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AppleHillsProduction/Assets/Scripts/CardSystem/Data/CardSystemManager.cs

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2025-11-07 17:49:43 +01:00
using System;
using System.Collections.Generic;
using System.Linq;
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using AppleHills.Data.CardSystem;
using Core;
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.Lifecycle;
using UnityEngine;
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namespace Data.CardSystem
{
/// <summary>
/// Manages the player's card collection, booster packs, and related operations.
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
/// Manages the card collection system for the game.
/// Handles unlocking cards, tracking collections, and integrating with the save/load system.
/// </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
public class CardSystemManager : ManagedBehaviour
{
private static CardSystemManager _instance;
public static CardSystemManager Instance => _instance;
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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// Save system configuration
public override bool AutoRegisterForSave => true;
public override string SaveId => "CardSystemManager";
[Header("Card Collection")]
[SerializeField] private List<CardDefinition> availableCards = new List<CardDefinition>();
// Runtime data - will be serialized for save/load
[SerializeField] private CardInventory playerInventory = new CardInventory();
// Album system - cards waiting to be placed in album
private List<CardData> _pendingRevealCards = new List<CardData>();
private HashSet<string> _placedInAlbumCardIds = new HashSet<string>();
// Dictionary to quickly look up card definitions by ID
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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private Dictionary<string, CardDefinition> _definitionLookup;
private bool _lookupInitialized = false;
// Event callbacks using System.Action
public event Action<List<CardData>> OnBoosterOpened;
public event Action<CardData> OnCardCollected;
public event Action<int> OnBoosterCountChanged;
public event Action<CardData> OnPendingCardAdded;
Merge a card refresh (#59) - **Refactored Card Placement Flow** - Separated card presentation from orchestration logic - Extracted `CornerCardManager` for pending card lifecycle (spawn, shuffle, rebuild) - Extracted `AlbumNavigationService` for book page navigation and zone mapping - Extracted `CardEnlargeController` for backdrop management and card reparenting - Implemented controller pattern (non-MonoBehaviour) for complex logic - Cards now unparent from slots before rebuild to prevent premature destruction - **Improved Corner Card Display** - Fixed cards spawning on top of each other during rebuild - Implemented shuffle-to-front logic (remaining cards occupy slots 0→1→2) - Added smart card selection (prioritizes cards matching current album page) - Pending cards now removed from queue immediately on drag start - Corner cards rebuild after each placement with proper slot reassignment - **Enhanced Album Card Viewing** - Added dramatic scale increase when viewing cards from album slots - Implemented shrink animation when dismissing enlarged cards - Cards transition: `PlacedInSlotState` → `AlbumEnlargedState` → `PlacedInSlotState` - Backdrop shows/hides with card enlarge/shrink cycle - Cards reparent to enlarged container while viewing, return to slot after - **State Machine Improvements** - Added `CardStateNames` constants for type-safe state transitions - Implemented `ICardClickHandler` and `ICardStateDragHandler` interfaces - State transitions now use cached property indices - `BoosterCardContext` separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value) - Identified unused `Card.OnPlacedInAlbumSlot` event (no subscribers) 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/59
2025-11-18 08:40:59 +00:00
public event Action<CardData> OnPendingCardRemoved;
public event Action<CardData> OnCardPlacedInAlbum;
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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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
// Set instance immediately (early initialization)
_instance = this;
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
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
// Load card definitions from Addressables, then register with save system
LoadCardDefinitionsFromAddressables();
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 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
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{
Logging.Debug("[CardSystemManager] Initialized");
}
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/// <summary>
/// Loads all card definitions from Addressables using the "BlokkemonCard" label
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/// </summary>
private async void LoadCardDefinitionsFromAddressables()
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{
availableCards = new List<CardDefinition>();
