Last life cycle refactor updates + add comprehensive documentation (#57)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #57
This commit is contained in:
93
docs/managed_behavior/architecture_overview.md
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docs/managed_behavior/architecture_overview.md
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# ManagedBehaviour System - Architecture Overview
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**Version:** 2.0 <br>
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**Updated:** 11.11.2025
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---
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## What is the ManagedBehaviour System?
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Lifecycle orchestration framework that provides guaranteed execution order and deterministic lifecycle management for Unity components.
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### Problems Solved
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We've had quite a few things shoe-stringed together in various ways and dependant on references to each other.
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Due to undefined initialization order - null references during access to yet uninitialized resources was becoming a problem.
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### What You Get
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- **Guaranteed Initialization Order** - Managers ready before components that depend on them
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- **Deterministic Lifecycle Hooks** - Predictable callbacks at key moments
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- **Automatic Registration** - No boilerplate for wiring up systems
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- **Scene Lifecycle Events** - Built-in hooks for scene load/unload
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- **Save/Load Coordination** - Centralized collection of save data
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- **Bootstrap Integration** - Components know when bootstrap completes
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---
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## Architecture Principles
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### 1. Centralized Orchestration
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Single `LifecycleManager` singleton coordinates all lifecycle events. Components auto-register and receive callbacks at appropriate times.
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### 2. Sealed Framework Methods
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`Awake()` and `OnDestroy()` are sealed. Use `OnManagedAwake()` and `OnManagedDestroy()` instead. Prevents forgetting to call `base.Awake()`.
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### 3. Two-Phase Initialization
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- **Early (`OnManagedAwake()`)**: During Unity's Awake, before bootstrap. Use for singleton setup.
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- **Late (`OnManagedStart()`)**: After bootstrap completes. All managers guaranteed ready.
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### 4. Registration Order Execution
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Execution follows Unity's natural Awake order. No priority numbers to manage.
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### 5. Automatic Cleanup
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Framework handles unregistration automatically. Override `OnManagedDestroy()` only if you need custom cleanup.
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---
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## Lifecycle Flow Diagrams
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### Boot Sequence
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### Scene Transition Flow
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### Component Lifecycle (Individual Component)
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---
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## Class Diagram
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---
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## Key Guarantees
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### Guaranteed
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1. **Bootstrap Completion** - `OnManagedStart()` always fires after bootstrap completes
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2. **Manager Availability** - All manager singletons exist when `OnManagedStart()` is called
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3. **Scene Lifecycle** - `OnSceneReady()` fires after scene load, `OnSceneUnloading()` before unload
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4. **Automatic Registration** - Can't forget to register (Awake is sealed)
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5. **Automatic Cleanup** - Can't forget to unregister (OnDestroy is sealed)
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6. **Save/Load Coordination** - All save participants called in one pass
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### Not Guaranteed
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1. **Initialization Order Between Components** - `OnManagedAwake()` follows Unity's unpredictable Awake order
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2. **Thread Safety** - All methods must run on main thread
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3. **Performance** - Broadcasting to 1000+ components may have overhead
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4. **SaveId Uniqueness** - Developer responsible for unique SaveIds
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377
docs/managed_behavior/technical_reference.md
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docs/managed_behavior/technical_reference.md
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# ManagedBehaviour System - Technical Reference
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**Version:** 2.0 <br>
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**Updated:** 11.11.2025
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---
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## Overview
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The ManagedBehaviour system provides a deterministic, ordered lifecycle management framework for Unity MonoBehaviours. This document provides complete technical documentation of all classes, methods, and APIs.
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---
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## Core Classes
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### ManagedBehaviour (Abstract Base Class)
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**Namespace:** `Core.Lifecycle`
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**Inherits:** `MonoBehaviour`
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**Location:** `Assets/Scripts/Core/Lifecycle/ManagedBehaviour.cs` → [View Source](../../Assets/Scripts/Core/Lifecycle/ManagedBehaviour.cs)
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Abstract base class that all managed components must inherit from. Provides automatic registration with LifecycleManager and ordered lifecycle callbacks.
