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
This commit is contained in:
@@ -37,14 +37,12 @@ namespace Core
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// ManagedBehaviour configuration
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public override int ManagedAwakePriority => 10; // Core infrastructure - runs early
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private new void Awake()
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internal override void OnManagedAwake()
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{
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base.Awake(); // CRITICAL: Register with LifecycleManager!
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// Set instance immediately so it's available before OnManagedAwake() is called
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// Set instance immediately (early initialization)
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_instance = this;
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// Create settings providers - must happen in Awake so other managers can access settings in their ManagedAwake
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// Create settings providers - must happen in OnManagedAwake so other managers can access settings in their ManagedStart
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SettingsProvider.Instance.gameObject.name = "Settings Provider";
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DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
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@@ -57,9 +55,9 @@ namespace Core
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_managerLogVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().gameManagerLogVerbosity;
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}
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protected override void OnManagedAwake()
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internal override void OnManagedStart()
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{
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// Settings are already initialized in Awake()
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// Settings are already initialized in OnManagedAwake()
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// This is available for future initialization that depends on other managers
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}
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@@ -79,7 +77,7 @@ namespace Core
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component.Pause();
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}
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LogDebugMessage($"Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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Logging.Debug($"Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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}
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}
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@@ -92,7 +90,7 @@ namespace Core
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if (component != null && _pausableComponents.Contains(component))
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{
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_pausableComponents.Remove(component);
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LogDebugMessage($"Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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Logging.Debug($"Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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}
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}
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@@ -108,7 +106,7 @@ namespace Core
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ApplyPause(true);
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}
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LogDebugMessage($"Pause requested by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
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Logging.Debug($"Pause requested by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
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}
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/// <summary>
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@@ -123,7 +121,7 @@ namespace Core
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ApplyPause(false);
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}
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LogDebugMessage($"Pause released by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
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Logging.Debug($"Pause released by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
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}
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/// <summary>
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@@ -162,12 +160,12 @@ namespace Core
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OnGameResumed?.Invoke();
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}
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LogDebugMessage($"Game {(shouldPause ? "paused" : "resumed")}. Paused {_pausableComponents.Count} components.");
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Logging.Debug($"Game {(shouldPause ? "paused" : "resumed")}. Paused {_pausableComponents.Count} components.");
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}
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private void InitializeSettings()
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{
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LogDebugMessage("Starting settings initialization...", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("Starting settings initialization...");
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// Load settings synchronously
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var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
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@@ -178,7 +176,7 @@ namespace Core
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if (playerSettings != null)
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{
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ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
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LogDebugMessage("PlayerFollowerSettings registered successfully", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("PlayerFollowerSettings registered successfully");
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}
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else
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{
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@@ -188,7 +186,7 @@ namespace Core
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if (interactionSettings != null)
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{
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ServiceLocator.Register<IInteractionSettings>(interactionSettings);
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LogDebugMessage("InteractionSettings registered successfully", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("InteractionSettings registered successfully");
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}
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else
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{
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@@ -198,7 +196,7 @@ namespace Core
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if (minigameSettings != null)
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{
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ServiceLocator.Register<IDivingMinigameSettings>(minigameSettings);
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LogDebugMessage("MinigameSettings registered successfully", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("MinigameSettings registered successfully");
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}
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else
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{
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@@ -209,7 +207,7 @@ namespace Core
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_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
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if (_settingsLoaded)
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{
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LogDebugMessage("All settings loaded and registered with ServiceLocator", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("All settings loaded and registered with ServiceLocator");
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}
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else
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{
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@@ -222,7 +220,7 @@ namespace Core
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/// </summary>
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private void InitializeDeveloperSettings()
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{
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LogDebugMessage("Starting developer settings initialization...", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("Starting developer settings initialization...");
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// Load developer settings
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var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
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@@ -232,7 +230,7 @@ namespace Core
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if (_developerSettingsLoaded)
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{
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LogDebugMessage("All developer settings loaded successfully", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("All developer settings loaded successfully");
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}
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else
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{
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@@ -266,19 +264,6 @@ namespace Core
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{
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return DeveloperSettingsProvider.Instance?.GetSettings<T>();
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}
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private void LogDebugMessage(string message, string prefix = "GameManager", LogVerbosity verbosity = LogVerbosity.None)
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{
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if (verbosity == LogVerbosity.None)
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{
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verbosity = _managerLogVerbosity;
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}
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if ( verbosity <= LogVerbosity.Debug)
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{
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Logging.Debug($"[{prefix}] {message}");
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}
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}
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// LEFTOVER LEGACY SETTINGS
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public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
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@@ -50,20 +50,18 @@ namespace Core
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public override int ManagedAwakePriority => 75; // Item registry
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private new void Awake()
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internal override void OnManagedAwake()
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{
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base.Awake(); // CRITICAL: Register with LifecycleManager!
