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AppleHillsProduction/Assets/Scripts/Movement/FollowerController.cs

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using Interactions;
using UnityEngine;
using Pathfinding;
using Utils;
using AppleHills.Core.Settings;
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
2025-11-07 15:38:31 +00:00
using Core.Lifecycle;
2025-10-31 15:45:28 +01:00
using UnityEngine.Events;
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
/// <summary>
/// Saveable data for FollowerController state
/// </summary>
[System.Serializable]
public class FollowerSaveData
{
public Vector3 worldPosition;
public Quaternion worldRotation;
public string heldItemSaveId; // Save ID of held pickup (if any)
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 string heldItemDataAssetPath; // ItemId of the PickupItemData (for fallback restoration)
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
}
/// <summary>
/// Controls the follower character, including following the player, handling pickups, and managing held items.
/// </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 FollowerController : ManagedBehaviour
{
private static readonly int CombineTrigger = Animator.StringToHash("Combine");
[Header("Follower Settings")]
public bool debugDrawTarget = true;
/// <summary>
/// How often to update follow logic.
/// </summary>
public float followUpdateInterval = 0.1f;
/// <summary>
/// Smoothing factor for manual movement.
/// </summary>
public float manualMoveSmooth = 8f;
// Settings reference
private IPlayerFollowerSettings _settings;
private IInteractionSettings _interactionSettings;
private GameObject _playerRef;
private Transform _playerTransform;
private AIPath _playerAIPath;
private AIPath _aiPath;
private Vector3 _targetPoint;
private float _timer;
private bool _isManualFollowing = true;
private Vector3 _lastMoveDir = Vector3.right;
// Direction variables for 2D blend tree animation
private float _lastDirX = 0f; // -1 (left) to 1 (right)
private float _lastDirY = -1f; // -1 (down) to 1 (up)
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
// Save system configuration
public override bool AutoRegisterForSave => true;
// Scene-specific SaveId - each level has its own follower state
public override string SaveId => $"{gameObject.scene.name}/FollowerController";
private float _currentSpeed = 0f;
private Animator _animator;
private Transform _artTransform;
private SpriteRenderer _spriteRenderer;
private PickupItemData _currentlyHeldItemData;
public PickupItemData CurrentlyHeldItemData => _currentlyHeldItemData;
private GameObject _cachedPickupObject = null;
public bool justCombined = false;
/// <summary>
/// Renderer for the held item icon.
/// </summary>
public SpriteRenderer heldObjectRenderer;
// Stationary animation state
private bool _isPlayingStationaryAnimation = false;
private Coroutine _stationaryAnimationCoroutine;
private System.Action _stationaryAnimationCallback;
private bool _isReturningToPlayer = false;
private float _playerMaxSpeed = 5f;
private float _followerMaxSpeed = 6f;
private float _defaultFollowerMaxSpeed = 6f;
// Pickup events
public delegate void FollowerPickupHandler();
/// <summary>
/// Event fired when the follower arrives at a pickup.
/// </summary>
public event FollowerPickupHandler OnPickupArrived;
/// <summary>
/// Event fired when the follower returns to the player after a pickup.
/// </summary>
public event FollowerPickupHandler OnPickupReturned;
private Coroutine _pickupCoroutine;
2025-10-31 15:45:28 +01:00
/// <summary>
/// Event fired when Pulver is combining stuff
/// </summary>
public UnityEvent PulverIsCombining;
private Input.PlayerTouchController _playerTouchController;
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
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
// Save system tracking for bilateral restoration
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
private bool _hasRestoredHeldItem; // Track if held item restoration completed
private string _expectedHeldItemSaveId; // Expected saveId during restoration
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()
{
_aiPath = GetComponent<AIPath>();
// Find art prefab and animator
_artTransform = transform.Find("CharacterArt");
if (_artTransform != null)
{
_animator = _artTransform.GetComponent<Animator>();
_spriteRenderer = _artTransform.GetComponent<SpriteRenderer>();
}
else
{
_animator = GetComponentInChildren<Animator>(); // fallback
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
}
// Initialize settings references
_settings = GameManager.GetSettingsObject<IPlayerFollowerSettings>();
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
}