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#### Lifecycle Hook Methods
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Override these `internal virtual` methods to customize component behavior at different lifecycle stages. Called automatically by `LifecycleManager`.
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<details>
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<summary>Click to see more details</summary>
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##### `OnManagedAwake()`
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```csharp
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internal virtual void OnManagedAwake()
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```
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**Called:** During registration (within Unity's Awake phase)
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**Execution Order:** Natural Unity script execution order (not guaranteed between components)
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**Use For:**
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- Setting singleton instances (`_instance = this`)
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- Early GetComponent calls
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- One-time initialization that doesn't depend on other systems
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**Timing Guarantees:**
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- ✅ GameObject and component exist
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- ✅ Scene is loaded
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- ❌ Other components may not be initialized yet
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- ❌ Bootstrap may not be complete
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##### `OnManagedStart()`
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```csharp
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internal virtual void OnManagedStart()
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```
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**Called:** After bootstrap completes (for boot components) or immediately after registration (for late-registered components)
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**Execution Order:** Registration order
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**Use For:**
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- Initialization that depends on other managers
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- Accessing singleton instances safely
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- Setting up cross-system dependencies
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**Timing Guarantees:**
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- ✅ All managers are initialized
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- ✅ Bootstrap resources are available
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- ✅ Safe to access `GameManager.Instance`, `AudioManager.Instance`, etc.
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##### `OnSceneUnloading()`
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```csharp
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internal virtual void OnSceneUnloading()
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```
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**Called:** Before scene unload
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**Execution Order:** Registration order
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**Use For:**
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- Scene-specific cleanup
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- Saving temporary scene state
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**Timing Guarantees:**
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- ✅ Scene is still loaded
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- ✅ Other components in scene still exist
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##### `OnSceneReady()`
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```csharp
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internal virtual void OnSceneReady()
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```
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**Called:** After scene load completes
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**Execution Order:** Registration order
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**Use For:**
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- Scene-specific initialization
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- Finding scene objects
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- Setting up scene-specific state
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**Timing Guarantees:**
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- ✅ All scene GameObjects are loaded
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- ✅ Batched components have received `OnManagedStart()`
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##### `OnSceneSaveRequested()`
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```csharp
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internal virtual string OnSceneSaveRequested()
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```
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**Called:** Before scene unload during scene transitions
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**Returns:** Serialized scene-specific data (JSON string), or `null` if nothing to save
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**Use For:**
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- Level progress
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- Object positions
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- Puzzle states
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- Temporary scene data
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**⚠️ Important:** Must return synchronously.
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##### `OnSceneRestoreRequested(string serializedData)`
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```csharp
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internal virtual void OnSceneRestoreRequested(string serializedData)
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```
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**Called:** After scene load, during `OnSceneReady` phase
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**Parameters:**
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- `serializedData` - Previously saved data from `OnSceneSaveRequested()`
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**Use For:**
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- Restoring level progress
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- Setting object positions
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- Restoring puzzle states
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**⚠️ Important:** Must execute synchronously. Do not use coroutines or async/await.