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// Set instance immediately so it's available before OnManagedAwake() is called
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// Set instance immediately (early initialization)
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_instance = this;
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}
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protected override void OnManagedAwake()
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internal override void OnManagedStart()
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{
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Logging.Debug("[ItemManager] Initialized");
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}
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protected override void OnSceneReady()
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internal override void OnSceneReady()
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{
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// Replaces SceneLoadStarted subscription for clearing registrations
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ClearAllRegistrations();
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@@ -144,7 +142,6 @@ namespace Core
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{
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s.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
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s.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted;
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s.OnForbiddenItemSlotted -= ItemSlot_OnForbiddenItemSlotted;
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s.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved;
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}
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}
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@@ -191,7 +188,6 @@ namespace Core
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// Subscribe to all slot events
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slot.OnCorrectItemSlotted += ItemSlot_OnCorrectItemSlotted;
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slot.OnIncorrectItemSlotted += ItemSlot_OnIncorrectItemSlotted;
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slot.OnForbiddenItemSlotted += ItemSlot_OnForbiddenItemSlotted;
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slot.OnItemSlotRemoved += ItemSlot_OnItemSlotRemoved;
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}
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}
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@@ -204,7 +200,6 @@ namespace Core
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// Unsubscribe from all slot events
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slot.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
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slot.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted;
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slot.OnForbiddenItemSlotted -= ItemSlot_OnForbiddenItemSlotted;
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slot.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved;
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}
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}
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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@@ -123,7 +123,24 @@ namespace Core.Lifecycle
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// ALWAYS add to managedAwakeList - this is the master list used for save/load
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InsertSorted(managedAwakeList, component, component.ManagedAwakePriority);
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// Handle ManagedAwake timing based on boot state
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// Register for all scene lifecycle hooks
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InsertSorted(sceneUnloadingList, component, component.SceneUnloadingPriority);
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InsertSorted(sceneReadyList, component, component.SceneReadyPriority);
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InsertSorted(saveRequestedList, component, component.SavePriority);
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InsertSorted(restoreRequestedList, component, component.RestorePriority);
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InsertSorted(destroyList, component, component.DestroyPriority);
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// Call OnManagedAwake immediately after registration (early initialization hook)
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try
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{
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component.OnManagedAwake();
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}
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catch (Exception ex)
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{
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Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
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}
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// Handle OnManagedStart timing based on boot state
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if (isBootComplete)
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{
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// Check if we're currently loading a scene
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@@ -136,27 +153,20 @@ namespace Core.Lifecycle
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else
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{
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// Truly late registration (component enabled after scene is ready)
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// Call OnManagedAwake immediately since boot already completed
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LogDebug($"Late registration: Calling OnManagedAwake immediately for {component.gameObject.name}");
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// Call OnManagedStart immediately since boot already completed
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LogDebug($"Late registration: Calling OnManagedStart immediately for {component.gameObject.name}");
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try
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{
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component.InvokeManagedAwake();
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component.OnManagedStart();
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HandleAutoRegistrations(component);
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}
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catch (Exception ex)
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{
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Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
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Debug.LogError($"[LifecycleManager] Error in OnManagedStart for {component.gameObject.name}: {ex}");
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}
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}
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}
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// If boot not complete, component stays in list and will be processed by BroadcastManagedAwake()
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// Register for all scene lifecycle hooks
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InsertSorted(sceneUnloadingList, component, component.SceneUnloadingPriority);
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InsertSorted(sceneReadyList, component, component.SceneReadyPriority);
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InsertSorted(saveRequestedList, component, component.SavePriority);
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InsertSorted(restoreRequestedList, component, component.RestorePriority);
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InsertSorted(destroyList, component, component.DestroyPriority);
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// If boot not complete, component stays in list and will be processed by BroadcastManagedStart()
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// If this scene is already ready (and we're not in loading mode), call OnSceneReady immediately
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if (!isLoadingScene && currentSceneReady == sceneName)
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@@ -164,7 +174,7 @@ namespace Core.Lifecycle
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LogDebug($"Late registration: Calling OnSceneReady immediately for {component.gameObject.name}");
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try
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{
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component.InvokeSceneReady();
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component.OnSceneReady();
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}
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catch (Exception ex)
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{
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@@ -202,7 +212,7 @@ namespace Core.Lifecycle
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/// <summary>
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/// Called by CustomBoot when boot completes.
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/// Broadcasts ManagedAwake to all registered components.
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/// Broadcasts ManagedStart to all registered components.
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/// </summary>
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public void OnBootCompletionTriggered()
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{
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@@ -210,16 +220,16 @@ namespace Core.Lifecycle
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return;
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LogDebug("=== Boot Completion Triggered ===");
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BroadcastManagedAwake();
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BroadcastManagedStart();
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isBootComplete = true;
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}
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/// <summary>
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/// Broadcast OnManagedAwake to all registered components (priority ordered).
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/// Broadcast OnManagedStart to all registered components (priority ordered).
