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

@@ -1,6 +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;
}
}