Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51)

# Lifecycle Management & Save System Revamp

## Overview
Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems.

## Core Architecture

### New Lifecycle System
- **`LifecycleManager`**: Centralized coordinator for all managed objects
- **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns
  - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier)
  - `OnSceneReady()`: Scene-specific setup after managers ready
  - Replaces `BootCompletionService` (deleted)
- **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100)
- **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode

### Unified SaveID System
- Consistent format: `{ParentName}_{ComponentType}`
- Auto-registration via `AutoRegisterForSave = true`
- New `DebugSaveIds` editor tool for inspection

## Save/Load Improvements

### Enhanced State Management
- **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy
- **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring
- **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state
- **Fixed race conditions**: Proper initialization ordering prevents data corruption

## Interactable & Pickup System

- Migrated to `OnManagedAwake()` for consistent initialization
- Template method pattern for state restoration (`RestoreInteractionState()`)
- Fixed combination item save/load bugs (items in slots vs. follower hand)
- Dynamic spawning support for combined items on load
- **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead

##  UI System Changes

- **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour`
- **Fixed menu persistence bug**: Menus no longer reappear after scene transitions
- **Pause Menu**: Now reacts to all scene loads (not just first scene)
- **Orientation Enforcer**: Enforces per-scene via `SceneManagementService`
- **Loading Screen**: Integrated with new lifecycle

## ⚠️ Breaking Changes

1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority
2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead
3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently
4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour`

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #51
This commit is contained in:
2025-11-07 15:38:31 +00:00
parent dfa42b2296
commit e27bb7bfb6
93 changed files with 7900 additions and 4347 deletions

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@@ -1,7 +1,6 @@
using System.Collections.Generic;
using System.Linq;
using AppleHills.Data.CardSystem;
using Bootstrap;
using Data.CardSystem;
using Pixelplacement;
using UI.Core;
@@ -41,8 +40,10 @@ namespace UI.CardSystem
private List<AlbumCardPlacementDraggable> _activeCards = new List<AlbumCardPlacementDraggable>();
private const int MAX_VISIBLE_CARDS = 3;
private void Awake()
protected override void OnManagedAwake()
{
base.OnManagedAwake();
// Make sure we have a CanvasGroup for transitions
if (canvasGroup == null)
canvasGroup = GetComponent<CanvasGroup>();
@@ -64,16 +65,7 @@ namespace UI.CardSystem
// Set up booster pack button listeners
SetupBoosterButtonListeners();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
// UI pages should start disabled
gameObject.SetActive(false);
}
private void InitializePostBoot()
{
// Subscribe to CardSystemManager events
// Subscribe to CardSystemManager events (managers are guaranteed to be initialized)
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged;
@@ -84,6 +76,9 @@ namespace UI.CardSystem
int initialCount = CardSystemManager.Instance.GetBoosterPackCount();
UpdateBoosterButtons(initialCount);
}
// UI pages should start disabled
gameObject.SetActive(false);
}
private void SetupBoosterButtonListeners()
@@ -102,7 +97,7 @@ namespace UI.CardSystem
}
}
private void OnDestroy()
protected override void OnDestroy()
{
// Unsubscribe from CardSystemManager
if (CardSystemManager.Instance != null)
@@ -134,6 +129,9 @@ namespace UI.CardSystem
// Clean up active cards
CleanupActiveCards();
// Call base implementation
base.OnDestroy();
}
private void OnExitButtonClicked()

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@@ -1,4 +1,4 @@
using Bootstrap;
using Core.Lifecycle;
using Data.CardSystem;
using Pixelplacement;
using Pixelplacement.TweenSystem;
@@ -12,7 +12,7 @@ namespace UI.CardSystem
/// Can be reused across different UI elements that need to show numeric notifications
/// Automatically syncs with CardSystemManager to display booster pack count
/// </summary>
public class BoosterNotificationDot : MonoBehaviour
public class BoosterNotificationDot : ManagedBehaviour
{
[Header("UI References")]
[SerializeField] private GameObject dotBackground;
@@ -40,8 +40,10 @@ namespace UI.CardSystem
private TweenBase _activeTween;
private void Awake()
protected override void OnManagedAwake()
{
base.OnManagedAwake();
// Store original scale for pulse animation
if (dotBackground != null)
{
@@ -54,13 +56,7 @@ namespace UI.CardSystem
countText.color = textColor;
}
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Subscribe to CardSystemManager events
// Subscribe to CardSystemManager events (managers are guaranteed to be initialized)
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged;
@@ -76,13 +72,16 @@ namespace UI.CardSystem
}
}
private void OnDestroy()
protected override void OnDestroy()
{
// Unsubscribe from CardSystemManager events to prevent memory leaks
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
}
// Call base implementation
base.OnDestroy();
}
/// <summary>

