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:
2025-11-07 15:38:31 +00:00
parent dfa42b2296
commit e27bb7bfb6
93 changed files with 7900 additions and 4347 deletions

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namespace Core.Lifecycle
{
/// <summary>
/// Defines the different lifecycle phases that can be broadcast by the LifecycleManager.
/// All ManagedBehaviours participate in all lifecycle phases by default.
/// </summary>
public enum LifecyclePhase
{
/// <summary>
/// Called once per component after bootstrap completes.
/// Guaranteed to be called after all bootstrap resources are loaded.
/// For late-registered components, called immediately upon registration.
/// </summary>
ManagedAwake,
/// <summary>
/// Called before a scene is unloaded.
/// Only called for components in the scene being unloaded.
/// </summary>
SceneUnloading,
/// <summary>
/// Called after a scene has finished loading.
/// Only called for components in the scene being loaded.
/// </summary>
SceneReady,
/// <summary>
/// Called before scene unloads to save data via SaveLoadManager.
/// Integrates with existing SaveLoadManager save system.
/// </summary>
SaveRequested,
/// <summary>
/// Called after scene loads to restore data via SaveLoadManager.
/// Integrates with existing SaveLoadManager restore system.
/// </summary>
RestoreRequested,
/// <summary>
/// Called during OnDestroy before component is destroyed.
/// Use for custom cleanup logic.
/// Most cleanup is automatic (managed events, auto-registrations).
/// </summary>
ManagedDestroy
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace Core.Lifecycle
{
/// <summary>
/// Central orchestrator for ManagedBehaviour lifecycle events.
/// Singleton that broadcasts lifecycle events in priority-ordered manner.
/// </summary>
public class LifecycleManager : MonoBehaviour
{
#region Singleton
private static LifecycleManager _instance;
/// <summary>
/// Singleton instance of the LifecycleManager.
/// Created by CustomBoot.Initialise() before bootstrap begins.
/// </summary>
public static LifecycleManager Instance => _instance;
/// <summary>
/// Create LifecycleManager instance. Called by CustomBoot.Initialise() before bootstrap begins.
/// </summary>
public static void CreateInstance()
{
if (_instance != null)
{
Debug.LogWarning("[LifecycleManager] Instance already exists");
return;
}
var go = new GameObject("LifecycleManager");
_instance = go.AddComponent<LifecycleManager>();
DontDestroyOnLoad(go);
Debug.Log("[LifecycleManager] Instance created");
}
#endregion
#region Lifecycle Lists
private List<ManagedBehaviour> managedAwakeList = new List<ManagedBehaviour>();
private List<ManagedBehaviour> sceneUnloadingList = new List<ManagedBehaviour>();
private List<ManagedBehaviour> sceneReadyList = new List<ManagedBehaviour>();
private List<ManagedBehaviour> saveRequestedList = new List<ManagedBehaviour>();
private List<ManagedBehaviour> restoreRequestedList = new List<ManagedBehaviour>();
private List<ManagedBehaviour> destroyList = new List<ManagedBehaviour>();
#endregion
#region Tracking Dictionaries
private Dictionary<ManagedBehaviour, string> componentScenes = new Dictionary<ManagedBehaviour, string>();
#endregion
#region State Flags
private bool isBootComplete = false;
private string currentSceneReady = "";
// Scene loading state tracking
private bool isLoadingScene = false;
private string sceneBeingLoaded = "";
private List<ManagedBehaviour> pendingSceneComponents = new List<ManagedBehaviour>();
[SerializeField] private bool enableDebugLogging = true;
#endregion
#region Unity Lifecycle
void Awake()
{
// Instance should already be set by CreateInstance() called from CustomBoot
// This Awake is backup in case LifecycleManager was manually added to a scene
if (_instance == null)
{
_instance = this;
DontDestroyOnLoad(gameObject);
LogDebug("LifecycleManager initialized via Awake (fallback)");
}
else if (_instance != this)
{
Debug.LogWarning("[LifecycleManager] Duplicate instance detected. Destroying.");
Destroy(gameObject);
}
}
void OnDestroy()
{
if (_instance == this)
{
_instance = null;
}
}
#endregion
#region Registration
/// <summary>
/// Register a ManagedBehaviour with the lifecycle system.
