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:
@@ -2,6 +2,7 @@
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using Interactions;
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using UnityEngine;
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using Core;
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using Core.Lifecycle;
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namespace PuzzleS
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{
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@@ -9,7 +10,7 @@ namespace PuzzleS
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/// Manages the state and interactions for a single puzzle step, including unlock/lock logic and event handling.
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/// </summary>
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[RequireComponent(typeof(InteractableBase))]
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public class ObjectiveStepBehaviour : MonoBehaviour, IPuzzlePrompt
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public class ObjectiveStepBehaviour : ManagedBehaviour, IPuzzlePrompt
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{
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/// <summary>
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/// The data object representing this puzzle step.
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@@ -31,7 +32,7 @@ namespace PuzzleS
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// Enum for tracking proximity state (simplified to just Close and Far)
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public enum ProximityState { Close, Far }
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void Awake()
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protected override void Awake()
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{
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_interactable = GetComponent<InteractableBase>();
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@@ -55,6 +56,23 @@ namespace PuzzleS
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Logging.Warning($"[Puzzles] Indicator prefab for {stepData?.stepId} does not implement IPuzzlePrompt");
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}
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}
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base.Awake();
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}
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protected override void OnManagedAwake()
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{
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base.OnManagedAwake();
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// Register with PuzzleManager - safe to access .Instance here
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if (stepData != null && PuzzleManager.Instance != null)
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{
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PuzzleManager.Instance.RegisterStepBehaviour(this);
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}
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else if (stepData == null)
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{
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Logging.Warning($"[Puzzles] Cannot register step on {gameObject.name}: stepData is null");
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}
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}
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void OnEnable()
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@@ -68,33 +86,21 @@ namespace PuzzleS
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_interactable.interactionComplete.AddListener(OnInteractionComplete);
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}
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}
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void Start()
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protected override void OnDestroy()
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{
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// Simply register with the PuzzleManager
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// The manager will handle state updates appropriately based on whether data is loaded
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if (stepData != null && PuzzleManager.Instance != null)
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{
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PuzzleManager.Instance.RegisterStepBehaviour(this);
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}
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else if (stepData == null)
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{
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Logging.Warning($"[Puzzles] Cannot register step on {gameObject.name}: stepData is null");
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}
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}
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void OnDestroy()
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{
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if (_interactable != null)
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{
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_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
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_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
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}
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base.OnDestroy();
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if (PuzzleManager.Instance != null && stepData != null)
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{
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PuzzleManager.Instance.UnregisterStepBehaviour(this);
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}
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if (_interactable != null)
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{
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_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
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_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
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}
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}
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/// <summary>
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@@ -5,9 +5,8 @@ using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using AppleHills.Core.Settings;
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using Bootstrap;
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using Core;
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using Core.SaveLoad;
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using Core.Lifecycle;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using Utils;
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@@ -28,7 +27,7 @@ namespace PuzzleS
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/// <summary>
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/// Manages puzzle step registration, dependency management, and step completion for the puzzle system.
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/// </summary>
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public class PuzzleManager : MonoBehaviour, ISaveParticipant
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public class PuzzleManager : ManagedBehaviour
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{
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private static PuzzleManager _instance;
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@@ -49,6 +48,27 @@ namespace PuzzleS
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// Store registered behaviors that are waiting for data to be loaded
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private List<ObjectiveStepBehaviour> _registeredBehaviours = new List<ObjectiveStepBehaviour>();
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// Save system configuration
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public override bool AutoRegisterForSave => true;
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/// <summary>
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/// SaveId uses CurrentGameplayScene instead of GetActiveScene() because PuzzleManager
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/// lives in DontDestroyOnLoad and needs to save/load data per-scene.
