Working synchronous Addressables settings loading
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@@ -1,6 +1,6 @@
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using UnityEngine;
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using AppleHills.Core.Settings;
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using System.Collections;
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using System;
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/// <summary>
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/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
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@@ -37,59 +37,88 @@ public class GameManager : MonoBehaviour
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[Header("Settings Status")]
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[SerializeField] private bool _settingsLoaded = false;
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public bool SettingsLoaded => _settingsLoaded;
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// Use this for fallback values when settings aren't loaded yet
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[Header("Fallback Settings")]
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[SerializeField] private GameSettings fallbackSettings;
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void Awake()
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{
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_instance = this;
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// If no fallback settings assigned, try to load them
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if (fallbackSettings == null)
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{
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fallbackSettings = Resources.Load<GameSettings>("DefaultSettings");
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}
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// Create settings provider if it doesn't exist
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SettingsProvider.Instance.gameObject.name = "Settings Provider";
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// Load all settings
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StartCoroutine(InitializeSettings());
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// Load all settings synchronously during Awake
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InitializeSettings();
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// DontDestroyOnLoad(gameObject);
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}
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private IEnumerator InitializeSettings()
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private void InitializeSettings()
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{
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// Initialize the settings provider
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var initComplete = false;
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SettingsProvider.Instance.PreloadAllSettings(() => initComplete = true);
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Debug.Log("Starting settings initialization...");
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// Load settings synchronously
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var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
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var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
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var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<MinigameSettings>();
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// Wait for settings to be loaded
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while (!initComplete)
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{
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yield return null;
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}
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// Register settings with service locator
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ServiceLocator.Register<IPlayerFollowerSettings>(
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SettingsProvider.Instance.GetSettings<PlayerFollowerSettings>());
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if (playerSettings != null)
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{
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ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
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Debug.Log("PlayerFollowerSettings registered successfully");
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}
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else
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{
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Debug.LogError("Failed to load PlayerFollowerSettings");
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}
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ServiceLocator.Register<IInteractionSettings>(
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SettingsProvider.Instance.GetSettings<InteractionSettings>());
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if (interactionSettings != null)
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{
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ServiceLocator.Register<IInteractionSettings>(interactionSettings);
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Debug.Log("InteractionSettings registered successfully");
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}
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else
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{
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Debug.LogError("Failed to load InteractionSettings");
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}
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ServiceLocator.Register<IMinigameSettings>(
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SettingsProvider.Instance.GetSettings<MinigameSettings>());
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if (minigameSettings != null)
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{
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ServiceLocator.Register<IMinigameSettings>(minigameSettings);
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Debug.Log("MinigameSettings registered successfully");
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}
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else
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{
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Debug.LogError("Failed to load MinigameSettings");
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}
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// Log success
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Debug.Log("All settings loaded and registered with ServiceLocator");
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_settingsLoaded = true;
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_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
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if (_settingsLoaded)
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{
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Debug.Log("All settings loaded and registered with ServiceLocator");
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}
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else
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{
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Debug.LogWarning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
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}
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// Migrate settings if needed
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if (legacyGameSettings != null)
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if (legacyGameSettings != null && !playerSettings && !interactionSettings && !minigameSettings)
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{
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MigrateFromLegacySettings();
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Debug.LogWarning("Legacy settings detected but failed to load new settings. Consider running the migration tool.");
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}
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}
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private void MigrateFromLegacySettings()
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{
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// This method can be used to copy settings from the old GameSettings to the new system
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// Implement if needed for your production environment
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Debug.Log("Legacy settings migration available but not implemented.");
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}
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void OnApplicationQuit()
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{
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