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##### `OnSceneRestoreCompleted()`
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```csharp
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internal virtual void OnSceneRestoreCompleted()
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```
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**Called:** After all `OnSceneRestoreRequested()` calls complete
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**Timing:** Always called after scene load, whether save data exists or not
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**Use For:**
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- Post-restore initialization
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- First-time initialization (when no save data exists)
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- Triggering events after state is restored
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**Common Pattern:**
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```csharp
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internal override void OnSceneRestoreCompleted()
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{
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if (!_hasPlayed) // Check if this is first time
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{
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PlayIntroAudio();
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_hasPlayed = true;
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}
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}
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```
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##### `OnGlobalSaveRequested()`
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```csharp
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internal virtual string OnGlobalSaveRequested()
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```
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**Called:** Once before save file is written to disk
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**Returns:** Serialized global persistent data (JSON string), or `null`
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**Use For:**
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- Player inventory
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- Unlocked features
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- Card collections
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- Persistent progression
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**Timing:** Called once per game save (not per scene transition)
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##### `OnGlobalRestoreRequested(string serializedData)`
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```csharp
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internal virtual void OnGlobalRestoreRequested(string serializedData)
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```
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**Called:** Once on game boot after save file is read
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**Parameters:**
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- `serializedData` - Previously saved data from `OnGlobalSaveRequested()`
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**Use For:**
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- Restoring player inventory
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- Restoring unlocked features
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- Restoring persistent progression
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**Timing:** Called once on boot, not during scene transitions
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##### `OnGlobalLoadCompleted()`
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```csharp
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internal virtual void OnGlobalLoadCompleted()
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```
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**Called:** Once on game boot after all global restore operations complete
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**Use For:**
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- Triggering UI updates after load
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- Broadcasting load events
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- Post-load initialization
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##### `OnGlobalSaveStarted()`
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```csharp
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internal virtual void OnGlobalSaveStarted()
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```
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**Called:** Once before save file is written
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**Use For:**
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- Final validation before save
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- Cleanup operations before save
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##### `OnManagedDestroy()`
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```csharp
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internal virtual void OnManagedDestroy()
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```
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**Called:** During `OnDestroy`, before unregistration
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**Execution Order:** Registration order
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**Use For:**
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- Unsubscribing from events
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- Releasing resources
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- Custom cleanup logic
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**Note:** Most cleanup is automatic (auto-registrations are handled by framework).
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</details>
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#### Configuration Properties
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Virtual properties that control automatic behaviors like pause registration and save system participation.
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<details>
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<summary>Click to see more details</summary>
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##### `AutoRegisterPausable`
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```csharp
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public virtual bool AutoRegisterPausable => false;
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```
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**Type:** `bool`
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**Default:** `false`
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**Description:** If true and component implements `IPausable`, automatically registers with `GameManager.Instance` during initialization. Automatic unregistration occurs on destruction.
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##### `AutoRegisterForSave`
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```csharp
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public virtual bool AutoRegisterForSave => false;
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```
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**Type:** `bool`
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**Default:** `false`
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**Description:** If true, component participates in the save/load system. Should override `OnSceneSaveRequested()` and `OnSceneRestoreRequested()` or global equivalents.
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##### `SaveId`
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```csharp
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public virtual string SaveId { get; }
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```
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**Type:** `string`
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**Default:** `"{SceneName}/{GameObjectName}/{ComponentType}"`
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**Description:** Unique identifier for this component in the save system. Cached on first access for performance. Override for singletons (e.g., `"PlayerController"`) or custom IDs.
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**⚠️ Warning:** GameObject name changes at runtime will NOT update the cached SaveId.
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</details>
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### Private Lifecycle Methods
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<details>
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<summary>Click to see more details</summary>
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##### `Awake()`
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```csharp
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private void Awake()
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```
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**Visibility:** `private` (sealed, cannot be overridden)
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**Called By:** Unity
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**Description:** Automatically registers component with `LifecycleManager`. Calls `OnManagedAwake()` during registration.
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**⚠️ Important:** This method is sealed. Use `OnManagedAwake()` for early initialization.
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##### `OnDestroy()`
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```csharp
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private void OnDestroy()
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```
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**Visibility:** `private` (sealed, cannot be overridden)
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**Called By:** Unity
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**Description:** Calls `OnManagedDestroy()`, unregisters from `LifecycleManager`, and handles auto-unregistrations.
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**⚠️ Important:** This method is sealed. Use `OnManagedDestroy()` for custom cleanup.
