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:
@@ -2,7 +2,7 @@
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using System.Collections.Generic;
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using AppleHills.Core.Interfaces;
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using AppleHills.Core.Settings;
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using Bootstrap;
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using Core.Lifecycle;
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using Core.Settings;
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using Input;
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using UnityEngine;
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@@ -12,7 +12,7 @@ namespace Core
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/// <summary>
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/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
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/// </summary>
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public class GameManager : MonoBehaviour
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public class GameManager : ManagedBehaviour
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{
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// Singleton implementation
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private static GameManager _instance;
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@@ -34,33 +34,33 @@ namespace Core
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public event Action OnGamePaused;
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public event Action OnGameResumed;
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void Awake()
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// ManagedBehaviour configuration
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public override int ManagedAwakePriority => 10; // Core infrastructure - runs early
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private new void Awake()
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{
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base.Awake(); // CRITICAL: Register with LifecycleManager!
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// Set instance immediately so it's available before OnManagedAwake() is called
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_instance = this;
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// Create settings providers if it doesn't exist
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// Create settings providers - must happen in Awake so other managers can access settings in their ManagedAwake
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SettingsProvider.Instance.gameObject.name = "Settings Provider";
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DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
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// Load all settings synchronously during Awake
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// Load all settings synchronously - critical infrastructure for other managers
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InitializeSettings();
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InitializeDeveloperSettings();
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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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// DontDestroyOnLoad(gameObject);
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}
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private void Start()
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{
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// Load verbosity settings early
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_settingsLogVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().settingsLogVerbosity;
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_managerLogVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().gameManagerLogVerbosity;
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}
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private void InitializePostBoot()
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protected override void OnManagedAwake()
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{
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// For post-boot correct initialization order
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// Settings are already initialized in Awake()
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// This is available for future initialization that depends on other managers
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}
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/// <summary>
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