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:
@@ -1,9 +1,9 @@
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using UnityEngine;
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using System;
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using System.Collections;
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using Core;
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using Pathfinding;
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// TODO: Remove movement based logic
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public class AnneLiseBehaviour : MonoBehaviour
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{
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[SerializeField] public float moveSpeed;
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@@ -1,5 +1,6 @@
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using UnityEngine;
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// TODO: Remove this
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public class LureSpot : MonoBehaviour
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{
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[SerializeField] public GameObject luredBird;
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@@ -2,6 +2,7 @@ using UnityEngine;
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using Pixelplacement;
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using System.Collections;
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using Core;
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using Core.SaveLoad;
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using UnityEngine.Audio;
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public class PicnicBehaviour : MonoBehaviour
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@@ -12,7 +13,7 @@ public class PicnicBehaviour : MonoBehaviour
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public float getFlirtyMin = 1f;
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public float getFlirtyMax = 3f;
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private StateMachine stateMachine;
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private AppleMachine stateMachine;
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private Animator animator;
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[Header("The FakeChocolate to destroy!")]
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@@ -32,7 +33,7 @@ public class PicnicBehaviour : MonoBehaviour
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void Awake()
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{
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stateMachine = GetComponent<StateMachine>();
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stateMachine = GetComponent<AppleMachine>();
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animator = GetComponent<Animator>();
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_audioSource = GetComponent<AppleAudioSource>();
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}
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@@ -97,90 +97,7 @@ AnimationClip:
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attribute: m_Sprite
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path: SoundBirdTakeoff/SoundBirdTakeOffAnim
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path:
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classID: 212
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script: {fileID: 0}
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flags: 2
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@@ -192,16 +109,7 @@ AnimationClip:
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m_ClipBindingConstant:
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genericBindings:
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- serializedVersion: 2
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path: 1707885837
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attribute: 0
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script: {fileID: 0}
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isPPtrCurve: 1
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isIntCurve: 0
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isSerializeReferenceCurve: 0
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- serializedVersion: 2
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path: 0
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typeID: 212
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@@ -248,44 +156,6 @@ AnimationClip:
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m_AnimationClipSettings:
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serializedVersion: 2
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m_AdditiveReferencePoseClip: {fileID: 0}
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@@ -1,4 +1,5 @@
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using Core;
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using Core.SaveLoad;
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using Pixelplacement;
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using UnityEngine;
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@@ -8,7 +9,7 @@ public class SoundGenerator : MonoBehaviour
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[SerializeField] private Sprite exitSprite;
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[SerializeField] private AudioClip enterSound;
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[SerializeField] private AppleAudioSource audioSource;
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[SerializeField] private StateMachine soundBirdSMRef;
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[SerializeField] private AppleMachine soundBirdSMRef;
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[SerializeField] private soundBird_CanFly soundbirdHearingCheck;
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private bool playerInside = false;
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@@ -37,7 +38,7 @@ public class SoundGenerator : MonoBehaviour
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{
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audioSource.audioSource.PlayOneShot(enterSound);
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}
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if (soundBirdSMRef != null && soundBirdSMRef.currentState.name == "SoundBird" && soundbirdHearingCheck.canFly == true)
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if (soundBirdSMRef != null && soundBirdSMRef.currentState.name.ToLower().Contains("soundbird_slot") && soundbirdHearingCheck.canFly == true)
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{
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soundBirdSMRef.ChangeState("SoundBirdTakeoff");
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@@ -1,6 +1,7 @@
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using UnityEngine;
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using Unity.Cinemachine;
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using System.Collections;
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using Core.SaveLoad;
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using Pixelplacement;
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public class cameraSwitcher : MonoBehaviour
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@@ -12,7 +13,7 @@ public class cameraSwitcher : MonoBehaviour
