Add distinction between managed awake and managed start
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using AppleHills.Core.Settings;
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using UnityEngine;
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using Core;
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@@ -33,10 +33,8 @@ namespace Bootstrap
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// Run very early - need to set up loading screen before other systems initialize
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public override int ManagedAwakePriority => 5;
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protected override void Awake()
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protected override void OnManagedAwake()
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{
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base.Awake(); // Register with LifecycleManager
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LogDebugMessage("BootSceneController.Awake() - Initializing loading screen DURING bootstrap");
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// Validate loading screen exists
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@@ -71,11 +69,11 @@ namespace Bootstrap
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}
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}
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protected override void OnManagedAwake()
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protected override void OnManagedStart()
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{
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LogDebugMessage("BootSceneController.OnManagedAwake() - Boot is GUARANTEED complete, starting scene loading");
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LogDebugMessage("BootSceneController.OnManagedStart() - Boot is GUARANTEED complete, starting scene loading");
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// Boot is GUARANTEED complete at this point - that's the whole point of OnManagedAwake!
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// Boot is GUARANTEED complete at this point - that's the whole point of OnManagedStart!
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// No need to subscribe to OnBootCompleted or check CustomBoot.Initialised
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_bootComplete = true;
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_currentPhase = LoadingPhase.SceneLoading;
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