Lifecycle System Refactor & Logging Centralization (#56) ## ManagedBehaviour System Refactor - **Sealed `Awake()`** to prevent override mistakes that break singleton registration - **Added `OnManagedAwake()`** for early initialization (fires during registration) - **Renamed lifecycle hook:** `OnManagedAwake()` → `OnManagedStart()` (fires after boot, mirrors Unity's Awake→Start) - **40 files migrated** to new pattern (2 core, 38 components) - Eliminated all fragile `private new void Awake()` patterns - Zero breaking changes - backward compatible ## Centralized Logging System - **Automatic tagging** via `CallerMemberName` and `CallerFilePath` - logs auto-tagged as `[ClassName][MethodName] message` - **Unified API:** Single `Logging.Debug/Info/Warning/Error()` replaces custom `LogDebugMessage()` implementations - **~90 logging call sites** migrated across 10 files - **10 redundant helper methods** removed - All logs broadcast via `Logging.OnLogEntryAdded` event for real-time monitoring ## Custom Log Console (Editor Window) - **Persistent filter popups** for multi-selection (classes, methods, log levels) - windows stay open during selection - **Search** across class names, methods, and message content - **Time range filter** with MinMaxSlider - **Export** filtered logs to timestamped `.txt` files - **Right-click context menu** for quick filtering and copy actions - **Visual improvements:** White text, alternating row backgrounds, color-coded log levels - **Multiple instances** supported for simultaneous system monitoring - Open via `AppleHills > Custom Log Console` Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/56
2025-11-11 08:48:29 +00:00
internal override void OnSceneReady()
{
Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51) # Lifecycle Management & Save System Revamp ## Overview Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems. ## Core Architecture ### New Lifecycle System - **`LifecycleManager`**: Centralized coordinator for all managed objects - **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier) - `OnSceneReady()`: Scene-specific setup after managers ready - Replaces `BootCompletionService` (deleted) - **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100) - **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode ### Unified SaveID System - Consistent format: `{ParentName}_{ComponentType}` - Auto-registration via `AutoRegisterForSave = true` - New `DebugSaveIds` editor tool for inspection ## Save/Load Improvements ### Enhanced State Management - **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy - **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring - **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state - **Fixed race conditions**: Proper initialization ordering prevents data corruption ## Interactable & Pickup System - Migrated to `OnManagedAwake()` for consistent initialization - Template method pattern for state restoration (`RestoreInteractionState()`) - Fixed combination item save/load bugs (items in slots vs. follower hand) - Dynamic spawning support for combined items on load - **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead ## UI System Changes - **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour` - **Fixed menu persistence bug**: Menus no longer reappear after scene transitions - **Pause Menu**: Now reacts to all scene loads (not just first scene) - **Orientation Enforcer**: Enforces per-scene via `SceneManagementService` - **Loading Screen**: Integrated with new lifecycle ## ⚠️ Breaking Changes 1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority 2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead 3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently 4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour` Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/51
2025-11-07 15:38:31 +00:00
// Find player reference when scene is ready (called for every scene load)
FindPlayerReference();
}
void Update()
{
if (_playerTransform == null)
{
Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51) # Lifecycle Management & Save System Revamp ## Overview Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems. ## Core Architecture ### New Lifecycle System - **`LifecycleManager`**: Centralized coordinator for all managed objects - **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier) - `OnSceneReady()`: Scene-specific setup after managers ready - Replaces `BootCompletionService` (deleted) - **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100) - **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode ### Unified SaveID System - Consistent format: `{ParentName}_{ComponentType}` - Auto-registration via `AutoRegisterForSave = true` - New `DebugSaveIds` editor tool for inspection ## Save/Load Improvements ### Enhanced State Management - **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy - **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring - **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state - **Fixed race conditions**: Proper initialization ordering prevents data corruption ## Interactable & Pickup System - Migrated to `OnManagedAwake()` for consistent initialization - Template method pattern for state restoration (`RestoreInteractionState()`) - Fixed combination item save/load bugs (items in slots vs. follower hand) - Dynamic spawning support for combined items on load - **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead ## UI System Changes - **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour` - **Fixed menu persistence bug**: Menus no longer reappear after scene transitions - **Pause Menu**: Now reacts to all scene loads (not just first scene) - **Orientation Enforcer**: Enforces per-scene via `SceneManagementService` - **Loading Screen**: Integrated with new lifecycle ## ⚠️ Breaking Changes 1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority 2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead 3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently 4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour` Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/51
2025-11-07 15:38:31 +00:00
return;
}
// Skip all movement logic when playing a stationary animation
