Work on state machines

This commit is contained in:
Michal Pikulski
2025-11-05 10:20:18 +01:00
committed by Michal Pikulski
parent bb68d1fd31
commit 199480447e
22 changed files with 3258 additions and 149 deletions

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c5d626da49844592981ef14524e3a308
timeCreated: 1762332131

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@@ -0,0 +1,144 @@
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using Core.Lifecycle;
using Core.SaveLoad;
using AppleHills.Core.Settings;
using Bootstrap;
namespace Editor.Lifecycle
{
/// <summary>
/// Editor-only bootstrap that ensures OnSceneReady is triggered when playing directly from a scene in Unity Editor.
///
/// PROBLEM: When you press Play in the editor without going through the scene manager:
/// - CustomBoot runs and triggers OnBootCompletionTriggered (which broadcasts OnManagedAwake)
/// - But BroadcastSceneReady is NEVER called for the initial scene
/// - Components in the scene never receive their OnSceneReady() callback
///
/// SOLUTION: After boot completes, detect the active scene and broadcast OnSceneReady for it.
/// This only runs in editor mode and mimics what SceneManagerService does during normal scene transitions.
/// </summary>
[InitializeOnLoad]
public static class EditorLifecycleBootstrap
{
private static bool hasTriggeredInitialSceneReady = false;
private static int framesSincePlayMode = 0;
private const int MaxFramesToWait = 300; // 5 seconds at 60fps
static EditorLifecycleBootstrap()
{
// Subscribe to play mode state changes
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
private static void OnPlayModeStateChanged(PlayModeStateChange state)
{
// Reset flag when exiting play mode
if (state == PlayModeStateChange.ExitingPlayMode || state == PlayModeStateChange.EnteredEditMode)
{
hasTriggeredInitialSceneReady = false;
framesSincePlayMode = 0;
return;
}
// When we enter play mode, wait for boot to complete then trigger scene ready
if (state == PlayModeStateChange.EnteredPlayMode)
{
hasTriggeredInitialSceneReady = false;
framesSincePlayMode = 0;
// Use EditorApplication.update to poll until boot completes
EditorApplication.update += WaitForBootAndTriggerSceneReady;
}
}
private static void WaitForBootAndTriggerSceneReady()
{
framesSincePlayMode++;
// Safety timeout - if boot hasn't completed after 5 seconds, something is wrong
if (framesSincePlayMode > MaxFramesToWait)
{
Debug.LogError($"[EditorLifecycleBootstrap] Timed out waiting for boot completion after {MaxFramesToWait} frames. " +
"CustomBoot may have failed to initialize properly.");
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
return;
}
// Check if boot has completed
if (!CustomBoot.Initialised)
return;
// Check if LifecycleManager exists
if (LifecycleManager.Instance == null)
{
Debug.LogWarning("[EditorLifecycleBootstrap] LifecycleManager instance not found. " +
"Lifecycle may not be properly initialized.");
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
return;
}
// Only trigger once per play session
if (hasTriggeredInitialSceneReady)
{
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
return;
}
hasTriggeredInitialSceneReady = true;
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
// Get the active scene
Scene activeScene = SceneManager.GetActiveScene();
if (!activeScene.isLoaded)
{
Debug.LogWarning($"[EditorLifecycleBootstrap] Active scene '{activeScene.name}' is not loaded.");
return;
}
// Skip bootstrap scene - it doesn't need scene ready
// Note: BootstrapScene is the infrastructure scene, not a gameplay scene
if (activeScene.name == "BootstrapScene" || activeScene.name == "Bootstrap")
{
Debug.Log($"[EditorLifecycleBootstrap] Skipping OnSceneReady for infrastructure scene: {activeScene.name}");
return;
}
Debug.Log($"<color=cyan>[EditorLifecycleBootstrap] Triggering lifecycle for initial scene: {activeScene.name}</color>");
// Broadcast scene ready for the initial scene
// This mimics what SceneManagerService does during scene transitions (Phase 10)
try
{
LifecycleManager.Instance.BroadcastSceneReady(activeScene.name);
}
catch (System.Exception ex)
{
Debug.LogError($"[EditorLifecycleBootstrap] Error broadcasting SceneReady: {ex.Message}\n{ex.StackTrace}");
return;
}
// Restore scene-specific data via SaveLoadManager
// This mimics SceneManagerService Phase 11
if (SaveLoadManager.Instance != null)
{
var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
if (debugSettings.useSaveLoadSystem)
{
try
{
Debug.Log($"[EditorLifecycleBootstrap] Restoring scene data for: {activeScene.name}");
SaveLoadManager.Instance.RestoreSceneData();
}
catch (System.Exception ex)
{
Debug.LogError($"[EditorLifecycleBootstrap] Error restoring scene data: {ex.Message}\n{ex.StackTrace}");
}
}
}
}
}
}