View File

@@ -192,6 +192,20 @@ namespace UI.CardSystem
_placedCard = albumCard;
_isOccupiedPermanently = true;
// Resize the card to match the slot size (same as placed cards)
RectTransform cardRect = albumCard.transform as RectTransform;
RectTransform slotRect = transform as RectTransform;
if (cardRect != null && slotRect != null)
{
// Set height to match slot height (AspectRatioFitter will handle width)
float targetHeight = slotRect.rect.height;
cardRect.sizeDelta = new Vector2(cardRect.sizeDelta.x, targetHeight);
// Ensure position and rotation are centered
cardRect.localPosition = Vector3.zero;
cardRect.localRotation = Quaternion.identity;
}
// Register with AlbumViewPage for enlarge/shrink handling
AlbumViewPage albumPage = FindObjectOfType<AlbumViewPage>();
if (albumPage != null)

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@@ -0,0 +1,242 @@
using System;
using System.Collections;
using Data.CardSystem;
using Pixelplacement;
using UnityEngine;
using UnityEngine.UI;
namespace UI.CardSystem
{
/// <summary>
/// Singleton UI component for granting booster packs from minigames.
/// Displays a booster pack with glow effect, waits for user to click continue,
/// then animates the pack flying to bottom-left corner before granting the reward.
/// </summary>
public class MinigameBoosterGiver : MonoBehaviour
{
public static MinigameBoosterGiver Instance { get; private set; }
[Header("Visual References")]
[SerializeField] private GameObject visualContainer;
[SerializeField] private RectTransform boosterImage;
[SerializeField] private RectTransform glowImage;
[SerializeField] private Button continueButton;
[Header("Animation Settings")]
[SerializeField] private float hoverAmount = 20f;
[SerializeField] private float hoverDuration = 1.5f;
[SerializeField] private float glowPulseMin = 0.9f;
[SerializeField] private float glowPulseMax = 1.1f;
[SerializeField] private float glowPulseDuration = 1.2f;
[Header("Disappear Animation")]
[SerializeField] private Vector2 targetBottomLeftOffset = new Vector2(100f, 100f);
[SerializeField] private float disappearDuration = 0.8f;
[SerializeField] private float disappearScale = 0.2f;
private Vector3 _boosterInitialPosition;
private Vector3 _boosterInitialScale;
private Vector3 _glowInitialScale;
private Coroutine _currentSequence;
private Action _onCompleteCallback;
private void Awake()
{
// Singleton pattern
if (Instance != null && Instance != this)
{
Debug.LogWarning("[MinigameBoosterGiver] Duplicate instance found. Destroying.");
Destroy(gameObject);
return;
}
Instance = this;
// Cache initial values
if (boosterImage != null)
{
_boosterInitialPosition = boosterImage.localPosition;
_boosterInitialScale = boosterImage.localScale;
}
if (glowImage != null)
{
_glowInitialScale = glowImage.localScale;
}
// Setup button listener
if (continueButton != null)
{
continueButton.onClick.AddListener(OnContinueClicked);
}
// Start hidden
if (visualContainer != null)
{
visualContainer.SetActive(false);
}
}
private void OnDestroy()
{
if (Instance == this)
{
Instance = null;
}
if (continueButton != null)
{
continueButton.onClick.RemoveListener(OnContinueClicked);
}
}
/// <summary>
/// Public API to give a booster pack. Displays UI, starts animations, and waits for user interaction.
/// </summary>
/// <param name="onComplete">Optional callback when the sequence completes and pack is granted</param>
public void GiveBooster(Action onComplete = null)
{
if (_currentSequence != null)
{
Debug.LogWarning("[MinigameBoosterGiver] Already running a sequence. Ignoring new request.");
return;
}
_onCompleteCallback = onComplete;
_currentSequence = StartCoroutine(GiveBoosterSequence());
}
private IEnumerator GiveBoosterSequence()
{
// Show the visual
if (visualContainer != null)
{
visualContainer.SetActive(true);
}
// Reset positions and scales
if (boosterImage != null)
{
boosterImage.localPosition = _boosterInitialPosition;
