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AppleHillsProduction/Assets/Scripts/StateMachines/CementFactory/FactoryGameStats.cs

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2025-12-18 19:53:22 +01:00
using Core;
using Core.Lifecycle;
using System;
using UnityEngine;
public class FactoryGameStats : ManagedBehaviour
{
public int partsFoundInLevel;
// Save system configuration
public override bool AutoRegisterForSave => true;
internal override void OnManagedStart()
{
// Initialize after all managers are ready
}
public void PartFound()
{
partsFoundInLevel += 1;
}
#region Save/Load Lifecycle Hooks
internal override string OnSceneSaveRequested()
{
// Save scene-specific progress
var state = new BirdGameState
{
birdsFoundInLevel = this.partsFoundInLevel
};
return JsonUtility.ToJson(state);
}
internal override void OnSceneRestoreRequested(string serializedData)
{
if (string.IsNullOrEmpty(serializedData))
{
// No saved data, keep default values
return;
}
try
{
var state = JsonUtility.FromJson<BirdGameState>(serializedData);
if (state != null)
{
partsFoundInLevel = state.birdsFoundInLevel;
}
}
catch (Exception ex)
{
Logging.Warning($"[BirdGameStats] Failed to restore state: {ex.Message}");
}
}
#endregion
}
/// <summary>
/// Serializable state for bird game progress
/// </summary>
[Serializable]
public class BirdGameState
{
public int birdsFoundInLevel;
}