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folderAsset: yes
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@@ -19,6 +19,7 @@ namespace Editor.Tools
private string searchTypeName = "Select a Component...";
private string replaceTypeName = "Select a Component...";
private List<Type> allMonoBehaviourTypes = new List<Type>();
private bool includeDerivedTypes = true;
[MenuItem("Tools/Component Search & Replace")]
public static void ShowWindow()
@@ -102,6 +103,15 @@ namespace Editor.Tools
GUILayout.Space(5);
// Include Derived Types checkbox
includeDerivedTypes = EditorGUILayout.Toggle(
new GUIContent("Include Derived Types",
"When enabled, searches for the selected type and all types that inherit from it. " +
"When disabled, searches only for the exact type."),
includeDerivedTypes);
GUILayout.Space(5);
EditorGUI.BeginDisabledGroup(selectedSearchType == null);
if (GUILayout.Button("Search Scene", GUILayout.Height(30)))
{
@@ -242,7 +252,20 @@ namespace Editor.Tools
foreach (var go in allObjects)
{
var component = go.GetComponent(selectedSearchType);
Component component = null;
if (includeDerivedTypes)
{
// Search for the type and all derived types
component = go.GetComponent(selectedSearchType);
}
else
{
// Search for exact type only
var components = go.GetComponents<Component>();
component = components.FirstOrDefault(c => c != null && c.GetType() == selectedSearchType);
}
if (component != null)
{
foundComponents.Add(new ComponentInfo
@@ -256,7 +279,8 @@ namespace Editor.Tools
foundComponents = foundComponents.OrderBy(c => c.hierarchyPath).ToList();
Debug.Log($"Found {foundComponents.Count} objects with component type '{selectedSearchType.Name}'");
string searchMode = includeDerivedTypes ? "including derived types" : "exact type only";
Debug.Log($"Found {foundComponents.Count} objects with component type '{selectedSearchType.Name}' ({searchMode})");
Repaint();
}

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m_Name: LureSpotA_Slot
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m_Name: LureSpotB_Slot
m_TagString: Untagged
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@@ -252,18 +252,6 @@ Transform:
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@@ -330,7 +339,7 @@ Animator:
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@@ -1,66 +1,108 @@
using Core.SaveLoad;
using Input;
using Pixelplacement;
using System.Collections;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.Events;
using static Input.PlayerTouchController;
using System;
public class TakePhotoState : State
namespace StateMachines.Quarry.AnneLise
{
public Transform playerTargetObject;
private GameObject playerCharacter;
private PlayerTouchController playerTouchController;
private Vector3 newPlayerPosition;
public UnityEvent animFlash;
public UnityEvent animStart;
void OnEnable()
public class TakePhotoState : AppleState
{
playerCharacter = GameObject.FindWithTag("Player");
playerTouchController = playerCharacter.GetComponent<PlayerTouchController>();
playerTouchController.OnArrivedAtTarget += PlayerHasArrived;
public Transform playerTargetObject;
private GameObject _playerCharacter;
private PlayerTouchController _playerTouchController;
private Vector3 _newPlayerPosition;
newPlayerPosition = new Vector3(playerTargetObject.transform.position.x, playerTargetObject.transform.position.y, playerTargetObject.transform.position.z);
playerTouchController.InterruptMoveTo();
playerTouchController.MoveToAndNotify(newPlayerPosition);
InputManager.Instance.SetInputMode(InputMode.InputDisabled);
public UnityEvent animFlash;
public UnityEvent animStart;
void Start()
{
// Find references that are needed regardless of enter/restore
_playerCharacter = GameObject.FindWithTag("Player");
_playerTouchController = _playerCharacter.GetComponent<PlayerTouchController>();
}
/// <summary>
/// Called when entering this state during normal gameplay.
/// Initiates player movement and triggers photo-taking sequence.
/// </summary>
public override void OnEnterState()
{
// Subscribe to player arrival event
_playerTouchController.OnArrivedAtTarget += PlayerHasArrived;
// Move player to photo position
_newPlayerPosition = new Vector3(
playerTargetObject.transform.position.x,
playerTargetObject.transform.position.y,
playerTargetObject.transform.position.z);
_playerTouchController.InterruptMoveTo();
_playerTouchController.MoveToAndNotify(_newPlayerPosition);
// Disable input during photo sequence
InputManager.Instance.SetInputMode(InputMode.InputDisabled);
}
/// <summary>
/// Called when restoring this state from save data.
/// Skips player movement and animations - just sets up the restored state.
/// </summary>
/// <param name="data">Serialized state data (currently unused for this state)</param>
public override void OnRestoreState(string data)
{
// When restoring, we don't want to move the player or play animations
// The state is restored silently - player stays where they are
// Input mode will be restored by the input system's own save/load
// If we needed to restore any internal state data, we'd deserialize it here
// For now, this state has no persistent data beyond being active
}
/// <summary>
/// Serialize this state's data for saving.
/// Currently this state has no additional data to save beyond being active.
/// </summary>
/// <returns>Serialized state data as JSON string</returns>
public override string SerializeState()
{
// This state doesn't have internal data to save
// The fact that it's the active state is saved by AppleMachine
return "";
}
// When the player has arrived at the bush do Animator.SetTrigger(Takephoto) and whatevs
public void PhotoTaken()
{
ChangeState("Hidden");
InputManager.Instance.SetInputMode(InputMode.Game);
}
void PlayerHasArrived()
{
GetComponent<Animator>().SetTrigger("TakePhoto");
_playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
}
private void OnDisable()
{
// Cleanup: Unsubscribe from events
if (_playerTouchController != null)
{
_playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
}
}
public void AnimStarted()
{
animStart.Invoke();
}
public void Flash()
{
animFlash.Invoke();
}
}
// When the player has arrived at the bush do Animator.SetTrigger(Takephoto) and whatevs
public void PhotoTaken()
{
ChangeState("Hidden");
InputManager.Instance.SetInputMode(InputMode.Game);
}
void PlayerHasArrived()
{
GetComponent<Animator>().SetTrigger("TakePhoto");
playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
}
private void OnDisable()
{
playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
}
public void AnimStarted()
{
animStart.Invoke();
}
public void Flash()
{
animFlash.Invoke();
}
}

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