - **40 files migrated** to new pattern (2 core, 38 components) - Eliminated all fragile `private new void Awake()` patterns - Zero breaking changes - backward compatible ## Centralized Logging System - **Automatic tagging** via `CallerMemberName` and `CallerFilePath` - logs auto-tagged as `[ClassName][MethodName] message` - **Unified API:** Single `Logging.Debug/Info/Warning/Error()` replaces custom `LogDebugMessage()` implementations - **~90 logging call sites** migrated across 10 files - **10 redundant helper methods** removed - All logs broadcast via `Logging.OnLogEntryAdded` event for real-time monitoring ## Custom Log Console (Editor Window) - **Persistent filter popups** for multi-selection (classes, methods, log levels) - windows stay open during selection - **Search** across class names, methods, and message content - **Time range filter** with MinMaxSlider - **Export** filtered logs to timestamped `.txt` files - **Right-click context menu** for quick filtering and copy actions - **Visual improvements:** White text, alternating row backgrounds, color-coded log levels - **Multiple instances** supported for simultaneous system monitoring - Open via `AppleHills > Custom Log Console` Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/56
2025-11-11 08:48:29 +00:00
internal override void OnManagedAwake()
{
Lifecycle System Refactor & Logging Centralization (#56) ## ManagedBehaviour System Refactor - **Sealed `Awake()`** to prevent override mistakes that break singleton registration - **Added `OnManagedAwake()`** for early initialization (fires during registration) - **Renamed lifecycle hook:** `OnManagedAwake()` → `OnManagedStart()` (fires after boot, mirrors Unity's Awake→Start) - **40 files migrated** to new pattern (2 core, 38 components) - Eliminated all fragile `private new void Awake()` patterns - Zero breaking changes - backward compatible ## Centralized Logging System - **Automatic tagging** via `CallerMemberName` and `CallerFilePath` - logs auto-tagged as `[ClassName][MethodName] message` - **Unified API:** Single `Logging.Debug/Info/Warning/Error()` replaces custom `LogDebugMessage()` implementations - **~90 logging call sites** migrated across 10 files - **10 redundant helper methods** removed - All logs broadcast via `Logging.OnLogEntryAdded` event for real-time monitoring ## Custom Log Console (Editor Window) - **Persistent filter popups** for multi-selection (classes, methods, log levels) - windows stay open during selection - **Search** across class names, methods, and message content - **Time range filter** with MinMaxSlider - **Export** filtered logs to timestamped `.txt` files - **Right-click context menu** for quick filtering and copy actions - **Visual improvements:** White text, alternating row backgrounds, color-coded log levels - **Multiple instances** supported for simultaneous system monitoring - Open via `AppleHills > Custom Log Console` Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/56
2025-11-11 08:48:29 +00:00
base.OnManagedAwake();
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
2025-11-07 15:38:31 +00:00
2025-11-10 13:03:36 +01:00
Logging.Debug($"[LevelSwitch] Awake called for {gameObject.name} in scene {gameObject.scene.name}");
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
2025-11-07 15:38:31 +00:00
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
// Initialize settings reference
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
ApplySwitchData();
}
Lifecycle System Refactor & Logging Centralization (#56) ## ManagedBehaviour System Refactor - **Sealed `Awake()`** to prevent override mistakes that break singleton registration - **Added `OnManagedAwake()`** for early initialization (fires during registration) - **Renamed lifecycle hook:** `OnManagedAwake()` → `OnManagedStart()` (fires after boot, mirrors Unity's Awake→Start) - **40 files migrated** to new pattern (2 core, 38 components) - Eliminated all fragile `private new void Awake()` patterns - Zero breaking changes - backward compatible ## Centralized Logging System - **Automatic tagging** via `CallerMemberName` and `CallerFilePath` - logs auto-tagged as `[ClassName][MethodName] message` - **Unified API:** Single `Logging.Debug/Info/Warning/Error()` replaces custom `LogDebugMessage()` implementations - **~90 logging call sites** migrated across 10 files - **10 redundant helper methods** removed - All logs broadcast via `Logging.OnLogEntryAdded` event for real-time monitoring ## Custom Log Console (Editor Window) - **Persistent filter popups** for multi-selection (classes, methods, log levels) - windows stay open during selection - **Search** across class names, methods, and message content - **Time range filter** with MinMaxSlider - **Export** filtered logs to timestamped `.txt` files - **Right-click context menu** for quick filtering and copy actions - **Visual improvements:** White text, alternating row backgrounds, color-coded log levels - **Multiple instances** supported for simultaneous system monitoring - Open via `AppleHills > Custom Log Console` Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/56
2025-11-11 08:48:29 +00:00
internal override void OnManagedStart()
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
2025-11-07 15:38:31 +00:00
{
Lifecycle System Refactor & Logging Centralization (#56) ## ManagedBehaviour System Refactor - **Sealed `Awake()`** to prevent override mistakes that break singleton registration - **Added `OnManagedAwake()`** for early initialization (fires during registration) - **Renamed lifecycle hook:** `OnManagedAwake()` → `OnManagedStart()` (fires after boot, mirrors Unity's Awake→Start) - **40 files migrated** to new pattern (2 core, 38 components) - Eliminated all fragile `private new void Awake()` patterns - Zero breaking changes - backward compatible ## Centralized Logging System - **Automatic tagging** via `CallerMemberName` and `CallerFilePath` - logs auto-tagged as `[ClassName][MethodName] message` - **Unified API:** Single `Logging.Debug/Info/Warning/Error()` replaces custom `LogDebugMessage()` implementations - **~90 logging call sites** migrated across 10 files - **10 redundant helper methods** removed - All logs broadcast via `Logging.OnLogEntryAdded` event for real-time monitoring ## Custom Log Console (Editor Window) - **Persistent filter popups** for multi-selection (classes, methods, log levels) - windows stay open during selection - **Search** across class names, methods, and message content - **Time range filter** with MinMaxSlider - **Export** filtered logs to timestamped `.txt` files - **Right-click context menu** for quick filtering and copy actions - **Visual improvements:** White text, alternating row backgrounds, color-coded log levels - **Multiple instances** supported for simultaneous system monitoring - Open via `AppleHills > Custom Log Console` Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/56