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[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
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[SerializeField] private soundBird_FlyingBehaviour flyingBehaviour;
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[SerializeField] private soundBird_TakeOffBehaviour takeOffBehaviour; // New reference
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[SerializeField] private StateMachine birdStateMachine;
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[SerializeField] private AppleMachine birdStateMachine;
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private int playerInsideCount = 0;
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private Coroutine zoomCoroutine;
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@@ -32,6 +33,9 @@ public class cameraSwitcher : MonoBehaviour
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private void OnTriggerExit2D(Collider2D other)
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{
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if (!gameObject.activeInHierarchy)
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return;
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if (other.CompareTag("Player"))
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{
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playerInsideCount--;
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@@ -1,23 +1,51 @@
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using UnityEngine;
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using Core.Lifecycle;
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public class soundBird_CanFly : MonoBehaviour
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[System.Serializable]
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public class SoundBirdSaveData
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{
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public bool canFly;
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}
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public class soundBird_CanFly : ManagedBehaviour
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{
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public bool canFly = true;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Enable save/load participation
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public override bool AutoRegisterForSave => true;
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public void birdCanHear(bool canhear)
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{
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if (canhear)
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canFly = canhear;
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}
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#region Save/Load Implementation
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||||
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protected override string OnSceneSaveRequested()
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{
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var saveData = new SoundBirdSaveData
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||||
{
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||||
canFly = true;
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||||
canFly = this.canFly
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};
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||||
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||||
return JsonUtility.ToJson(saveData);
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||||
}
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||||
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||||
protected override void OnSceneRestoreRequested(string serializedData)
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||||
{
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if (string.IsNullOrEmpty(serializedData))
|
||||
{
|
||||
Debug.LogWarning($"[soundBird_CanFly] No save data to restore for {gameObject.name}");
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||||
return;
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||||
}
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||||
else
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||||
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||||
var saveData = JsonUtility.FromJson<SoundBirdSaveData>(serializedData);
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||||
if (saveData != null)
|
||||
{
|
||||
canFly = false;
|
||||
canFly = saveData.canFly;
|
||||
Debug.Log($"[soundBird_CanFly] Restored canFly state: {canFly}");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Core.SaveLoad;
|
||||
using Pixelplacement;
|
||||
using Pixelplacement.TweenSystem;
|
||||
using UnityEngine;
|
||||
@@ -10,7 +11,7 @@ public class soundBird_FlyingBehaviour : MonoBehaviour
|
||||
public float flightDelay;
|
||||
public float cooldownTime;
|
||||
|
||||
private StateMachine stateMachine;
|
||||
private AppleMachine stateMachine;
|
||||
private Animator animator;
|
||||
private TweenBase objectTween;
|
||||
//private Coroutine cooldownCoroutine;
|
||||
@@ -21,7 +22,7 @@ public class soundBird_FlyingBehaviour : MonoBehaviour
|
||||
|
||||
void Awake()
|
||||
{
|
||||
stateMachine = GetComponentInParent<StateMachine>();
|
||||
stateMachine = GetComponentInParent<AppleMachine>();
|
||||
animator = GetComponentInParent<Animator>();
|
||||
}
|
||||
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Core.SaveLoad;
|
||||
using Pixelplacement;
|
||||
using Pixelplacement.TweenSystem;
|
||||
using UnityEngine;
|
||||
@@ -9,7 +10,7 @@ public class soundBird_LandingBehaviour1 : MonoBehaviour
|
||||
public float flightDuration;
|
||||
public float flightDelay;
|
||||
public soundBird_FlyingBehaviour flyingBehaviour;
|
||||
private StateMachine stateMachine;
|
||||
private AppleMachine stateMachine;
|
||||
private Animator animator;
|
||||
private TweenBase objectTween;
|
||||
|
||||
@@ -18,7 +19,7 @@ public class soundBird_LandingBehaviour1 : MonoBehaviour
|
||||
|
||||
void Awake()
|
||||
{
|
||||
stateMachine = GetComponentInParent<StateMachine>();
|
||||
stateMachine = GetComponentInParent<AppleMachine>();
|
||||
animator = GetComponentInParent<Animator>();
|
||||
}
|
||||
|
||||
@@ -52,7 +53,7 @@ public class soundBird_LandingBehaviour1 : MonoBehaviour
|
||||
if (stateMachine != null)
|
||||
{
|
||||
animator.SetBool("isScared", false);
|
||||
stateMachine.ChangeState("SoundBird"); // Change to the desired state name
|
||||
stateMachine.ChangeState(0); // Change to the desired state name
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Core.SaveLoad;
|
||||
using Pixelplacement;
|
||||
using Pixelplacement.TweenSystem;
|
||||
using UnityEngine;
|
||||
@@ -9,7 +10,7 @@ public class soundBird_TakeOffBehaviour : MonoBehaviour
|
||||
public Transform SoundBirdObject;
|
||||
public float flightDuration;
|
||||
public float flightDelay;
|
||||
private StateMachine stateMachine;
|
||||
private AppleMachine stateMachine;
|
||||
private Animator animator;
|
||||
private TweenBase objectTween;
|
||||
public soundBird_FlyingBehaviour flyingBehaviour;
|
||||
@@ -18,7 +19,7 @@ public class soundBird_TakeOffBehaviour : MonoBehaviour
|
||||
|
||||
void Awake()
|
||||
{
|
||||
stateMachine = GetComponentInParent<StateMachine>();
|
||||
stateMachine = GetComponentInParent<AppleMachine>();
|
||||
animator = GetComponentInParent<Animator>();
|
||||
}
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
|
||||
Reference in New Issue
Block a user