/// Called automatically from ManagedBehaviour.Awake().
/// All components participate in all lifecycle hooks.
/// </summary>
public void Register(ManagedBehaviour component)
{
if (component == null)
{
Debug.LogWarning("[LifecycleManager] Attempted to register null component");
return;
}
var sceneName = component.gameObject.scene.name;
// Track which scene this component belongs to
componentScenes[component] = sceneName;
// ALWAYS add to managedAwakeList - this is the master list used for save/load
InsertSorted(managedAwakeList, component, component.ManagedAwakePriority);
// Handle ManagedAwake timing based on boot state
if (isBootComplete)
{
// Check if we're currently loading a scene
if (isLoadingScene && sceneName == sceneBeingLoaded)
{
// Batch this component - will be processed in priority order when scene load completes
pendingSceneComponents.Add(component);
LogDebug($"Batched component for scene load: {component.gameObject.name} (Scene: {sceneName})");
}
else
{
// Truly late registration (component enabled after scene is ready)
// Call OnManagedAwake immediately since boot already completed
LogDebug($"Late registration: Calling OnManagedAwake immediately for {component.gameObject.name}");
try
{
component.InvokeManagedAwake();
HandleAutoRegistrations(component);
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
}
}
}
// If boot not complete, component stays in list and will be processed by BroadcastManagedAwake()
// Register for all scene lifecycle hooks
InsertSorted(sceneUnloadingList, component, component.SceneUnloadingPriority);
InsertSorted(sceneReadyList, component, component.SceneReadyPriority);
InsertSorted(saveRequestedList, component, component.SavePriority);
InsertSorted(restoreRequestedList, component, component.RestorePriority);
InsertSorted(destroyList, component, component.DestroyPriority);
// If this scene is already ready (and we're not in loading mode), call OnSceneReady immediately
if (!isLoadingScene && currentSceneReady == sceneName)
{
LogDebug($"Late registration: Calling OnSceneReady immediately for {component.gameObject.name}");
try
{
component.InvokeSceneReady();
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnSceneReady for {component.gameObject.name}: {ex}");
}
}
LogDebug($"Registered {component.gameObject.name} (Scene: {sceneName})");
}
/// <summary>
/// Unregister a ManagedBehaviour from the lifecycle system.
/// Called automatically from ManagedBehaviour.OnDestroy().
/// </summary>
public void Unregister(ManagedBehaviour component)
{
if (component == null)
return;
managedAwakeList.Remove(component);
sceneUnloadingList.Remove(component);
sceneReadyList.Remove(component);
saveRequestedList.Remove(component);
restoreRequestedList.Remove(component);
destroyList.Remove(component);
componentScenes.Remove(component);
LogDebug($"Unregistered {component.gameObject.name}");
}
#endregion
#region Broadcast Methods
/// <summary>
/// Called by CustomBoot when boot completes.
/// Broadcasts ManagedAwake to all registered components.
/// </summary>
public void OnBootCompletionTriggered()
{
if (isBootComplete)
return;
LogDebug("=== Boot Completion Triggered ===");
BroadcastManagedAwake();
isBootComplete = true;
}
/// <summary>
/// Broadcast OnManagedAwake to all registered components (priority ordered).
/// </summary>
private void BroadcastManagedAwake()
{
LogDebug($"Broadcasting ManagedAwake to {managedAwakeList.Count} components");
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null) continue;
try
{
component.InvokeManagedAwake();
HandleAutoRegistrations(component);
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
}
}
// NOTE: We do NOT clear managedAwakeList here!
// This list is reused for save/load broadcasts and must persist for the lifetime of the game.
// Components are added during registration and removed during Unregister (OnDestroy).
}
/// <summary>
/// Begins scene loading mode for the specified scene.
/// Components that register during this time will be batched and processed in priority order.
/// Call this BEFORE starting to load a scene.
/// </summary>
public void BeginSceneLoad(string sceneName)
{
isLoadingScene = true;
sceneBeingLoaded = sceneName;
pendingSceneComponents.Clear();
LogDebug($"Began scene loading mode for: {sceneName}");
}
/// <summary>
/// Processes all batched components from the scene load in priority order.
/// Called automatically by BroadcastSceneReady.
