Final touchups to the lifecycle management
This commit is contained in:
@@ -30,8 +30,6 @@ namespace Bootstrap
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private float _sceneLoadingProgress = 0f;
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private LogVerbosity _logVerbosity = LogVerbosity.Warning;
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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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internal override void OnManagedAwake()
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{
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@@ -83,10 +81,8 @@ namespace Bootstrap
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Invoke(nameof(StartLoadingMainMenu), minDelayAfterBoot);
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}
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protected override void OnDestroy()
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internal override void OnManagedDestroy()
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{
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base.OnDestroy();
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// Manual cleanup for events
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if (initialLoadingScreen != null)
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{
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@@ -37,8 +37,6 @@ namespace Cinematics
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public PlayableDirector playableDirector;
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public override int ManagedAwakePriority => 170; // Cinematic systems
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internal override void OnManagedAwake()
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{
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// Set instance immediately (early initialization)
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@@ -16,8 +16,6 @@ namespace Cinematics
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private bool _isHolding;
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private bool _skipPerformed;
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public override int ManagedAwakePriority => 180; // Cinematic UI
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internal override void OnManagedStart()
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{
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// Reset the progress bar
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@@ -32,10 +30,8 @@ namespace Cinematics
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Logging.Debug("[SkipCinematic] Initialized");
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}
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protected override void OnDestroy()
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internal override void OnManagedDestroy()
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{
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base.OnDestroy();
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// Clean up subscriptions
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UnsubscribeFromCinematicsEvents();
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}
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@@ -34,8 +34,6 @@ namespace Core
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public event Action OnGamePaused;
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public event Action OnGameResumed;
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// ManagedBehaviour configuration
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public override int ManagedAwakePriority => 10; // Core infrastructure - runs early
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internal override void OnManagedAwake()
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{
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@@ -48,8 +48,6 @@ namespace Core
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// Args: first item data, second item data, result item data
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public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
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public override int ManagedAwakePriority => 75; // Item registry
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internal override void OnManagedAwake()
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{
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// Set instance immediately (early initialization)
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@@ -67,10 +65,8 @@ namespace Core
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ClearAllRegistrations();
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}
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protected override void OnDestroy()
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internal override void OnManagedDestroy()
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{
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base.OnDestroy();
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// Ensure we clean up any subscriptions from registered items when the manager is destroyed
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ClearAllRegistrations();
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}
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@@ -6,12 +6,19 @@
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/// </summary>
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public enum LifecyclePhase
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{
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/// <summary>
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/// Called immediately during registration (during Awake).
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/// Use for early initialization such as setting singleton instances.
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/// NOT ordered - fires whenever Unity calls this component's Awake().
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/// </summary>
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ManagedAwake,
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/// <summary>
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/// Called once per component after bootstrap completes.
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/// Guaranteed to be called after all bootstrap resources are loaded.
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/// For late-registered components, called immediately upon registration.
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/// </summary>
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ManagedAwake,
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ManagedStart,
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/// <summary>
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/// Called before a scene is unloaded.