if (_isPlayingStationaryAnimation)
{
// Still update animator with zero speed to maintain idle state
if (_animator != null)
{
_animator.SetFloat("Speed", 0f);
_animator.SetFloat("DirX", _lastDirX);
_animator.SetFloat("DirY", _lastDirY);
}
return;
}
_timer += Time.deltaTime;
if (_timer >= _settings.FollowUpdateInterval)
{
_timer = 0f;
UpdateFollowTarget();
}
if (_isManualFollowing)
{
Vector2 current2D = new Vector2(transform.position.x, transform.position.y);
Vector2 target2D = new Vector2(_targetPoint.x, _targetPoint.y);
float dist = Vector2.Distance(current2D, target2D);
float minSpeed = _followerMaxSpeed * 0.3f;
float lerpFactor = _settings.ManualMoveSmooth * Time.deltaTime;
float targetSpeed = 0f;
if (dist > _settings.StopThreshold)
{
if (dist > _settings.ThresholdFar)
{
targetSpeed = _followerMaxSpeed;
}
else if (dist > _settings.ThresholdNear && dist <= _settings.ThresholdFar)
{
targetSpeed = _followerMaxSpeed;
}
else if (dist > _settings.StopThreshold && dist <= _settings.ThresholdNear)
{
targetSpeed = minSpeed;
}
_currentSpeed = Mathf.Lerp(_currentSpeed, targetSpeed, lerpFactor);
if (dist > _settings.StopThreshold && dist <= _settings.ThresholdNear)
{
_currentSpeed = Mathf.Max(_currentSpeed, minSpeed);
}
Vector3 dir = (_targetPoint - transform.position).normalized;
transform.position += dir * _currentSpeed * Time.deltaTime;
}
else
{
_currentSpeed = 0f;
}
}
if (_isReturningToPlayer && _aiPath != null && _aiPath.enabled && _playerTransform != null)
{
_aiPath.destination = _playerTransform.position;
}
if (_animator != null)
{
float normalizedSpeed = 0f;
Vector3 velocity = Vector3.zero;
if (_isManualFollowing)
{
normalizedSpeed = _currentSpeed / _followerMaxSpeed;
// Calculate direction vector for manual movement
if (_currentSpeed > 0.01f)
{
velocity = (_targetPoint - transform.position).normalized * _currentSpeed;
}
}
else if (_aiPath != null)
{
normalizedSpeed = _aiPath.velocity.magnitude / _followerMaxSpeed;
velocity = _aiPath.velocity;
}
// Set speed parameter for idle/walk transitions
_animator.SetFloat("Speed", Mathf.Clamp01(normalizedSpeed));
// Calculate and set X and Y directions for 2D blend tree
if (velocity.sqrMagnitude > 0.01f)
{
// Normalize the velocity vector to get direction
Vector3 normalizedVelocity = velocity.normalized;
// Update the stored directions when actively moving
_lastDirX = normalizedVelocity.x;
_lastDirY = normalizedVelocity.y;
// Set the animator parameters
_animator.SetFloat("DirX", _lastDirX);
_animator.SetFloat("DirY", _lastDirY);
}
else
{
// When not moving, keep using the last direction
_animator.SetFloat("DirX", _lastDirX);
_animator.SetFloat("DirY", _lastDirY);
}
}
}
void FindPlayerReference()
{
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
if (playerObj != null)
{
_playerRef = playerObj;
_playerTransform = playerObj.transform;
_playerAIPath = playerObj.GetComponent<AIPath>();
_playerTouchController = playerObj.GetComponent<Input.PlayerTouchController>();
if (_playerAIPath != null)
{
_playerMaxSpeed = _playerAIPath.maxSpeed;
_defaultFollowerMaxSpeed = _playerMaxSpeed;
_followerMaxSpeed = _playerMaxSpeed * _settings.FollowerSpeedMultiplier;
}
}
else
{
_playerTransform = null;
_playerAIPath = null;
_playerTouchController = null;
}
}
#region Movement
/// <summary>
/// Updates the follower's target point to follow the player at a specified distance,
/// using the player's current movement direction if available. Disables pathfinding
/// when in manual following mode.
/// </summary>
void UpdateFollowTarget()
{
if (_playerTransform == null)
{
FindPlayerReference();
if (_playerTransform == null)
return;
}
if (_isManualFollowing)
{
Vector3 playerPos = _playerTransform.position;
Vector3 moveDir = Vector3.zero;
if (_playerAIPath != null && _playerAIPath.velocity.magnitude > 0.01f)
{
moveDir = _playerAIPath.velocity.normalized;
_lastMoveDir = moveDir;
}
else if (_playerTouchController != null && _playerTouchController.isHolding && _playerTouchController.LastDirectMoveDir.sqrMagnitude > 0.01f)
{
moveDir = _playerTouchController.LastDirectMoveDir;
_lastMoveDir = moveDir;
}
else
{
moveDir = _lastMoveDir;
}
// Use settings for followDistance
_targetPoint = playerPos - moveDir * _settings.FollowDistance;
_targetPoint.z = 0;
if (_aiPath != null)
{
_aiPath.enabled = false;
}
}
}
/// <summary>
/// Make the follower move to a specific point only. Will not automatically return.
/// </summary>
/// <param name="targetPosition">The position to move to.</param>
public void GoToPoint(Vector2 targetPosition)
{
if (_pickupCoroutine != null)
StopCoroutine(_pickupCoroutine);
if (_aiPath != null)
_aiPath.maxSpeed = _followerMaxSpeed;
_pickupCoroutine = StartCoroutine(GoToPointSequence(targetPosition));
}
/// <summary>
/// Command follower to go to a specific point and return to player after a brief delay.
/// Legacy method that combines GoToPoint and ReturnToPlayer for backward compatibility.
/// </summary>
/// <param name="itemPosition">The position of the item to pick up.</param>
/// <param name="playerTransform">The transform of the player.</param>
public void GoToPointAndReturn(Vector2 itemPosition, Transform playerTransform)
{
if (_pickupCoroutine != null)
StopCoroutine(_pickupCoroutine);
if (_aiPath != null)
_aiPath.maxSpeed = _followerMaxSpeed;
_pickupCoroutine = StartCoroutine(PickupSequence(itemPosition, playerTransform));
}
/// <summary>
/// Make the follower return to the player after it has reached a point.
