Last life cycle refactor updates + add comprehensive documentation (#57)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #57
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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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