Rework of base interactables and managed behaviors

This commit is contained in:
Michal Pikulski
2025-11-04 11:11:27 +01:00
committed by Michal Pikulski
parent 00e1746ac4
commit f88bd0e2c9
60 changed files with 11175 additions and 1340 deletions

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@@ -2,7 +2,7 @@
using System.Collections.Generic;
using AppleHills.Core.Interfaces;
using AppleHills.Core.Settings;
using Bootstrap;
using Core.Lifecycle;
using Core.Settings;
using Input;
using UnityEngine;
@@ -12,7 +12,7 @@ namespace Core
/// <summary>
/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
/// </summary>
public class GameManager : MonoBehaviour
public class GameManager : ManagedBehaviour
{
// Singleton implementation
private static GameManager _instance;
@@ -34,33 +34,33 @@ namespace Core
public event Action OnGamePaused;
public event Action OnGameResumed;
void Awake()
// ManagedBehaviour configuration
public override int ManagedAwakePriority => 10; // Core infrastructure - runs early
private new void Awake()
{
base.Awake(); // CRITICAL: Register with LifecycleManager!
// Set instance immediately so it's available before OnManagedAwake() is called
_instance = this;
// Create settings providers if it doesn't exist
// Create settings providers - must happen in Awake so other managers can access settings in their ManagedAwake
SettingsProvider.Instance.gameObject.name = "Settings Provider";
DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
// Load all settings synchronously during Awake
// Load all settings synchronously - critical infrastructure for other managers
InitializeSettings();
InitializeDeveloperSettings();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
// DontDestroyOnLoad(gameObject);
}
private void Start()
{
// Load verbosity settings early
_settingsLogVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().settingsLogVerbosity;
_managerLogVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().gameManagerLogVerbosity;
}
private void InitializePostBoot()
protected override void OnManagedAwake()
{
// For post-boot correct initialization order
// Settings are already initialized in Awake()
// This is available for future initialization that depends on other managers
}
/// <summary>

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@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using Interactions;
using Bootstrap;
using Core.Lifecycle;
using Core.SaveLoad;
namespace Core
@@ -11,7 +11,7 @@ namespace Core
/// Central registry for pickups and item slots.
/// Mirrors the singleton pattern used by PuzzleManager.
/// </summary>
public class ItemManager : MonoBehaviour
public class ItemManager : ManagedBehaviour
{
private static ItemManager _instance;
@@ -48,35 +48,32 @@ namespace Core
// Args: first item data, second item data, result item data
public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
void Awake()
public override int ManagedAwakePriority => 75; // Item registry
private new void Awake()
{
_instance = this;
base.Awake(); // CRITICAL: Register with LifecycleManager!
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
// Set instance immediately so it's available before OnManagedAwake() is called
_instance = this;
}
private void InitializePostBoot()
protected override void OnManagedAwake()
{
// Subscribe to scene load completed so we can clear registrations when scenes change
SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
Logging.Debug("[ItemManager] Subscribed to SceneManagerService events");
Logging.Debug("[ItemManager] Initialized");
}
void OnDestroy()
protected override void OnSceneReady()
{
// Unsubscribe from SceneManagerService
if (SceneManagerService.Instance != null)
SceneManagerService.Instance.SceneLoadStarted -= OnSceneLoadStarted;
// Ensure we clean up any subscriptions from registered items when the manager is destroyed
// Replaces SceneLoadStarted subscription for clearing registrations
ClearAllRegistrations();
}
private void OnSceneLoadStarted(string sceneName)
protected override void OnDestroy()
{
// Clear all registrations when a new scene is loaded, so no stale references persist
base.OnDestroy();
// Ensure we clean up any subscriptions from registered items when the manager is destroyed
ClearAllRegistrations();
}

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fileFormatVersion: 2
guid: 06a2c07342e5422eae1eb613f614ed61
timeCreated: 1762206473

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@@ -0,0 +1,48 @@
namespace Core.Lifecycle
{
/// <summary>
/// Defines the different lifecycle phases that can be broadcast by the LifecycleManager.
/// All ManagedBehaviours participate in all lifecycle phases by default.
/// </summary>
public enum LifecyclePhase
{
/// <summary>
/// Called once per component after bootstrap completes.
/// Guaranteed to be called after all bootstrap resources are loaded.
/// For late-registered components, called immediately upon registration.
/// </summary>
ManagedAwake,
/// <summary>
/// Called before a scene is unloaded.
/// Only called for components in the scene being unloaded.
/// </summary>
SceneUnloading,
/// <summary>
/// Called after a scene has finished loading.
/// Only called for components in the scene being loaded.
/// </summary>
SceneReady,
/// <summary>
/// Called before scene unloads to save data via SaveLoadManager.
/// Integrates with existing SaveLoadManager save system.
/// </summary>
SaveRequested,
/// <summary>
/// Called after scene loads to restore data via SaveLoadManager.
/// Integrates with existing SaveLoadManager restore system.
/// </summary>
RestoreRequested,
/// <summary>
/// Called during OnDestroy before component is destroyed.
/// Use for custom cleanup logic.
/// Most cleanup is automatic (managed events, auto-registrations).
/// </summary>
ManagedDestroy
}
}