/// </summary>
/// <param name="playerTransform">The transform of the player to return to.</param>
public void ReturnToPlayer(Transform playerTransform)
{
if (_pickupCoroutine != null)
StopCoroutine(_pickupCoroutine);
if (_aiPath != null)
_aiPath.maxSpeed = _followerMaxSpeed;
_pickupCoroutine = StartCoroutine(ReturnToPlayerSequence(playerTransform));
}
private System.Collections.IEnumerator PickupSequence(Vector2 itemPosition, Transform playerTransform)
{
_isManualFollowing = false;
_isReturningToPlayer = false;
if (_aiPath != null)
{
_aiPath.enabled = true;
_aiPath.maxSpeed = _followerMaxSpeed;
_aiPath.destination = new Vector3(itemPosition.x, itemPosition.y, 0);
}
// Wait until follower reaches item (2D distance)
while (Vector2.Distance(new Vector2(transform.position.x, transform.position.y), new Vector2(itemPosition.x, itemPosition.y)) > _settings.StopThreshold)
{
yield return null;
}
OnPickupArrived?.Invoke();
// Brief pause at the item before returning
yield return new WaitForSeconds(_interactionSettings.FollowerPickupDelay);
// Reset follower speed to normal after pickup
_followerMaxSpeed = _defaultFollowerMaxSpeed;
if (_aiPath != null)
_aiPath.maxSpeed = _followerMaxSpeed;
// Immediately resume normal following behavior
_isManualFollowing = true;
if (_aiPath != null)
_aiPath.enabled = false;
_pickupCoroutine = null;
}
private System.Collections.IEnumerator GoToPointSequence(Vector2 targetPosition)
{
_isManualFollowing = false;
_isReturningToPlayer = false;
if (_aiPath != null)
{
_aiPath.enabled = true;
_aiPath.maxSpeed = _followerMaxSpeed;
_aiPath.destination = new Vector3(targetPosition.x, targetPosition.y, 0);
}
// Wait until follower reaches target
while (Vector2.Distance(new Vector2(transform.position.x, transform.position.y),
2025-10-07 13:00:58 +02:00
new Vector2(targetPosition.x, targetPosition.y)) > _settings.StopThreshold)
{
yield return null;
}
// Signal arrival
OnPickupArrived?.Invoke();
// Reset follower speed to normal after reaching the point
_followerMaxSpeed = _defaultFollowerMaxSpeed;
if (_aiPath != null)
_aiPath.maxSpeed = _followerMaxSpeed;
// Immediately resume normal following behavior
_isManualFollowing = true;
if (_aiPath != null)
_aiPath.enabled = false;
_pickupCoroutine = null;
}
private System.Collections.IEnumerator ReturnToPlayerSequence(Transform playerTransform)
{
if (_aiPath != null && playerTransform != null)
{
_aiPath.maxSpeed = _followerMaxSpeed;
_aiPath.destination = playerTransform.position;
}
_isReturningToPlayer = true;
// Wait until follower returns to player
while (playerTransform != null &&
Vector2.Distance(new Vector2(transform.position.x, transform.position.y),
2025-10-07 13:00:58 +02:00
new Vector2(playerTransform.position.x, playerTransform.position.y)) > _settings.StopThreshold)
{
yield return null;
}
_isReturningToPlayer = false;
OnPickupReturned?.Invoke();
// Reset follower speed to normal after pickup
_followerMaxSpeed = _defaultFollowerMaxSpeed;
if (_aiPath != null)
_aiPath.maxSpeed = _followerMaxSpeed;
_isManualFollowing = true;
if (_aiPath != null)
_aiPath.enabled = false;
_pickupCoroutine = null;
}
#endregion Movement
#region StationaryAnimations
/// <summary>
/// Pauses all movement. Can be called directly from Timeline, Animation Events, or code.
/// Call ResumeMovement() to resume.
/// </summary>
public void PauseMovement()
{
_isPlayingStationaryAnimation = true;
_currentSpeed = 0f;
Logging.Debug("[FollowerController] Movement paused");
}
/// <summary>
/// Resumes movement after being paused. Can be called from Timeline, Animation Events, or code.
/// </summary>
public void ResumeMovement()
{
_isPlayingStationaryAnimation = false;
Logging.Debug("[FollowerController] Movement resumed");
}
/// <summary>
/// Plays an animation while pausing all movement. Resumes movement when animation completes.
/// Uses a hybrid approach: Animation Events (if set up) OR timeout fallback (if not).
/// To use Animation Events: Add an event at the end of your animation that calls OnStationaryAnimationComplete().
/// </summary>
/// <param name="triggerName">The animator trigger name to activate</param>
/// <param name="maxDuration">Maximum time to wait before auto-resuming (fallback if no Animation Event)</param>
/// <param name="onComplete">Optional callback to invoke when animation completes</param>
public void PlayAnimationStationary(string triggerName, float maxDuration = 2f, System.Action onComplete = null)
{
if (_animator == null)
{
Logging.Warning("[FollowerController] Cannot play stationary animation - no Animator found");
onComplete?.Invoke();
return;
}
// Stop any existing stationary animation
if (_stationaryAnimationCoroutine != null)
{
StopCoroutine(_stationaryAnimationCoroutine);
}
_isPlayingStationaryAnimation = true;
_stationaryAnimationCallback = onComplete;
_currentSpeed = 0f; // Immediately stop movement
// Trigger the animation
_animator.SetTrigger(triggerName);
// Start timeout coroutine (will be stopped early if Animation Event fires)
_stationaryAnimationCoroutine = StartCoroutine(StationaryAnimationTimeoutCoroutine(maxDuration));
}
private System.Collections.IEnumerator StationaryAnimationTimeoutCoroutine(float maxDuration)
{
yield return new WaitForSeconds(maxDuration);
// If we reach here, the Animation Event didn't fire - use fallback
Logging.Debug($"[FollowerController] Stationary animation timeout reached ({maxDuration}s) - resuming movement");
ResumeMovementAfterAnimation();
}
/// <summary>
/// Public method to be called by Animation Events at the end of stationary animations.