// Load by label instead of group name for better flexibility
var handle = UnityEngine.AddressableAssets.Addressables.LoadResourceLocationsAsync(new string[] { "BlokkemonCard" }, UnityEngine.AddressableAssets.Addressables.MergeMode.Union);
await handle.Task;
if (handle.Status == UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationStatus.Succeeded)
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{
var locations = handle.Result;
var loadedIds = new HashSet<string>();
foreach (var loc in locations)
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{
var cardHandle = UnityEngine.AddressableAssets.Addressables.LoadAssetAsync<CardDefinition>(loc);
await cardHandle.Task;
if (cardHandle.Status == UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationStatus.Succeeded)
{
var cardDef = cardHandle.Result;
if (cardDef != null && !string.IsNullOrEmpty(cardDef.Id) && !loadedIds.Contains(cardDef.Id))
{
availableCards.Add(cardDef);
loadedIds.Add(cardDef.Id);
}
}
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}
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// Build lookup now that cards are loaded
BuildDefinitionLookup();
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
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Logging.Debug($"[CardSystemManager] Loaded {availableCards.Count} card definitions from Addressables");
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}
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
else
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{
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
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Logging.Warning("[CardSystemManager] Failed to load card definitions from Addressables");
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}
}
/// <summary>
/// Builds a lookup dictionary for quick access to card definitions by ID
/// </summary>
private void BuildDefinitionLookup()
{
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 (_definitionLookup == null)
{
_definitionLookup = new Dictionary<string, CardDefinition>();
}
_definitionLookup.Clear();
foreach (var cardDef in availableCards)
{
if (cardDef != null && !string.IsNullOrEmpty(cardDef.Id))
{
_definitionLookup[cardDef.Id] = cardDef;
}
}
// Link existing card data to their definitions
foreach (var cardData in playerInventory.CollectedCards.Values)
{
if (!string.IsNullOrEmpty(cardData.DefinitionId) &&
_definitionLookup.TryGetValue(cardData.DefinitionId, out CardDefinition def))
{
cardData.SetDefinition(def);
}
}
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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_lookupInitialized = true;
}
/// <summary>
/// Adds a booster pack to the player's inventory
/// </summary>
public void AddBoosterPack(int count = 1)
{
playerInventory.BoosterPackCount += count;
OnBoosterCountChanged?.Invoke(playerInventory.BoosterPackCount);
Logging.Debug($"[CardSystemManager] Added {count} booster pack(s). Total: {playerInventory.BoosterPackCount}");
}
/// <summary>
/// Opens a booster pack and returns the newly obtained cards
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/// NOTE: Cards are NOT added to inventory immediately - they're added after the reveal interaction
/// </summary>
public List<CardData> OpenBoosterPack()
{
if (playerInventory.BoosterPackCount <= 0)
{
Logging.Warning("[CardSystemManager] Attempted to open a booster pack, but none are available.");
return new List<CardData>();
}
playerInventory.BoosterPackCount--;
OnBoosterCountChanged?.Invoke(playerInventory.BoosterPackCount);
// Draw 3 cards based on rarity distribution
List<CardData> drawnCards = DrawRandomCards(3);
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// NOTE: Cards are NOT added to inventory here anymore
// They will be added after the player interacts with each revealed card
// This allows us to show new/repeat status before adding to collection
// Notify listeners
OnBoosterOpened?.Invoke(drawnCards);
Logging.Debug($"[CardSystemManager] Opened a booster pack and obtained {drawnCards.Count} cards. Remaining boosters: {playerInventory.BoosterPackCount}");
return drawnCards;
}
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/// <summary>
/// Check if a card is new to the player's collection at the specified rarity
/// Checks both owned inventory and pending reveal queue
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/// </summary>
/// <param name="cardData">The card to check</param>
/// <param name="existingCard">Out parameter - the existing card if found, null otherwise</param>
/// <returns>True if this is a new card at this rarity, false if already owned or pending</returns>
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public bool IsCardNew(CardData cardData, out CardData existingCard)
{
// First check inventory (cards already placed in album)
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if (playerInventory.HasCard(cardData.DefinitionId, cardData.Rarity))
{
existingCard = playerInventory.GetCard(cardData.DefinitionId, cardData.Rarity);
return false;
}
// Then check pending reveal queue (cards waiting to be placed)