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fileFormatVersion: 2
guid: 5f5f0f19f08240d4d9863b6be6a3cf03

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@@ -0,0 +1,420 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Core.Lifecycle
{
/// <summary>
/// Central orchestrator for ManagedBehaviour lifecycle events.
/// Singleton that broadcasts lifecycle events in priority-ordered manner.
/// </summary>
public class LifecycleManager : MonoBehaviour
{
#region Singleton
private static LifecycleManager _instance;
/// <summary>
/// Singleton instance of the LifecycleManager.
/// Created by CustomBoot.Initialise() before bootstrap begins.
/// </summary>
public static LifecycleManager Instance => _instance;
/// <summary>
/// Create LifecycleManager instance. Called by CustomBoot.Initialise() before bootstrap begins.
/// </summary>
public static void CreateInstance()
{
if (_instance != null)
{
Debug.LogWarning("[LifecycleManager] Instance already exists");
return;
}
var go = new GameObject("LifecycleManager");
_instance = go.AddComponent<LifecycleManager>();
DontDestroyOnLoad(go);
Debug.Log("[LifecycleManager] Instance created");
}
#endregion
#region Lifecycle Lists
private List<ManagedBehaviour> managedAwakeList = new List<ManagedBehaviour>();
private List<ManagedBehaviour> sceneUnloadingList = new List<ManagedBehaviour>();
private List<ManagedBehaviour> sceneReadyList = new List<ManagedBehaviour>();
private List<ManagedBehaviour> saveRequestedList = new List<ManagedBehaviour>();
private List<ManagedBehaviour> restoreRequestedList = new List<ManagedBehaviour>();
private List<ManagedBehaviour> destroyList = new List<ManagedBehaviour>();
#endregion
#region Tracking Dictionaries
private Dictionary<ManagedBehaviour, string> componentScenes = new Dictionary<ManagedBehaviour, string>();
#endregion
#region State Flags
private bool isBootComplete = false;
private string currentSceneReady = "";
[SerializeField] private bool enableDebugLogging = true;
#endregion
#region Unity Lifecycle
void Awake()
{
// Instance should already be set by CreateInstance() called from CustomBoot
// This Awake is backup in case LifecycleManager was manually added to a scene
if (_instance == null)
{
_instance = this;
DontDestroyOnLoad(gameObject);
LogDebug("LifecycleManager initialized via Awake (fallback)");
}
else if (_instance != this)
{
Debug.LogWarning("[LifecycleManager] Duplicate instance detected. Destroying.");
Destroy(gameObject);
}
}
void OnDestroy()
{
if (_instance == this)
{
_instance = null;
}
}
#endregion
#region Registration
/// <summary>
/// Register a ManagedBehaviour with the lifecycle system.
/// Called automatically from ManagedBehaviour.Awake().
/// All components participate in all lifecycle hooks.
/// </summary>
public void Register(ManagedBehaviour component)
{
if (component == null)
{
Debug.LogWarning("[LifecycleManager] Attempted to register null component");
return;
}
var sceneName = component.gameObject.scene.name;
// Track which scene this component belongs to
componentScenes[component] = sceneName;
// Register for ManagedAwake
if (isBootComplete)
{
// Boot already complete - call OnManagedAwake immediately
LogDebug($"Late registration: Calling OnManagedAwake immediately for {component.gameObject.name}");
try
{
component.InvokeManagedAwake();
HandleAutoRegistrations(component);
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
}
}
else
{
// Boot not complete yet - add to list for broadcast
InsertSorted(managedAwakeList, component, component.ManagedAwakePriority);
}
// Register for all scene lifecycle hooks
InsertSorted(sceneUnloadingList, component, component.SceneUnloadingPriority);
InsertSorted(sceneReadyList, component, component.SceneReadyPriority);
InsertSorted(saveRequestedList, component, component.SavePriority);
InsertSorted(restoreRequestedList, component, component.RestorePriority);
InsertSorted(destroyList, component, component.DestroyPriority);
// If this scene is already ready, call OnSceneReady immediately
// Check both currentSceneReady AND if the Unity scene is actually loaded
// (during scene loading, components Awake before BroadcastSceneReady is called)
bool sceneIsReady = currentSceneReady == sceneName;