/// Add this as an Animation Event in your animation clip for frame-perfect timing.
/// </summary>
public void OnStationaryAnimationComplete()
{
Logging.Debug("[FollowerController] Stationary animation completed via Animation Event");
ResumeMovementAfterAnimation();
}
private void ResumeMovementAfterAnimation()
{
if (!_isPlayingStationaryAnimation) return; // Already resumed
// Stop the timeout coroutine if it's still running
if (_stationaryAnimationCoroutine != null)
{
StopCoroutine(_stationaryAnimationCoroutine);
_stationaryAnimationCoroutine = null;
}
_isPlayingStationaryAnimation = false;
// Invoke callback if provided
var callback = _stationaryAnimationCallback;
_stationaryAnimationCallback = null;
callback?.Invoke();
}
#endregion StationaryAnimations
#region ItemInteractions
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
// TODO: Move TryCombineItems to ItemManager/InteractionHelpers
// This is currently interaction logic living in a movement controller.
// Pros of moving: Separates game logic from character logic, easier to test
// Cons: More coordination needed, follower still needs animation callbacks
/// <summary>
/// Try to pickup an item. If already holding something, optionally drop it first.
/// </summary>
/// <param name="itemObject">The GameObject to pick up (must have Pickup component)</param>
/// <param name="itemData">The item data (redundant - can be extracted from GameObject)</param>
/// <param name="dropItem">Whether to drop currently held item before picking up new one</param>
public void TryPickupItem(GameObject itemObject, PickupItemData itemData, bool dropItem = true)
{
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 (itemObject == null) return;
// Drop current item if holding something
if (_currentlyHeldItemData != null && _cachedPickupObject != null && dropItem)
{
DropHeldItemAt(transform.position);
}
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
// Use helper to set held item (handles data extraction, caching, animator)
SetHeldItemFromObject(itemObject);
itemObject.SetActive(false);
}
public enum CombinationResult
{
Successful,
Unsuccessful,
NotApplicable
}
public CombinationResult TryCombineItems(Pickup pickupA, out GameObject newItem)
{
_animator.ResetTrigger(CombineTrigger);
newItem = null;
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
// Validation
if (_cachedPickupObject == null)
return CombinationResult.NotApplicable;
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
Pickup pickupB = _cachedPickupObject.GetComponent<Pickup>();
if (pickupA == null || pickupB == null)
return CombinationResult.NotApplicable;
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
// Find combination rule
CombinationRule matchingRule = _interactionSettings.GetCombinationRule(pickupA.itemData, pickupB.itemData);
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 (matchingRule == null || matchingRule.resultPrefab == null)
return CombinationResult.Unsuccessful;
// Execute combination
Vector3 spawnPos = pickupA.gameObject.transform.position;
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
newItem = Instantiate(matchingRule.resultPrefab, spawnPos, Quaternion.identity);
var resultPickup = newItem.GetComponent<Pickup>();
// Mark items as picked up before disabling (for save system)
pickupA.IsPickedUp = true;
pickupB.IsPickedUp = true;
// Disable instead of destroying immediately so they can save their state
// The save system will mark them as picked up and won't restore them
pickupA.gameObject.SetActive(false);
pickupB.gameObject.SetActive(false);
// Pickup the result (don't drop it!)
TryPickupItem(newItem, resultPickup.itemData, dropItem: false);
Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51) # Lifecycle Management & Save System Revamp ## Overview Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems. ## Core Architecture ### New Lifecycle System - **`LifecycleManager`**: Centralized coordinator for all managed objects - **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier) - `OnSceneReady()`: Scene-specific setup after managers ready - Replaces `BootCompletionService` (deleted) - **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100) - **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode ### Unified SaveID System - Consistent format: `{ParentName}_{ComponentType}` - Auto-registration via `AutoRegisterForSave = true` - New `DebugSaveIds` editor tool for inspection ## Save/Load Improvements ### Enhanced State Management - **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy - **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring - **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state - **Fixed race conditions**: Proper initialization ordering prevents data corruption ## Interactable & Pickup System - Migrated to `OnManagedAwake()` for consistent initialization - Template method pattern for state restoration (`RestoreInteractionState()`) - Fixed combination item save/load bugs (items in slots vs. follower hand) - Dynamic spawning support for combined items on load - **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead ## UI System Changes - **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour` - **Fixed menu persistence bug**: Menus no longer reappear after scene transitions - **Pause Menu**: Now reacts to all scene loads (not just first scene) - **Orientation Enforcer**: Enforces per-scene via `SceneManagementService` - **Loading Screen**: Integrated with new lifecycle ## ⚠️ Breaking Changes 1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority 2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead 3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently 4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour` Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/51
2025-11-07 15:38:31 +00:00
// Visual feedback
PlayAnimationStationary("Combine", 10.0f);
PulverIsCombining.Invoke();
return CombinationResult.Successful;
}
/// <summary>
/// Set the item held by the follower, copying all visual properties from the Pickup's SpriteRenderer.