CardData pendingCard = _pendingRevealCards.FirstOrDefault(c =>
c.DefinitionId == cardData.DefinitionId && c.Rarity == cardData.Rarity);
if (pendingCard != null)
{
// Return the actual pending card with its real CopiesOwned count
// Pending status is just about placement location, not copy count
existingCard = pendingCard;
return false; // Not new - already in pending queue
}
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existingCard = null;
return true; // Truly new - not in inventory or pending
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}
/// <summary>
/// Adds a card to the player's inventory after reveal (delayed add)
/// Public wrapper for AddCardToInventory to support delayed inventory updates
/// </summary>
public void AddCardToInventoryDelayed(CardData card)
{
AddCardToInventory(card);
}
/// <summary>
/// Adds a card to the player's inventory, handles duplicates
/// Checks both inventory and pending lists to find existing cards
/// </summary>
private void AddCardToInventory(CardData card)
{
// Guard: Ensure card has at least 1 copy
if (card.CopiesOwned <= 0)
{
card.CopiesOwned = 1;
Logging.Warning($"[CardSystemManager] Card '{card.Name}' had {card.CopiesOwned} copies, setting to 1");
}
// First check inventory (cards already placed in album)
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if (playerInventory.HasCard(card.DefinitionId, card.Rarity))
{
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CardData existingCard = playerInventory.GetCard(card.DefinitionId, card.Rarity);
existingCard.CopiesOwned++;
Logging.Debug($"[CardSystemManager] Added duplicate card '{card.Name}' ({card.Rarity}) to INVENTORY. Now have {existingCard.CopiesOwned} copies.");
return;
}
// Then check pending reveal queue
CardData pendingCard = _pendingRevealCards.FirstOrDefault(c =>
c.DefinitionId == card.DefinitionId && c.Rarity == card.Rarity);
if (pendingCard != null)
{
// Card already in pending - increment its copy count
pendingCard.CopiesOwned++;
Logging.Debug($"[CardSystemManager] Added duplicate card '{card.Name}' ({card.Rarity}) to PENDING. Now have {pendingCard.CopiesOwned} copies pending.");
return;
}
// This is a NEW card (never owned at this rarity before)
// Add to pending reveal list instead of inventory
_pendingRevealCards.Add(card);
OnPendingCardAdded?.Invoke(card);
Logging.Debug($"[CardSystemManager] Added new card '{card.Name}' ({card.Rarity}) to pending reveal queue.");
}
/// <summary>
/// Draws random cards based on rarity distribution
/// </summary>
private List<CardData> DrawRandomCards(int count)
{
List<CardData> result = new List<CardData>();
if (availableCards.Count == 0)
{
Debug.LogError("[CardSystemManager] No available cards defined!");
return result;
}
// Simple weighted random selection based on rarity
for (int i = 0; i < count; i++)
{
// Determine card rarity first
CardRarity rarity = DetermineRandomRarity();
// Filter cards by the selected rarity
List<CardDefinition> cardsOfRarity = availableCards.FindAll(c => c.Rarity == rarity);
if (cardsOfRarity.Count > 0)
{
// Select a random card of this rarity
int randomIndex = UnityEngine.Random.Range(0, cardsOfRarity.Count);
CardDefinition selectedDef = cardsOfRarity[randomIndex];
// Create card data from definition
CardData newCard = selectedDef.CreateCardData();
result.Add(newCard);
}
else
{
// Fallback if no cards of the selected rarity
Logging.Warning($"[CardSystemManager] No cards of rarity {rarity} available, selecting a random card instead.");
int randomIndex = UnityEngine.Random.Range(0, availableCards.Count);
CardDefinition randomDef = availableCards[randomIndex];
CardData newCard = randomDef.CreateCardData();
result.Add(newCard);
}
}
return result;
}
/// <summary>
/// Determines a random card rarity with appropriate weighting
/// </summary>
private CardRarity DetermineRandomRarity()
{
// Weighted random for 3 rarities
float rand = UnityEngine.Random.value;
if (rand < 0.70f) return CardRarity.Normal; // 70% chance
if (rand < 0.95f) return CardRarity.Rare; // 25% chance
return CardRarity.Legendary; // 5% chance
}
/// <summary>
/// Returns all cards from the player's collection (both owned and pending)
/// </summary>
public List<CardData> GetAllCollectedCards()
{
List<CardData> allCards = new List<CardData>(playerInventory.GetAllCards());
allCards.AddRange(_pendingRevealCards);
return allCards;
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}