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</details>
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---
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## LifecycleManager (Singleton Orchestrator)
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**Namespace:** `Core.Lifecycle`
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**Inherits:** `MonoBehaviour`
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**Location:** `Assets/Scripts/Core/Lifecycle/LifecycleManager.cs` → [View Source](../../Assets/Scripts/Core/Lifecycle/LifecycleManager.cs)
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Central orchestrator that manages all `ManagedBehaviour` components and broadcasts lifecycle events.
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### Static Properties
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##### `Instance`
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Singleton instance. Created automatically by `CustomBoot` before bootstrap begins.
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### Public Methods
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Core methods for registration, lifecycle broadcasting, and save/restore operations. Most are called automatically by the framework.
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<details>
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<summary>Click to see more details</summary>
|
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##### `Register(ManagedBehaviour component)`
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```csharp
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public void Register(ManagedBehaviour component)
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```
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Registers a component with the lifecycle system. **Called automatically from `ManagedBehaviour.Awake()`.**
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##### `Unregister(ManagedBehaviour component)`
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```csharp
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public void Unregister(ManagedBehaviour component)
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```
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Unregisters a component. **Called automatically from `ManagedBehaviour.OnDestroy()`.**
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##### `OnBootCompletionTriggered()`
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```csharp
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public void OnBootCompletionTriggered()
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```
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Called by `CustomBoot` after bootstrap completes. Broadcasts `OnManagedStart()` to all registered components.
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##### `BeginSceneLoad(string sceneName)`
|
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```csharp
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public void BeginSceneLoad(string sceneName)
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```
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Activates scene loading batching mode. Called by `SceneManagerService` when loading a scene.
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##### `BroadcastSceneReady(string sceneName)`
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```csharp
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public void BroadcastSceneReady(string sceneName)
|
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```
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Processes batched components and broadcasts `OnSceneReady()` to all components in the scene. Called by `SceneManagerService` after scene load.
|
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##### `BroadcastSceneUnloading(string sceneName)`
|
||||
```csharp
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public void BroadcastSceneUnloading(string sceneName)
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```
|
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Broadcasts `OnSceneUnloading()` to all components in the specified scene. Called by `SceneManagerService` before scene unload.
|
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##### `BroadcastSceneSaveRequested()`
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```csharp
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public Dictionary<string, string> BroadcastSceneSaveRequested()
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```
|
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Broadcasts `OnSceneSaveRequested()` to all components with `AutoRegisterForSave == true`. Returns dictionary of SaveId → serialized data.
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##### `BroadcastSceneRestoreRequested(Dictionary<string, string> saveData)`
|
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```csharp
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public void BroadcastSceneRestoreRequested(Dictionary<string, string> saveData)
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```
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Distributes save data to components by matching `SaveId`, then broadcasts `OnSceneRestoreCompleted()`.
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|
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##### `BroadcastGlobalSaveRequested()`
|
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```csharp
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public Dictionary<string, string> BroadcastGlobalSaveRequested()
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```
|
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Broadcasts `OnGlobalSaveRequested()` to all components with `AutoRegisterForSave == true`. Returns dictionary of SaveId → serialized data.
|
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##### `BroadcastGlobalRestoreRequested(Dictionary<string, string> saveData)`
|
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```csharp
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public void BroadcastGlobalRestoreRequested(Dictionary<string, string> saveData)
|
||||
```
|
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Distributes save data to components by matching `SaveId`, then broadcasts `OnGlobalLoadCompleted()`.
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||||
|
||||
##### `BroadcastGlobalSaveStarted()`
|
||||
```csharp
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||||
public void BroadcastGlobalSaveStarted()
|
||||
```
|
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Broadcasts `OnGlobalSaveStarted()` to all components with `AutoRegisterForSave == true`.
|
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|
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## LifecyclePhase (Enum)
|
||||
|
||||
**Namespace:** `Core.Lifecycle`
|
||||
**Location:** `Assets/Scripts/Core/Lifecycle/LifecycleEnums.cs` → [View Source](../../Assets/Scripts/Core/Lifecycle/LifecycleEnums.cs)
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||||
|
||||
Defines the different lifecycle phases for documentation and tooling purposes.
