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
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@@ -2,7 +2,7 @@
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using System.Collections.Generic;
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using UnityEngine;
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using Interactions;
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using Bootstrap;
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using Core.Lifecycle;
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using Core.SaveLoad;
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namespace Core
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@@ -11,7 +11,7 @@ namespace Core
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/// Central registry for pickups and item slots.
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/// Mirrors the singleton pattern used by PuzzleManager.
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/// </summary>
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public class ItemManager : MonoBehaviour
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public class ItemManager : ManagedBehaviour
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{
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private static ItemManager _instance;
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@@ -48,35 +48,32 @@ namespace Core
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// Args: first item data, second item data, result item data
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public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
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void Awake()
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public override int ManagedAwakePriority => 75; // Item registry
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private new void Awake()
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{
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_instance = this;
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base.Awake(); // CRITICAL: Register with LifecycleManager!
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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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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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}
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private void InitializePostBoot()
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protected override void OnManagedAwake()
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{
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// Subscribe to scene load completed so we can clear registrations when scenes change
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SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
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Logging.Debug("[ItemManager] Subscribed to SceneManagerService events");
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Logging.Debug("[ItemManager] Initialized");
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}
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void OnDestroy()
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protected override void OnSceneReady()
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{
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// Unsubscribe from SceneManagerService
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if (SceneManagerService.Instance != null)
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SceneManagerService.Instance.SceneLoadStarted -= OnSceneLoadStarted;
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// Ensure we clean up any subscriptions from registered items when the manager is destroyed
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// Replaces SceneLoadStarted subscription for clearing registrations
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ClearAllRegistrations();
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}
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private void OnSceneLoadStarted(string sceneName)
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protected override void OnDestroy()
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{
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// Clear all registrations when a new scene is loaded, so no stale references persist
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base.OnDestroy();
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// Ensure we clean up any subscriptions from registered items when the manager is destroyed
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ClearAllRegistrations();
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}
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@@ -269,7 +266,7 @@ namespace Core
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// Search through all registered pickups
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foreach (var pickup in _pickups)
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{
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if (pickup is SaveableInteractable saveable && saveable.GetSaveId() == saveId)
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if (pickup is SaveableInteractable saveable && saveable.SaveId == saveId)
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{
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return pickup.gameObject;
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}
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