/// </summary>
/// <param name="itemData">The item data to set.</param>
/// <param name="pickupRenderer">The SpriteRenderer from the Pickup to copy appearance from.</param>
public void SetHeldItem(PickupItemData itemData, SpriteRenderer pickupRenderer = null)
{
_currentlyHeldItemData = itemData;
if (heldObjectRenderer != null)
{
if (_currentlyHeldItemData != null && pickupRenderer != null)
{
AppleHillsUtils.CopySpriteRendererProperties(pickupRenderer, heldObjectRenderer);
}
else
{
heldObjectRenderer.sprite = null;
heldObjectRenderer.enabled = false;
}
}
}
public GameObject GetHeldPickupObject()
{
return _cachedPickupObject;
}
2025-11-20 16:16:14 +01:00
/// <summary>
/// Gets the transform of the held item's visual representation.
/// Used for animating the held item sprite.
/// </summary>
public Transform GetHeldItemTransform()
{
return heldObjectRenderer?.transform;
}
Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51) # Lifecycle Management & Save System Revamp ## Overview Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems. ## Core Architecture ### New Lifecycle System - **`LifecycleManager`**: Centralized coordinator for all managed objects - **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier) - `OnSceneReady()`: Scene-specific setup after managers ready - Replaces `BootCompletionService` (deleted) - **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100) - **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode ### Unified SaveID System - Consistent format: `{ParentName}_{ComponentType}` - Auto-registration via `AutoRegisterForSave = true` - New `DebugSaveIds` editor tool for inspection ## Save/Load Improvements ### Enhanced State Management - **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy - **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring - **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state - **Fixed race conditions**: Proper initialization ordering prevents data corruption ## Interactable & Pickup System - Migrated to `OnManagedAwake()` for consistent initialization - Template method pattern for state restoration (`RestoreInteractionState()`) - Fixed combination item save/load bugs (items in slots vs. follower hand) - Dynamic spawning support for combined items on load - **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead ## UI System Changes - **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour` - **Fixed menu persistence bug**: Menus no longer reappear after scene transitions - **Pause Menu**: Now reacts to all scene loads (not just first scene) - **Orientation Enforcer**: Enforces per-scene via `SceneManagementService` - **Loading Screen**: Integrated with new lifecycle ## ⚠️ Breaking Changes 1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority 2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead 3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently 4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour` Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/51
2025-11-07 15:38:31 +00:00
/// <summary>
/// Set held item from a GameObject. Extracts Pickup component and sets up visuals.
/// Centralizes held item state management including animator.
/// </summary>
public void SetHeldItemFromObject(GameObject obj)
{
if (obj == null)
{
ClearHeldItem();
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
var pickup = obj.GetComponent<Pickup>();
if (pickup != null)
{
SetHeldItem(pickup.itemData, pickup.iconRenderer);
2025-09-10 17:38:03 +02:00
_cachedPickupObject = obj;
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
_animator.SetBool("IsCarrying", true); // Centralized animator management
}
else
{
ClearHeldItem();
}
}
Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51) # Lifecycle Management & Save System Revamp ## Overview Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems. ## Core Architecture ### New Lifecycle System - **`LifecycleManager`**: Centralized coordinator for all managed objects - **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier) - `OnSceneReady()`: Scene-specific setup after managers ready - Replaces `BootCompletionService` (deleted) - **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100) - **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode ### Unified SaveID System - Consistent format: `{ParentName}_{ComponentType}` - Auto-registration via `AutoRegisterForSave = true` - New `DebugSaveIds` editor tool for inspection ## Save/Load Improvements ### Enhanced State Management - **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy - **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring - **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state - **Fixed race conditions**: Proper initialization ordering prevents data corruption ## Interactable & Pickup System - Migrated to `OnManagedAwake()` for consistent initialization - Template method pattern for state restoration (`RestoreInteractionState()`) - Fixed combination item save/load bugs (items in slots vs. follower hand) - Dynamic spawning support for combined items on load - **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead ## UI System Changes - **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour` - **Fixed menu persistence bug**: Menus no longer reappear after scene transitions - **Pause Menu**: Now reacts to all scene loads (not just first scene) - **Orientation Enforcer**: Enforces per-scene via `SceneManagementService` - **Loading Screen**: Integrated with new lifecycle ## ⚠️ Breaking Changes 1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority 2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead 3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently 4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour` Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/51
2025-11-07 15:38:31 +00:00
/// <summary>
/// Clear the currently held item. Centralizes state cleanup including animator.