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```csharp
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||||
public enum LifecyclePhase
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||||
{
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ManagedAwake, // During registration (Awake)
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ManagedStart, // After bootstrap or late registration
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SceneUnloading, // Before scene unload
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||||
SceneReady, // After scene load
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SaveRequested, // Before scene unload (save)
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RestoreRequested, // After scene load (restore)
|
||||
ManagedDestroy // During OnDestroy
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||||
}
|
||||
```
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||||
|
||||
---
|
||||
|
||||
|
||||
|
||||
522
docs/managed_behavior/use_cases_quick_start.md
Normal file
522
docs/managed_behavior/use_cases_quick_start.md
Normal file
@@ -0,0 +1,522 @@
|
||||
# ManagedBehaviour System - Quick Start & Use Cases
|
||||
|
||||
**TL;DR:** Inherit from `ManagedBehaviour` instead of `MonoBehaviour`. Override lifecycle hooks instead of Awake/OnDestroy. Get guaranteed initialization order and automatic registration.
|
||||
|
||||
---
|
||||
|
||||
## Table of Contents
|
||||
|
||||
1. [Lifecycle Methods Summary](#lifecycle-methods-summary)
|
||||
2. [Quick Reference - Common Use Cases](#quick-reference---common-use-cases)
|
||||
3. [Getting Started Examples](#getting-started-examples)
|
||||
4. [Detailed Use Cases](#detailed-use-cases)
|
||||
5. [Common Patterns](#common-patterns)
|
||||
6. [Migration Checklist](#migration-checklist)
|
||||
7. [Troubleshooting](#troubleshooting)
|
||||
8. [Best Practices](#best-practices)
|
||||
9. [FAQ](#faq)
|
||||
|
||||
---
|
||||
|
||||
## Summary
|
||||
|
||||
**ManagedBehaviour in 3 Sentences:**
|
||||
|
||||
Inherit from `ManagedBehaviour` to get automatic lifecycle management with guaranteed initialization order. Use `OnManagedStart()` to safely access manager singletons, and use built-in save/load hooks for persistence. The framework handles registration and cleanup automatically - you just override the hooks you need.
|
||||
|
||||
**When to Use:**
|
||||
- ✅ Singleton managers
|
||||
- ✅ Components that access managers
|
||||
- ✅ Components that need save/load
|
||||
- ✅ Components that need scene lifecycle events
|
||||
|
||||
**When to Skip:**
|
||||
- ❌ Simple self-contained components
|
||||
- ❌ Third-party code (can't change base class)
|
||||
- ❌ Performance-critical code with no dependencies
|
||||
|
||||
**But can I still use regular MonoBehaviour?!** <br>
|
||||
_Yes!_ Only use ManagedBehaviour when you need its features (manager access, save/load, etc.)
|
||||
|
||||
|
||||
---
|
||||
|
||||
## Lifecycle Methods Summary
|
||||
|
||||
1. **OnManagedAwake()** - Called during Unity's Awake phase; use for **internal setup** and GetComponent calls.
|
||||
2. **OnManagedStart()** - Called after bootstrap completes; **safe to access** manager singletons.
|
||||
3. **OnSceneReady()** - Called after scene finishes loading; use for scene-specific initialization.
|
||||
4. **OnSceneUnloading()** - Called before scene unloads; use for scene cleanup.
|
||||
5. **OnSceneSaveRequested()** - Returns serialized scene-specific data before scene transitions.
|
||||
6. **OnSceneRestoreRequested(data)** - Receives saved scene data after scene loads.
|
||||
7. **OnSceneRestoreCompleted()** - Called after all scene restore operations complete.
|
||||
8. **OnGlobalSaveRequested()** - Returns serialized persistent data when game saves.