2025-11-11 08:48:29 +00:00
Logging.Debug($"[LevelSwitch] OnManagedStart called for {gameObject.name}");
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
2025-11-07 15:38:31 +00:00
}
Lifecycle System Refactor & Logging Centralization (#56) ## ManagedBehaviour System Refactor - **Sealed `Awake()`** to prevent override mistakes that break singleton registration - **Added `OnManagedAwake()`** for early initialization (fires during registration) - **Renamed lifecycle hook:** `OnManagedAwake()` → `OnManagedStart()` (fires after boot, mirrors Unity's Awake→Start) - **40 files migrated** to new pattern (2 core, 38 components) - Eliminated all fragile `private new void Awake()` patterns - Zero breaking changes - backward compatible ## Centralized Logging System - **Automatic tagging** via `CallerMemberName` and `CallerFilePath` - logs auto-tagged as `[ClassName][MethodName] message` - **Unified API:** Single `Logging.Debug/Info/Warning/Error()` replaces custom `LogDebugMessage()` implementations - **~90 logging call sites** migrated across 10 files - **10 redundant helper methods** removed - All logs broadcast via `Logging.OnLogEntryAdded` event for real-time monitoring ## Custom Log Console (Editor Window) - **Persistent filter popups** for multi-selection (classes, methods, log levels) - windows stay open during selection - **Search** across class names, methods, and message content - **Time range filter** with MinMaxSlider - **Export** filtered logs to timestamped `.txt` files - **Right-click context menu** for quick filtering and copy actions - **Visual improvements:** White text, alternating row backgrounds, color-coded log levels - **Multiple instances** supported for simultaneous system monitoring - Open via `AppleHills > Custom Log Console` Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/56
2025-11-11 08:48:29 +00:00
internal override void OnSceneReady()
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
2025-11-07 15:38:31 +00:00
{
2025-11-10 13:03:36 +01:00
Logging.Debug($"[LevelSwitch] OnSceneReady called for {gameObject.name}");
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
2025-11-07 15:38:31 +00:00
}
#if UNITY_EDITOR
/// <summary>
/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
/// </summary>
void OnValidate()
{
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
ApplySwitchData();
}
#endif
/// <summary>
/// Applies the switch data to the level switch (icon, name, etc).
/// </summary>
public void ApplySwitchData()
{
if (switchData != null)
{
if (_iconRenderer != null)
_iconRenderer.sprite = switchData.mapSprite;
gameObject.name = switchData.targetLevelSceneName;
// Optionally update other fields, e.g. description
}
}
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
2025-11-07 15:38:31 +00:00
/// <summary>
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
2025-11-07 15:38:31 +00:00
/// Main interaction logic: Spawn menu and switch input mode.
/// </summary>
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
2025-11-07 15:38:31 +00:00
protected override bool DoInteraction()
{
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
2025-11-07 15:38:31 +00:00
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName))
{
2025-11-10 13:03:36 +01:00
Logging.Warning("LevelSwitch has no valid switchData!");
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
2025-11-07 15:38:31 +00:00
return false;
}
var menuPrefab = _interactionSettings?.LevelSwitchMenuPrefab;
if (menuPrefab == null)
{
Debug.LogError("LevelSwitchMenu prefab not assigned in InteractionSettings!");
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
2025-11-07 15:38:31 +00:00
return false;
}
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
2025-11-07 15:38:31 +00:00
// Spawn the menu overlay
_menuObjectRef = Instantiate(menuPrefab);
var menu = _menuObjectRef.GetComponent<LevelSwitchMenu>();
if (menu == null)
{
Debug.LogError("LevelSwitchMenu component missing on prefab!");
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
2025-11-07 15:38:31 +00:00
Destroy(_menuObjectRef);
return false;
}
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
2025-11-07 15:38:31 +00:00
// Setup menu with data and callbacks
menu.Setup(switchData, OnLevelSelectedWrapper, OnMinigameSelected, OnMenuCancel, OnRestartSelected);
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
2025-11-07 15:38:31 +00:00
// Switch input mode to UI only
InputManager.Instance.SetInputMode(InputMode.UI);
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
2025-11-07 15:38:31 +00:00
return true; // Menu spawned successfully
}
private void OnLevelSelectedWrapper()
{
_ = OnLevelSelected();
}
private async Task OnLevelSelected()
{
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
}
private async void OnMinigameSelected()
{
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetMinigameSceneName, progress);
}
private async void OnRestartSelected()
{
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
2025-11-07 15:38:31 +00:00
// Clear all save data for the target level before reloading
if (Core.SaveLoad.SaveLoadManager.Instance != null && !string.IsNullOrEmpty(switchData?.targetLevelSceneName))
{
Core.SaveLoad.SaveLoadManager.Instance.ClearLevelData(switchData.targetLevelSceneName);
Logging.Debug($"[LevelSwitch] Cleared save data for level: {switchData.targetLevelSceneName}");
}
// Now reload the level with fresh state - skipSave=true prevents re-saving cleared data
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress, autoHideLoadingScreen: true, skipSave: true);
}
private void OnMenuCancel()
{
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
}
}
}