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/// </summary>
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private void BroadcastManagedAwake()
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private void BroadcastManagedStart()
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{
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LogDebug($"Broadcasting ManagedAwake to {managedAwakeList.Count} components");
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LogDebug($"Broadcasting ManagedStart to {managedAwakeList.Count} components");
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// Create a copy to avoid collection modification during iteration
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var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
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@@ -230,12 +240,12 @@ namespace Core.Lifecycle
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try
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{
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component.InvokeManagedAwake();
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component.OnManagedStart();
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HandleAutoRegistrations(component);
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}
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catch (Exception ex)
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{
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Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
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Debug.LogError($"[LifecycleManager] Error in OnManagedStart for {component.gameObject.name}: {ex}");
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}
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}
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@@ -275,20 +285,20 @@ namespace Core.Lifecycle
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// Sort by ManagedAwake priority (lower values first)
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pendingSceneComponents.Sort((a, b) => a.ManagedAwakePriority.CompareTo(b.ManagedAwakePriority));
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// Call OnManagedAwake in priority order
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// Call OnManagedStart in priority order
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foreach (var component in pendingSceneComponents)
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{
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if (component == null) continue;
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try
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{
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component.InvokeManagedAwake();
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component.OnManagedStart();
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HandleAutoRegistrations(component);
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LogDebug($"Processed batched component: {component.gameObject.name} (Priority: {component.ManagedAwakePriority})");
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}
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catch (Exception ex)
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{
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Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for batched component {component.gameObject.name}: {ex}");
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Debug.LogError($"[LifecycleManager] Error in OnManagedStart for batched component {component.gameObject.name}: {ex}");
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}
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}
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@@ -315,7 +325,7 @@ namespace Core.Lifecycle
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{
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try
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{
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component.InvokeSceneUnloading();
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component.OnSceneUnloading();
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}
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catch (Exception ex)
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{
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@@ -351,7 +361,7 @@ namespace Core.Lifecycle
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{
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try
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{
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component.InvokeSceneReady();
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component.OnSceneReady();
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}
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catch (Exception ex)
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{
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@@ -379,7 +389,7 @@ namespace Core.Lifecycle
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try
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{
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string serializedData = component.InvokeSceneSaveRequested();
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string serializedData = component.OnSceneSaveRequested();
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if (!string.IsNullOrEmpty(serializedData))
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{
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string saveId = component.SaveId;
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@@ -415,7 +425,7 @@ namespace Core.Lifecycle
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try
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{
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string serializedData = component.InvokeGlobalSaveRequested();
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string serializedData = component.OnGlobalSaveRequested();
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if (!string.IsNullOrEmpty(serializedData))
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{
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saveData[component.SaveId] = serializedData;
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@@ -455,7 +465,7 @@ namespace Core.Lifecycle
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{
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try
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{
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component.InvokeSceneRestoreRequested(serializedData);
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component.OnSceneRestoreRequested(serializedData);
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restoredCount++;
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LogDebug($"Restored scene data to: {component.SaveId}");
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}
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@@ -486,7 +496,7 @@ namespace Core.Lifecycle
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try
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{
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component.InvokeSceneRestoreCompleted();
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component.OnSceneRestoreCompleted();
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}
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catch (Exception ex)
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{
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@@ -519,7 +529,7 @@ namespace Core.Lifecycle
|
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{
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try
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{
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component.InvokeGlobalRestoreRequested(serializedData);
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component.OnGlobalRestoreRequested(serializedData);
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restoredCount++;
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LogDebug($"Restored global data to: {component.SaveId}");
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}
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@@ -551,7 +561,7 @@ namespace Core.Lifecycle
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try
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{
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component.InvokeGlobalLoadCompleted();
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component.OnGlobalLoadCompleted();
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}
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catch (Exception ex)
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{
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@@ -578,7 +588,7 @@ namespace Core.Lifecycle
|
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|
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try
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{
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component.InvokeGlobalSaveStarted();
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component.OnGlobalSaveStarted();
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}
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catch (Exception ex)
|
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{
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@@ -1,5 +1,4 @@
|
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using System;
|
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using UnityEngine;
|
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using UnityEngine;
|
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|
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namespace Core.Lifecycle
|
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{
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@@ -12,7 +11,7 @@ namespace Core.Lifecycle
|
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#region Priority Properties
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|
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/// <summary>
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/// Priority for OnManagedAwake (lower values execute first).
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/// Priority for OnManagedStart (lower values execute first).
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/// Default: 100
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/// </summary>
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public virtual int ManagedAwakePriority => 100;
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@@ -81,23 +80,6 @@ namespace Core.Lifecycle
|
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|
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#endregion
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|
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#region Public Accessors (for LifecycleManager)
|
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// Public wrappers to invoke protected lifecycle methods
|
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public void InvokeManagedAwake() => OnManagedAwake();
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public void InvokeSceneUnloading() => OnSceneUnloading();
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public void InvokeSceneReady() => OnSceneReady();
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public string InvokeSceneSaveRequested() => OnSceneSaveRequested();
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public void InvokeSceneRestoreRequested(string data) => OnSceneRestoreRequested(data);
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public void InvokeSceneRestoreCompleted() => OnSceneRestoreCompleted();
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public string InvokeGlobalSaveRequested() => OnGlobalSaveRequested();
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public void InvokeGlobalRestoreRequested(string data) => OnGlobalRestoreRequested(data);
|
||||
public void InvokeManagedDestroy() => OnManagedDestroy();
|
||||
public void InvokeGlobalLoadCompleted() => OnGlobalLoadCompleted();
|
||||
public void InvokeGlobalSaveStarted() => OnGlobalSaveStarted();
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Fields
|
||||
|
||||
private bool _isRegistered;
|
||||
@@ -108,9 +90,9 @@ namespace Core.Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Unity Awake - automatically registers with LifecycleManager.
|
||||
/// IMPORTANT: Derived classes that override Awake MUST call base.Awake()
|
||||
/// SEALED: Cannot be overridden. Use OnManagedAwake() for early initialization or OnManagedStart() for late initialization.
|
||||
/// </summary>
|
||||
protected virtual void Awake()
|
||||
private void Awake()
|
||||
{
|
||||
if (LifecycleManager.Instance != null)
|
||||
{
|
||||
@@ -152,14 +134,27 @@ namespace Core.Lifecycle
|
||||
|
||||
#region Managed Lifecycle Hooks
|
||||
|
||||
/// <summary>
|
||||
/// Called immediately during registration (during Awake).
|
||||
/// Use for early initialization such as setting singleton instances.
|
||||
/// TIMING: Fires during component's Awake(), no execution order guarantees between components.
|
||||
/// NOT priority-ordered - fires whenever Unity calls this component's Awake().