|
||||
9. **OnGlobalRestoreRequested(data)** - Receives persistent data on game boot.
|
||||
10. **OnGlobalLoadCompleted()** - Called after all global restore operations complete on boot.
|
||||
11. **OnGlobalSaveStarted()** - Called before save file is written; use for pre-save validation.
|
||||
12. **OnManagedDestroy()** - Called during OnDestroy; use for cleanup and event unsubscription.
|
||||
|
||||
---
|
||||
|
||||
## Quick Reference - Common Use Cases
|
||||
|
||||
### Access Manager Singleton Safely
|
||||
```csharp
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
GameManager.Instance.DoSomething(); // Safe - managers guaranteed ready
|
||||
}
|
||||
```
|
||||
|
||||
### Create Singleton Manager
|
||||
```csharp
|
||||
private static MyManager _instance;
|
||||
public static MyManager Instance => _instance;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
_instance = this;
|
||||
}
|
||||
```
|
||||
|
||||
### Save Scene Progress
|
||||
```csharp
|
||||
public override bool AutoRegisterForSave => true;
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
return JsonUtility.ToJson(myData);
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string data)
|
||||
{
|
||||
myData = JsonUtility.FromJson<MyData>(data);
|
||||
}
|
||||
```
|
||||
|
||||
### Auto-Register as Pausable
|
||||
```csharp
|
||||
public class MyComponent : ManagedBehaviour, IPausable
|
||||
{
|
||||
public override bool AutoRegisterPausable => true;
|
||||
|
||||
public void Pause() { /* pause logic */ }
|
||||
public void Resume() { /* resume logic */ }
|
||||
}
|
||||
```
|
||||
|
||||
### Scene-Specific Initialization
|
||||
```csharp
|
||||
internal override void OnSceneReady()
|
||||
{
|
||||
FindObjectsInScene();
|
||||
InitializeLevel();
|
||||
}
|
||||
```
|
||||
|
||||
### Cleanup on Destroy
|
||||
```csharp
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
EventBus.OnSomething -= HandleEvent;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Getting Started Examples
|
||||
|
||||
### 1. Basic Component
|
||||
|
||||
```csharp
|
||||
using Core.Lifecycle;
|
||||
|
||||
public class MyComponent : ManagedBehaviour
|
||||
{
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Early initialization (singleton setup, GetComponent)
|
||||
Debug.Log("MyComponent awakened");
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// Late initialization (safe to access managers)
|
||||
Debug.Log("MyComponent started - managers are ready");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. Singleton Manager
|
||||
|
||||
```csharp
|
||||
using Core.Lifecycle;
|
||||
|
||||
public class MyManager : ManagedBehaviour
|
||||
{
|
||||
private static MyManager _instance;
|
||||
public static MyManager Instance => _instance;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
_instance = this; // Set singleton early
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// All other managers are ready here
|
||||
AudioManager.Instance.PlaySound("ManagerReady");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Component with Save/Load
|
||||
|
||||
```csharp
|
||||
using Core.Lifecycle;
|
||||
|
||||
public class PuzzleComponent : ManagedBehaviour
|
||||
{
|
||||
public override bool AutoRegisterForSave => true;
|
||||
public override string SaveId => "MyPuzzle"; // Custom ID
|
||||
|
||||
private bool _isSolved;
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
return JsonUtility.ToJson(new { isSolved = _isSolved });
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string data)
|
||||
{
|
||||
var saveData = JsonUtility.FromJson<SaveData>(data);
|
||||
_isSolved = saveData.isSolved;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
private class SaveData
|
||||
{
|
||||
public bool isSolved;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. Component with Cleanup
|
||||
|
||||
```csharp
|
||||
using Core.Lifecycle;
|
||||
|
||||
public class EventSubscriber : ManagedBehaviour
|
||||
{
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
GameManager.Instance.OnGamePaused += HandlePause;
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Automatic cleanup
|
||||
if (GameManager.Instance != null)
|
||||
GameManager.Instance.OnGamePaused -= HandlePause;
|
||||
}
|
||||
|
||||
private void HandlePause() { }
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Detailed Use Cases
|
||||
|
||||
### Use Case 1: Accessing Singleton Managers Safely
|
||||
|
||||
**Problem:** Accessing `GameManager.Instance` in `Awake()` might fail if GameManager hasn't initialized yet.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class Player : ManagedBehaviour
|
||||
{
|
||||
// ❌ DON'T: Risky in OnManagedAwake (managers may not be ready)
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// var settings = GameManager.Instance.GetSettings(); // RISKY!