boosterImage.localScale = _boosterInitialScale;
}
if (glowImage != null)
{
glowImage.localScale = _glowInitialScale;
}
// Enable the continue button
if (continueButton != null)
{
continueButton.interactable = true;
}
// Start idle hovering animation on booster (ping-pong)
if (boosterImage != null)
{
Vector3 hoverTarget = _boosterInitialPosition + Vector3.up * hoverAmount;
Tween.LocalPosition(boosterImage, hoverTarget, hoverDuration, 0f, Tween.EaseLinear, Tween.LoopType.PingPong);
}
// Start pulsing animation on glow (ping-pong scale)
if (glowImage != null)
{
Vector3 glowPulseScale = _glowInitialScale * glowPulseMax;
Tween.LocalScale(glowImage, glowPulseScale, glowPulseDuration, 0f, Tween.EaseOut, Tween.LoopType.PingPong);
}
// Wait for button click (handled by OnContinueClicked)
yield return null;
}
private void OnContinueClicked()
{
if (_currentSequence == null)
{
return; // Not in a sequence
}
// Disable button to prevent double-clicks
if (continueButton != null)
{
continueButton.interactable = false;
}
// Stop the ongoing animations by stopping all tweens on these objects
if (boosterImage != null)
{
Tween.Stop(boosterImage.GetInstanceID());
}
if (glowImage != null)
{
Tween.Stop(glowImage.GetInstanceID());
// Fade out the glow
Tween.LocalScale(glowImage, Vector3.zero, disappearDuration * 0.5f, 0f, Tween.EaseInBack);
}
// Start disappear animation
StartCoroutine(DisappearSequence());
}
private IEnumerator DisappearSequence()
{
if (boosterImage == null)
{
yield break;
}
// Calculate bottom-left corner position in local space
RectTransform canvasRect = GetComponentInParent<Canvas>()?.GetComponent<RectTransform>();
Vector3 targetPosition;
if (canvasRect != null)
{
// Convert bottom-left corner with offset to local position
Vector2 bottomLeft = new Vector2(-canvasRect.rect.width / 2f, -canvasRect.rect.height / 2f);
targetPosition = bottomLeft + targetBottomLeftOffset;
}
else
{
// Fallback if no canvas found
targetPosition = _boosterInitialPosition + new Vector3(-500f, -500f, 0f);
}
// Tween to bottom-left corner
Tween.LocalPosition(boosterImage, targetPosition, disappearDuration, 0f, Tween.EaseInBack);
// Scale down
Vector3 targetScale = _boosterInitialScale * disappearScale;
Tween.LocalScale(boosterImage, targetScale, disappearDuration, 0f, Tween.EaseInBack);
// Wait for animation to complete
yield return new WaitForSeconds(disappearDuration);
// Grant the booster pack
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.AddBoosterPack(1);
Debug.Log("[MinigameBoosterGiver] Booster pack granted!");
}
else
{
Debug.LogWarning("[MinigameBoosterGiver] CardSystemManager not found, cannot grant booster pack.");
}
// Hide the visual
if (visualContainer != null)
{
visualContainer.SetActive(false);
}
// Invoke completion callback
_onCompleteCallback?.Invoke();
_onCompleteCallback = null;
// Clear sequence reference
_currentSequence = null;
}
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 7d8f3e9a2b4c5f6d1a8e9c0b3d4f5a6b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@@ -1,4 +1,5 @@
using System;
using Core.Lifecycle;
using UnityEngine;
namespace UI.Core
@@ -6,12 +7,17 @@ namespace UI.Core
/// <summary>
/// Base class for UI pages that can transition in and out.
/// Extended by specific UI page implementations for the card system.
/// Now inherits from ManagedBehaviour for lifecycle support.
/// Children can override lifecycle hooks if they need boot-dependent initialization.
/// </summary>
public abstract class UIPage : MonoBehaviour
public abstract class UIPage : ManagedBehaviour
{
[Header("Page Settings")]
public string PageName;
// UI pages load after UI infrastructure (UIPageController is priority 50)
public override int ManagedAwakePriority => 200;
// Events using System.Action instead of UnityEvents
public event Action OnTransitionInStarted;
public event Action OnTransitionInCompleted;