Merge a card refresh (#59) - **Refactored Card Placement Flow** - Separated card presentation from orchestration logic - Extracted `CornerCardManager` for pending card lifecycle (spawn, shuffle, rebuild) - Extracted `AlbumNavigationService` for book page navigation and zone mapping - Extracted `CardEnlargeController` for backdrop management and card reparenting - Implemented controller pattern (non-MonoBehaviour) for complex logic - Cards now unparent from slots before rebuild to prevent premature destruction - **Improved Corner Card Display** - Fixed cards spawning on top of each other during rebuild - Implemented shuffle-to-front logic (remaining cards occupy slots 0→1→2) - Added smart card selection (prioritizes cards matching current album page) - Pending cards now removed from queue immediately on drag start - Corner cards rebuild after each placement with proper slot reassignment - **Enhanced Album Card Viewing** - Added dramatic scale increase when viewing cards from album slots - Implemented shrink animation when dismissing enlarged cards - Cards transition: `PlacedInSlotState` → `AlbumEnlargedState` → `PlacedInSlotState` - Backdrop shows/hides with card enlarge/shrink cycle - Cards reparent to enlarged container while viewing, return to slot after - **State Machine Improvements** - Added `CardStateNames` constants for type-safe state transitions - Implemented `ICardClickHandler` and `ICardStateDragHandler` interfaces - State transitions now use cached property indices - `BoosterCardContext` separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value) - Identified unused `Card.OnPlacedInAlbumSlot` event (no subscribers) 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/59
2025-11-18 08:40:59 +00:00
/// <summary>
/// Returns only owned/collected cards (excludes pending reveal cards)
/// </summary>
public List<CardData> GetCollectionOnly()
{
return new List<CardData>(playerInventory.GetAllCards());
}
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/// <summary>
/// Returns cards from a specific zone (both owned and pending)
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/// </summary>
public List<CardData> GetCardsByZone(CardZone zone)
{
List<CardData> zoneCards = new List<CardData>(playerInventory.GetCardsByZone(zone));
zoneCards.AddRange(_pendingRevealCards.Where(c => c.Zone == zone));
return zoneCards;
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}
/// <summary>
/// Returns cards of a specific rarity (both owned and pending)
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/// </summary>
public List<CardData> GetCardsByRarity(CardRarity rarity)
{
List<CardData> rarityCards = new List<CardData>(playerInventory.GetCardsByRarity(rarity));
rarityCards.AddRange(_pendingRevealCards.Where(c => c.Rarity == rarity));
return rarityCards;
}
/// <summary>
/// Returns the number of booster packs the player has
/// </summary>
public int GetBoosterPackCount()
{
return playerInventory.BoosterPackCount;
}
/// <summary>
/// Returns whether a specific card definition has been collected (at any rarity, in inventory or pending)
/// </summary>
public bool IsCardCollected(string definitionId)
{
// Check inventory at any rarity
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foreach (CardRarity rarity in System.Enum.GetValues(typeof(CardRarity)))
{
if (playerInventory.HasCard(definitionId, rarity))
return true;
}
// Check pending reveal queue
if (_pendingRevealCards.Any(c => c.DefinitionId == definitionId))
return true;
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return false;
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}
/// <summary>
/// Gets total unique card count (both owned and pending)
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/// </summary>
public int GetUniqueCardCount()
{
int inventoryCount = playerInventory.GetUniqueCardCount();
// Count unique cards in pending that aren't already in inventory
int pendingUniqueCount = _pendingRevealCards
.Select(c => new { c.DefinitionId, c.Rarity })
.Distinct()
.Count(pc => !playerInventory.HasCard(pc.DefinitionId, pc.Rarity));
return inventoryCount + pendingUniqueCount;
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}
/// <summary>
/// Gets completion percentage for a specific zone (0-100)
/// </summary>
public float GetZoneCompletionPercentage(CardZone zone)
{
// Count available cards in this zone
int totalInZone = availableCards.FindAll(c => c.Zone == zone).Count;
if (totalInZone == 0) return 0;
// Count collected cards in this zone
int collectedInZone = playerInventory.GetCardsByZone(zone).Count;
return (float)collectedInZone / totalInZone * 100f;
}
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/// <summary>
/// Returns all available card definitions in the system
/// </summary>
public List<CardDefinition> GetAllCardDefinitions()
{
return new List<CardDefinition>(availableCards);
}
/// <summary>
/// Returns direct access to the player's card inventory
/// For advanced operations and testing
/// </summary>
public CardInventory GetCardInventory()
{
return playerInventory;
}
/// <summary>
/// Returns cards filtered by both zone and rarity
/// </summary>
public List<CardData> GetCardsByZoneAndRarity(CardZone zone, CardRarity rarity)
{
List<CardData> zoneCards = GetCardsByZone(zone);
return zoneCards.FindAll(c => c.Rarity == rarity);
}
/// <summary>
/// Returns the count of cards by rarity (both owned and pending)
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/// </summary>
public int GetCardCountByRarity(CardRarity rarity)
{
int inventoryCount = playerInventory.GetCardsByRarity(rarity).Count;
int pendingCount = _pendingRevealCards.Count(c => c.Rarity == rarity);
return inventoryCount + pendingCount;
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}
/// <summary>
/// Returns the count of cards by zone (both owned and pending)