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/// </summary>
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public override string SaveId
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{
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get
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{
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string sceneName = SceneManagerService.Instance?.CurrentGameplayScene;
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if (string.IsNullOrEmpty(sceneName))
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{
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// Fallback during early initialization
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sceneName = SceneManager.GetActiveScene().name;
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}
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return $"{sceneName}/PuzzleManager";
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}
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}
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/// <summary>
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/// Singleton instance of the PuzzleManager.
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/// </summary>
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@@ -66,7 +86,6 @@ namespace PuzzleS
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// Save/Load restoration tracking
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private bool _isDataRestored = false;
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private bool _hasBeenRestored = false;
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private List<ObjectiveStepBehaviour> _pendingRegistrations = new List<ObjectiveStepBehaviour>();
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// Registration for ObjectiveStepBehaviour
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@@ -74,36 +93,21 @@ namespace PuzzleS
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// Track pending unlocks for steps that were unlocked before their behavior registered
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private HashSet<string> _pendingUnlocks = new HashSet<string>();
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/// <summary>
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/// Returns true if this participant has already had its state restored.
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/// Used by SaveLoadManager to prevent double-restoration.
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/// </summary>
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public bool HasBeenRestored => _hasBeenRestored;
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void Awake()
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public override int ManagedAwakePriority => 80; // Puzzle 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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// Initialize settings reference
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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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protected override void OnManagedAwake()
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{
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// Subscribe to SceneManagerService events after boot is complete
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SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
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SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
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// Register with save/load system
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BootCompletionService.RegisterInitAction(() =>
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{
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SaveLoadManager.Instance.RegisterParticipant(this);
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Logging.Debug("[PuzzleManager] Registered with SaveLoadManager");
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});
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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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// Find player transform
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_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
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@@ -117,46 +121,40 @@ namespace PuzzleS
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LoadPuzzleDataForCurrentScene();
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}
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Logging.Debug("[PuzzleManager] Subscribed to SceneManagerService events");
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// Subscribe to scene load events from SceneManagerService
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// This is necessary because PuzzleManager is in DontDestroyOnLoad and won't receive OnSceneReady() callbacks
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if (SceneManagerService.Instance != null)
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{
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SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
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}
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Logging.Debug("[PuzzleManager] Initialized");
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}
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void OnDestroy()
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/// <summary>
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/// Called when any scene finishes loading. Loads puzzles for the new scene.
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/// </summary>
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private void OnSceneLoadCompleted(string sceneName)
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{
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StopProximityChecks();
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Logging.Debug($"[Puzzles] Scene loaded: {sceneName}, loading puzzle data");
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LoadPuzzlesForScene(sceneName);
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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// Unsubscribe from scene manager events
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// Unsubscribe from SceneManagerService events
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if (SceneManagerService.Instance != null)
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{
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SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
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SceneManagerService.Instance.SceneLoadStarted -= OnSceneLoadStarted;
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}
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// Unregister from save/load system
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SaveLoadManager.Instance.UnregisterParticipant(GetSaveId());
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Logging.Debug("[PuzzleManager] Unregistered from SaveLoadManager");
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// Release addressable handle if needed
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if (_levelDataLoadOperation.IsValid())
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{
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Addressables.Release(_levelDataLoadOperation);
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}
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}
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/// <summary>
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/// Called when a scene is starting to load
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/// Loads puzzle data for the specified scene
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/// </summary>
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public void OnSceneLoadStarted(string sceneName)
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{
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// Reset data loaded state when changing scenes to avoid using stale data
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_isDataLoaded = false;
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Logging.Debug($"[Puzzles] Scene load started: {sceneName}, marked puzzle data as not loaded");
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}
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/// <summary>
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/// Called when a scene is loaded
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/// </summary>
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public void OnSceneLoadCompleted(string sceneName)
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private void LoadPuzzlesForScene(string sceneName)
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{
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// Skip for non-gameplay scenes
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if (sceneName == "BootstrapScene" || string.IsNullOrEmpty(sceneName))
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@@ -186,6 +184,8 @@ namespace PuzzleS
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return;
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}
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// Reset restoration flag when loading new scene data
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_isDataRestored = false;
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_isDataLoaded = false;
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string addressablePath = $"Puzzles/{currentScene}";
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@@ -215,11 +215,10 @@ namespace PuzzleS
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_currentLevelData = handle.Result;
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Logging.Debug($"[Puzzles] Loaded level data: {_currentLevelData.levelId} with {_currentLevelData.allSteps.Count} steps");
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// Reset state
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_completedSteps.Clear();
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_unlockedSteps.Clear();
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// Don't clear steps here - SceneManagerService calls ClearPuzzleState() before scene transitions
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// This allows save restoration to work properly without race conditions
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// Unlock initial steps
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// Unlock initial steps (adds to existing unlocked steps from save restoration)
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UnlockInitialSteps();
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// Update all registered behaviors now that data is loaded
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@@ -569,21 +568,30 @@ namespace PuzzleS
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return _isDataLoaded;
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}
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#region ISaveParticipant Implementation
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/// <summary>
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/// Get unique save ID for this puzzle manager instance
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/// Clears all puzzle state (completed steps, unlocked steps, registrations).