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@@ -59,11 +59,11 @@ namespace Core.Lifecycle
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#region State Flags
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private bool isBootComplete = false;
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private bool isBootComplete;
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private string currentSceneReady = "";
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// Scene loading state tracking
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private bool isLoadingScene = false;
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private bool isLoadingScene;
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private string sceneBeingLoaded = "";
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private List<ManagedBehaviour> pendingSceneComponents = new List<ManagedBehaviour>();
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@@ -120,17 +120,13 @@ namespace Core.Lifecycle
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// Track which scene this component belongs to
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componentScenes[component] = sceneName;
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// ALWAYS add to managedAwakeList - this is the master list used for save/load
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InsertSorted(managedAwakeList, component, component.ManagedAwakePriority);
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// Register for all scene lifecycle hooks
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InsertSorted(sceneUnloadingList, component, component.SceneUnloadingPriority);
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InsertSorted(sceneReadyList, component, component.SceneReadyPriority);
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InsertSorted(saveRequestedList, component, component.SavePriority);
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InsertSorted(restoreRequestedList, component, component.RestorePriority);
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InsertSorted(destroyList, component, component.DestroyPriority);
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// Call OnManagedAwake immediately after registration (early initialization hook)
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// Add to all lifecycle lists (order of registration determines execution order)
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managedAwakeList.Add(component);
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sceneUnloadingList.Add(component);
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sceneReadyList.Add(component);
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saveRequestedList.Add(component);
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restoreRequestedList.Add(component);
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destroyList.Add(component);
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try
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{
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component.OnManagedAwake();
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@@ -146,7 +142,7 @@ namespace Core.Lifecycle
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// Check if we're currently loading a scene
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if (isLoadingScene && sceneName == sceneBeingLoaded)
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{
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// Batch this component - will be processed in priority order when scene load completes
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// Batch this component - will be processed when scene load completes
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pendingSceneComponents.Add(component);
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LogDebug($"Batched component for scene load: {component.gameObject.name} (Scene: {sceneName})");
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}
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@@ -282,10 +278,7 @@ namespace Core.Lifecycle
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LogDebug($"Processing {pendingSceneComponents.Count} batched components for scene: {sceneBeingLoaded}");
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// Sort by ManagedAwake priority (lower values first)
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pendingSceneComponents.Sort((a, b) => a.ManagedAwakePriority.CompareTo(b.ManagedAwakePriority));
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// Call OnManagedStart in priority order
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// Call OnManagedStart in registration order
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foreach (var component in pendingSceneComponents)
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{
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if (component == null) continue;
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@@ -294,7 +287,7 @@ namespace Core.Lifecycle
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{
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component.OnManagedStart();
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HandleAutoRegistrations(component);
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LogDebug($"Processed batched component: {component.gameObject.name} (Priority: {component.ManagedAwakePriority})");
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LogDebug($"Processed batched component: {component.gameObject.name}");
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}
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catch (Exception ex)
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{
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@@ -309,7 +302,7 @@ namespace Core.Lifecycle
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}
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/// <summary>
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/// Broadcast OnSceneUnloading to components in the specified scene (reverse priority order).
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/// Broadcast OnSceneUnloading to components in the specified scene.
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/// </summary>
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public void BroadcastSceneUnloading(string sceneName)
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{
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@@ -336,8 +329,8 @@ namespace Core.Lifecycle
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}
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/// <summary>
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/// Broadcast OnSceneReady to components in the specified scene (priority order).
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/// If scene loading mode is active, processes batched components first.
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/// Broadcast OnSceneReady to components in the specified scene.
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/// Processes batched components first, then calls OnSceneReady on all components in that scene.
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/// </summary>
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public void BroadcastSceneReady(string sceneName)
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{
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@@ -622,42 +615,6 @@ namespace Core.Lifecycle
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#region Helper Methods
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/// <summary>
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/// Insert component into list maintaining sorted order by priority.
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/// Uses binary search for efficient insertion.
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/// </summary>
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private void InsertSorted(List<ManagedBehaviour> list, ManagedBehaviour component, int priority)
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{
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// Simple linear insertion for now (can optimize with binary search later if needed)
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int index = 0;
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for (int i = 0; i < list.Count; i++)
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{
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int existingPriority = GetPriorityForList(list[i], list);
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if (priority < existingPriority)
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{
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index = i;
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break;
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}
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index = i + 1;
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}
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list.Insert(index, component);
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}
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/// <summary>
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/// Get the priority value for a component based on which list it's in.
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/// </summary>
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private int GetPriorityForList(ManagedBehaviour component, List<ManagedBehaviour> list)
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{
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if (list == managedAwakeList) return component.ManagedAwakePriority;
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if (list == sceneUnloadingList) return component.SceneUnloadingPriority;
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if (list == sceneReadyList) return component.SceneReadyPriority;
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if (list == saveRequestedList) return component.SavePriority;
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if (list == restoreRequestedList) return component.RestorePriority;
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if (list == destroyList) return component.DestroyPriority;
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return 100;
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}
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/// <summary>
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/// Log debug message if debug logging is enabled.
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/// </summary>
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@@ -8,46 +8,6 @@ namespace Core.Lifecycle
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/// </summary>
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public abstract class ManagedBehaviour : MonoBehaviour
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{
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#region Priority Properties
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/// <summary>
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/// Priority for OnManagedStart (lower values execute first).
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/// Default: 100
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/// </summary>
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public virtual int ManagedAwakePriority => 100;
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/// <summary>
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/// Priority for OnSceneUnloading (executed in reverse: higher values execute first).