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/// </summary>
public int GetCardCountByZone(CardZone zone)
{
int inventoryCount = playerInventory.GetCardsByZone(zone).Count;
int pendingCount = _pendingRevealCards.Count(c => c.Zone == zone);
return inventoryCount + pendingCount;
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}
/// <summary>
/// Gets the total number of card definitions available in the system
/// </summary>
public int GetTotalCardDefinitionsCount()
{
return availableCards.Count;
}
/// <summary>
/// Gets the total collection completion percentage (0-100)
/// </summary>
public float GetTotalCompletionPercentage()
{
if (availableCards.Count == 0) return 0;
return (float)GetUniqueCardCount() / availableCards.Count * 100f;
}
/// <summary>
/// Gets total completion percentage for a specific rarity (0-100)
/// </summary>
public float GetRarityCompletionPercentage(CardRarity rarity)
{
// Count available cards of this rarity
int totalOfRarity = availableCards.FindAll(c => c.Rarity == rarity).Count;
if (totalOfRarity == 0) return 0;
// Count collected cards of this rarity
int collectedOfRarity = playerInventory.GetCardsByRarity(rarity).Count;
return (float)collectedOfRarity / totalOfRarity * 100f;
}
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#region Album System
/// <summary>
Merge a card refresh (#59) - **Refactored Card Placement Flow** - Separated card presentation from orchestration logic - Extracted `CornerCardManager` for pending card lifecycle (spawn, shuffle, rebuild) - Extracted `AlbumNavigationService` for book page navigation and zone mapping - Extracted `CardEnlargeController` for backdrop management and card reparenting - Implemented controller pattern (non-MonoBehaviour) for complex logic - Cards now unparent from slots before rebuild to prevent premature destruction - **Improved Corner Card Display** - Fixed cards spawning on top of each other during rebuild - Implemented shuffle-to-front logic (remaining cards occupy slots 0→1→2) - Added smart card selection (prioritizes cards matching current album page) - Pending cards now removed from queue immediately on drag start - Corner cards rebuild after each placement with proper slot reassignment - **Enhanced Album Card Viewing** - Added dramatic scale increase when viewing cards from album slots - Implemented shrink animation when dismissing enlarged cards - Cards transition: `PlacedInSlotState` → `AlbumEnlargedState` → `PlacedInSlotState` - Backdrop shows/hides with card enlarge/shrink cycle - Cards reparent to enlarged container while viewing, return to slot after - **State Machine Improvements** - Added `CardStateNames` constants for type-safe state transitions - Implemented `ICardClickHandler` and `ICardStateDragHandler` interfaces - State transitions now use cached property indices - `BoosterCardContext` separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value) - Identified unused `Card.OnPlacedInAlbumSlot` event (no subscribers) 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/59
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/// Returns all pending reveal cards (cards waiting to be placed in album)
/// </summary>
public List<CardData> GetPendingRevealCards()
{
Merge a card refresh (#59) - **Refactored Card Placement Flow** - Separated card presentation from orchestration logic - Extracted `CornerCardManager` for pending card lifecycle (spawn, shuffle, rebuild) - Extracted `AlbumNavigationService` for book page navigation and zone mapping - Extracted `CardEnlargeController` for backdrop management and card reparenting - Implemented controller pattern (non-MonoBehaviour) for complex logic - Cards now unparent from slots before rebuild to prevent premature destruction - **Improved Corner Card Display** - Fixed cards spawning on top of each other during rebuild - Implemented shuffle-to-front logic (remaining cards occupy slots 0→1→2) - Added smart card selection (prioritizes cards matching current album page) - Pending cards now removed from queue immediately on drag start - Corner cards rebuild after each placement with proper slot reassignment - **Enhanced Album Card Viewing** - Added dramatic scale increase when viewing cards from album slots - Implemented shrink animation when dismissing enlarged cards - Cards transition: `PlacedInSlotState` → `AlbumEnlargedState` → `PlacedInSlotState` - Backdrop shows/hides with card enlarge/shrink cycle - Cards reparent to enlarged container while viewing, return to slot after - **State Machine Improvements** - Added `CardStateNames` constants for type-safe state transitions - Implemented `ICardClickHandler` and `ICardStateDragHandler` interfaces - State transitions now use cached property indices - `BoosterCardContext` separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value) - Identified unused `Card.OnPlacedInAlbumSlot` event (no subscribers) 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/59
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return _pendingRevealCards;
}
/// <summary>
/// Remove a card from the pending reveal list and fire event.
/// Called when a card starts being dragged to album slot.
