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 System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using AppleHills.Data.CardSystem;
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using Bootstrap;
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using Core;
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using Core.Lifecycle;
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using Core.SaveLoad;
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using UnityEngine;
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@@ -11,14 +11,19 @@ namespace Data.CardSystem
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{
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/// <summary>
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/// Manages the player's card collection, booster packs, and related operations.
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/// Uses a singleton pattern for global access.
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/// Implements ISaveParticipant to integrate with the save/load system.
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/// Manages the card collection system for the game.
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/// Handles unlocking cards, tracking collections, and integrating with the save/load system.
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/// </summary>
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public class CardSystemManager : MonoBehaviour, ISaveParticipant
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public class CardSystemManager : ManagedBehaviour
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{
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private static CardSystemManager _instance;
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public static CardSystemManager Instance => _instance;
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// Save system configuration
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public override bool AutoRegisterForSave => true;
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public override string SaveId => "CardSystemManager";
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[Header("Card Collection")]
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[SerializeField] private List<CardDefinition> availableCards = new List<CardDefinition>();
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@@ -30,7 +35,8 @@ namespace Data.CardSystem
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private HashSet<string> _placedInAlbumCardIds = new HashSet<string>();
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// Dictionary to quickly look up card definitions by ID
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private Dictionary<string, CardDefinition> _definitionLookup = new Dictionary<string, CardDefinition>();
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private Dictionary<string, CardDefinition> _definitionLookup;
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private bool _lookupInitialized = false;
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// Event callbacks using System.Action
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public event Action<List<CardData>> OnBoosterOpened;
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@@ -40,20 +46,22 @@ namespace Data.CardSystem
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public event Action<CardData> OnPendingCardAdded;
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public event Action<CardData> OnCardPlacedInAlbum;
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private void Awake()
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public override int ManagedAwakePriority => 60; // Data systems
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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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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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}
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private void InitializePostBoot()
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{
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// Load card definitions from Addressables, then register with save system
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LoadCardDefinitionsFromAddressables();
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Logging.Debug("[CardSystemManager] Post-boot initialization complete");
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}
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protected override void OnManagedAwake()
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{
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Logging.Debug("[CardSystemManager] Initialized");
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}
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/// <summary>
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@@ -88,17 +96,6 @@ namespace Data.CardSystem
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BuildDefinitionLookup();
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Logging.Debug($"[CardSystemManager] Loaded {availableCards.Count} card definitions from Addressables");
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// NOW register with save/load system (definitions are ready for state restoration)
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if (SaveLoadManager.Instance != null)
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{
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SaveLoadManager.Instance.RegisterParticipant(this);
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Logging.Debug("[CardSystemManager] Registered with SaveLoadManager after definitions loaded");
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}
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else
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{
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Logging.Warning("[CardSystemManager] SaveLoadManager not available for registration");
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}
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}
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else
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{
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@@ -106,20 +103,17 @@ namespace Data.CardSystem
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}
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}
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private void OnDestroy()
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{
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// Unregister from save/load system
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if (SaveLoadManager.Instance != null)
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{
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SaveLoadManager.Instance.UnregisterParticipant(GetSaveId());
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}
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}
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/// <summary>
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/// Builds a lookup dictionary for quick access to card definitions by ID
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/// </summary>
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private void BuildDefinitionLookup()
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{
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if (_definitionLookup == null)
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{
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_definitionLookup = new Dictionary<string, CardDefinition>();
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}
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_definitionLookup.Clear();
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foreach (var cardDef in availableCards)
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@@ -139,6 +133,8 @@ namespace Data.CardSystem
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cardData.SetDefinition(def);
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}
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}
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_lookupInitialized = true;
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}
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/// <summary>
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@@ -647,10 +643,16 @@ namespace Data.CardSystem
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/// <summary>
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/// Apply a previously saved snapshot to the runtime inventory
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/// </summary>
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public void ApplyCardCollectionState(CardCollectionState state)
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public async void ApplyCardCollectionState(CardCollectionState state)
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{
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if (state == null) return;
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// Wait for lookup to be initialized before loading
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while (!_lookupInitialized)
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{
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await System.Threading.Tasks.Task.Yield();
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}
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playerInventory.ClearAllCards();
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_pendingRevealCards.Clear();
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_placedInAlbumCardIds.Clear();
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@@ -701,42 +703,19 @@ namespace Data.CardSystem
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}
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}
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#region ISaveParticipant Implementation
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#region Save/Load Lifecycle Hooks
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private bool hasBeenRestored;
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/// <summary>
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/// Returns true if this participant has already had its state restored.
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/// </summary>
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public bool HasBeenRestored => hasBeenRestored;
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/// <summary>
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/// Returns the unique save ID for the CardSystemManager.
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/// Since this is a singleton global system, the ID is constant.
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/// </summary>
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public string GetSaveId()
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{
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return "CardSystemManager";
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}
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/// <summary>
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/// Serializes the current card collection state to JSON.
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/// </summary>
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public string SerializeState()
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protected override string OnGlobalSaveRequested()
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{
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var state = ExportCardCollectionState();
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return JsonUtility.ToJson(state);
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}
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/// <summary>
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/// Restores the card collection state from serialized JSON data.
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/// </summary>
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public void RestoreState(string serializedData)
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protected override void OnGlobalRestoreRequested(string serializedData)
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{
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if (string.IsNullOrEmpty(serializedData))
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{
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Logging.Debug("[CardSystemManager] No saved state to restore, using defaults");
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hasBeenRestored = true;
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return;
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}
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@@ -746,7 +725,6 @@ namespace Data.CardSystem
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if (state != null)
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{
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ApplyCardCollectionState(state);
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hasBeenRestored = true;
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Logging.Debug("[CardSystemManager] Successfully restored card collection state");
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}
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else
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