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@@ -1,8 +1,7 @@
using System;
using System.Collections.Generic;
using Bootstrap;
using Core;
using UnityEngine;
using Core.Lifecycle;
using UnityEngine.InputSystem;
namespace UI.Core
@@ -11,7 +10,7 @@ namespace UI.Core
/// Manages UI page transitions and maintains a stack of active pages.
/// Pages are pushed onto a stack for navigation and popped when going back.
/// </summary>
public class UIPageController : MonoBehaviour
public class UIPageController : ManagedBehaviour
{
private static UIPageController _instance;
public static UIPageController Instance => _instance;
@@ -30,36 +29,25 @@ namespace UI.Core
private PlayerInput _playerInput;
private InputAction _cancelAction;
private void Awake()
public override int ManagedAwakePriority => 50; // UI infrastructure
private new void Awake()
{
base.Awake(); // CRITICAL: Register with LifecycleManager!
// Set instance immediately so it's available before OnManagedAwake() is called
_instance = this;
// TODO: Handle generic "cancel" action
// _playerInput = FindFirstObjectByType<PlayerInput>();
// if (_playerInput == null)
// {
// Logging.Warning("[UIPageController] No PlayerInput found in the scene. Cancel action might not work.");
// }
// else
// {
// // Get the Cancel action from the UI action map
// _cancelAction = _playerInput.actions.FindAction("UI/Cancel");
// if (_cancelAction != null)
// {
// _cancelAction.performed += OnCancelActionPerformed;
// }
// else
// {
// Logging.Warning("[UIPageController] Cancel action not found in the input actions asset.");
// }
// }
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void OnDestroy()
protected override void OnManagedAwake()
{
Logging.Debug("[UIPageController] Initialized");
}
protected override void OnDestroy()
{
base.OnDestroy();
// Clean up event subscription when the controller is destroyed
if (_cancelAction != null)
{
@@ -74,12 +62,6 @@ namespace UI.Core
_pageStack.Peek().OnBackPressed();
}
}
private void InitializePostBoot()
{
// Initialize any dependencies that require other services to be ready
Logging.Debug("[UIPageController] Post-boot initialization complete");
}
/// <summary>
/// Pushes a new page onto the stack, hiding the current page and showing the new one.

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@@ -1,16 +1,16 @@
using System.Collections;
using System;
using Bootstrap;
using Core;
using Core.Lifecycle;
using UnityEngine;
using UnityEngine.UI;
using Core;
namespace UI
{
/// <summary>
/// Controls the loading screen UI display, progress updates, and timing
/// </summary>
public class LoadingScreenController : MonoBehaviour
public class LoadingScreenController : ManagedBehaviour
{
[Header("UI References")]
[SerializeField] private GameObject loadingScreenContainer;
@@ -53,10 +53,17 @@ namespace UI
/// </summary>
public static LoadingScreenController Instance => _instance;
private void Awake()
// ManagedBehaviour configuration
public override int ManagedAwakePriority => 45; // UI infrastructure, before UIPageController
private new void Awake()
{
base.Awake(); // CRITICAL: Register with LifecycleManager!
// Set instance immediately so it's available before OnManagedAwake() is called
_instance = this;
// Set up container reference early
if (loadingScreenContainer == null)
loadingScreenContainer = gameObject;
@@ -65,15 +72,11 @@ namespace UI
{
loadingScreenContainer.SetActive(false);
}
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
protected override void OnManagedAwake()
{
// Initialize any dependencies that require other services to be ready
Logging.Debug("[LoadingScreenController] Post-boot initialization complete");
Logging.Debug("[LoadingScreenController] Initialized");
}
/// <summary>