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/// Default: 100
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/// </summary>
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public virtual int SceneUnloadingPriority => 100;
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/// <summary>
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/// Priority for OnSceneReady (lower values execute first).
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/// Default: 100
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/// </summary>
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public virtual int SceneReadyPriority => 100;
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/// <summary>
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/// Priority for OnSaveRequested (executed in reverse: higher values execute first).
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/// Default: 100
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/// </summary>
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public virtual int SavePriority => 100;
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/// <summary>
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/// Priority for OnRestoreRequested (lower values execute first).
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/// Default: 100
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/// </summary>
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public virtual int RestorePriority => 100;
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/// <summary>
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/// Priority for OnManagedDestroy (executed in reverse: higher values execute first).
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/// Default: 100
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/// </summary>
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public virtual int DestroyPriority => 100;
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#endregion
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#region Configuration Properties
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/// <summary>
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@@ -67,14 +27,19 @@ namespace Core.Lifecycle
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/// Unique identifier for this component in the save system.
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/// Default: "SceneName/GameObjectName/ComponentType"
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/// Override ONLY for special cases (e.g., singletons like "PlayerController", or custom IDs).
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/// Cached on first access to avoid runtime allocation.
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/// </summary>
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public virtual string SaveId
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{
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get
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{
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if (_cachedSaveId == null)
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{
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string sceneName = gameObject.scene.IsValid() ? gameObject.scene.name : "UnknownScene";
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string componentType = GetType().Name;
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return $"{sceneName}/{gameObject.name}/{componentType}";
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_cachedSaveId = $"{sceneName}/{gameObject.name}/{componentType}";
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}
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return _cachedSaveId;
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}
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}
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@@ -83,6 +48,7 @@ namespace Core.Lifecycle
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#region Private Fields
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private bool _isRegistered;
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private string _cachedSaveId;
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#endregion
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@@ -107,13 +73,16 @@ namespace Core.Lifecycle
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/// <summary>
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/// Unity OnDestroy - automatically unregisters and cleans up.
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/// IMPORTANT: Derived classes that override OnDestroy MUST call base.OnDestroy()
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/// SEALED: Cannot be overridden. Use OnManagedDestroy() for custom cleanup logic.
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/// </summary>
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protected virtual void OnDestroy()
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private void OnDestroy()
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{
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if (!_isRegistered)
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return;
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// Call managed destroy hook
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OnManagedDestroy();
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// Unregister from LifecycleManager
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if (LifecycleManager.Instance != null)
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{
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@@ -149,7 +118,7 @@ namespace Core.Lifecycle
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/// <summary>
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/// Called once per component after bootstrap completes.
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/// GUARANTEE: Bootstrap resources are available, all managers are initialized.
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/// For boot-time components: Called during LifecycleManager.BroadcastManagedStart (priority ordered).
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/// For boot-time components: Called during LifecycleManager.BroadcastManagedStart (registration order).
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/// For late-registered components: Called immediately upon registration (bootstrap already complete).
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/// Use for initialization that depends on other systems.
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/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
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@@ -161,7 +130,6 @@ namespace Core.Lifecycle
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/// <summary>
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/// Called before the scene this component belongs to is unloaded.
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/// Called in REVERSE priority order (higher values execute first).
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/// Use for scene-specific cleanup.
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/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
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/// </summary>
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@@ -172,7 +140,6 @@ namespace Core.Lifecycle
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/// <summary>
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/// Called after the scene this component belongs to has finished loading.
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/// Called in priority order (lower values execute first).
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/// Use for scene-specific initialization.
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/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
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/// </summary>
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@@ -312,7 +279,6 @@ namespace Core.Lifecycle
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/// <summary>
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/// Called during OnDestroy before component is destroyed.
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/// Called in REVERSE priority order (higher values execute first).
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/// NOTE: Most cleanup is automatic (managed events, auto-registrations).
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/// Only override if you need custom cleanup logic.
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/// Internal visibility allows LifecycleManager to call directly. Override in derived classes.
