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:
@@ -1,12 +1,10 @@
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using Interactions;
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using UnityEngine;
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using Pathfinding;
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using UnityEngine.SceneManagement;
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using Utils;
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using AppleHills.Core.Settings;
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using Core;
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using Core.SaveLoad;
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using Bootstrap;
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using Core.Lifecycle;
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using UnityEngine.Events;
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/// <summary>
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@@ -18,13 +16,13 @@ public class FollowerSaveData
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public Vector3 worldPosition;
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public Quaternion worldRotation;
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public string heldItemSaveId; // Save ID of held pickup (if any)
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public string heldItemDataAssetPath; // Asset path to PickupItemData
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public string heldItemDataAssetPath; // ItemId of the PickupItemData (for fallback restoration)
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}
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/// <summary>
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/// Controls the follower character, including following the player, handling pickups, and managing held items.
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/// </summary>
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public class FollowerController : MonoBehaviour, ISaveParticipant
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public class FollowerController : ManagedBehaviour
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{
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private static readonly int CombineTrigger = Animator.StringToHash("Combine");
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@@ -54,6 +52,12 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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// Direction variables for 2D blend tree animation
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private float _lastDirX = 0f; // -1 (left) to 1 (right)
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private float _lastDirY = -1f; // -1 (down) to 1 (up)
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// Save system configuration
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public override bool AutoRegisterForSave => true;
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// Scene-specific SaveId - each level has its own follower state
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public override string SaveId => $"{gameObject.scene.name}/FollowerController";
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private float _currentSpeed = 0f;
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private Animator _animator;
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private Transform _artTransform;
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@@ -98,12 +102,13 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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private Input.PlayerTouchController _playerTouchController;
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// Save system tracking
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private bool hasBeenRestored;
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// Save system tracking for bilateral restoration
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private bool _hasRestoredHeldItem; // Track if held item restoration completed
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private string _expectedHeldItemSaveId; // Expected saveId during restoration
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void Awake()
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public override int ManagedAwakePriority => 110; // Follower after player
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protected override void OnManagedAwake()
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{
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_aiPath = GetComponent<AIPath>();
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// Find art prefab and animator
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@@ -122,44 +127,11 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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// Initialize settings references
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_settings = GameManager.GetSettingsObject<IPlayerFollowerSettings>();
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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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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// Register with save system after boot
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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("[FollowerController] Registered with SaveLoadManager");
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}
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else
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{
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Logging.Warning("[FollowerController] SaveLoadManager not available for registration");
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}
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}
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void OnEnable()
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{
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SceneManager.sceneLoaded += OnSceneLoaded;
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FindPlayerReference();
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}
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void OnDisable()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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// Unregister from save 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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void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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protected override void OnSceneReady()
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{
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// Find player reference when scene is ready (called for every scene load)
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FindPlayerReference();
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}
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@@ -167,9 +139,7 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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{
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if (_playerTransform == null)
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{
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FindPlayerReference();
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if (_playerTransform == null)
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return;
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return;
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}
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// Skip all movement logic when playing a stationary animation
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@@ -583,19 +553,31 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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#endregion StationaryAnimations
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#region ItemInteractions
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// TODO: Move TryCombineItems to ItemManager/InteractionHelpers
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// This is currently interaction logic living in a movement controller.
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// Pros of moving: Separates game logic from character logic, easier to test
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// Cons: More coordination needed, follower still needs animation callbacks
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/// <summary>
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/// Try to pickup an item. If already holding something, optionally drop it first.
