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

@@ -21,9 +21,9 @@ namespace Levels
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
/// </summary>
protected override void Awake()
internal override void OnManagedAwake()
{
base.Awake();
base.OnManagedAwake();
Logging.Debug($"[LevelSwitch] Awake called for {gameObject.name} in scene {gameObject.scene.name}");
@@ -36,12 +36,12 @@ namespace Levels
ApplySwitchData();
}
protected override void OnManagedAwake()
internal override void OnManagedStart()
{
Logging.Debug($"[LevelSwitch] OnManagedAwake called for {gameObject.name}");
Logging.Debug($"[LevelSwitch] OnManagedStart called for {gameObject.name}");
}
protected override void OnSceneReady()
internal override void OnSceneReady()
{
Logging.Debug($"[LevelSwitch] OnSceneReady called for {gameObject.name}");
}

View File

@@ -35,21 +35,16 @@ namespace Levels
[SerializeField] private bool startUnlocked = false;
private SpriteRenderer iconRenderer;
// Settings reference
private IInteractionSettings interactionSettings;
private bool switchActive = true;
private bool isUnlocked;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
/// </summary>
protected override void Awake()
internal override void OnManagedAwake()
{
base.Awake();
switchActive = true;
base.OnManagedAwake();
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
@@ -64,10 +59,9 @@ namespace Levels
ApplySwitchData();
}
protected override void OnManagedAwake()
internal override void OnManagedStart()
{
base.OnManagedAwake();
base.OnManagedStart();
// If startUnlocked is true, always start active
if (startUnlocked)
{
@@ -144,15 +138,7 @@ namespace Levels
{
return base.CanBeClicked() && isUnlocked;
}
/// <summary>
/// Setup: Prevent re-entry while interaction is in progress.
/// </summary>
protected override void OnInteractionStarted()
{
switchActive = false;
}
/// <summary>
/// Main interaction logic: Spawn menu and switch input mode.
/// </summary>
@@ -203,7 +189,7 @@ namespace Levels
private void OnMenuCancel()
{
switchActive = true; // Allow interaction again if cancelled
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
}