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

View File

@@ -4,19 +4,16 @@ using Core;
using Input;
using Interactions;
using System.Threading.Tasks;
using Bootstrap;
using PuzzleS;
using UnityEngine;
using Core.SaveLoad;
// Added for IInteractionSettings
namespace Levels
{
/// <summary>
/// Saveable data for MinigameSwitch state
/// </summary>
[System.Serializable]
[Serializable]
public class MinigameSwitchSaveData
{
public bool isUnlocked;
@@ -50,9 +47,7 @@ namespace Levels
/// </summary>
protected override void Awake()
{
base.Awake(); // Register with save system
BootCompletionService.RegisterInitAction(InitializePostBoot);
base.Awake();
switchActive = true;
if (iconRenderer == null)
@@ -68,10 +63,10 @@ namespace Levels
interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
ApplySwitchData();
}
protected override void Start()
protected override void OnManagedAwake()
{
base.Start(); // Register with save system
base.OnManagedAwake();
// If startUnlocked is true, always start active
if (startUnlocked)
@@ -80,16 +75,25 @@ namespace Levels
return;
}
// Otherwise, if not restoring from save, start inactive
if (PuzzleManager.Instance != null)
{
PuzzleManager.Instance.OnAllPuzzlesComplete += HandleAllPuzzlesComplete;
}
if (!IsRestoringFromSave && !isUnlocked)
{
gameObject.SetActive(false);
}
}
protected override void OnDestroy()
{
base.OnDestroy(); // Unregister from save system
base.OnDestroy();
if (PuzzleManager.Instance != null)
{
PuzzleManager.Instance.OnAllPuzzlesComplete -= HandleAllPuzzlesComplete;
}
}
private void HandleAllPuzzlesComplete(PuzzleS.PuzzleLevelDataSO _)
@@ -98,7 +102,13 @@ namespace Levels
isUnlocked = true;
gameObject.SetActive(true);
// Save will happen automatically on next save cycle via ISaveParticipant
// Add to global unlocked minigames list
if (switchData != null && !string.IsNullOrEmpty(switchData.targetLevelSceneName))
{
Core.SaveLoad.SaveLoadManager.Instance?.UnlockMinigame(switchData.targetLevelSceneName);
}
// Save will happen automatically on next save cycle via SaveableInteractable
}
#if UNITY_EDITOR
@@ -128,34 +138,56 @@ namespace Levels
}
/// <summary>
/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
/// High-level validation: Only allow interaction if unlocked.
/// </summary>
protected override void OnCharacterArrived()
protected override bool CanBeClicked()
{
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !switchActive)
return;
return base.CanBeClicked() && isUnlocked;
}
/// <summary>
/// Setup: Prevent re-entry while interaction is in progress.
/// </summary>
protected override void OnInteractionStarted()
{
switchActive = false;
}
/// <summary>
/// Main interaction logic: Spawn menu and switch input mode.
/// </summary>
protected override bool DoInteraction()
{
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName))
{
Debug.LogWarning("MinigameSwitch has no valid switchData!");
return false;
}
var menuPrefab = interactionSettings?.MinigameSwitchMenuPrefab;
if (menuPrefab == null)
{
Debug.LogError("MinigameSwitchMenu prefab not assigned in InteractionSettings!");
return;
return false;
}
// Spawn the menu overlay (assume Canvas parent is handled in prefab setup)
// Spawn the menu overlay
var menuGo = Instantiate(menuPrefab);
var menu = menuGo.GetComponent<MinigameSwitchMenu>();
if (menu == null)
{
Debug.LogError("MinigameSwitchMenu component missing on prefab!");
Destroy(menuGo);
return;
return false;
}
// Setup menu with data and callbacks
menu.Setup(switchData, OnLevelSelectedWrapper, OnMenuCancel);
switchActive = false; // Prevent re-triggering until menu is closed
// Switch input mode to UI only
InputManager.Instance.SetInputMode(InputMode.UI);
return true; // Menu spawned successfully
}
private void OnLevelSelectedWrapper()
@@ -175,10 +207,6 @@ namespace Levels
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
}
private void InitializePostBoot()
{
PuzzleManager.Instance.OnAllPuzzlesComplete += HandleAllPuzzlesComplete;
}
#region Save/Load Implementation
@@ -209,6 +237,12 @@ namespace Levels
isUnlocked = data.isUnlocked;
// Sync with global unlocked minigames list
if (isUnlocked && switchData != null && !string.IsNullOrEmpty(switchData.targetLevelSceneName))
{
Core.SaveLoad.SaveLoadManager.Instance?.UnlockMinigame(switchData.targetLevelSceneName);
}
// Show/hide based on unlock state
gameObject.SetActive(isUnlocked);
}