Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51)
# Lifecycle Management & Save System Revamp
## Overview
Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems.
## Core Architecture
### New Lifecycle System
- **`LifecycleManager`**: Centralized coordinator for all managed objects
- **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns
- `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier)
- `OnSceneReady()`: Scene-specific setup after managers ready
- Replaces `BootCompletionService` (deleted)
- **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100)
- **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode
### Unified SaveID System
- Consistent format: `{ParentName}_{ComponentType}`
- Auto-registration via `AutoRegisterForSave = true`
- New `DebugSaveIds` editor tool for inspection
## Save/Load Improvements
### Enhanced State Management
- **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy
- **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring
- **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state
- **Fixed race conditions**: Proper initialization ordering prevents data corruption
## Interactable & Pickup System
- Migrated to `OnManagedAwake()` for consistent initialization
- Template method pattern for state restoration (`RestoreInteractionState()`)
- Fixed combination item save/load bugs (items in slots vs. follower hand)
- Dynamic spawning support for combined items on load
- **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead
## UI System Changes
- **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour`
- **Fixed menu persistence bug**: Menus no longer reappear after scene transitions
- **Pause Menu**: Now reacts to all scene loads (not just first scene)
- **Orientation Enforcer**: Enforces per-scene via `SceneManagementService`
- **Loading Screen**: Integrated with new lifecycle
## ⚠️ Breaking Changes
1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority
2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead
3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently
4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour`
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #51
This commit is contained in:
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Assets/Editor/Lifecycle/EditorLifecycleBootstrap.cs
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144
Assets/Editor/Lifecycle/EditorLifecycleBootstrap.cs
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Core.Lifecycle;
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using Core.SaveLoad;
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using AppleHills.Core.Settings;
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using Bootstrap;
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namespace Editor.Lifecycle
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{
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/// <summary>
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/// Editor-only bootstrap that ensures OnSceneReady is triggered when playing directly from a scene in Unity Editor.
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///
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/// PROBLEM: When you press Play in the editor without going through the scene manager:
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/// - CustomBoot runs and triggers OnBootCompletionTriggered (which broadcasts OnManagedAwake)
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/// - But BroadcastSceneReady is NEVER called for the initial scene
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/// - Components in the scene never receive their OnSceneReady() callback
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///
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/// SOLUTION: After boot completes, detect the active scene and broadcast OnSceneReady for it.
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/// This only runs in editor mode and mimics what SceneManagerService does during normal scene transitions.
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/// </summary>
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[InitializeOnLoad]
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public static class EditorLifecycleBootstrap
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{
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private static bool hasTriggeredInitialSceneReady = false;
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private static int framesSincePlayMode = 0;
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private const int MaxFramesToWait = 300; // 5 seconds at 60fps
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static EditorLifecycleBootstrap()
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{
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// Subscribe to play mode state changes
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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private static void OnPlayModeStateChanged(PlayModeStateChange state)
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{
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// Reset flag when exiting play mode
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if (state == PlayModeStateChange.ExitingPlayMode || state == PlayModeStateChange.EnteredEditMode)
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{
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hasTriggeredInitialSceneReady = false;
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framesSincePlayMode = 0;
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return;
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}
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// When we enter play mode, wait for boot to complete then trigger scene ready
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if (state == PlayModeStateChange.EnteredPlayMode)
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{
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hasTriggeredInitialSceneReady = false;
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framesSincePlayMode = 0;
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// Use EditorApplication.update to poll until boot completes
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EditorApplication.update += WaitForBootAndTriggerSceneReady;
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}
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}
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private static void WaitForBootAndTriggerSceneReady()
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{
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framesSincePlayMode++;
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// Safety timeout - if boot hasn't completed after 5 seconds, something is wrong
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if (framesSincePlayMode > MaxFramesToWait)
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{
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Debug.LogError($"[EditorLifecycleBootstrap] Timed out waiting for boot completion after {MaxFramesToWait} frames. " +
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"CustomBoot may have failed to initialize properly.");
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EditorApplication.update -= WaitForBootAndTriggerSceneReady;
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return;
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}
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// Check if boot has completed
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if (!CustomBoot.Initialised)
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return;
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// Check if LifecycleManager exists
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if (LifecycleManager.Instance == null)
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{
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Debug.LogWarning("[EditorLifecycleBootstrap] LifecycleManager instance not found. " +
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"Lifecycle may not be properly initialized.");
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EditorApplication.update -= WaitForBootAndTriggerSceneReady;
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return;
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}
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// Only trigger once per play session
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if (hasTriggeredInitialSceneReady)
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{
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EditorApplication.update -= WaitForBootAndTriggerSceneReady;
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return;
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}
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hasTriggeredInitialSceneReady = true;
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EditorApplication.update -= WaitForBootAndTriggerSceneReady;
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// Get the active scene
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Scene activeScene = SceneManager.GetActiveScene();
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if (!activeScene.isLoaded)
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{
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Debug.LogWarning($"[EditorLifecycleBootstrap] Active scene '{activeScene.name}' is not loaded.");
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return;
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}
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// Skip bootstrap scene - it doesn't need scene ready
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// Note: BootstrapScene is the infrastructure scene, not a gameplay scene
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if (activeScene.name == "BootstrapScene" || activeScene.name == "Bootstrap")
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{
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Debug.Log($"[EditorLifecycleBootstrap] Skipping OnSceneReady for infrastructure scene: {activeScene.name}");
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return;
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}
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Debug.Log($"<color=cyan>[EditorLifecycleBootstrap] Triggering lifecycle for initial scene: {activeScene.name}</color>");
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// Broadcast scene ready for the initial scene
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// This mimics what SceneManagerService does during scene transitions (Phase 10)
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try
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{
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LifecycleManager.Instance.BroadcastSceneReady(activeScene.name);
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"[EditorLifecycleBootstrap] Error broadcasting SceneReady: {ex.Message}\n{ex.StackTrace}");
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return;
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}
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// Restore scene-specific data via SaveLoadManager
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// This mimics SceneManagerService Phase 11
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if (SaveLoadManager.Instance != null)
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{
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var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
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if (debugSettings.useSaveLoadSystem)
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{
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try
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{
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Debug.Log($"[EditorLifecycleBootstrap] Restoring scene data for: {activeScene.name}");
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SaveLoadManager.Instance.RestoreSceneData();
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"[EditorLifecycleBootstrap] Error restoring scene data: {ex.Message}\n{ex.StackTrace}");
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}
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}
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}
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}
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}
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}
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9
Assets/Editor/Lifecycle/EditorLifecycleBootstrap.cs.meta
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9
Assets/Editor/Lifecycle/EditorLifecycleBootstrap.cs.meta
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@@ -0,0 +1,9 @@
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