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:
2025-11-11 08:48:29 +00:00
parent c4d356886f
commit 0aa2270e1a
68 changed files with 1541 additions and 1916 deletions

View File

@@ -68,8 +68,6 @@ namespace Interactions
public event Action<PickupItemData, PickupItemData> OnIncorrectItemSlotted;
public UnityEvent onForbiddenItemSlotted;
// Native C# event alternative for code-only subscribers
public event Action<PickupItemData, PickupItemData> OnForbiddenItemSlotted;
public GameObject GetSlottedObject()
{
@@ -85,9 +83,9 @@ namespace Interactions
}
}
protected override void Awake()
internal override void OnManagedAwake()
{
base.Awake(); // SaveableInteractable registration
base.OnManagedAwake(); // SaveableInteractable registration
// Setup visuals
if (iconRenderer == null)

View File

@@ -32,9 +32,9 @@ namespace Interactions
public event Action<PickupItemData> OnItemPickedUp;
public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
protected override void Awake()
internal override void OnManagedAwake()
{
base.Awake(); // Register with save system
base.OnManagedAwake(); // Register with save system
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
@@ -44,8 +44,9 @@ namespace Interactions
// Always register with ItemManager, even if picked up
// This allows the save/load system to find held items when restoring state
protected override void OnManagedAwake()
internal override void OnManagedStart()
{
base.OnManagedStart();
ItemManager.Instance?.RegisterPickup(this);
}

View File

@@ -24,7 +24,7 @@ namespace Interactions
#region Save/Load Lifecycle Hooks
protected override string OnSceneSaveRequested()
internal override string OnSceneSaveRequested()
{
object stateData = GetSerializableState();
if (stateData == null)
@@ -35,7 +35,7 @@ namespace Interactions
return JsonUtility.ToJson(stateData);
}
protected override void OnSceneRestoreRequested(string serializedData)
internal override void OnSceneRestoreRequested(string serializedData)
{
if (string.IsNullOrEmpty(serializedData))
{