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@@ -24,9 +24,6 @@ namespace AppleHills.Core
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#endregion Singleton Setup
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// Very early initialization - QuickAccess should be available immediately
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public override int ManagedAwakePriority => 5;
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#region Manager Instances
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// Core Managers
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@@ -43,8 +43,6 @@ namespace Core.SaveLoad
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public event Action<string> OnLoadCompleted;
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public event Action OnParticipantStatesRestored;
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// ManagedBehaviour configuration
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public override int ManagedAwakePriority => 20; // After GameManager and SceneManagerService
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internal override void OnManagedAwake()
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{
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@@ -95,10 +93,8 @@ namespace Core.SaveLoad
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// ...existing code...
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protected override void OnDestroy()
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internal override void OnManagedDestroy()
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{
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base.OnDestroy(); // Important: call base to unregister from LifecycleManager
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if (_instance == this)
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{
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_instance = null;
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@@ -42,10 +42,8 @@ namespace Core
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}
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}
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protected override void OnDestroy()
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internal override void OnManagedDestroy()
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{
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base.OnDestroy();
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if (_director != null)
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{
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_director.stopped -= OnDirectorStopped;
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@@ -44,8 +44,6 @@ namespace Core
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private LogVerbosity _logVerbosity = LogVerbosity.Debug;
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private const string BootstrapSceneName = "BootstrapScene";
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// ManagedBehaviour configuration
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public override int ManagedAwakePriority => 15; // Core infrastructure, after GameManager
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internal override void OnManagedAwake()
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{
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@@ -369,7 +367,7 @@ namespace Core
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await LoadSceneAsync(newSceneName, progress);
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CurrentGameplayScene = newSceneName;
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// PHASE 10: Broadcast scene ready - processes batched components in priority order, then calls OnSceneReady
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// PHASE 10: Broadcast scene ready - processes batched components, then calls OnSceneReady
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Logging.Debug($"Broadcasting OnSceneReady for: {newSceneName}");
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LifecycleManager.Instance?.BroadcastSceneReady(newSceneName);
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@@ -18,9 +18,6 @@ namespace Core
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public GameObject orientationPromptPrefab;
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private LogVerbosity _logVerbosity = LogVerbosity.Warning;
|
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|
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// ManagedBehaviour configuration
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public override int ManagedAwakePriority => 70; // Platform-specific utility
|
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internal override void OnManagedAwake()
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{
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// Set instance immediately (early initialization)
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@@ -103,15 +100,13 @@ namespace Core
|
||||
}
|
||||
}
|
||||
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||||
protected override void OnDestroy()
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internal override void OnManagedDestroy()
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{
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// Unsubscribe from events to prevent memory leaks
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if (SceneManagerService.Instance != null)
