Play intro audio only once
This commit is contained in:
@@ -453761,6 +453761,10 @@ PrefabInstance:
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propertyPath: m_PlayOnAwake
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 8545106365577783398, guid: ead4e790fa3a1924ebd1586c93cd5479, type: 3}
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propertyPath: isOneTime
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value: 1
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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@@ -469,6 +469,34 @@ namespace Core.Lifecycle
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LogDebug($"Restored scene data to {restoredCount} components");
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}
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/// <summary>
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/// Broadcasts scene restore completed event to all registered components.
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/// Called AFTER all OnSceneRestoreRequested calls complete.
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/// </summary>
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public void BroadcastSceneRestoreCompleted()
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{
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LogDebug("Broadcasting SceneRestoreCompleted");
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// Create a copy to avoid collection modification during iteration
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var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
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foreach (var component in componentsCopy)
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{
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if (component == null) continue;
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try
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{
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component.InvokeSceneRestoreCompleted();
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}
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catch (Exception ex)
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{
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Debug.LogError($"[LifecycleManager] Exception during scene restore completed for {component.SaveId}: {ex}");
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}
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}
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LogDebug("SceneRestoreCompleted broadcast complete");
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}
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/// <summary>
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/// Broadcasts global restore request to all registered components that opt-in.
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/// Distributes serialized data to matching components by SaveId.
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@@ -89,6 +89,7 @@ namespace Core.Lifecycle
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public void InvokeSceneReady() => OnSceneReady();
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public string InvokeSceneSaveRequested() => OnSceneSaveRequested();
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public void InvokeSceneRestoreRequested(string data) => OnSceneRestoreRequested(data);
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public void InvokeSceneRestoreCompleted() => OnSceneRestoreCompleted();
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public string InvokeGlobalSaveRequested() => OnGlobalSaveRequested();
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public void InvokeGlobalRestoreRequested(string data) => OnGlobalRestoreRequested(data);
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public void InvokeManagedDestroy() => OnManagedDestroy();
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@@ -202,6 +203,10 @@ namespace Core.Lifecycle
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/// Called during scene transitions to restore scene-specific state.
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/// Receives previously serialized data (from OnSceneSaveRequested).
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///
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/// IMPORTANT: This method MUST be synchronous. Do not use coroutines or async/await.
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/// OnSceneRestoreCompleted is called immediately after all restore calls complete,
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/// so any async operations would still be running when it fires.
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///
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/// TIMING:
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/// - Called AFTER scene load, during OnSceneReady phase
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/// - Frequency: Every scene transition
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@@ -212,6 +217,29 @@ namespace Core.Lifecycle
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// Default: no-op
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}
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/// <summary>
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/// Called after all scene restore operations complete.
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/// Does NOT receive data - use OnSceneRestoreRequested for that.
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///
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/// GUARANTEE:
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/// - ALWAYS called after scene load, whether there's save data or not
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/// - All OnSceneRestoreRequested() calls have RETURNED (but async operations may still be running)
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/// - Safe for synchronous restore operations (JSON deserialization, setting fields, etc.)
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///
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/// TIMING:
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/// - Called AFTER all OnSceneRestoreRequested calls complete (or immediately if no save data exists)
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/// - Frequency: Every scene transition
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/// - Use for: Post-restore initialization, first-time initialization, triggering events after state is restored
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///
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/// COMMON PATTERN:
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/// Use this to perform actions that depend on whether data was restored or not.
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/// Example: Play one-time audio only if it hasn't been played before (_hasPlayed == false).
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/// </summary>
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protected virtual void OnSceneRestoreCompleted()
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{
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// Default: no-op
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}
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/// <summary>
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/// Called once on game boot to restore global persistent state.
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/// Receives data that was saved via OnGlobalSaveRequested.
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@@ -504,9 +504,19 @@ namespace Core.SaveLoad
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/// </summary>
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public void RestoreSceneData()
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{
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if (Lifecycle.LifecycleManager.Instance == null)
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{
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Logging.Warning("[SaveLoadManager] LifecycleManager not available for scene restore");
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return;
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}
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if (currentSaveData == null || currentSaveData.participantStates == null)
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{
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Logging.Debug("[SaveLoadManager] No scene data to restore");
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Logging.Debug("[SaveLoadManager] No scene data to restore (first visit or no save data)");
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// Still broadcast restore completed so components can initialize properly
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Lifecycle.LifecycleManager.Instance.BroadcastSceneRestoreCompleted();
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Logging.Debug($"[SaveLoadManager] Scene restore completed (no data)");
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return;
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}
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@@ -520,11 +530,12 @@ namespace Core.SaveLoad
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}
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// Restore scene data via LifecycleManager
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if (Lifecycle.LifecycleManager.Instance != null)
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{
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Lifecycle.LifecycleManager.Instance.BroadcastSceneRestoreRequested(saveDataDict);
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Logging.Debug($"[SaveLoadManager] Broadcast scene restore to LifecycleManager");
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}
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Lifecycle.LifecycleManager.Instance.BroadcastSceneRestoreRequested(saveDataDict);
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Logging.Debug($"[SaveLoadManager] Broadcast scene restore to LifecycleManager");
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// Broadcast scene restore completed - ALWAYS called, whether there's data or not
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Lifecycle.LifecycleManager.Instance.BroadcastSceneRestoreCompleted();
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Logging.Debug($"[SaveLoadManager] Scene restore completed");
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}
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/// <summary>
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@@ -1,22 +1,80 @@
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using UnityEngine;
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using UnityEngine.Audio;
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using System;
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using Core.Lifecycle;
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public class LevelAudioObject : MonoBehaviour
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[Serializable]
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public class LevelAudioObjectSaveData
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{
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public bool hasPlayed;
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}
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public class LevelAudioObject : ManagedBehaviour
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{
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[Header("Audio Settings")]
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public AppleAudioSource narratorAudioSource;
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public AudioResource firstNarration;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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[Header("Playback Settings")]
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[Tooltip("If true, the audio will only play once and never again after being played")]
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public bool isOneTime;
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private bool _hasPlayed;
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#region ManagedBehaviour Overrides
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public override bool AutoRegisterForSave => isOneTime; // Only save if one-time audio
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protected override string OnSceneSaveRequested()
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{
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PlayNarrationAudio();
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if (!isOneTime)
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return null; // No need to save if not one-time
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LevelAudioObjectSaveData saveData = new LevelAudioObjectSaveData
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{
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hasPlayed = _hasPlayed
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};
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return JsonUtility.ToJson(saveData);
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}
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void PlayNarrationAudio()
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protected override void OnSceneRestoreRequested(string serializedData)
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{
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if (!isOneTime || string.IsNullOrEmpty(serializedData))
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return;
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try
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{
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LevelAudioObjectSaveData saveData = JsonUtility.FromJson<LevelAudioObjectSaveData>(serializedData);
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_hasPlayed = saveData.hasPlayed;
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[LevelAudioObject] Failed to restore audio state: {e.Message}");
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}
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}
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protected override void OnSceneRestoreCompleted()
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{
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if (isOneTime && !_hasPlayed)
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{
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PlayNarrationAudio();
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}
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}
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#endregion
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private void PlayNarrationAudio()
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{
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if (narratorAudioSource == null || firstNarration == null)
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{
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Debug.LogWarning($"[LevelAudioObject] Missing audio source or narration resource on {gameObject.name}");
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return;
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}
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narratorAudioSource.audioSource.resource = firstNarration;
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narratorAudioSource.Play(0);
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}
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_hasPlayed = true;
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}
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}
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