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:
@@ -1,4 +1,5 @@
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using System;
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using Core.Lifecycle;
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using UnityEngine;
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namespace UI.Core
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@@ -6,12 +7,17 @@ namespace UI.Core
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/// <summary>
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/// Base class for UI pages that can transition in and out.
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/// Extended by specific UI page implementations for the card system.
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/// Now inherits from ManagedBehaviour for lifecycle support.
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/// Children can override lifecycle hooks if they need boot-dependent initialization.
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/// </summary>
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public abstract class UIPage : MonoBehaviour
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public abstract class UIPage : ManagedBehaviour
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{
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[Header("Page Settings")]
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public string PageName;
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// UI pages load after UI infrastructure (UIPageController is priority 50)
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public override int ManagedAwakePriority => 200;
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// Events using System.Action instead of UnityEvents
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public event Action OnTransitionInStarted;
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public event Action OnTransitionInCompleted;
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@@ -1,8 +1,7 @@
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using System;
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using System.Collections.Generic;
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using Bootstrap;
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using Core;
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using UnityEngine;
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using Core.Lifecycle;
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using UnityEngine.InputSystem;
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namespace UI.Core
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@@ -11,7 +10,7 @@ namespace UI.Core
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/// Manages UI page transitions and maintains a stack of active pages.
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/// Pages are pushed onto a stack for navigation and popped when going back.
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/// </summary>
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public class UIPageController : MonoBehaviour
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public class UIPageController : ManagedBehaviour
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{
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private static UIPageController _instance;
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public static UIPageController Instance => _instance;
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@@ -30,36 +29,25 @@ namespace UI.Core
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private PlayerInput _playerInput;
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private InputAction _cancelAction;
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private void Awake()
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public override int ManagedAwakePriority => 50; // UI infrastructure
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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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// TODO: Handle generic "cancel" action
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// _playerInput = FindFirstObjectByType<PlayerInput>();
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// if (_playerInput == null)
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// {
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// Logging.Warning("[UIPageController] No PlayerInput found in the scene. Cancel action might not work.");
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// }
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// else
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// {
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// // Get the Cancel action from the UI action map
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// _cancelAction = _playerInput.actions.FindAction("UI/Cancel");
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// if (_cancelAction != null)
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// {
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// _cancelAction.performed += OnCancelActionPerformed;
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// }
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// else
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// {
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// Logging.Warning("[UIPageController] Cancel action not found in the input actions asset.");
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// }
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// }
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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 OnDestroy()
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protected override void OnManagedAwake()
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{
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Logging.Debug("[UIPageController] Initialized");
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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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// Clean up event subscription when the controller is destroyed
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if (_cancelAction != null)
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{
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@@ -74,12 +62,6 @@ namespace UI.Core
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_pageStack.Peek().OnBackPressed();
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}
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}
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private void InitializePostBoot()
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{
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// Initialize any dependencies that require other services to be ready
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Logging.Debug("[UIPageController] Post-boot initialization complete");
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}
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/// <summary>
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/// Pushes a new page onto the stack, hiding the current page and showing the new one.
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