Save bird states

This commit is contained in:
Michal Pikulski
2025-11-10 12:55:22 +01:00
parent 3fe4c6afd9
commit c99aad49f3
2 changed files with 65 additions and 10 deletions

View File

@@ -1,19 +1,73 @@
using System;
using Core.Lifecycle;
using UnityEngine;
public class BirdGameStats : MonoBehaviour
namespace PuzzleS
{
public int birdsFoundInLevel;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
/// <summary>
/// Tracks bird discovery progress in the bird finding minigame.
/// Saves scene-specific progress using the ManagedBehaviour lifecycle system.
/// </summary>
public class BirdGameStats : ManagedBehaviour
{
public int birdsFoundInLevel;
// Save system configuration
public override bool AutoRegisterForSave => true;
protected override void OnManagedAwake()
{
// Initialize after all managers are ready
}
public void BirdFound()
{
birdsFoundInLevel += 1;
}
#region Save/Load Lifecycle Hooks
protected override string OnSceneSaveRequested()
{
// Save scene-specific progress
var state = new BirdGameState
{
birdsFoundInLevel = this.birdsFoundInLevel
};
return JsonUtility.ToJson(state);
}
protected override void OnSceneRestoreRequested(string serializedData)
{
if (string.IsNullOrEmpty(serializedData))
{
// No saved data, keep default values
return;
}
try
{
var state = JsonUtility.FromJson<BirdGameState>(serializedData);
if (state != null)
{
birdsFoundInLevel = state.birdsFoundInLevel;
}
}
catch (Exception ex)
{
Debug.LogWarning($"[BirdGameStats] Failed to restore state: {ex.Message}");
}
}
#endregion
}
public void BirdFound()
/// <summary>
/// Serializable state for bird game progress
/// </summary>
[Serializable]
public class BirdGameState
{
birdsFoundInLevel += 1;
public int birdsFoundInLevel;
}
}