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:
@@ -19,6 +19,7 @@ namespace Editor.Tools
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private string searchTypeName = "Select a Component...";
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private string replaceTypeName = "Select a Component...";
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private List<Type> allMonoBehaviourTypes = new List<Type>();
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private bool includeDerivedTypes = true;
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[MenuItem("Tools/Component Search & Replace")]
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public static void ShowWindow()
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@@ -102,6 +103,15 @@ namespace Editor.Tools
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GUILayout.Space(5);
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// Include Derived Types checkbox
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includeDerivedTypes = EditorGUILayout.Toggle(
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new GUIContent("Include Derived Types",
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"When enabled, searches for the selected type and all types that inherit from it. " +
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"When disabled, searches only for the exact type."),
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includeDerivedTypes);
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GUILayout.Space(5);
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EditorGUI.BeginDisabledGroup(selectedSearchType == null);
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if (GUILayout.Button("Search Scene", GUILayout.Height(30)))
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{
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@@ -242,7 +252,20 @@ namespace Editor.Tools
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foreach (var go in allObjects)
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{
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var component = go.GetComponent(selectedSearchType);
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Component component = null;
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if (includeDerivedTypes)
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{
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// Search for the type and all derived types
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component = go.GetComponent(selectedSearchType);
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}
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else
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{
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// Search for exact type only
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var components = go.GetComponents<Component>();
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component = components.FirstOrDefault(c => c != null && c.GetType() == selectedSearchType);
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}
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if (component != null)
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{
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foundComponents.Add(new ComponentInfo
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@@ -256,7 +279,8 @@ namespace Editor.Tools
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foundComponents = foundComponents.OrderBy(c => c.hierarchyPath).ToList();
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Debug.Log($"Found {foundComponents.Count} objects with component type '{selectedSearchType.Name}'");
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string searchMode = includeDerivedTypes ? "including derived types" : "exact type only";
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Debug.Log($"Found {foundComponents.Count} objects with component type '{selectedSearchType.Name}' ({searchMode})");
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Repaint();
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}
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31
Assets/Editor/Tools/DebugSaveIds.cs
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31
Assets/Editor/Tools/DebugSaveIds.cs
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@@ -0,0 +1,31 @@
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using UnityEngine;
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using UnityEditor;
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using Core.Lifecycle;
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namespace Editor.Tools
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{
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/// <summary>
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/// Editor utility to debug SaveIds for all ManagedBehaviours in the scene
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/// </summary>
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public class DebugSaveIds : EditorWindow
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{
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[MenuItem("Tools/Debug/Log All SaveIds")]
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public static void LogAllSaveIds()
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{
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var allManaged = FindObjectsByType<ManagedBehaviour>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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Debug.Log($"=== Found {allManaged.Length} ManagedBehaviours ===");
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foreach (var managed in allManaged)
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{
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if (managed.AutoRegisterForSave)
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{
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Debug.Log($"GameObject: {managed.gameObject.name} | Component: {managed.GetType().Name} | SaveID: {managed.SaveId}");
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}
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}
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Debug.Log("=== End SaveIds ===");
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}
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}
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}
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3
Assets/Editor/Tools/DebugSaveIds.cs.meta
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3
Assets/Editor/Tools/DebugSaveIds.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: a34fbba4efbb4acd85d79a99abf00a08
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timeCreated: 1762358959
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