/// </summary>
public bool RemoveFromPending(CardData card)
{
if (card == null) return false;
bool removed = _pendingRevealCards.Remove(card);
if (removed)
{
OnPendingCardRemoved?.Invoke(card);
Logging.Debug($"[CardSystemManager] Removed '{card.Name}' from pending reveal cards");
}
return removed;
}
/// <summary>
/// Get a card by definition ID and rarity from either inventory or pending
/// Returns the actual card reference so changes persist
/// </summary>
/// <param name="definitionId">Card definition ID</param>
/// <param name="rarity">Card rarity</param>
/// <param name="isFromPending">Out parameter - true if card is from pending, false if from inventory</param>
/// <returns>The card data if found, null otherwise</returns>
public CardData GetCard(string definitionId, CardRarity rarity, out bool isFromPending)
{
// Check inventory first
if (playerInventory.HasCard(definitionId, rarity))
{
isFromPending = false;
return playerInventory.GetCard(definitionId, rarity);
}
// Check pending
CardData pendingCard = _pendingRevealCards.FirstOrDefault(c =>
c.DefinitionId == definitionId && c.Rarity == rarity);
if (pendingCard != null)
{
isFromPending = true;
return pendingCard;
}
isFromPending = false;
return null;
}
/// <summary>
/// Get a card by definition ID and rarity from either inventory or pending (simplified overload)
/// </summary>
public CardData GetCard(string definitionId, CardRarity rarity)
{
return GetCard(definitionId, rarity, out _);
}
/// <summary>
/// Update a card's data in whichever list it's in (inventory or pending)
/// Useful for incrementing CopiesOwned, upgrading rarity, etc.
/// </summary>
/// <param name="definitionId">Card definition ID</param>
/// <param name="rarity">Card rarity</param>
/// <param name="updateAction">Action to perform on the card</param>
/// <returns>True if card was found and updated, false otherwise</returns>
public bool UpdateCard(string definitionId, CardRarity rarity, System.Action<CardData> updateAction)
{
CardData card = GetCard(definitionId, rarity, out bool isFromPending);
if (card != null)
{
updateAction?.Invoke(card);
Logging.Debug($"[CardSystemManager] Updated card '{card.Name}' in {(isFromPending ? "pending" : "inventory")}");
return true;
}
Logging.Warning($"[CardSystemManager] Could not find card with ID '{definitionId}' and rarity '{rarity}' to update");
return false;
}
/// <summary>
/// Marks a card as placed in the album
Merge a card refresh (#59) - **Refactored Card Placement Flow** - Separated card presentation from orchestration logic - Extracted `CornerCardManager` for pending card lifecycle (spawn, shuffle, rebuild) - Extracted `AlbumNavigationService` for book page navigation and zone mapping - Extracted `CardEnlargeController` for backdrop management and card reparenting - Implemented controller pattern (non-MonoBehaviour) for complex logic - Cards now unparent from slots before rebuild to prevent premature destruction - **Improved Corner Card Display** - Fixed cards spawning on top of each other during rebuild - Implemented shuffle-to-front logic (remaining cards occupy slots 0→1→2) - Added smart card selection (prioritizes cards matching current album page) - Pending cards now removed from queue immediately on drag start - Corner cards rebuild after each placement with proper slot reassignment - **Enhanced Album Card Viewing** - Added dramatic scale increase when viewing cards from album slots - Implemented shrink animation when dismissing enlarged cards - Cards transition: `PlacedInSlotState` → `AlbumEnlargedState` → `PlacedInSlotState` - Backdrop shows/hides with card enlarge/shrink cycle - Cards reparent to enlarged container while viewing, return to slot after - **State Machine Improvements** - Added `CardStateNames` constants for type-safe state transitions - Implemented `ICardClickHandler` and `ICardStateDragHandler` interfaces - State transitions now use cached property indices - `BoosterCardContext` separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value) - Identified unused `Card.OnPlacedInAlbumSlot` event (no subscribers) 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/59
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/// Adds card to owned inventory and tracks as placed
/// Note: Card may have already been removed from pending list during drag
/// </summary>
public void MarkCardAsPlaced(CardData card)
{