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/// </summary>
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/// <param name="itemObject">The GameObject to pick up (must have Pickup component)</param>
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/// <param name="itemData">The item data (redundant - can be extracted from GameObject)</param>
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/// <param name="dropItem">Whether to drop currently held item before picking up new one</param>
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public void TryPickupItem(GameObject itemObject, PickupItemData itemData, bool dropItem = true)
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{
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if (itemObject == null) return;
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// Drop current item if holding something
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if (_currentlyHeldItemData != null && _cachedPickupObject != null && dropItem)
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{
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// Drop the currently held item at the current position
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DropHeldItemAt(transform.position);
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}
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// Pick up the new item
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SetHeldItem(itemData, itemObject.GetComponent<SpriteRenderer>());
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_animator.SetBool("IsCarrying", true);
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_cachedPickupObject = itemObject;
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_cachedPickupObject.SetActive(false);
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// Use helper to set held item (handles data extraction, caching, animator)
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SetHeldItemFromObject(itemObject);
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itemObject.SetActive(false);
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}
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public enum CombinationResult
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@@ -609,41 +591,43 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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{
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_animator.ResetTrigger(CombineTrigger);
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newItem = null;
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// Validation
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if (_cachedPickupObject == null)
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{
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return CombinationResult.NotApplicable;
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}
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Pickup pickupB = _cachedPickupObject.GetComponent<Pickup>();
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if (pickupA == null || pickupB == null)
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{
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return CombinationResult.NotApplicable;
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}
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// Use the InteractionSettings directly instead of GameManager
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// Find combination rule
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CombinationRule matchingRule = _interactionSettings.GetCombinationRule(pickupA.itemData, pickupB.itemData);
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Vector3 spawnPos = pickupA.gameObject.transform.position;
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if (matchingRule != null && matchingRule.resultPrefab != null)
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{
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newItem = Instantiate(matchingRule.resultPrefab, spawnPos, Quaternion.identity);
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var resultPickup = newItem.GetComponent<Pickup>();
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PickupItemData itemData = resultPickup.itemData;
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// Mark the base items as picked up before destroying them
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// (This ensures they save correctly if the game is saved during the combination animation)
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pickupA.IsPickedUp = true;
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pickupB.IsPickedUp = true;
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Destroy(pickupA.gameObject);
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Destroy(pickupB.gameObject);
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TryPickupItem(newItem, itemData);
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PlayAnimationStationary("Combine", 10.0f);
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PulverIsCombining.Invoke();
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return CombinationResult.Successful;
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}
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if (matchingRule == null || matchingRule.resultPrefab == null)
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return CombinationResult.Unsuccessful;
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// If no combination found, return Unsuccessful
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return CombinationResult.Unsuccessful;
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// Execute combination
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Vector3 spawnPos = pickupA.gameObject.transform.position;
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newItem = Instantiate(matchingRule.resultPrefab, spawnPos, Quaternion.identity);
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var resultPickup = newItem.GetComponent<Pickup>();
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// Mark items as picked up before disabling (for save system)
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pickupA.IsPickedUp = true;
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pickupB.IsPickedUp = true;
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// Disable instead of destroying immediately so they can save their state
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// The save system will mark them as picked up and won't restore them
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pickupA.gameObject.SetActive(false);
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pickupB.gameObject.SetActive(false);
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// Pickup the result (don't drop it!)
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TryPickupItem(newItem, resultPickup.itemData, dropItem: false);
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// Visual feedback
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PlayAnimationStationary("Combine", 10.0f);
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PulverIsCombining.Invoke();
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return CombinationResult.Successful;
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}
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/// <summary>
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@@ -673,6 +657,10 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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return _cachedPickupObject;
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}
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/// <summary>
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/// Set held item from a GameObject. Extracts Pickup component and sets up visuals.
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/// Centralizes held item state management including animator.
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/// </summary>
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public void SetHeldItemFromObject(GameObject obj)
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{
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if (obj == null)
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@@ -680,11 +668,13 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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ClearHeldItem();
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return;
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}
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var pickup = obj.GetComponent<Pickup>();
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if (pickup != null)
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{
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SetHeldItem(pickup.itemData, pickup.iconRenderer);
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_cachedPickupObject = obj;
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_animator.SetBool("IsCarrying", true); // Centralized animator management
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}
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else
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{
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@@ -692,11 +682,15 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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}
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}
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/// <summary>
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/// Clear the currently held item. Centralizes state cleanup including animator.
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/// </summary>
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public void ClearHeldItem()
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{
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_cachedPickupObject = null;
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_currentlyHeldItemData = null;
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_animator.SetBool("IsCarrying", false);
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_animator.SetBool("IsCarrying", false); // Centralized animator management
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if (heldObjectRenderer != null)
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{
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heldObjectRenderer.sprite = null;
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@@ -704,44 +698,36 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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}
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}
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public void DropItem(FollowerController follower, Vector3 position)
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/// <summary>
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/// Drop the currently held item at the specified position.