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
internal virtual void OnManagedAwake()
|
||||
{
|
||||
// Override in derived classes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called once per component after bootstrap completes.
|
||||
/// GUARANTEE: Bootstrap resources are available, all managers are initialized.
|
||||
/// For boot-time components: Called during LifecycleManager.BroadcastManagedAwake (priority ordered).
|
||||
/// For boot-time components: Called during LifecycleManager.BroadcastManagedStart (priority ordered).
|
||||
/// For late-registered components: Called immediately upon registration (bootstrap already complete).
|
||||
/// Replaces the old Awake + InitializePostBoot pattern.
|
||||
/// Use for initialization that depends on other systems.
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
protected virtual void OnManagedAwake()
|
||||
internal virtual void OnManagedStart()
|
||||
{
|
||||
// Override in derived classes
|
||||
}
|
||||
@@ -168,8 +163,9 @@ namespace Core.Lifecycle
|
||||
/// Called before the scene this component belongs to is unloaded.
|
||||
/// Called in REVERSE priority order (higher values execute first).
|
||||
/// Use for scene-specific cleanup.
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
protected virtual void OnSceneUnloading()
|
||||
internal virtual void OnSceneUnloading()
|
||||
{
|
||||
// Override in derived classes
|
||||
}
|
||||
@@ -178,8 +174,9 @@ namespace Core.Lifecycle
|
||||
/// Called after the scene this component belongs to has finished loading.
|
||||
/// Called in priority order (lower values execute first).
|
||||
/// Use for scene-specific initialization.
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
protected virtual void OnSceneReady()
|
||||
internal virtual void OnSceneReady()
|
||||
{
|
||||
// Override in derived classes
|
||||
}
|
||||
@@ -193,8 +190,10 @@ namespace Core.Lifecycle
|
||||
/// - Called BEFORE scene unload during scene transitions
|
||||
/// - Frequency: Every scene transition
|
||||
/// - Use for: Level progress, object positions, puzzle states
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
protected virtual string OnSceneSaveRequested()
|
||||
internal virtual string OnSceneSaveRequested()
|
||||
{
|
||||
return null; // Default: no data to save
|
||||
}
|
||||
@@ -211,8 +210,10 @@ namespace Core.Lifecycle
|
||||
/// - Called AFTER scene load, during OnSceneReady phase
|
||||
/// - Frequency: Every scene transition
|
||||
/// - Use for: Restoring level progress, object positions, puzzle states
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
protected virtual void OnSceneRestoreRequested(string serializedData)
|
||||
internal virtual void OnSceneRestoreRequested(string serializedData)
|
||||
{
|
||||
// Default: no-op
|
||||
}
|
||||
@@ -234,8 +235,10 @@ namespace Core.Lifecycle
|
||||
/// COMMON PATTERN:
|
||||
/// Use this to perform actions that depend on whether data was restored or not.
|
||||
/// Example: Play one-time audio only if it hasn't been played before (_hasPlayed == false).
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
protected virtual void OnSceneRestoreCompleted()
|
||||
internal virtual void OnSceneRestoreCompleted()
|
||||
{
|
||||
// Default: no-op
|
||||
}
|
||||
@@ -248,8 +251,10 @@ namespace Core.Lifecycle
|
||||
/// - Called ONCE on game boot after save file is read
|
||||
/// - NOT called during scene transitions
|
||||
/// - Use for: Player inventory, unlocked features, card collections
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
protected virtual void OnGlobalRestoreRequested(string serializedData)
|
||||
internal virtual void OnGlobalRestoreRequested(string serializedData)
|
||||
{
|
||||
// Default: no-op
|
||||
}
|
||||
@@ -263,8 +268,10 @@ namespace Core.Lifecycle
|
||||
/// - Called ONCE before save file is written (on quit, manual save, etc.)
|
||||
/// - NOT called during scene transitions
|
||||
/// - Use for: Player inventory, unlocked features, card collections
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
protected virtual string OnGlobalSaveRequested()
|
||||
internal virtual string OnGlobalSaveRequested()
|
||||
{
|
||||
return null; // Default: no data to save
|
||||
}
|
||||
@@ -278,8 +285,10 @@ namespace Core.Lifecycle
|
||||
/// - Called ONCE on game boot after all restore operations complete
|
||||
/// - NOT called during scene transitions
|
||||
/// - Use for: Triggering UI updates, broadcasting load events
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
protected virtual void OnGlobalLoadCompleted()
|
||||
internal virtual void OnGlobalLoadCompleted()
|
||||
{
|
||||
// Default: no-op
|
||||
}
|
||||
@@ -293,8 +302,10 @@ namespace Core.Lifecycle
|
||||
/// - Called ONCE before save file is written
|
||||
/// - NOT called during scene transitions
|
||||
/// - Use for: Final validation, cleanup operations
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
protected virtual void OnGlobalSaveStarted()
|
||||
internal virtual void OnGlobalSaveStarted()
|
||||
{
|
||||
// Default: no-op
|
||||
}
|
||||
@@ -304,8 +315,9 @@ namespace Core.Lifecycle
|
||||
/// Called in REVERSE priority order (higher values execute first).
|
||||
/// NOTE: Most cleanup is automatic (managed events, auto-registrations).
|
||||
/// Only override if you need custom cleanup logic.
|
||||
/// Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
protected virtual void OnManagedDestroy()
|
||||
internal virtual void OnManagedDestroy()
|
||||
{
|
||||
// Override in derived classes
|
||||
}
|
||||
|
||||
@@ -1,17 +1,144 @@
|
||||
namespace Core
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Centralized logging system with automatic class/method tagging and editor integration.
