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