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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@@ -21,9 +21,9 @@ namespace Levels
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/// <summary>
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/// Unity Awake callback. Sets up icon, interactable, and event handlers.
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/// </summary>
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protected override void Awake()
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internal override void OnManagedAwake()
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{
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base.Awake();
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base.OnManagedAwake();
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Logging.Debug($"[LevelSwitch] Awake called for {gameObject.name} in scene {gameObject.scene.name}");
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@@ -36,12 +36,12 @@ namespace Levels
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ApplySwitchData();
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}
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protected override void OnManagedAwake()
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internal override void OnManagedStart()
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{
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Logging.Debug($"[LevelSwitch] OnManagedAwake called for {gameObject.name}");
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Logging.Debug($"[LevelSwitch] OnManagedStart called for {gameObject.name}");
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}
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protected override void OnSceneReady()
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internal override void OnSceneReady()
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{
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Logging.Debug($"[LevelSwitch] OnSceneReady called for {gameObject.name}");
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}
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@@ -35,21 +35,16 @@ namespace Levels
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[SerializeField] private bool startUnlocked = false;
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private SpriteRenderer iconRenderer;
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// Settings reference
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private IInteractionSettings interactionSettings;
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private bool switchActive = true;
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private bool isUnlocked;
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/// <summary>
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/// Unity Awake callback. Sets up icon, interactable, and event handlers.
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/// </summary>
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protected override void Awake()
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internal override void OnManagedAwake()
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{
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base.Awake();
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switchActive = true;
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base.OnManagedAwake();
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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@@ -64,10 +59,9 @@ namespace Levels
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ApplySwitchData();
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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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base.OnManagedAwake();
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base.OnManagedStart();
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// If startUnlocked is true, always start active
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if (startUnlocked)
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{
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@@ -144,15 +138,7 @@ namespace Levels
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{
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return base.CanBeClicked() && isUnlocked;
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}
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/// <summary>
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/// Setup: Prevent re-entry while interaction is in progress.
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/// </summary>
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protected override void OnInteractionStarted()
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{
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switchActive = false;
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}
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/// <summary>
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/// Main interaction logic: Spawn menu and switch input mode.
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/// </summary>
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@@ -203,7 +189,7 @@ namespace Levels
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private void OnMenuCancel()
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{
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switchActive = true; // Allow interaction again if cancelled
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InputManager.Instance.SetInputMode(InputMode.GameAndUI);
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}
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