|
||||
/// Broadcasts log entries to custom editor windows for filtering and analysis.
|
||||
/// </summary>
|
||||
public static class Logging
|
||||
{
|
||||
[System.Diagnostics.Conditional("ENABLE_LOG")]
|
||||
public static void Debug(object message)
|
||||
/// <summary>
|
||||
/// Event fired when a new log entry is added. Subscribe to this in editor windows.
|
||||
/// </summary>
|
||||
public static event Action<LogEntry> OnLogEntryAdded;
|
||||
|
||||
// Store recent logs for late-subscriber editor windows (e.g., windows opened after play mode started)
|
||||
private static readonly List<LogEntry> RecentLogs = new List<LogEntry>();
|
||||
private const int MaxStoredLogs = 5000; // Prevent memory bloat
|
||||
|
||||
/// <summary>
|
||||
/// Get all recent logs. Used by editor windows when they first open.
|
||||
/// </summary>
|
||||
public static IReadOnlyList<LogEntry> GetRecentLogs() => RecentLogs;
|
||||
|
||||
/// <summary>
|
||||
/// Clear all stored logs. Useful for editor windows "Clear" button.
|
||||
/// </summary>
|
||||
public static void ClearLogs()
|
||||
{
|
||||
UnityEngine.Debug.Log(message);
|
||||
RecentLogs.Clear();
|
||||
}
|
||||
|
||||
[System.Diagnostics.Conditional("ENABLE_LOG")]
|
||||
public static void Warning(object message)
|
||||
public static void Debug(string message,
|
||||
[CallerFilePath] string filePath = "",
|
||||
[CallerMemberName] string memberName = "")
|
||||
{
|
||||
UnityEngine.Debug.LogWarning(message);
|
||||
LogInternal(LogLevel.Debug, message, filePath, memberName);
|
||||
}
|
||||
|
||||
[System.Diagnostics.Conditional("ENABLE_LOG")]
|
||||
public static void Info(string message,
|
||||
[CallerFilePath] string filePath = "",
|
||||
[CallerMemberName] string memberName = "")
|
||||
{
|
||||
LogInternal(LogLevel.Info, message, filePath, memberName);
|
||||
}
|
||||
|
||||
[System.Diagnostics.Conditional("ENABLE_LOG")]
|
||||
public static void Warning(string message,
|
||||
[CallerFilePath] string filePath = "",
|
||||
[CallerMemberName] string memberName = "")
|
||||
{
|
||||
LogInternal(LogLevel.Warning, message, filePath, memberName);
|
||||
}
|
||||
|
||||
public static void Error(string message,
|
||||
[CallerFilePath] string filePath = "",
|
||||
[CallerMemberName] string memberName = "")
|
||||
{
|
||||
LogInternal(LogLevel.Error, message, filePath, memberName);
|
||||
}
|
||||
|
||||
private static void LogInternal(LogLevel level, string message, string filePath, string memberName)
|
||||
{
|
||||
string className = Path.GetFileNameWithoutExtension(filePath);
|
||||
string formattedMessage = $"[{className}][{memberName}] {message}";
|
||||
|
||||
// Create log entry
|
||||
var entry = new LogEntry(className, memberName, message, level, Time.realtimeSinceStartup);
|
||||
|
||||
// Store for late subscribers
|
||||
RecentLogs.Add(entry);
|
||||
if (RecentLogs.Count > MaxStoredLogs)
|
||||
RecentLogs.RemoveAt(0);
|
||||
|
||||
// Broadcast to editor windows (editor-only, won't fire in builds)
|
||||
OnLogEntryAdded?.Invoke(entry);
|
||||
|
||||
// Also log to Unity console
|
||||
switch (level)
|
||||
{
|
||||
case LogLevel.Debug:
|
||||
case LogLevel.Info:
|
||||
UnityEngine.Debug.Log(formattedMessage);
|
||||
break;
|
||||
case LogLevel.Warning:
|
||||
UnityEngine.Debug.LogWarning(formattedMessage);
|
||||
break;
|
||||
case LogLevel.Error:
|
||||
UnityEngine.Debug.LogError(formattedMessage);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents a single log entry with class, method, message, level, and timestamp.
|
||||
/// </summary>
|
||||
public class LogEntry
|
||||
{
|
||||
public string ClassName { get; }
|
||||
public string MethodName { get; }
|
||||
public string Message { get; }
|
||||
public LogLevel Level { get; }
|
||||
public float Timestamp { get; }
|
||||
|
||||
public LogEntry(string className, string methodName, string message, LogLevel level, float timestamp)
|
||||
{
|
||||
ClassName = className;
|
||||
MethodName = methodName;
|
||||
Message = message;
|
||||
Level = level;
|
||||
Timestamp = timestamp;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Formatted message with class and method tags.
|
||||
/// Format: [ClassName][MethodName] Message
|
||||
/// </summary>
|
||||
public string FormattedMessage => $"[{ClassName}][{MethodName}] {Message}";
|
||||
|
||||
/// <summary>
|
||||
/// Full formatted message with timestamp and level.
|
||||
/// Format: [12.34s][Debug][ClassName][MethodName] Message
|
||||
/// </summary>
|
||||
public string FullFormattedMessage => $"[{Timestamp:F2}s][{Level}]{FormattedMessage}";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Log severity levels.