|
||||
}
|
||||
|
||||
// ✅ DO: Safe in OnManagedStart (managers guaranteed ready)
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
var settings = GameManager.Instance.GetSettings(); // SAFE!
|
||||
ApplySettings(settings);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Use Case 2: Scene-Specific Initialization
|
||||
|
||||
**Problem:** Need to initialize something after a scene finishes loading.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class LevelManager : ManagedBehaviour
|
||||
{
|
||||
internal override void OnSceneReady()
|
||||
{
|
||||
// Scene is fully loaded, all objects exist
|
||||
FindObjectiveMarkers();
|
||||
SpawnEnemies();
|
||||
PlayLevelMusic();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Use Case 3: Saving Player Progress
|
||||
|
||||
**Problem:** Need to save level progress when transitioning between scenes.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class LevelProgress : ManagedBehaviour
|
||||
{
|
||||
public override bool AutoRegisterForSave => true;
|
||||
public override string SaveId => "LevelProgress";
|
||||
|
||||
private int _checkpointIndex;
|
||||
private float _timeElapsed;
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
return JsonUtility.ToJson(new
|
||||
{
|
||||
checkpoint = _checkpointIndex,
|
||||
time = _timeElapsed
|
||||
});
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string data)
|
||||
{
|
||||
var save = JsonUtility.FromJson<SaveData>(data);
|
||||
_checkpointIndex = save.checkpoint;
|
||||
_timeElapsed = save.time;
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreCompleted()
|
||||
{
|
||||
// Restore complete, trigger UI update
|
||||
UpdateProgressUI();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Use Case 4: Global Persistent Data (Inventory)
|
||||
|
||||
**Problem:** Need to save player inventory across all scenes.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class InventoryManager : ManagedBehaviour
|
||||
{
|
||||
public override bool AutoRegisterForSave => true;
|
||||
public override string SaveId => "Inventory";
|
||||
|
||||
private List<string> _items = new List<string>();
|
||||
|
||||
internal override string OnGlobalSaveRequested()
|
||||
{
|
||||
// Save to global save file (not scene-specific)
|
||||
return JsonUtility.ToJson(new { items = _items });
|
||||
}
|
||||
|
||||
internal override void OnGlobalRestoreRequested(string data)
|
||||
{
|
||||
// Restore from global save file on boot
|
||||
var save = JsonUtility.FromJson<SaveData>(data);
|
||||
_items = new List<string>(save.items);
|
||||
}
|
||||
|
||||
internal override void OnGlobalLoadCompleted()
|
||||
{
|
||||
// All global data loaded, safe to initialize UI
|
||||
RefreshInventoryUI();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Use Case 5: Auto-Registering as Pausable
|
||||
|
||||
**Problem:** Component implements `IPausable` and needs to register with `GameManager`.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class AnimatedCharacter : ManagedBehaviour, IPausable
|
||||
{
|
||||
public override bool AutoRegisterPausable => true;
|
||||
|
||||
// IPausable implementation
|
||||
public void Pause()
|
||||
{
|
||||
// Pause animations
|
||||
}
|
||||
|
||||
public void Resume()
|
||||
{
|
||||
// Resume animations
|
||||
}
|
||||
}
|
||||
// No manual registration needed - automatic!