|
||||
{
|
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SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
|
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}
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||||
|
||||
base.OnDestroy(); // Important: call base
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||||
}
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||||
|
||||
/// <summary>
|
||||
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||||
@@ -44,8 +44,6 @@ namespace Data.CardSystem
|
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public event Action<CardData> OnPendingCardAdded;
|
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public event Action<CardData> OnCardPlacedInAlbum;
|
||||
|
||||
public override int ManagedAwakePriority => 60; // Data systems
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
|
||||
@@ -32,9 +32,6 @@ namespace Dialogue
|
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public bool IsCompleted { get; private set; }
|
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public string CurrentSpeakerName => dialogueGraph?.speakerName;
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||||
|
||||
|
||||
public override int ManagedAwakePriority => 150; // Dialogue systems
|
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|
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internal override void OnManagedStart()
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{
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// Get required components
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@@ -184,10 +181,8 @@ namespace Dialogue
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return null;
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}
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||||
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||||
protected override void OnDestroy()
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||||
internal override void OnManagedDestroy()
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||||
{
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||||
base.OnDestroy();
|
||||
|
||||
// Unregister from events
|
||||
if (PuzzleManager.Instance != null)
|
||||
PuzzleManager.Instance.OnStepCompleted -= OnAnyPuzzleStepCompleted;
|
||||
|
||||
@@ -50,8 +50,6 @@ namespace Input
|
||||
private bool isHoldActive;
|
||||
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
|
||||
|
||||
public override int ManagedAwakePriority => 25; // Input infrastructure
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
@@ -106,7 +104,7 @@ namespace Input
|
||||
SwitchInputOnSceneLoaded(sceneName);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Unsubscribe from SceneManagerService events
|
||||
if (SceneManagerService.Instance != null)
|
||||
@@ -114,7 +112,6 @@ namespace Input
|
||||
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
|
||||
}
|
||||
|
||||
base.OnDestroy();
|
||||
// Input action cleanup happens automatically
|
||||
}
|
||||
|
||||
|
||||
@@ -70,7 +70,6 @@ namespace Input
|
||||
public override bool AutoRegisterForSave => true;
|
||||
// Scene-specific SaveId - each level has its own player state
|
||||
public override string SaveId => $"{gameObject.scene.name}/PlayerController";
|
||||
public override int ManagedAwakePriority => 100; // Player controller
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
|
||||
@@ -41,9 +41,6 @@ namespace Interactions
|
||||
// Action component system
|
||||
private List<InteractionActionBase> _registeredActions = new List<InteractionActionBase>();
|
||||
|
||||
// ManagedBehaviour configuration
|
||||
public override int ManagedAwakePriority => 100; // Gameplay base classes
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Register an action component with this interactable
|
||||
|
||||
@@ -287,10 +287,8 @@ namespace Interactions
|
||||
ItemManager.Instance?.RegisterItemSlot(this);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Unregister from slot manager
|
||||
ItemManager.Instance?.UnregisterItemSlot(this);
|
||||
}
|
||||
|
||||
@@ -50,10 +50,8 @@ namespace Interactions
|
||||
ItemManager.Instance?.RegisterPickup(this);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Unregister from ItemManager
|
||||
ItemManager.Instance?.UnregisterPickup(this);
|
||||
}
|
||||
|
||||
@@ -80,10 +80,8 @@ namespace Levels
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
if (PuzzleManager.Instance != null)
|
||||
{
|
||||
PuzzleManager.Instance.OnAllPuzzlesComplete -= HandleAllPuzzlesComplete;
|
||||
|
||||
@@ -104,7 +104,6 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
public static DivingGameManager Instance => _instance;
|
||||
|
||||
public override int ManagedAwakePriority => 190;
|
||||
public override bool AutoRegisterPausable => true; // Automatic GameManager registration
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
@@ -162,10 +161,8 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy(); // Handles auto-unregister from GameManager
|
||||
|
||||
// Unsubscribe from events when the manager is destroyed
|
||||
PlayerCollisionBehavior.OnDamageTaken -= OnPlayerDamageTaken;
|
||||
OnMonsterSpawned -= DoMonsterSpawned;
|
||||
|
||||
@@ -106,8 +106,6 @@ public class FollowerController : ManagedBehaviour
|
||||
private bool _hasRestoredHeldItem; // Track if held item restoration completed
|
||||
private string _expectedHeldItemSaveId; // Expected saveId during restoration
|
||||
|
||||
public override int ManagedAwakePriority => 110; // Follower after player
