Add distinction between managed awake and managed start

This commit is contained in:
Michal Pikulski
2025-11-10 15:52:53 +01:00
parent c4d356886f
commit 7565b189b9
48 changed files with 990 additions and 1639 deletions

View File

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