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

View File

@@ -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()