/// </summary>
private void ProcessBatchedSceneComponents()
{
if (pendingSceneComponents.Count == 0)
{
isLoadingScene = false;
sceneBeingLoaded = "";
return;
}
LogDebug($"Processing {pendingSceneComponents.Count} batched components for scene: {sceneBeingLoaded}");
// Sort by ManagedAwake priority (lower values first)
pendingSceneComponents.Sort((a, b) => a.ManagedAwakePriority.CompareTo(b.ManagedAwakePriority));
// Call OnManagedAwake in priority order
foreach (var component in pendingSceneComponents)
{
if (component == null) continue;
try
{
component.InvokeManagedAwake();
HandleAutoRegistrations(component);
LogDebug($"Processed batched component: {component.gameObject.name} (Priority: {component.ManagedAwakePriority})");
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for batched component {component.gameObject.name}: {ex}");
}
}
// Clear state
pendingSceneComponents.Clear();
isLoadingScene = false;
sceneBeingLoaded = "";
}
/// <summary>
/// Broadcast OnSceneUnloading to components in the specified scene (reverse priority order).
/// </summary>
public void BroadcastSceneUnloading(string sceneName)
{
LogDebug($"Broadcasting SceneUnloading for scene: {sceneName}");
// Iterate backwards (high priority → low priority)
for (int i = sceneUnloadingList.Count - 1; i >= 0; i--)
{
var component = sceneUnloadingList[i];
if (component == null) continue;
if (componentScenes.TryGetValue(component, out string compScene) && compScene == sceneName)
{
try
{
component.InvokeSceneUnloading();
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnSceneUnloading for {component.gameObject.name}: {ex}");
}
}
}
}
/// <summary>
/// Broadcast OnSceneReady to components in the specified scene (priority order).
/// If scene loading mode is active, processes batched components first.
/// </summary>
public void BroadcastSceneReady(string sceneName)
{
LogDebug($"Broadcasting SceneReady for scene: {sceneName}");
currentSceneReady = sceneName;
// If we were in scene loading mode for this scene, process batched components first
if (isLoadingScene && sceneBeingLoaded == sceneName)
{
ProcessBatchedSceneComponents();
}
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(sceneReadyList);
foreach (var component in componentsCopy)
{
if (component == null) continue;
if (componentScenes.TryGetValue(component, out string compScene) && compScene == sceneName)
{
try
{
component.InvokeSceneReady();
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnSceneReady for {component.gameObject.name}: {ex}");
}
}
}
}
/// <summary>
/// Broadcasts scene save request to all registered components that opt-in.
/// Collects and returns serialized data from components that return non-null values.
/// Called by SaveLoadManager during scene transitions.
/// </summary>
public Dictionary<string, string> BroadcastSceneSaveRequested()
{
var saveData = new Dictionary<string, string>();
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null || !component.AutoRegisterForSave) continue;
try
{
string serializedData = component.InvokeSceneSaveRequested();
if (!string.IsNullOrEmpty(serializedData))
{
string saveId = component.SaveId;
saveData[saveId] = serializedData;
LogDebug($"Collected scene save data from: {saveId} (Type: {component.GetType().Name})");
}
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Exception during scene save for {component.SaveId}: {ex}");
}
}
LogDebug($"Collected scene save data from {saveData.Count} components");
return saveData;
}
/// <summary>
/// Broadcasts global save request to all registered components that opt-in.
/// Collects and returns serialized data from components that return non-null values.
/// Called by SaveLoadManager when writing save file to disk (quit, manual save).
/// </summary>
public Dictionary<string, string> BroadcastGlobalSaveRequested()
{
var saveData = new Dictionary<string, string>();
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null || !component.AutoRegisterForSave) continue;
try
{
string serializedData = component.InvokeGlobalSaveRequested();
if (!string.IsNullOrEmpty(serializedData))
{
saveData[component.SaveId] = serializedData;
LogDebug($"Collected global save data from: {component.SaveId}");
}
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Exception during global save for {component.SaveId}: {ex}");
}
}
LogDebug($"Collected global save data from {saveData.Count} components");
return saveData;
}
/// <summary>
/// Broadcasts scene restore request to all registered components that opt-in.
/// Distributes serialized data to matching components by SaveId.
/// Called by SaveLoadManager during scene load.