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Use Case 6: Scene Cleanup
|
||||
|
||||
**Problem:** Need to clean up scene-specific state before transitioning.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class ParticleSpawner : ManagedBehaviour
|
||||
{
|
||||
private List<GameObject> _activeParticles = new List<GameObject>();
|
||||
|
||||
internal override void OnSceneUnloading()
|
||||
{
|
||||
// Clean up before scene unloads
|
||||
foreach (var particle in _activeParticles)
|
||||
{
|
||||
if (particle != null)
|
||||
Destroy(particle);
|
||||
}
|
||||
_activeParticles.Clear();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Use Case 7: First-Time vs Restored State
|
||||
|
||||
**Problem:** Need to play intro animation only on first visit, not when restoring from save.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class LevelIntro : ManagedBehaviour
|
||||
{
|
||||
public override bool AutoRegisterForSave => true;
|
||||
|
||||
private bool _hasPlayedIntro;
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
return JsonUtility.ToJson(new { hasPlayed = _hasPlayedIntro });
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string data)
|
||||
{
|
||||
var save = JsonUtility.FromJson<SaveData>(data);
|
||||
_hasPlayedIntro = save.hasPlayed;
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreCompleted()
|
||||
{
|
||||
// This fires whether we restored or not
|
||||
if (!_hasPlayedIntro)
|
||||
{
|
||||
PlayIntroAnimation();
|
||||
_hasPlayedIntro = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
|
||||
## Common Patterns
|
||||
|
||||
### Pattern: Manager Singleton
|
||||
```csharp
|
||||
public class MyManager : ManagedBehaviour
|
||||
{
|
||||
private static MyManager _instance;
|
||||
public static MyManager Instance => _instance;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
_instance = this;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Pattern: Event Subscription
|
||||
```csharp
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
EventBus.OnSomething += HandleEvent;
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
EventBus.OnSomething -= HandleEvent;
|
||||
}
|
||||
```
|
||||
|
||||
### Pattern: Save/Restore
|
||||
```csharp
|
||||
public override bool AutoRegisterForSave => true;
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
return JsonUtility.ToJson(myData);
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string data)
|
||||
{
|
||||
myData = JsonUtility.FromJson<MyData>(data);
|
||||
}
|
||||
```
|
||||
|
||||
### Pattern: Custom SaveId
|
||||
```csharp
|
||||
// For singletons or special cases
|
||||
public override string SaveId => "PlayerInventory";
|
||||
|
||||
// For scene-specific instances
|
||||
public override string SaveId => $"{gameObject.scene.name}/MySpecialObject";
|
||||
```
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### "NullReferenceException when accessing Manager.Instance"
|
||||
**Problem:** Accessing singleton in `OnManagedAwake()`
|
||||
**Solution:** Move to `OnManagedStart()` where managers are guaranteed ready
|
||||
|
||||
### "My SaveId is colliding with another component"
|
||||
**Problem:** Two components have same GameObject name and type
|
||||
**Solution:** Override `SaveId` property with unique value
|
||||
|
||||
### "My component isn't receiving lifecycle callbacks"
|
||||
**Problem:** Not inheriting from `ManagedBehaviour`
|
||||
**Solution:** Ensure class inherits `ManagedBehaviour` (not plain `MonoBehaviour`)
|
||||
|
||||
### "Save data isn't persisting"
|
||||
**Problem:** `AutoRegisterForSave` is false
|
||||
**Solution:** Set `public override bool AutoRegisterForSave => true;`
|
||||
|
||||
### "OnSceneRestoreCompleted isn't firing"
|
||||
**Problem:** Missing implementation
|
||||
**Solution:** Override the method even if just logging for now
|
||||
|
||||
---
|
||||
|
||||
**Quick Links:**
|
||||
- [Technical Reference](01_technical_reference.md) - Complete API documentation
|
||||
- [Architecture Overview](02_architecture_overview.md) - System design and principles
|
||||
|
||||
|
||||
Reference in New Issue
Block a user