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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@@ -1,11 +1,12 @@
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using UnityEngine;
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using Pixelplacement;
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using System;
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using System.Collections;
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using Core;
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using Core.Lifecycle;
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using Core.SaveLoad;
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using UnityEngine.Audio;
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public class PicnicBehaviour : MonoBehaviour
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public class PicnicBehaviour : ManagedBehaviour
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{
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[Header("Random Call Settings")]
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public float getDistractedMin = 2f;
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@@ -17,7 +18,8 @@ public class PicnicBehaviour : MonoBehaviour
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private Animator animator;
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[Header("The FakeChocolate to destroy!")]
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[SerializeField] private GameObject fakeChocolate; // Assign in Inspector
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[SerializeField] private GameObject fakeChocolate;
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[SerializeField] private GameObject realChocolate;
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private AppleAudioSource _audioSource;
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public AudioResource distractedAudioClips;
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@@ -25,32 +27,44 @@ public class PicnicBehaviour : MonoBehaviour
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public AudioResource feederClips;
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public AudioResource moanerClips;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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StartCoroutine(StateCycleRoutine());
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}
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// Save system configuration
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public override bool AutoRegisterForSave => true;
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void Awake()
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// Runtime state tracking
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private bool _fakeChocolateDestroyed;
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internal override void OnManagedAwake()
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{
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stateMachine = GetComponent<AppleMachine>();
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animator = GetComponent<Animator>();
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_audioSource = GetComponent<AppleAudioSource>();
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}
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internal override void OnSceneRestoreCompleted()
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{
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if (_fakeChocolateDestroyed)
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{
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DestroyChocolateObjects();
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}
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else
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{
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StartCoroutine(StateCycleRoutine());
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}
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}
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private IEnumerator StateCycleRoutine()
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{
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while (true)
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{
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// Distracted state
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float distractedWait = Random.Range(getDistractedMin, getDistractedMax);
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float distractedWait = UnityEngine.Random.Range(getDistractedMin, getDistractedMax);
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stateMachine.ChangeState("Picnic PPL Distracted");
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animator.SetBool("theyDistracted", true);
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_audioSource.Stop();
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yield return new WaitForSeconds(distractedWait);
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// Chilling state
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float chillingWait = Random.Range(getFlirtyMin, getFlirtyMax);
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float chillingWait = UnityEngine.Random.Range(getFlirtyMin, getFlirtyMax);
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stateMachine.ChangeState("Picnic PPL Chilling");
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animator.SetBool("theyDistracted", false);
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_audioSource.Stop();
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@@ -58,27 +72,33 @@ public class PicnicBehaviour : MonoBehaviour
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}
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}
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void StopAudio()
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{
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_audioSource.Stop();
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}
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public void triedToStealChocolate()
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{
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_audioSource.Stop();
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animator.SetTrigger("theyAngry");
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//stateMachine.ChangeState("Picnic PPL Angry");
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Logging.Debug("Hey! Don't steal my chocolate!");
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_audioSource.audioSource.resource = angryAudioClips;
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_audioSource.Play(0);
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}
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public void destroyFakeChocolate()
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{
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_fakeChocolateDestroyed = true;
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Destroy(fakeChocolate);
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Destroy(realChocolate);
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}
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private void DestroyChocolateObjects()
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{
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if (fakeChocolate != null)
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{
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Destroy(fakeChocolate);
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fakeChocolate = null; // Optional: clear reference
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fakeChocolate = null;
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}
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if (realChocolate != null)
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{
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realChocolate.SetActive(true);
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}
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}
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@@ -100,5 +120,33 @@ public class PicnicBehaviour : MonoBehaviour
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_audioSource.Play(0);
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}
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internal override string OnSceneSaveRequested()
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{
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var state = new PicnicBehaviourState { fakeChocolateDestroyed = _fakeChocolateDestroyed };
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return JsonUtility.ToJson(state);
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}
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internal override void OnSceneRestoreRequested(string serializedData)
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{
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if (string.IsNullOrEmpty(serializedData)) return;
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try
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{
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var state = JsonUtility.FromJson<PicnicBehaviourState>(serializedData);
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if (state != null)
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{
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_fakeChocolateDestroyed = state.fakeChocolateDestroyed;
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}
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}
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catch (Exception ex)
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{
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Debug.LogWarning($"[PicnicBehaviour] Failed to restore state: {ex.Message}");
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}
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}
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}
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[Serializable]
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public class PicnicBehaviourState
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{
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public bool fakeChocolateDestroyed;
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}
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@@ -22,7 +22,7 @@ public class soundBird_CanFly : ManagedBehaviour
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#region Save/Load Implementation
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protected override string OnSceneSaveRequested()
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internal override string OnSceneSaveRequested()
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{
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var saveData = new SoundBirdSaveData
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{
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@@ -32,7 +32,7 @@ public class soundBird_CanFly : ManagedBehaviour
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return JsonUtility.ToJson(saveData);
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}
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protected override void OnSceneRestoreRequested(string serializedData)
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internal override void OnSceneRestoreRequested(string serializedData)
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{
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if (string.IsNullOrEmpty(serializedData))
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{
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