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/// </summary>
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public void DropHeldItemAt(Vector3 position)
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{
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var item = follower.GetHeldPickupObject();
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var item = GetHeldPickupObject();
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if (item == null) return;
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// Place item in world
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item.transform.position = position;
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item.transform.SetParent(null);
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item.SetActive(true);
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// Reset the pickup state so it can be picked up again and saves correctly
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// Reset pickup state so it can be picked up again
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var pickup = item.GetComponent<Pickup>();
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if (pickup != null)
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{
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pickup.ResetPickupState();
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}
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follower.ClearHeldItem();
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_animator.SetBool("IsCarrying", false);
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// Optionally: fire event, update UI, etc.
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}
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public void DropHeldItemAt(Vector3 position)
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{
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DropItem(this, position);
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// Clear held item state (includes animator)
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ClearHeldItem();
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}
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#endregion ItemInteractions
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#region ISaveParticipant Implementation
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#region Save/Load Lifecycle Hooks
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public bool HasBeenRestored => hasBeenRestored;
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public string GetSaveId()
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{
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return "FollowerController";
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}
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public string SerializeState()
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protected override string OnSceneSaveRequested()
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{
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var saveData = new FollowerSaveData
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{
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@@ -755,26 +741,24 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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var pickup = _cachedPickupObject.GetComponent<Pickup>();
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if (pickup is SaveableInteractable saveable)
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{
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saveData.heldItemSaveId = saveable.GetSaveId();
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saveData.heldItemSaveId = saveable.SaveId;
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}
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// Save the itemId for build-compatible restoration
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if (_currentlyHeldItemData != null)
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{
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#if UNITY_EDITOR
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saveData.heldItemDataAssetPath = UnityEditor.AssetDatabase.GetAssetPath(_currentlyHeldItemData);
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#endif
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saveData.heldItemDataAssetPath = _currentlyHeldItemData.itemId;
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}
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}
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return JsonUtility.ToJson(saveData);
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}
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public void RestoreState(string serializedData)
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protected override void OnSceneRestoreRequested(string serializedData)
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{
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if (string.IsNullOrEmpty(serializedData))
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{
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Logging.Debug("[FollowerController] No saved state to restore");
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hasBeenRestored = true;
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return;
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}
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@@ -794,7 +778,6 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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TryRestoreHeldItem(saveData.heldItemSaveId, saveData.heldItemDataAssetPath);
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}
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hasBeenRestored = true;
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Logging.Debug($"[FollowerController] Restored position: {saveData.worldPosition}");
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}
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}
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@@ -806,9 +789,10 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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/// <summary>
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/// Bilateral restoration: Follower tries to find and claim the held item.
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/// If pickup doesn't exist yet, it will try to claim us when it restores.
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/// If pickup doesn't exist in the scene (e.g., dynamically spawned combined item),
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/// spawns it from the itemData.
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/// </summary>
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private void TryRestoreHeldItem(string heldItemSaveId, string heldItemDataAssetPath)
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private void TryRestoreHeldItem(string heldItemSaveId, string itemDataId)
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{
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if (_hasRestoredHeldItem)
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{
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@@ -816,10 +800,30 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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return;
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}
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// Try to find the pickup immediately
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// Try to find the pickup in the scene by SaveId