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@@ -1,8 +1,8 @@
using System;
using Core;
using Core.SaveLoad;
using UnityEngine;
using UnityEngine.SceneManagement;
using Bootstrap;
using UI.Core;
using Pixelplacement;
@@ -22,9 +22,14 @@ namespace UI
[SerializeField] private GameObject pauseButton;
[SerializeField] private CanvasGroup canvasGroup;
// After UIPageController (50)
public override int ManagedAwakePriority => 55;
private void Awake()
private new void Awake()
{
base.Awake(); // CRITICAL: Register with LifecycleManager!
// Set instance immediately so it's available before OnManagedAwake() is called
_instance = this;
// Ensure we have a CanvasGroup for transitions
@@ -32,19 +37,22 @@ namespace UI
canvasGroup = GetComponent<CanvasGroup>();
if (canvasGroup == null)
canvasGroup = gameObject.AddComponent<CanvasGroup>();
// Set initial state
canvasGroup.alpha = 0f;
canvasGroup.interactable = false;
canvasGroup.blocksRaycasts = false;
gameObject.SetActive(false);
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
protected override void OnManagedAwake()
{
// Subscribe to scene loaded events
SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
// Subscribe to scene-dependent events - must be in OnManagedAwake, not OnSceneReady
// because PauseMenu is in DontDestroyOnLoad and OnSceneReady only fires once
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
}
// Also react to global UI hide/show events from the page controller
if (UIPageController.Instance != null)
@@ -53,16 +61,21 @@ namespace UI
UIPageController.Instance.OnAllUIShown += HandleAllUIShown;
}
// SceneManagerService subscription moved to InitializePostBoot
// Set initial state based on current scene
SetPauseMenuByLevel(SceneManager.GetActiveScene().name);
Logging.Debug("[PauseMenu] Subscribed to SceneManagerService events");
}
private void OnDestroy()
protected override void OnSceneReady()
{
// This only fires once for DontDestroyOnLoad objects, so we handle scene loads in OnManagedAwake
}
protected override void OnDestroy()
{
base.OnDestroy();
// Unsubscribe when destroyed
if (SceneManagerService.Instance != null)
{
@@ -81,17 +94,30 @@ namespace UI
/// <param name="levelName">The name of the level/scene</param>
public void SetPauseMenuByLevel(string levelName)
{
HidePauseMenu();
// TODO: Implement level-based pause menu visibility logic if needed
/*if (string.IsNullOrEmpty(levelName))
return;
bool isStartingLevel = levelName.ToLower().Contains("startingscene");
// When a new scene loads, ensure pause menu is removed from UIPageController stack
// and properly hidden, regardless of pause state
if (UIPageController.Instance != null && UIPageController.Instance.CurrentPage == this)
{
UIPageController.Instance.PopPage();
}
if(isStartingLevel)
HidePauseMenu(false); // Ensure menu is hidden when switching to a game level
// Ensure pause state is cleared
if (GameManager.Instance != null && GameManager.Instance.IsPaused)
{
EndPauseSideEffects();
}
Logging.Debug($"[PauseMenu] Setting pause menu active: {!isStartingLevel} for scene: {levelName}");*/
// Hide the menu UI
if (pauseMenuPanel != null) pauseMenuPanel.SetActive(false);
if (canvasGroup != null)
{
canvasGroup.alpha = 0f;
canvasGroup.interactable = false;
canvasGroup.blocksRaycasts = false;
}
gameObject.SetActive(false);
Logging.Debug($"[PauseMenu] Cleaned up pause menu state for scene: {levelName}");
}
/// <summary>
@@ -238,6 +264,18 @@ namespace UI
/// </summary>
public async void ExitToAppleHills()
{
// Pop from UIPageController stack before switching scenes
if (UIPageController.Instance != null && UIPageController.Instance.CurrentPage == this)
{
UIPageController.Instance.PopPage();
}
// Ensure pause state is cleared
if (GameManager.Instance != null && GameManager.Instance.IsPaused)
{
EndPauseSideEffects();
}
// Replace with the actual scene name as set in Build Settings
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
@@ -257,8 +295,20 @@ namespace UI
public async void ReloadLevel()
{
// Clear all save data for the current gameplay level before reloading
if (SaveLoadManager.Instance != null && SceneManagerService.Instance != null)
{
string currentLevel = SceneManagerService.Instance.CurrentGameplayScene;
if (!string.IsNullOrEmpty(currentLevel))
{
SaveLoadManager.Instance.ClearLevelData(currentLevel);
Logging.Debug($"[PauseMenu] Cleared save data for current level: {currentLevel}");
}
}
// Now reload the current scene with fresh state - skipSave=true prevents re-saving cleared data
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.ReloadCurrentScene(progress);
await SceneManagerService.Instance.ReloadCurrentScene(progress, autoHideLoadingScreen: true, skipSave: true);
}
/// <summary>

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@@ -1,6 +1,6 @@
using System.Collections;
using Bootstrap;
using Core;
using Core.Lifecycle;
using Core.SaveLoad;
using Input;
using Pixelplacement;
@@ -9,7 +9,7 @@ using UnityEngine;
namespace UI.Tutorial
{
public class DivingTutorial : MonoBehaviour, ITouchInputConsumer
public class DivingTutorial : ManagedBehaviour, ITouchInputConsumer
{
public enum ProgressType
{
@@ -27,18 +27,14 @@ namespace UI.Tutorial
private bool _canAcceptInput;
private Coroutine _waitLoopCoroutine;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
BootCompletionService.RegisterInitAction(InitializeTutorial);
public override int ManagedAwakePriority => 200; // Tutorial runs late, after other systems
protected override void OnManagedAwake()
{
// Ensure prompt is hidden initially (even before tutorial initialization)
if (tapPrompt != null)
tapPrompt.SetActive(false);
}
void InitializeTutorial()
{
if (playTutorial && !SaveLoadManager.Instance.currentSaveData.playedDivingTutorial)
{
// TODO: Possibly do it better, but for now just mark tutorial as played immediately
@@ -221,7 +217,7 @@ namespace UI.Tutorial
// Manual mode: enable input and wait for player tap
SetInputEnabled(true);
}
_waitLoopCoroutine = null;
}
}