Further updates to state machines
This commit is contained in:
committed by
Michal Pikulski
parent
199480447e
commit
b3e0f90e09
@@ -221,7 +221,10 @@ namespace Core.Lifecycle
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{
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LogDebug($"Broadcasting ManagedAwake to {managedAwakeList.Count} components");
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foreach (var component in managedAwakeList)
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// Create a copy to avoid collection modification during iteration
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var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
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foreach (var component in componentsCopy)
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{
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if (component == null) continue;
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@@ -337,7 +340,10 @@ namespace Core.Lifecycle
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ProcessBatchedSceneComponents();
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}
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foreach (var component in sceneReadyList)
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// Create a copy to avoid collection modification during iteration
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var componentsCopy = new List<ManagedBehaviour>(sceneReadyList);
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foreach (var component in componentsCopy)
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{
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if (component == null) continue;
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@@ -364,7 +370,10 @@ namespace Core.Lifecycle
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{
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var saveData = new Dictionary<string, string>();
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foreach (var component in managedAwakeList)
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// Create a copy to avoid collection modification during iteration
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var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
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foreach (var component in componentsCopy)
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{
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if (component == null || !component.AutoRegisterForSave) continue;
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@@ -396,7 +405,10 @@ namespace Core.Lifecycle
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{
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var saveData = new Dictionary<string, string>();
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foreach (var component in managedAwakeList)
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// Create a copy to avoid collection modification during iteration
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var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
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foreach (var component in componentsCopy)
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{
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if (component == null || !component.AutoRegisterForSave) continue;
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@@ -429,7 +441,12 @@ namespace Core.Lifecycle
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if (saveData == null) return;
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int restoredCount = 0;
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foreach (var component in managedAwakeList)
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// Create a copy to avoid collection modification during iteration
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// (components might destroy themselves during restoration)
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var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
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foreach (var component in componentsCopy)
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{
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if (component == null || !component.AutoRegisterForSave) continue;
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@@ -461,7 +478,11 @@ namespace Core.Lifecycle
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if (saveData == null) return;
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int restoredCount = 0;
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foreach (var component in managedAwakeList)
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// Create a copy to avoid collection modification during iteration
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var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
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foreach (var component in componentsCopy)
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{
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if (component == null || !component.AutoRegisterForSave) continue;
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@@ -492,7 +513,10 @@ namespace Core.Lifecycle
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{
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LogDebug("Broadcasting GlobalLoadCompleted");
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foreach (var component in managedAwakeList)
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// Create a copy to avoid collection modification during iteration
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var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
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foreach (var component in componentsCopy)
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{
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if (component == null || !component.AutoRegisterForSave) continue;
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@@ -516,7 +540,10 @@ namespace Core.Lifecycle
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{
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LogDebug("Broadcasting GlobalSaveStarted");
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foreach (var component in managedAwakeList)
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// Create a copy to avoid collection modification during iteration
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var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
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foreach (var component in componentsCopy)
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{
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if (component == null || !component.AutoRegisterForSave) continue;
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@@ -1,4 +1,4 @@
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using System.Collections;
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using System.Collections;
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using AppleHills.Core.Settings;
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using Core.Lifecycle;
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using Settings;
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@@ -36,6 +36,12 @@ namespace Core
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protected override void OnManagedAwake()
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{
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// Subscribe to SceneManagerService to enforce orientation on every scene load
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if (SceneManagerService.Instance != null)
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{
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SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
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}
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#if UNITY_EDITOR
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// When playing in the editor, manually invoke orientation check for the currently active scene
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if (Application.isPlaying)
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@@ -47,11 +53,17 @@ namespace Core
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protected override void OnSceneReady()
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{
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// Handle orientation when scene is ready
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// Handle orientation when scene is ready (initial scene)
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// Note: This fires for the scene that just loaded, LifecycleManager tracks which scene
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string sceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
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HandleSceneOrientation(sceneName);
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}
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private void OnSceneLoadCompleted(string sceneName)
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{
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// Enforce orientation every time a scene is loaded via SceneManagerService
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HandleSceneOrientation(sceneName);
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}
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private void HandleSceneOrientation(string sceneName)
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{
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@@ -95,6 +107,12 @@ namespace Core
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protected override void OnDestroy()
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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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{
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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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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using UnityEngine;
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using Interactions;
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namespace AppleHills.Core.Settings
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{
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@@ -88,5 +89,31 @@ namespace AppleHills.Core.Settings
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}
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return null;
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}
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/// <summary>
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/// Finds a pickup prefab by its itemData.itemId.
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/// Searches through combination rules to find result prefabs.
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/// Used to spawn dynamically created items during save/load.
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/// </summary>
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public GameObject FindPickupPrefabByItemId(string itemId)
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{
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if (string.IsNullOrEmpty(itemId) || combinationRules == null)
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return null;
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// Search through combination rules to find a result prefab with matching itemId
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foreach (var rule in combinationRules)
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{
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if (rule.resultPrefab != null)
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{
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var pickup = rule.resultPrefab.GetComponent<Pickup>();
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if (pickup != null && pickup.itemData != null && pickup.itemData.itemId == itemId)
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{
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return rule.resultPrefab;
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}
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}
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}
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return null;
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}
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}
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}
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@@ -57,6 +57,7 @@ namespace AppleHills.Core.Settings
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// Methods to query item configurations
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CombinationRule GetCombinationRule(PickupItemData item1, PickupItemData item2);
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SlotItemConfig GetSlotItemConfig(PickupItemData slotItem);
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GameObject FindPickupPrefabByItemId(string itemId);
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}
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/// <summary>
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