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GameObject heldObject = ItemManager.Instance?.FindPickupBySaveId(heldItemSaveId);
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if (heldObject == null)
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if (heldObject == null && !string.IsNullOrEmpty(itemDataId))
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{
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// Item not found in scene - it might be a dynamically spawned combined item
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// Try to spawn it from the itemDataId
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Logging.Debug($"[FollowerController] Held item not found in scene: {heldItemSaveId}, attempting to spawn from itemId: {itemDataId}");
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GameObject prefab = _interactionSettings?.FindPickupPrefabByItemId(itemDataId);
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if (prefab != null)
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{
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// Spawn the item (inactive, since it's being held)
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heldObject = Instantiate(prefab, transform.position, Quaternion.identity);
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heldObject.SetActive(false);
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Logging.Debug($"[FollowerController] Successfully spawned combined item: {itemDataId}");
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}
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else
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{
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Logging.Warning($"[FollowerController] Could not find prefab for itemId: {itemDataId}");
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return;
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}
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}
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else if (heldObject == null)
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{
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Logging.Debug($"[FollowerController] Held item not found yet: {heldItemSaveId}, waiting for pickup to restore");
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return; // Pickup will find us when it restores
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@@ -828,12 +832,14 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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var pickup = heldObject.GetComponent<Pickup>();
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if (pickup == null)
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{
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Logging.Warning($"[FollowerController] Found object but no Pickup component: {heldItemSaveId}");
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Logging.Warning($"[FollowerController] Found/spawned object but no Pickup component: {heldItemSaveId}");
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if (heldObject != null)
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Destroy(heldObject);
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return;
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}
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// Claim the pickup
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TakeOwnership(pickup, heldItemDataAssetPath);
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TakeOwnership(pickup, itemDataId);
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}
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/// <summary>
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@@ -854,9 +860,9 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
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// Verify this is the expected pickup
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if (pickup is SaveableInteractable saveable)
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{
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if (saveable.GetSaveId() != _expectedHeldItemSaveId)
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if (saveable.SaveId != _expectedHeldItemSaveId)
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{
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Logging.Warning($"[FollowerController] Pickup tried to claim but saveId mismatch: {saveable.GetSaveId()} != {_expectedHeldItemSaveId}");
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Logging.Warning($"[FollowerController] Pickup tried to claim but saveId mismatch: {saveable.SaveId} != {_expectedHeldItemSaveId}");
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return false;
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}
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}
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||||
@@ -869,28 +875,29 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
|
||||
/// <summary>
|
||||
/// Takes ownership of a pickup during restoration. Called by both restoration paths.
|
||||
/// </summary>
|
||||
private void TakeOwnership(Pickup pickup, string itemDataAssetPath)
|
||||
private void TakeOwnership(Pickup pickup, string itemDataIdOrPath)
|
||||
{
|
||||
if (_hasRestoredHeldItem)
|
||||
return; // Already claimed
|
||||
|
||||
// Get the item data
|
||||
// Get the item data from the pickup
|
||||
PickupItemData heldData = pickup.itemData;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Try loading from asset path if available and pickup doesn't have data
|
||||
if (heldData == null && !string.IsNullOrEmpty(itemDataAssetPath))
|
||||
{
|
||||
heldData = UnityEditor.AssetDatabase.LoadAssetAtPath<PickupItemData>(itemDataAssetPath);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Fallback: If pickup doesn't have itemData, log detailed error
|
||||
if (heldData == null)
|
||||
{
|
||||
Logging.Warning($"[FollowerController] Could not get item data for pickup: {pickup.gameObject.name}");
|
||||
Logging.Warning($"[FollowerController] Pickup {pickup.gameObject.name} has null itemData!");
|
||||
Logging.Warning($"[FollowerController] Expected itemId: {itemDataIdOrPath}");
|
||||
Logging.Warning($"[FollowerController] This pickup prefab may be missing its PickupItemData reference.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Verify itemId matches if we have it (additional safety check)
|
||||
if (!string.IsNullOrEmpty(itemDataIdOrPath) && heldData.itemId != itemDataIdOrPath)
|
||||
{
|
||||
Logging.Warning($"[FollowerController] ItemId mismatch! Pickup has '{heldData.itemId}' but expected '{itemDataIdOrPath}'");
|
||||
}
|
||||
|
||||
// Setup the held item
|
||||
_cachedPickupObject = pickup.gameObject;
|
||||
_cachedPickupObject.SetActive(false); // Held items should be hidden
|
||||
@@ -898,7 +905,7 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
|
||||
_animator.SetBool("IsCarrying", true);
|
||||
_hasRestoredHeldItem = true;
|
||||
|
||||
Logging.Debug($"[FollowerController] Successfully restored held item: {heldData.itemName}");
|
||||
Logging.Debug($"[FollowerController] Successfully restored held item: {heldData.itemName} (itemId: {heldData.itemId})");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -910,7 +917,7 @@ public class FollowerController : MonoBehaviour, ISaveParticipant
|
||||
return FindObjectOfType<FollowerController>();
|
||||
}
|
||||
|
||||
#endregion ISaveParticipant Implementation
|
||||
#endregion Save/Load Lifecycle Hooks
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnDrawGizmos()
|
||||
|
||||
Reference in New Issue
Block a user