|
||||
/// </summary>
|
||||
public enum LogLevel
|
||||
{
|
||||
Debug,
|
||||
Info,
|
||||
Warning,
|
||||
Error
|
||||
}
|
||||
}
|
||||
@@ -129,20 +129,18 @@ namespace AppleHills.Core
|
||||
|
||||
#region Lifecycle Methods
|
||||
|
||||
private new void Awake()
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.Awake(); // CRITICAL: Register with LifecycleManager!
|
||||
|
||||
// Set instance immediately so it's available before OnManagedAwake() is called
|
||||
// Set instance immediately (early initialization)
|
||||
_instance = this;
|
||||
}
|
||||
|
||||
protected override void OnManagedAwake()
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// QuickAccess has minimal initialization
|
||||
}
|
||||
|
||||
protected override void OnSceneUnloading()
|
||||
internal override void OnSceneUnloading()
|
||||
{
|
||||
// Clear references BEFORE scene unloads for better cleanup timing
|
||||
ClearReferences();
|
||||
|
||||
@@ -46,11 +46,9 @@ namespace Core.SaveLoad
|
||||
// ManagedBehaviour configuration
|
||||
public override int ManagedAwakePriority => 20; // After GameManager and SceneManagerService
|
||||
|
||||
private new void Awake()
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.Awake(); // CRITICAL: Register with LifecycleManager!
|
||||
|
||||
// Set instance immediately so it's available before OnManagedAwake() is called
|
||||
// Set instance immediately (early initialization)
|
||||
_instance = this;
|
||||
|
||||
// Initialize critical state immediately
|
||||
@@ -58,7 +56,7 @@ namespace Core.SaveLoad
|
||||
IsRestoringState = false;
|
||||
}
|
||||
|
||||
protected override void OnManagedAwake()
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
Logging.Debug("[SaveLoadManager] Initialized");
|
||||
|
||||
@@ -69,19 +67,19 @@ namespace Core.SaveLoad
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnSceneReady()
|
||||
internal override void OnSceneReady()
|
||||
{
|
||||
// SaveableInteractables now auto-register via ManagedBehaviour lifecycle
|
||||
// No need to discover and register them manually
|
||||
}
|
||||
|
||||
protected override string OnSceneSaveRequested()
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
// SaveLoadManager orchestrates saves, doesn't participate in them
|
||||
return null;
|
||||
}
|
||||
|
||||
protected override string OnGlobalSaveRequested()
|
||||
internal override string OnGlobalSaveRequested()
|
||||
{
|
||||
// SaveLoadManager orchestrates saves, doesn't participate in them
|
||||
return null;
|
||||
|
||||
@@ -30,9 +30,9 @@ namespace Core
|
||||
// Enable save/load participation
|
||||
public override bool AutoRegisterForSave => true;
|
||||
|
||||
protected override void Awake()
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.Awake();
|
||||
base.OnManagedAwake();
|
||||
|
||||
_director = GetComponent<PlayableDirector>();
|
||||
if (_director != null)
|
||||
@@ -65,7 +65,7 @@ namespace Core
|
||||
|
||||
#region Save/Load Implementation
|
||||
|
||||
protected override string OnSceneSaveRequested()
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
var saveData = new PlayableDirectorSaveData
|
||||
{
|
||||
@@ -77,7 +77,7 @@ namespace Core
|
||||
return JsonUtility.ToJson(saveData);
|
||||
}
|
||||
|
||||
protected override void OnSceneRestoreRequested(string serializedData)
|
||||
internal override void OnSceneRestoreRequested(string serializedData)
|
||||
{
|
||||
if (string.IsNullOrEmpty(serializedData))
|
||||
{
|
||||
|
||||
@@ -47,11 +47,9 @@ namespace Core
|
||||
// ManagedBehaviour configuration
|
||||
public override int ManagedAwakePriority => 15; // Core infrastructure, after GameManager
|
||||
|
||||
private new void Awake()
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.Awake(); // CRITICAL: Register with LifecycleManager!
|
||||
|
||||
// Set instance immediately so it's available before OnManagedAwake() is called
|
||||
// Set instance immediately (early initialization)
|
||||
_instance = this;
|
||||
|
||||
// Initialize current scene tracking - critical for scene management
|
||||
@@ -65,17 +63,17 @@ namespace Core
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnManagedAwake()
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// Set up loading screen reference and events
|
||||
// This must happen in ManagedAwake because LoadingScreenController instance needs to be set first
|
||||
// This must happen in ManagedStart because LoadingScreenController instance needs to be set first
|
||||
_loadingScreen = LoadingScreenController.Instance;
|
||||
SetupLoadingScreenEvents();
|
||||
|
||||
// Load verbosity settings
|
||||
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().sceneLogVerbosity;
|
||||
|
||||
LogDebugMessage($"SceneManagerService initialized, current scene is: {CurrentGameplayScene}");
|
||||
