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: #56
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@@ -138,7 +138,7 @@ namespace Bootstrap
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float displayProgress = Mathf.Min(steadyProgress, actualProgress);
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// Log the progress values for debugging
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LogDebugMessage($"Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
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Logging.Debug($"Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
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// Directly set the progress bar fill amount without smoothing
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if (progressBarImage != null)
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@@ -151,7 +151,7 @@ namespace Bootstrap
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if (steadyProgress >= 1.0f && displayProgress >= 1.0f)
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{
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_animationComplete = true;
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LogDebugMessage("Animation complete");
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Logging.Debug("Animation complete");
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break;
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}
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@@ -163,7 +163,7 @@ namespace Bootstrap
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if (progressBarImage != null)
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{
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progressBarImage.fillAmount = 1.0f;
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LogDebugMessage("Final progress set to 1.0");
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Logging.Debug("Final progress set to 1.0");
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}
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// Hide the screen if loading is also complete
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@@ -172,7 +172,7 @@ namespace Bootstrap
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if (loadingScreenContainer != null)
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{
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loadingScreenContainer.SetActive(false);
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LogDebugMessage("Animation AND loading complete, hiding screen");
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Logging.Debug("Animation AND loading complete, hiding screen");
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// Invoke the callback when fully hidden
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_onLoadingScreenFullyHidden?.Invoke();
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@@ -189,7 +189,7 @@ namespace Bootstrap
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/// </summary>
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public void HideLoadingScreen()
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{
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LogDebugMessage("Loading complete, marking loading as finished");
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Logging.Debug("Loading complete, marking loading as finished");
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// Mark that loading is complete
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_loadingComplete = true;
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@@ -200,7 +200,7 @@ namespace Bootstrap
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if (loadingScreenContainer != null)
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{
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loadingScreenContainer.SetActive(false);
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LogDebugMessage("Animation already complete, hiding screen immediately");
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Logging.Debug("Animation already complete, hiding screen immediately");
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// Invoke the callback when fully hidden
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_onLoadingScreenFullyHidden?.Invoke();
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@@ -210,7 +210,7 @@ namespace Bootstrap
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}
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else
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{
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LogDebugMessage("Animation still in progress, waiting for it to complete");
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Logging.Debug("Animation still in progress, waiting for it to complete");
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// The coroutine will handle hiding when animation completes
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}
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}
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@@ -244,13 +244,5 @@ namespace Bootstrap
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return tcs.Task;
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}
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private void LogDebugMessage(string message)
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{
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if ( _logVerbosity <= LogVerbosity.Debug)
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{
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Logging.Debug($"[InitialLoadingScreen] {message}");
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}
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}
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}
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}
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