/// </summary>
public void BroadcastSceneRestoreRequested(Dictionary<string, string> saveData)
{
if (saveData == null) return;
int restoredCount = 0;
// Create a copy to avoid collection modification during iteration
// (components might destroy themselves during restoration)
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null || !component.AutoRegisterForSave) continue;
if (saveData.TryGetValue(component.SaveId, out string serializedData))
{
try
{
component.InvokeSceneRestoreRequested(serializedData);
restoredCount++;
LogDebug($"Restored scene data to: {component.SaveId}");
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Exception during scene restore for {component.SaveId}: {ex}");
}
}
}
LogDebug($"Restored scene data to {restoredCount} components");
}
/// <summary>
/// Broadcasts global restore request to all registered components that opt-in.
/// Distributes serialized data to matching components by SaveId.
/// Called by SaveLoadManager during initial boot load.
/// </summary>
public void BroadcastGlobalRestoreRequested(Dictionary<string, string> saveData)
{
if (saveData == null) return;
int restoredCount = 0;
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null || !component.AutoRegisterForSave) continue;
if (saveData.TryGetValue(component.SaveId, out string serializedData))
{
try
{
component.InvokeGlobalRestoreRequested(serializedData);
restoredCount++;
LogDebug($"Restored global data to: {component.SaveId}");
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Exception during global restore for {component.SaveId}: {ex}");
}
}
}
LogDebug($"Restored global data to {restoredCount} components");
}
/// <summary>
/// Broadcasts global load completed event to all registered components that opt-in.
/// Called ONCE after save file is successfully loaded on game boot.
/// NOT called during scene transitions.
/// </summary>
public void BroadcastGlobalLoadCompleted()
{
LogDebug("Broadcasting GlobalLoadCompleted");
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null || !component.AutoRegisterForSave) continue;
try
{
component.InvokeGlobalLoadCompleted();
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Exception during global load for {component.name}: {ex}");
}
}
}
/// <summary>
/// Broadcasts global save started event to all registered components that opt-in.
/// Called ONCE before save file is written to disk.
/// NOT called during scene transitions.
/// </summary>
public void BroadcastGlobalSaveStarted()
{
LogDebug("Broadcasting GlobalSaveStarted");
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null || !component.AutoRegisterForSave) continue;
try
{
component.InvokeGlobalSaveStarted();
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Exception during global save for {component.name}: {ex}");
}
}
}
#endregion
#region Auto-Registration
/// <summary>
/// Handle automatic registration with GameManager.
/// </summary>
private void HandleAutoRegistrations(ManagedBehaviour component)
{
// Auto-register IPausable
if (component.AutoRegisterPausable && component is AppleHills.Core.Interfaces.IPausable pausable)
{
if (GameManager.Instance != null)
{
GameManager.Instance.RegisterPausableComponent(pausable);
LogDebug($"Auto-registered IPausable: {component.gameObject.name}");
}
}
}
#endregion
#region Helper Methods
/// <summary>
/// Insert component into list maintaining sorted order by priority.
/// Uses binary search for efficient insertion.
/// </summary>
private void InsertSorted(List<ManagedBehaviour> list, ManagedBehaviour component, int priority)
{
// Simple linear insertion for now (can optimize with binary search later if needed)
int index = 0;
for (int i = 0; i < list.Count; i++)
{
int existingPriority = GetPriorityForList(list[i], list);
if (priority < existingPriority)
{
index = i;
break;
}
index = i + 1;
}
list.Insert(index, component);
}
/// <summary>
/// Get the priority value for a component based on which list it's in.
/// </summary>
private int GetPriorityForList(ManagedBehaviour component, List<ManagedBehaviour> list)
{
if (list == managedAwakeList) return component.ManagedAwakePriority;
if (list == sceneUnloadingList) return component.SceneUnloadingPriority;
if (list == sceneReadyList) return component.SceneReadyPriority;
if (list == saveRequestedList) return component.SavePriority;
if (list == restoreRequestedList) return component.RestorePriority;
if (list == destroyList) return component.DestroyPriority;
return 100;
}
/// <summary>
/// Log debug message if debug logging is enabled.