Logging.Debug($"SceneManagerService initialized, current scene is: {CurrentGameplayScene}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -93,19 +91,19 @@ namespace Core
|
||||
if (activeScene.name != BootstrapSceneName)
|
||||
{
|
||||
CurrentGameplayScene = activeScene.name;
|
||||
LogDebugMessage($"Initialized with current scene: {CurrentGameplayScene}");
|
||||
Logging.Debug($"Initialized with current scene: {CurrentGameplayScene}");
|
||||
}
|
||||
// Otherwise default to MainMenu
|
||||
else
|
||||
{
|
||||
CurrentGameplayScene = "AppleHillsOverworld";
|
||||
LogDebugMessage($"Initialized with default scene: {CurrentGameplayScene}");
|
||||
Logging.Debug($"Initialized with default scene: {CurrentGameplayScene}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentGameplayScene = "AppleHillsOverworld";
|
||||
LogDebugMessage($"No valid active scene, defaulting to: {CurrentGameplayScene}");
|
||||
Logging.Debug($"No valid active scene, defaulting to: {CurrentGameplayScene}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -307,7 +305,7 @@ namespace Core
|
||||
}
|
||||
|
||||
// PHASE 2: Broadcast scene unloading - notify components to cleanup
|
||||
LogDebugMessage($"Broadcasting OnSceneUnloading for: {oldSceneName}");
|
||||
Logging.Debug($"Broadcasting OnSceneUnloading for: {oldSceneName}");
|
||||
LifecycleManager.Instance?.BroadcastSceneUnloading(oldSceneName);
|
||||
|
||||
// PHASE 3: Save scene-specific data via SaveLoadManager (unless skipSave is true)
|
||||
@@ -316,19 +314,19 @@ namespace Core
|
||||
var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
|
||||
if (debugSettings.useSaveLoadSystem)
|
||||
{
|
||||
LogDebugMessage($"Saving scene data for: {oldSceneName}");
|
||||
Logging.Debug($"Saving scene data for: {oldSceneName}");
|
||||
SaveLoadManager.Instance.SaveSceneData();
|
||||
}
|
||||
}
|
||||
else if (skipSave)
|
||||
{
|
||||
LogDebugMessage($"Skipping save for: {oldSceneName} (skipSave=true)");
|
||||
Logging.Debug($"Skipping save for: {oldSceneName} (skipSave=true)");
|
||||
}
|
||||
|
||||
// PHASE 4: Clear PuzzleManager state before scene transition
|
||||
if (PuzzleS.PuzzleManager.Instance != null)
|
||||
{
|
||||
LogDebugMessage($"Clearing puzzle state before scene transition");
|
||||
Logging.Debug($"Clearing puzzle state before scene transition");
|
||||
PuzzleS.PuzzleManager.Instance.ClearPuzzleState();
|
||||
}
|
||||
|
||||
@@ -352,7 +350,7 @@ namespace Core
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[SceneManagerService] Previous scene '{oldSceneName}' is not loaded, skipping unload.");
|
||||
Logging.Warning($"Previous scene '{oldSceneName}' is not loaded, skipping unload.");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -364,7 +362,7 @@ namespace Core
|
||||
}
|
||||
|
||||
// PHASE 8: Begin scene loading mode - enables priority-ordered component initialization
|
||||
LogDebugMessage($"Beginning scene load for: {newSceneName}");
|
||||
Logging.Debug($"Beginning scene load for: {newSceneName}");
|
||||
LifecycleManager.Instance?.BeginSceneLoad(newSceneName);
|
||||
|
||||
// PHASE 9: Load new gameplay scene
|
||||
@@ -372,7 +370,7 @@ namespace Core
|
||||
CurrentGameplayScene = newSceneName;
|
||||
|
||||
// PHASE 10: Broadcast scene ready - processes batched components in priority order, then calls OnSceneReady
|
||||
LogDebugMessage($"Broadcasting OnSceneReady for: {newSceneName}");
|
||||
Logging.Debug($"Broadcasting OnSceneReady for: {newSceneName}");
|
||||
LifecycleManager.Instance?.BroadcastSceneReady(newSceneName);
|
||||
|
||||
// PHASE 11: Restore scene-specific data via SaveLoadManager
|
||||
@@ -381,14 +379,14 @@ namespace Core
|
||||
var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
|
||||
if (debugSettings.useSaveLoadSystem)
|
||||
{
|
||||
LogDebugMessage($"Restoring scene data for: {newSceneName}");
|
||||
Logging.Debug($"Restoring scene data for: {newSceneName}");
|
||||
SaveLoadManager.Instance.RestoreSceneData();
|
||||
}
|
||||
}
|
||||
else if (skipSave)
|
||||
{
|
||||
SaveLoadManager.Instance.RestoreSceneData();
|
||||
LogDebugMessage($"Skipping restore for: {newSceneName} (skipSave=true)");
|
||||
Logging.Debug($"Skipping restore for: {newSceneName} (skipSave=true)");
|
||||
}
|
||||
|
||||
// PHASE 12: Only hide the loading screen if autoHideLoadingScreen is true
|
||||
@@ -397,13 +395,5 @@ namespace Core
|
||||
_loadingScreen.HideLoadingScreen();
|
||||
}
|
||||
}
|
||||
|
||||
private void LogDebugMessage(string message)
|
||||
{
|
||||
if (_logVerbosity <= LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[SceneManagerService] {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -21,20 +21,18 @@ namespace Core
|
||||
// ManagedBehaviour configuration
|
||||
public override int ManagedAwakePriority => 70; // Platform-specific utility
|
||||
|
||||
private new void Awake()
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.Awake(); // CRITICAL: Register with LifecycleManager!