Merge a card refresh (#59) - **Refactored Card Placement Flow** - Separated card presentation from orchestration logic - Extracted `CornerCardManager` for pending card lifecycle (spawn, shuffle, rebuild) - Extracted `AlbumNavigationService` for book page navigation and zone mapping - Extracted `CardEnlargeController` for backdrop management and card reparenting - Implemented controller pattern (non-MonoBehaviour) for complex logic - Cards now unparent from slots before rebuild to prevent premature destruction - **Improved Corner Card Display** - Fixed cards spawning on top of each other during rebuild - Implemented shuffle-to-front logic (remaining cards occupy slots 0→1→2) - Added smart card selection (prioritizes cards matching current album page) - Pending cards now removed from queue immediately on drag start - Corner cards rebuild after each placement with proper slot reassignment - **Enhanced Album Card Viewing** - Added dramatic scale increase when viewing cards from album slots - Implemented shrink animation when dismissing enlarged cards - Cards transition: `PlacedInSlotState` → `AlbumEnlargedState` → `PlacedInSlotState` - Backdrop shows/hides with card enlarge/shrink cycle - Cards reparent to enlarged container while viewing, return to slot after - **State Machine Improvements** - Added `CardStateNames` constants for type-safe state transitions - Implemented `ICardClickHandler` and `ICardStateDragHandler` interfaces - State transitions now use cached property indices - `BoosterCardContext` separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value) - Identified unused `Card.OnPlacedInAlbumSlot` event (no subscribers) 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/59
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if (card == null)
{
Merge a card refresh (#59) - **Refactored Card Placement Flow** - Separated card presentation from orchestration logic - Extracted `CornerCardManager` for pending card lifecycle (spawn, shuffle, rebuild) - Extracted `AlbumNavigationService` for book page navigation and zone mapping - Extracted `CardEnlargeController` for backdrop management and card reparenting - Implemented controller pattern (non-MonoBehaviour) for complex logic - Cards now unparent from slots before rebuild to prevent premature destruction - **Improved Corner Card Display** - Fixed cards spawning on top of each other during rebuild - Implemented shuffle-to-front logic (remaining cards occupy slots 0→1→2) - Added smart card selection (prioritizes cards matching current album page) - Pending cards now removed from queue immediately on drag start - Corner cards rebuild after each placement with proper slot reassignment - **Enhanced Album Card Viewing** - Added dramatic scale increase when viewing cards from album slots - Implemented shrink animation when dismissing enlarged cards - Cards transition: `PlacedInSlotState` → `AlbumEnlargedState` → `PlacedInSlotState` - Backdrop shows/hides with card enlarge/shrink cycle - Cards reparent to enlarged container while viewing, return to slot after - **State Machine Improvements** - Added `CardStateNames` constants for type-safe state transitions - Implemented `ICardClickHandler` and `ICardStateDragHandler` interfaces - State transitions now use cached property indices - `BoosterCardContext` separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value) - Identified unused `Card.OnPlacedInAlbumSlot` event (no subscribers) 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/59
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Logging.Warning("[CardSystemManager] Attempted to place null card");
return;
}
// Try to remove from pending (may already be removed during drag)
bool wasInPending = _pendingRevealCards.Remove(card);
// Add to owned inventory (regardless of whether it was in pending)
playerInventory.AddCard(card);
// Track as placed
_placedInAlbumCardIds.Add(card.Id);
// Fire events
OnCardPlacedInAlbum?.Invoke(card);
OnCardCollected?.Invoke(card);
if (wasInPending)
{
Logging.Debug($"[CardSystemManager] Card '{card.Name}' removed from pending and added to inventory");
}
else
{
Merge a card refresh (#59) - **Refactored Card Placement Flow** - Separated card presentation from orchestration logic - Extracted `CornerCardManager` for pending card lifecycle (spawn, shuffle, rebuild) - Extracted `AlbumNavigationService` for book page navigation and zone mapping - Extracted `CardEnlargeController` for backdrop management and card reparenting - Implemented controller pattern (non-MonoBehaviour) for complex logic - Cards now unparent from slots before rebuild to prevent premature destruction - **Improved Corner Card Display** - Fixed cards spawning on top of each other during rebuild - Implemented shuffle-to-front logic (remaining cards occupy slots 0→1→2) - Added smart card selection (prioritizes cards matching current album page) - Pending cards now removed from queue immediately on drag start - Corner cards rebuild after each placement with proper slot reassignment - **Enhanced Album Card Viewing** - Added dramatic scale increase when viewing cards from album slots - Implemented shrink animation when dismissing enlarged cards - Cards transition: `PlacedInSlotState` → `AlbumEnlargedState` → `PlacedInSlotState` - Backdrop shows/hides with card enlarge/shrink cycle - Cards reparent to enlarged container while viewing, return to slot after - **State Machine Improvements** - Added `CardStateNames` constants for type-safe state transitions - Implemented `ICardClickHandler` and `ICardStateDragHandler` interfaces - State transitions now use cached property indices - `BoosterCardContext` separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value) - Identified unused `Card.OnPlacedInAlbumSlot` event (no subscribers) 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/59