/// </summary>
private void LogDebug(string message)
{
if (enableDebugLogging)
{
Debug.Log($"[LifecycleManager] {message}");
}
}
#endregion
}
}

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using System;
using UnityEngine;
namespace Core.Lifecycle
{
/// <summary>
/// Base class for all managed behaviours with deterministic lifecycle hooks.
/// Automatically registers with LifecycleManager and provides ordered lifecycle callbacks.
/// </summary>
public abstract class ManagedBehaviour : MonoBehaviour
{
#region Priority Properties
/// <summary>
/// Priority for OnManagedAwake (lower values execute first).
/// Default: 100
/// </summary>
public virtual int ManagedAwakePriority => 100;
/// <summary>
/// Priority for OnSceneUnloading (executed in reverse: higher values execute first).
/// Default: 100
/// </summary>
public virtual int SceneUnloadingPriority => 100;
/// <summary>
/// Priority for OnSceneReady (lower values execute first).
/// Default: 100
/// </summary>
public virtual int SceneReadyPriority => 100;
/// <summary>
/// Priority for OnSaveRequested (executed in reverse: higher values execute first).
/// Default: 100
/// </summary>
public virtual int SavePriority => 100;
/// <summary>
/// Priority for OnRestoreRequested (lower values execute first).
/// Default: 100
/// </summary>
public virtual int RestorePriority => 100;
/// <summary>
/// Priority for OnManagedDestroy (executed in reverse: higher values execute first).
/// Default: 100
/// </summary>
public virtual int DestroyPriority => 100;
#endregion
#region Configuration Properties
/// <summary>
/// If true and component implements IPausable, automatically registers with GameManager.
/// Default: false
/// </summary>
public virtual bool AutoRegisterPausable => false;
/// <summary>
/// If true, this component participates in the save/load system.
/// Components should override OnSaveRequested() and OnRestoreRequested().
/// Default: false
/// </summary>
public virtual bool AutoRegisterForSave => false;
/// <summary>
/// Unique identifier for this component in the save system.
/// Default: "SceneName/GameObjectName/ComponentType"
/// Override ONLY for special cases (e.g., singletons like "PlayerController", or custom IDs).
/// </summary>
public virtual string SaveId
{
get
{
string sceneName = gameObject.scene.IsValid() ? gameObject.scene.name : "UnknownScene";
string componentType = GetType().Name;
return $"{sceneName}/{gameObject.name}/{componentType}";
}
}
#endregion
#region Public Accessors (for LifecycleManager)
// Public wrappers to invoke protected lifecycle methods
public void InvokeManagedAwake() => OnManagedAwake();
public void InvokeSceneUnloading() => OnSceneUnloading();
public void InvokeSceneReady() => OnSceneReady();
public string InvokeSceneSaveRequested() => OnSceneSaveRequested();
public void InvokeSceneRestoreRequested(string data) => OnSceneRestoreRequested(data);
public string InvokeGlobalSaveRequested() => OnGlobalSaveRequested();
public void InvokeGlobalRestoreRequested(string data) => OnGlobalRestoreRequested(data);
public void InvokeManagedDestroy() => OnManagedDestroy();
public void InvokeGlobalLoadCompleted() => OnGlobalLoadCompleted();
public void InvokeGlobalSaveStarted() => OnGlobalSaveStarted();
#endregion
#region Private Fields
private bool _isRegistered;
#endregion
#region Unity Lifecycle
/// <summary>
/// Unity Awake - automatically registers with LifecycleManager.
/// IMPORTANT: Derived classes that override Awake MUST call base.Awake()
/// </summary>
protected virtual void Awake()
{
if (LifecycleManager.Instance != null)
{
LifecycleManager.Instance.Register(this);
_isRegistered = true;
}
else
{
Debug.LogWarning($"[ManagedBehaviour] LifecycleManager not found for {gameObject.name}. Component will not receive lifecycle callbacks.");
}
}
/// <summary>
/// Unity OnDestroy - automatically unregisters and cleans up.