|
||||
|
||||
// Set instance immediately so it's available before OnManagedAwake() is called
|
||||
// Set instance immediately (early initialization)
|
||||
_instance = this;
|
||||
|
||||
// Load verbosity settings early (GameManager sets up settings in its Awake)
|
||||
// Load verbosity settings early (GameManager sets up settings in its OnManagedAwake)
|
||||
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().sceneLogVerbosity;
|
||||
|
||||
LogDebugMessage("Initialized");
|
||||
Logging.Debug("Initialized");
|
||||
}
|
||||
|
||||
protected override void OnManagedAwake()
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// Subscribe to SceneManagerService to enforce orientation on every scene load
|
||||
if (SceneManagerService.Instance != null)
|
||||
@@ -51,7 +49,7 @@ namespace Core
|
||||
#endif
|
||||
}
|
||||
|
||||
protected override void OnSceneReady()
|
||||
internal override void OnSceneReady()
|
||||
{
|
||||
// Handle orientation when scene is ready (initial scene)
|
||||
// Note: This fires for the scene that just loaded, LifecycleManager tracks which scene
|
||||
@@ -73,7 +71,7 @@ namespace Core
|
||||
if (sceneName.ToLower().Contains("bootstrap"))
|
||||
{
|
||||
// Bootstrap being loaded additively, don't do anything
|
||||
LogDebugMessage($"Detected bootstrapped scene: '{sceneName}'. Skipping orientation enforcement.");
|
||||
Logging.Debug($"Detected bootstrapped scene: '{sceneName}'. Skipping orientation enforcement.");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -83,23 +81,23 @@ namespace Core
|
||||
}
|
||||
else
|
||||
{
|
||||
LogDebugMessage($"No orientationConfig assigned. Defaulting to Landscape for scene '{sceneName}'");
|
||||
Logging.Debug($"No orientationConfig assigned. Defaulting to Landscape for scene '{sceneName}'");
|
||||
}
|
||||
|
||||
switch (requirement)
|
||||
{
|
||||
case ScreenOrientationRequirement.Portrait:
|
||||
LogDebugMessage($"Forcing Portrait for scene '{sceneName}'");
|
||||
Logging.Debug($"Forcing Portrait for scene '{sceneName}'");
|
||||
StartCoroutine(ForcePortrait());
|
||||
break;
|
||||
case ScreenOrientationRequirement.Landscape:
|
||||
LogDebugMessage($"Forcing Landscape for scene '{sceneName}'");
|
||||
Logging.Debug($"Forcing Landscape for scene '{sceneName}'");
|
||||
StartCoroutine(ForceLandscape());
|
||||
break;
|
||||
case ScreenOrientationRequirement.NotApplicable:
|
||||
default:
|
||||
// Default to landscape when no specific requirement is found
|
||||
LogDebugMessage($"No specific orientation for scene '{sceneName}'. Defaulting to Landscape");
|
||||
Logging.Debug($"No specific orientation for scene '{sceneName}'. Defaulting to Landscape");
|
||||
StartCoroutine(ForceLandscape());
|
||||
break;
|
||||
}
|
||||
@@ -127,12 +125,12 @@ namespace Core
|
||||
if (!currentlyLandscape)
|
||||
{
|
||||
// Lock it to portrait and allow the device to orient itself
|
||||
LogDebugMessage($"Actually forcing Portrait from previous: {Screen.orientation}");
|
||||
Logging.Debug($"Actually forcing Portrait from previous: {Screen.orientation}");
|
||||
Screen.orientation = ScreenOrientation.LandscapeRight;
|
||||
}
|
||||
else
|
||||
{
|
||||
LogDebugMessage($"Skipping Landscape enforcement, device already in: {Screen.orientation}");
|
||||
Logging.Debug($"Skipping Landscape enforcement, device already in: {Screen.orientation}");
|
||||
}
|
||||
|
||||
yield return null;
|
||||
@@ -160,12 +158,12 @@ namespace Core
|
||||
if (!currentlyPortrait)
|
||||
{
|
||||
// Lock it to portrait and allow the device to orient itself
|
||||
LogDebugMessage($"Actually forcing Portrait from previous: {Screen.orientation}");
|
||||
Logging.Debug($"Actually forcing Portrait from previous: {Screen.orientation}");
|
||||
Screen.orientation = ScreenOrientation.PortraitUpsideDown;
|
||||
}
|
||||
else
|
||||
{
|
||||
LogDebugMessage($"Skipping Portrait enforcement, device already in: {Screen.orientation}");
|
||||
Logging.Debug($"Skipping Portrait enforcement, device already in: {Screen.orientation}");
|
||||
}
|
||||
|
||||
yield return null;
|
||||
@@ -181,13 +179,5 @@ namespace Core
|
||||
// Allow device to auto-rotate to correct portrait orientation
|
||||
Screen.orientation = ScreenOrientation.AutoRotation;
|
||||
}
|
||||
|
||||
private void LogDebugMessage(string message)
|
||||
{
|
||||
if (_logVerbosity <= LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[SceneOrientationEnforcer] {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Core.Settings;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Core.Settings
|
||||
{
|
||||
@@ -21,7 +19,7 @@ namespace Core.Settings
|
||||
public static void Register<T>(T service) where T : class
|
||||
{
|
||||
Services[typeof(T)] = service;
|
||||
LogDebugMessage($"Service registered: {typeof(T).Name}");
|
||||
Logging.Debug($"Service registered: {typeof(T).Name}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -36,7 +34,7 @@ namespace Core.Settings
|
||||
return service as T;
|
||||
}
|
||||
|
||||
Logging.Warning($"[ServiceLocator] Service of type {typeof(T).Name} not found!");
|
||||
Logging.Warning($"Service of type {typeof(T).Name} not found!");
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -46,16 +44,7 @@ namespace Core.Settings
|
||||
public static void Clear()
|
||||
{
|
||||
Services.Clear();
|
||||
LogDebugMessage("All services cleared");
|
||||
}
|
||||
|
||||
private static void LogDebugMessage(string message)
|
||||
{
|
||||
if (DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().settingsLogVerbosity <=
|
||||
LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[ServiceLocator] {message}");
|
||||
}
|
||||
Logging.Debug("All services cleared");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user