Files
AppleHillsProduction/Assets/Editor/Settings/EditorSettingsProvider.cs

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5.5 KiB
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using UnityEditor;
using AppleHills.Core.Settings;
using Core;
namespace AppleHills.Editor
{
/// <summary>
/// Provides access to settings in editor (non-play) mode
/// </summary>
[InitializeOnLoad]
public static class EditorSettingsProvider
{
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// Gameplay Settings
private static PlayerFollowerSettings _playerFollowerSettings;
private static InteractionSettings _interactionSettings;
private static DivingMinigameSettings _divingMinigameSettings;
private static Minigames.FortFight.Core.FortFightSettings _fortFightSettings;
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// Developer Settings
private static FortFightDeveloperSettings _fortFightDeveloperSettings;
private static DivingDeveloperSettings _divingDeveloperSettings;
// Static constructor will be called when Unity loads/reloads scripts
static EditorSettingsProvider()
{
LoadAllSettings();
// Set up the delegates in SettingsAccess (includes Fort Fight)
AppleHills.SettingsAccess.SetupEditorProviders(
GetPlayerStopDistance,
GetPlayerStopDistanceDirectInteraction,
GetPuzzlePromptRange,
GetWeakPointExplosionRadius
);
// Subscribe to asset changes to auto-refresh when settings are modified
EditorApplication.delayCall += () =>
{
EditorApplication.projectChanged += OnProjectChanged;
};
}
private static void OnProjectChanged()
{
// Check if any settings assets have changed
if (HasSettingsChanged())
{
LoadAllSettings();
RefreshSceneViews();
}
}
private static bool HasSettingsChanged()
{
// Simplified check - you might want to make this more efficient
// by checking timestamps or specific files
return true;
}
public static void LoadAllSettings()
{
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// Load gameplay settings
_playerFollowerSettings = AssetDatabase.LoadAssetAtPath<PlayerFollowerSettings>("Assets/Settings/PlayerFollowerSettings.asset");
_interactionSettings = AssetDatabase.LoadAssetAtPath<InteractionSettings>("Assets/Settings/InteractionSettings.asset");
_divingMinigameSettings = AssetDatabase.LoadAssetAtPath<DivingMinigameSettings>("Assets/Settings/MinigameSettings.asset");
_fortFightSettings = AssetDatabase.LoadAssetAtPath<Minigames.FortFight.Core.FortFightSettings>("Assets/Settings/FortFightSettings.asset");
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// Load developer settings
_fortFightDeveloperSettings = AssetDatabase.LoadAssetAtPath<FortFightDeveloperSettings>("Assets/Settings/Developer/FortFightDeveloperSettings.asset");
_divingDeveloperSettings = AssetDatabase.LoadAssetAtPath<DivingDeveloperSettings>("Assets/Settings/Developer/DivingDeveloperSettings.asset");
// Re-register the delegates in case they were lost
AppleHills.SettingsAccess.SetupEditorProviders(
GetPlayerStopDistance,
GetPlayerStopDistanceDirectInteraction,
GetPuzzlePromptRange,
GetWeakPointExplosionRadius
);
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
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Logging.Debug("Editor settings loaded for Scene View use");
}
public static void RefreshSceneViews()
{
// Force scene views to repaint to refresh gizmos
SceneView.RepaintAll();
}
// Implementation of delegate methods
private static float GetPlayerStopDistance()
{
return _interactionSettings?.PlayerStopDistance ?? 6.0f;
}
private static float GetPlayerStopDistanceDirectInteraction()
{
return _interactionSettings?.PlayerStopDistanceDirectInteraction ?? 2.0f;
}
private static float GetPuzzlePromptRange()
{
return _interactionSettings?.DefaultPuzzlePromptRange ?? 3.0f;
}
// Fort Fight delegate methods
private static float GetWeakPointExplosionRadius()
{
return _fortFightSettings?.WeakPointExplosionRadius ?? 2.5f;
}
// Other utility methods
public static T GetSettings<T>() where T : BaseSettings
{
if (typeof(T) == typeof(PlayerFollowerSettings))
return _playerFollowerSettings as T;
else if (typeof(T) == typeof(InteractionSettings))
return _interactionSettings as T;
else if (typeof(T) == typeof(DivingMinigameSettings))
return _divingMinigameSettings as T;
else if (typeof(T) == typeof(Minigames.FortFight.Core.FortFightSettings))
return _fortFightSettings as T;
return null;
}
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/// <summary>
/// Get developer settings in editor mode (for OnDrawGizmos, etc.)
/// </summary>
public static T GetDeveloperSettings<T>() where T : BaseDeveloperSettings
{
if (typeof(T) == typeof(FortFightDeveloperSettings))
return _fortFightDeveloperSettings as T;
else if (typeof(T) == typeof(DivingDeveloperSettings))
return _divingDeveloperSettings as T;
return null;
}
}
}