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/// Called by SceneManagerService before scene transitions to ensure clean state.
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/// </summary>
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public string GetSaveId()
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public void ClearPuzzleState()
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{
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string sceneName = SceneManager.GetActiveScene().name;
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return $"{sceneName}/PuzzleManager";
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Logging.Debug("[PuzzleManager] Clearing puzzle state");
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_completedSteps.Clear();
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_unlockedSteps.Clear();
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_isDataRestored = false;
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// Clear any pending registrations from the old scene
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_pendingRegistrations.Clear();
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_pendingUnlocks.Clear();
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// Unregister all step behaviours from the old scene
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_stepBehaviours.Clear();
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_registeredBehaviours.Clear();
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}
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/// <summary>
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/// Serialize current puzzle state to JSON
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/// </summary>
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public string SerializeState()
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#region Save/Load Lifecycle Hooks
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protected override string OnSceneSaveRequested()
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{
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if (_currentLevelData == null)
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{
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@@ -603,16 +611,14 @@ namespace PuzzleS
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return json;
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}
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/// <summary>
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/// Restore puzzle state from serialized JSON data
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/// </summary>
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public void RestoreState(string data)
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protected override void OnSceneRestoreRequested(string data)
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{
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Debug.Log("[XAXA] PuzzleManager loading with data: " + data);
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if (string.IsNullOrEmpty(data) || data == "{}")
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{
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Logging.Debug("[PuzzleManager] No puzzle save data to restore");
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_isDataRestored = true;
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_hasBeenRestored = true;
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return;
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}
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@@ -623,7 +629,6 @@ namespace PuzzleS
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{
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Logging.Warning("[PuzzleManager] Failed to deserialize puzzle save data");
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_isDataRestored = true;
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_hasBeenRestored = true;
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return;
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}
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@@ -632,14 +637,14 @@ namespace PuzzleS
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_unlockedSteps = new HashSet<string>(saveData.unlockedStepIds ?? new List<string>());
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_isDataRestored = true;
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_hasBeenRestored = true;
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Logging.Debug($"[PuzzleManager] Restored puzzle state: {_completedSteps.Count} completed, {_unlockedSteps.Count} unlocked steps");
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// Update any behaviors that registered before RestoreState was called
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foreach (var behaviour in _pendingRegistrations)
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{
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UpdateStepState(behaviour);
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if(behaviour != null)
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UpdateStepState(behaviour);
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}
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_pendingRegistrations.Clear();
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}
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@@ -647,7 +652,6 @@ namespace PuzzleS
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{
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Debug.LogError($"[PuzzleManager] Error restoring puzzle state: {e.Message}");
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_isDataRestored = true;
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_hasBeenRestored = true;
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}
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}
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Reference in New Issue
Block a user