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
_aiPath = GetComponent<AIPath>();
|
||||
|
||||
@@ -83,10 +83,8 @@ namespace PuzzleS
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
if (PuzzleManager.Instance != null && stepData != null)
|
||||
{
|
||||
PuzzleManager.Instance.UnregisterStepBehaviour(this);
|
||||
|
||||
@@ -94,8 +94,6 @@ namespace PuzzleS
|
||||
// Track pending unlocks for steps that were unlocked before their behavior registered
|
||||
private HashSet<string> _pendingUnlocks = new HashSet<string>();
|
||||
|
||||
public override int ManagedAwakePriority => 80; // Puzzle systems
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
@@ -138,10 +136,8 @@ namespace PuzzleS
|
||||
LoadPuzzlesForScene(sceneName);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Unsubscribe from SceneManagerService events
|
||||
if (SceneManagerService.Instance != null)
|
||||
{
|
||||
|
||||
@@ -40,8 +40,6 @@ public class AudioManager : ManagedBehaviour, IPausable
|
||||
/// </summary>
|
||||
public static AudioManager Instance => _instance;
|
||||
|
||||
// ManagedBehaviour configuration
|
||||
public override int ManagedAwakePriority => 30; // Audio infrastructure
|
||||
public override bool AutoRegisterPausable => true; // Auto-register as IPausable
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
|
||||
@@ -110,10 +110,8 @@ public class AppSwitcher : UIPage
|
||||
);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Clean up tweens
|
||||
slideInTween?.Stop();
|
||||
slideOutTween?.Stop();
|
||||
|
||||
@@ -149,7 +149,7 @@ namespace UI.CardSystem
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Unsubscribe from CardSystemManager
|
||||
if (CardSystemManager.Instance != null)
|
||||
@@ -181,9 +181,6 @@ namespace UI.CardSystem
|
||||
|
||||
// Clean up active cards
|
||||
CleanupActiveCards();
|
||||
|
||||
// Call base implementation
|
||||
base.OnDestroy();
|
||||
}
|
||||
|
||||
private void OnExitButtonClicked()
|
||||
|
||||
@@ -70,16 +70,13 @@ namespace UI.CardSystem
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Unsubscribe from CardSystemManager events to prevent memory leaks
|
||||
if (CardSystemManager.Instance != null)
|
||||
{
|
||||
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
|
||||
}
|
||||
|
||||
// Call base implementation
|
||||
base.OnDestroy();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -76,10 +76,8 @@ namespace UI.CardSystem
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Unsubscribe from dismiss button
|
||||
if (_dismissButton != null)
|
||||
{
|
||||
|
||||
@@ -308,10 +308,8 @@ namespace UI.CardSystem.DragDrop
|
||||
|
||||
#endregion
|
||||
|
||||
protected override void OnDestroy()
|
||||
private void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
if (_boosterDraggable != null)
|
||||
{
|
||||
_boosterDraggable.OnBoosterOpened -= HandleBoosterOpened;
|
||||
|
||||
@@ -107,10 +107,8 @@ namespace UI.CardSystem.DragDrop
|
||||
// Card-specific visual effects when dragging ends
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
private void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
if (_cardDraggable != null)
|
||||
{
|
||||
_cardDraggable.OnCardDataChanged -= HandleCardDataChanged;
|
||||
|
||||
@@ -15,9 +15,6 @@ namespace UI.Core
|
||||
[Header("Page Settings")]
|
||||
public string PageName;
|
||||
|
||||
// UI pages load after UI infrastructure (UIPageController is priority 50)
|
||||
public override int ManagedAwakePriority => 200;
|
||||
|
||||
// Events using System.Action instead of UnityEvents
|
||||
public event Action OnTransitionInStarted;
|
||||
public event Action OnTransitionInCompleted;
|
||||
|
||||
@@ -37,8 +37,6 @@ namespace UI.Core
|
||||
private PlayerInput _playerInput;
|
||||
private InputAction _cancelAction;
|
||||
|
||||
public override int ManagedAwakePriority => 50; // UI infrastructure
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
@@ -50,10 +48,8 @@ namespace UI.Core
|
||||
Logging.Debug("[UIPageController] Initialized");
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Clean up cached instances
|
||||
foreach (var cachedPage in _prefabInstanceCache.Values)
|
||||
{
|
||||
|
||||
@@ -53,9 +53,6 @@ namespace UI
|
||||
/// </summary>
|
||||
public static LoadingScreenController Instance => _instance;
|
||||
|
||||
// ManagedBehaviour configuration
|
||||
public override int ManagedAwakePriority => 45; // UI infrastructure, before UIPageController
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
|
||||
@@ -28,9 +28,6 @@ namespace UI
|
||||
[SerializeField] private GameObject mainOptionsContainer;
|
||||
[SerializeField] private GameObject devOptionsContainer;
|
||||
|
||||
// After UIPageController (50)
|
||||
public override int ManagedAwakePriority => 55;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
@@ -76,10 +73,8 @@ namespace UI
|
||||
// This only fires once for DontDestroyOnLoad objects, so we handle scene loads in OnManagedAwake
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Unsubscribe when destroyed
|
||||
if (SceneManagerService.Instance != null)
|
||||
{
|
||||
|
||||
@@ -172,10 +172,8 @@ namespace UI
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Unsubscribe from events
|
||||
if (_uiPageController != null)
|
||||
{
|
||||
|
||||
@@ -30,7 +30,6 @@ namespace UI.Tutorial
|
||||
private bool _canAcceptInput;
|
||||
private Coroutine _waitLoopCoroutine;
|
||||
|
||||
public override int ManagedAwakePriority => 200; // Tutorial runs late, after other systems
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user