/// </summary>
public void ClearHeldItem()
{
2025-09-10 17:38:03 +02:00
_cachedPickupObject = null;
_currentlyHeldItemData = null;
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
_animator.SetBool("IsCarrying", false); // Centralized animator management
if (heldObjectRenderer != null)
{
heldObjectRenderer.sprite = null;
heldObjectRenderer.enabled = false;
}
}
Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51) # Lifecycle Management & Save System Revamp ## Overview Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems. ## Core Architecture ### New Lifecycle System - **`LifecycleManager`**: Centralized coordinator for all managed objects - **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier) - `OnSceneReady()`: Scene-specific setup after managers ready - Replaces `BootCompletionService` (deleted) - **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100) - **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode ### Unified SaveID System - Consistent format: `{ParentName}_{ComponentType}` - Auto-registration via `AutoRegisterForSave = true` - New `DebugSaveIds` editor tool for inspection ## Save/Load Improvements ### Enhanced State Management - **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy - **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring - **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state - **Fixed race conditions**: Proper initialization ordering prevents data corruption ## Interactable & Pickup System - Migrated to `OnManagedAwake()` for consistent initialization - Template method pattern for state restoration (`RestoreInteractionState()`) - Fixed combination item save/load bugs (items in slots vs. follower hand) - Dynamic spawning support for combined items on load - **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead ## UI System Changes - **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour` - **Fixed menu persistence bug**: Menus no longer reappear after scene transitions - **Pause Menu**: Now reacts to all scene loads (not just first scene) - **Orientation Enforcer**: Enforces per-scene via `SceneManagementService` - **Loading Screen**: Integrated with new lifecycle ## ⚠️ Breaking Changes 1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority 2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead 3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently 4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour` Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/51
2025-11-07 15:38:31 +00:00
/// <summary>
/// Drop the currently held item at the specified position.
/// </summary>
public void DropHeldItemAt(Vector3 position)
2025-09-10 17:38:03 +02:00
{
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
var item = GetHeldPickupObject();
if (item == 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
// Place item in world
item.transform.position = position;
item.transform.SetParent(null);
item.SetActive(true);
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
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
// Reset pickup state so it can be picked up again
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 pickup = item.GetComponent<Pickup>();
if (pickup != null)
{
pickup.ResetPickupState();
}
Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51) # Lifecycle Management & Save System Revamp ## Overview Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems. ## Core Architecture ### New Lifecycle System - **`LifecycleManager`**: Centralized coordinator for all managed objects - **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier) - `OnSceneReady()`: Scene-specific setup after managers ready - Replaces `BootCompletionService` (deleted) - **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100) - **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode ### Unified SaveID System - Consistent format: `{ParentName}_{ComponentType}` - Auto-registration via `AutoRegisterForSave = true` - New `DebugSaveIds` editor tool for inspection ## Save/Load Improvements ### Enhanced State Management - **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy - **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring - **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state - **Fixed race conditions**: Proper initialization ordering prevents data corruption ## Interactable & Pickup System - Migrated to `OnManagedAwake()` for consistent initialization - Template method pattern for state restoration (`RestoreInteractionState()`) - Fixed combination item save/load bugs (items in slots vs. follower hand) - Dynamic spawning support for combined items on load - **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead ## UI System Changes - **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour` - **Fixed menu persistence bug**: Menus no longer reappear after scene transitions - **Pause Menu**: Now reacts to all scene loads (not just first scene) - **Orientation Enforcer**: Enforces per-scene via `SceneManagementService` - **Loading Screen**: Integrated with new lifecycle ## ⚠️ Breaking Changes 1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority 2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead 3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently 4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour` Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/51
2025-11-07 15:38:31 +00:00
// Clear held item state (includes animator)
ClearHeldItem();
}
#endregion ItemInteractions
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 OnSceneSaveRequested()
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 saveData = new FollowerSaveData
{
worldPosition = transform.position,
worldRotation = transform.rotation
};
// Save held item if any
if (_cachedPickupObject != null)
{
var pickup = _cachedPickupObject.GetComponent<Pickup>();
if (pickup is SaveableInteractable saveable)
{
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
saveData.heldItemSaveId = saveable.SaveId;
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
}
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
// Save the itemId for build-compatible restoration
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 (_currentlyHeldItemData != null)
{
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
saveData.heldItemDataAssetPath = _currentlyHeldItemData.itemId;
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
}
}
return JsonUtility.ToJson(saveData);
}
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 OnSceneRestoreRequested(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("[FollowerController] No saved state to restore");
return;
}
try
{
var saveData = JsonUtility.FromJson<FollowerSaveData>(serializedData);
if (saveData != null)
{
// Restore position and rotation
transform.position = saveData.worldPosition;
transform.rotation = saveData.worldRotation;
// Try bilateral restoration of held item
if (!string.IsNullOrEmpty(saveData.heldItemSaveId))
{
_expectedHeldItemSaveId = saveData.heldItemSaveId;
TryRestoreHeldItem(saveData.heldItemSaveId, saveData.heldItemDataAssetPath);
}
Logging.Debug($"[FollowerController] Restored position: {saveData.worldPosition}");
}
}
catch (System.Exception ex)
{
Logging.Warning($"[FollowerController] Failed to restore state: {ex.Message}");
}
}
/// <summary>
/// Bilateral restoration: Follower tries to find and claim the held item.
