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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