/// IMPORTANT: Derived classes that override OnDestroy MUST call base.OnDestroy()
/// </summary>
protected virtual void OnDestroy()
{
if (!_isRegistered)
return;
// Unregister from LifecycleManager
if (LifecycleManager.Instance != null)
{
LifecycleManager.Instance.Unregister(this);
}
// Auto-unregister from GameManager if auto-registered
if (AutoRegisterPausable && this is AppleHills.Core.Interfaces.IPausable pausable)
{
GameManager.Instance?.UnregisterPausableComponent(pausable);
}
_isRegistered = false;
}
#endregion
#region Managed Lifecycle Hooks
/// <summary>
/// Called once per component after bootstrap completes.
/// GUARANTEE: Bootstrap resources are available, all managers are initialized.
/// For boot-time components: Called during LifecycleManager.BroadcastManagedAwake (priority ordered).
/// For late-registered components: Called immediately upon registration (bootstrap already complete).
/// Replaces the old Awake + InitializePostBoot pattern.
/// </summary>
protected virtual void OnManagedAwake()
{
// Override in derived classes
}
/// <summary>
/// Called before the scene this component belongs to is unloaded.
/// Called in REVERSE priority order (higher values execute first).
/// Use for scene-specific cleanup.
/// </summary>
protected virtual void OnSceneUnloading()
{
// Override in derived classes
}
/// <summary>
/// Called after the scene this component belongs to has finished loading.
/// Called in priority order (lower values execute first).
/// Use for scene-specific initialization.
/// </summary>
protected virtual void OnSceneReady()
{
// Override in derived classes
}
/// <summary>
/// Called during scene transitions to save scene-specific state.
/// Return serialized data (e.g., JsonUtility.ToJson(myData)).
/// Return null if component has no scene-specific state to save.
///
/// TIMING:
/// - Called BEFORE scene unload during scene transitions
/// - Frequency: Every scene transition
/// - Use for: Level progress, object positions, puzzle states
/// </summary>
protected virtual string OnSceneSaveRequested()
{
return null; // Default: no data to save
}
/// <summary>
/// Called during scene transitions to restore scene-specific state.
/// Receives previously serialized data (from OnSceneSaveRequested).
///
/// TIMING:
/// - Called AFTER scene load, during OnSceneReady phase
/// - Frequency: Every scene transition
/// - Use for: Restoring level progress, object positions, puzzle states
/// </summary>
protected virtual void OnSceneRestoreRequested(string serializedData)
{
// Default: no-op
}
/// <summary>
/// Called once on game boot to restore global persistent state.
/// Receives data that was saved via OnGlobalSaveRequested.
///
/// TIMING:
/// - Called ONCE on game boot after save file is read
/// - NOT called during scene transitions
/// - Use for: Player inventory, unlocked features, card collections
/// </summary>
protected virtual void OnGlobalRestoreRequested(string serializedData)
{
// Default: no-op
}
/// <summary>
/// Called once before game save file is written to disk.
/// Return serialized data for global persistent state.
/// Return null if component has no global state to save.
///
/// TIMING:
/// - Called ONCE before save file is written (on quit, manual save, etc.)
/// - NOT called during scene transitions
/// - Use for: Player inventory, unlocked features, card collections
/// </summary>
protected virtual string OnGlobalSaveRequested()
{
return null; // Default: no data to save
}
/// <summary>
/// Called once when game save data is initially loaded from disk.
/// Use for global managers that need to react to load completion.
/// Does NOT receive data - use OnGlobalRestoreRequested for that.
///
/// TIMING:
/// - Called ONCE on game boot after all restore operations complete
/// - NOT called during scene transitions
/// - Use for: Triggering UI updates, broadcasting load events
/// </summary>
protected virtual void OnGlobalLoadCompleted()
{
// Default: no-op
}
/// <summary>
/// Called once before save file is written to disk.
/// Use for global managers that need to perform cleanup before save.
/// Does NOT return data - use OnGlobalSaveRequested for that.
///
/// TIMING:
/// - Called ONCE before save file is written
/// - NOT called during scene transitions
/// - Use for: Final validation, cleanup operations
/// </summary>
protected virtual void OnGlobalSaveStarted()
{
// Default: no-op
}
/// <summary>
/// Called during OnDestroy before component is destroyed.
/// Called in REVERSE priority order (higher values execute first).
/// NOTE: Most cleanup is automatic (managed events, auto-registrations).
/// Only override if you need custom cleanup logic.
/// </summary>
protected virtual void OnManagedDestroy()
{
// Override in derived classes
}
#endregion
}
}

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