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 pickup doesn't exist in the scene (e.g., dynamically spawned combined item),
/// spawns it from the itemData.
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
/// </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
private void TryRestoreHeldItem(string heldItemSaveId, string itemDataId)
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 (_hasRestoredHeldItem)
{
Logging.Debug("[FollowerController] Held item already restored");
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
// Try to find the pickup in the scene by SaveId
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
GameObject heldObject = ItemManager.Instance?.FindPickupBySaveId(heldItemSaveId);
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 (heldObject == null && !string.IsNullOrEmpty(itemDataId))
{
// Item not found in scene - it might be a dynamically spawned combined item
// Try to spawn it from the itemDataId
Logging.Debug($"[FollowerController] Held item not found in scene: {heldItemSaveId}, attempting to spawn from itemId: {itemDataId}");
GameObject prefab = _interactionSettings?.FindPickupPrefabByItemId(itemDataId);
if (prefab != null)
{
// Spawn the item (inactive, since it's being held)
heldObject = Instantiate(prefab, transform.position, Quaternion.identity);
heldObject.SetActive(false);
Logging.Debug($"[FollowerController] Successfully spawned combined item: {itemDataId}");
}
else
{
Logging.Warning($"[FollowerController] Could not find prefab for itemId: {itemDataId}");
return;
}
}
else if (heldObject == null)
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
{
Logging.Debug($"[FollowerController] Held item not found yet: {heldItemSaveId}, waiting for pickup to restore");
return; // Pickup will find us when it restores
}
var pickup = heldObject.GetComponent<Pickup>();
if (pickup == null)
{
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
Logging.Warning($"[FollowerController] Found/spawned object but no Pickup component: {heldItemSaveId}");
if (heldObject != null)
Destroy(heldObject);
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
return;
}
// Claim the pickup
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
TakeOwnership(pickup, itemDataId);
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
}
/// <summary>
/// Bilateral restoration entry point: Pickup calls this to offer itself to the Follower.
/// Returns true if claim was successful, false if Follower already has an item or wrong pickup.
/// </summary>
public bool TryClaimHeldItem(Pickup pickup)
{
if (pickup == null)
return false;
if (_hasRestoredHeldItem)
{
Logging.Debug("[FollowerController] Already restored held item, rejecting claim");
return false;
}
// Verify this is the expected pickup
if (pickup is SaveableInteractable saveable)
{
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 (saveable.SaveId != _expectedHeldItemSaveId)
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
{
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
Logging.Warning($"[FollowerController] Pickup tried to claim but saveId mismatch: {saveable.SaveId} != {_expectedHeldItemSaveId}");
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
return false;
}
}
// Claim the pickup
TakeOwnership(pickup, null);
return true;
}
/// <summary>
/// Takes ownership of a pickup during restoration. Called by both restoration paths.
/// </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
private void TakeOwnership(Pickup pickup, string itemDataIdOrPath)
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 (_hasRestoredHeldItem)
return; // Already claimed
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
// Get the item data from the pickup
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
PickupItemData heldData = pickup.itemData;
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
// Fallback: If pickup doesn't have itemData, log detailed error
if (heldData == null)
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
{
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
Logging.Warning($"[FollowerController] Pickup {pickup.gameObject.name} has null itemData!");
Logging.Warning($"[FollowerController] Expected itemId: {itemDataIdOrPath}");
Logging.Warning($"[FollowerController] This pickup prefab may be missing its PickupItemData reference.");
return;
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
}
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
// Verify itemId matches if we have it (additional safety check)
if (!string.IsNullOrEmpty(itemDataIdOrPath) && heldData.itemId != itemDataIdOrPath)
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
{
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
Logging.Warning($"[FollowerController] ItemId mismatch! Pickup has '{heldData.itemId}' but expected '{itemDataIdOrPath}'");
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
}
// Setup the held item
_cachedPickupObject = pickup.gameObject;
_cachedPickupObject.SetActive(false); // Held items should be hidden
SetHeldItem(heldData, pickup.iconRenderer);
_animator.SetBool("IsCarrying", true);
_hasRestoredHeldItem = true;
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
Logging.Debug($"[FollowerController] Successfully restored held item: {heldData.itemName} (itemId: {heldData.itemId})");
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
}
/// <summary>
/// Static method to find the FollowerController instance in the scene.
/// Used by Pickup during bilateral restoration.
/// </summary>
public static FollowerController FindInstance()
{
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
return FindFirstObjectByType<FollowerController>();
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
}
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
#endregion 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
#if UNITY_EDITOR
void OnDrawGizmos()
{
if (debugDrawTarget && Application.isPlaying)
{
Gizmos.color = Color.cyan;
Gizmos.DrawSphere(_targetPoint, 0.2f);
Gizmos.color = Color.yellow;
Gizmos.DrawLine(transform.position, _targetPoint);
}
}
#endif
}