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Logging.Debug($"[CardSystemManager] Card '{card.Name}' added to inventory (was already removed from pending)");
}
}
/// <summary>
/// Checks if a card has been placed in the album
/// </summary>
public bool IsCardPlacedInAlbum(string cardId)
{
return _placedInAlbumCardIds.Contains(cardId);
}
/// <summary>
/// Gets count of cards waiting to be revealed
/// </summary>
public int GetPendingRevealCount()
{
return _pendingRevealCards.Count;
}
#endregion
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/// <summary>
/// Export current card collection to a serializable snapshot
/// </summary>
public CardCollectionState ExportCardCollectionState()
{
var state = new CardCollectionState
{
boosterPackCount = playerInventory.BoosterPackCount,
cards = new List<SavedCardEntry>(),
pendingRevealCards = new List<SavedCardEntry>(),
placedInAlbumCardIds = new List<string>(_placedInAlbumCardIds)
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};
foreach (var card in playerInventory.CollectedCards.Values)
{
if (string.IsNullOrEmpty(card.DefinitionId)) continue;
state.cards.Add(new SavedCardEntry
{
definitionId = card.DefinitionId,
rarity = card.Rarity,
copiesOwned = card.CopiesOwned
});
}
foreach (var card in _pendingRevealCards)
{
if (string.IsNullOrEmpty(card.DefinitionId)) continue;
state.pendingRevealCards.Add(new SavedCardEntry
{
definitionId = card.DefinitionId,
rarity = card.Rarity,
copiesOwned = card.CopiesOwned
});
}
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return state;
}
/// <summary>
/// Apply a previously saved snapshot to the runtime inventory
/// </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
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public async void ApplyCardCollectionState(CardCollectionState state)
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{
if (state == null) return;
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
// Wait for lookup to be initialized before loading
while (!_lookupInitialized)
{
await System.Threading.Tasks.Task.Yield();
}
2025-10-27 14:00:37 +01:00
playerInventory.ClearAllCards();
_pendingRevealCards.Clear();
_placedInAlbumCardIds.Clear();
2025-10-27 14:00:37 +01:00
playerInventory.BoosterPackCount = state.boosterPackCount;
OnBoosterCountChanged?.Invoke(playerInventory.BoosterPackCount);
foreach (var entry in state.cards)
{
if (string.IsNullOrEmpty(entry.definitionId)) continue;
if (_definitionLookup.TryGetValue(entry.definitionId, out var def))
{
// Create from definition to ensure links, then overwrite runtime fields
var cd = def.CreateCardData();
cd.Rarity = entry.rarity;
cd.CopiesOwned = entry.copiesOwned;
playerInventory.AddCard(cd);
}
else
{
Logging.Warning($"[CardSystemManager] Saved card definition not found: {entry.definitionId}");
}
}
// Restore pending reveal cards
if (state.pendingRevealCards != null)
{
foreach (var entry in state.pendingRevealCards)
{
if (string.IsNullOrEmpty(entry.definitionId)) continue;
if (_definitionLookup.TryGetValue(entry.definitionId, out var def))
{
var cd = def.CreateCardData();
cd.Rarity = entry.rarity;
cd.CopiesOwned = entry.copiesOwned;
_pendingRevealCards.Add(cd);
}
}
}
// Restore placed in album tracking
if (state.placedInAlbumCardIds != null)
{
foreach (var cardId in state.placedInAlbumCardIds)
{
_placedInAlbumCardIds.Add(cardId);
}
2025-10-27 14:00:37 +01:00
}
}
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
2025-11-07 17:49:43 +01:00
/// <summary>
/// Clears all card collection data - inventory, pending cards, boosters, and placement tracking
/// Used for dev reset functionality
/// </summary>
public void ClearAllCollectionData()
{
playerInventory.ClearAllCards();
playerInventory.BoosterPackCount = 0;
_pendingRevealCards.Clear();
_placedInAlbumCardIds.Clear();
OnBoosterCountChanged?.Invoke(0);
Logging.Debug("[CardSystemManager] Cleared all collection data (inventory, boosters, pending, placement tracking)");
}
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
#region Save/Load Lifecycle Hooks
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
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 string OnGlobalSaveRequested()
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
{
var state = ExportCardCollectionState();
return JsonUtility.ToJson(state);
}
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 OnGlobalRestoreRequested(string serializedData)
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
{
if (string.IsNullOrEmpty(serializedData))
{
Logging.Debug("[CardSystemManager] No saved state to restore, using defaults");
return;
}
try
{
var state = JsonUtility.FromJson<CardCollectionState>(serializedData);
if (state != null)
{
ApplyCardCollectionState(state);
Logging.Debug("[CardSystemManager] Successfully restored card collection state");
}
else
{
Logging.Warning("[CardSystemManager] Failed to deserialize card collection state");
}
}
catch (Exception ex)
{
Logging.Warning($"[CardSystemManager] Exception while restoring card collection state: {ex}");
}
}
#endregion
}
}