// Also check if this is happening during boot and the scene is the active scene
// This handles components that register during initial scene load
if (!sceneIsReady && isBootComplete && sceneName != "DontDestroyOnLoad")
{
var scene = UnityEngine.SceneManagement.SceneManager.GetSceneByName(sceneName);
sceneIsReady = scene.isLoaded;
}
if (sceneIsReady)
{
LogDebug($"Late registration: Calling OnSceneReady immediately for {component.gameObject.name}");
try
{
component.InvokeSceneReady();
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnSceneReady for {component.gameObject.name}: {ex}");
}
}
LogDebug($"Registered {component.gameObject.name} (Scene: {sceneName})");
}
/// <summary>
/// Unregister a ManagedBehaviour from the lifecycle system.
/// Called automatically from ManagedBehaviour.OnDestroy().
/// </summary>
public void Unregister(ManagedBehaviour component)
{
if (component == null)
return;
managedAwakeList.Remove(component);
sceneUnloadingList.Remove(component);
sceneReadyList.Remove(component);
saveRequestedList.Remove(component);
restoreRequestedList.Remove(component);
destroyList.Remove(component);
componentScenes.Remove(component);
LogDebug($"Unregistered {component.gameObject.name}");
}
#endregion
#region Broadcast Methods
/// <summary>
/// Called by CustomBoot when boot completes.
/// Broadcasts ManagedAwake to all registered components.
/// </summary>
public void OnBootCompletionTriggered()
{
if (isBootComplete)
return;
LogDebug("=== Boot Completion Triggered ===");
BroadcastManagedAwake();
isBootComplete = true;
}
/// <summary>
/// Broadcast OnManagedAwake to all registered components (priority ordered).
/// </summary>
private void BroadcastManagedAwake()
{
LogDebug($"Broadcasting ManagedAwake to {managedAwakeList.Count} components");
foreach (var component in managedAwakeList)
{
if (component == null) continue;
try
{
component.InvokeManagedAwake();
HandleAutoRegistrations(component);
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
}
}
// Clear the list - components already initialized
managedAwakeList.Clear();
}
/// <summary>
/// Broadcast OnSceneUnloading to components in the specified scene (reverse priority order).
/// </summary>
public void BroadcastSceneUnloading(string sceneName)
{
LogDebug($"Broadcasting SceneUnloading for scene: {sceneName}");
// Iterate backwards (high priority → low priority)
for (int i = sceneUnloadingList.Count - 1; i >= 0; i--)
{
var component = sceneUnloadingList[i];
if (component == null) continue;
if (componentScenes.TryGetValue(component, out string compScene) && compScene == sceneName)
{
try
{
component.InvokeSceneUnloading();
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnSceneUnloading for {component.gameObject.name}: {ex}");
}
}
}
}
/// <summary>
/// Broadcast OnSaveRequested to components in the specified scene (reverse priority order).
/// </summary>
public void BroadcastSaveRequested(string sceneName)
{
LogDebug($"Broadcasting SaveRequested for scene: {sceneName}");
// Iterate backwards (high priority → low priority)
for (int i = saveRequestedList.Count - 1; i >= 0; i--)
{
var component = saveRequestedList[i];
if (component == null) continue;
if (componentScenes.TryGetValue(component, out string compScene) && compScene == sceneName)
{
try
{
component.InvokeSaveRequested();
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnSaveRequested for {component.gameObject.name}: {ex}");
}
}
}
}
/// <summary>
/// Broadcast OnSceneReady to components in the specified scene (priority order).
/// </summary>
public void BroadcastSceneReady(string sceneName)
{
LogDebug($"Broadcasting SceneReady for scene: {sceneName}");
currentSceneReady = sceneName;
foreach (var component in sceneReadyList)
{
if (component == null) continue;
if (componentScenes.TryGetValue(component, out string compScene) && compScene == sceneName)
{
try
{
component.InvokeSceneReady();
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnSceneReady for {component.gameObject.name}: {ex}");
}
}
}
}
/// <summary>
/// Broadcast OnRestoreRequested to components in the specified scene (priority order).
/// </summary>
public void BroadcastRestoreRequested(string sceneName)
{
LogDebug($"Broadcasting RestoreRequested for scene: {sceneName}");
foreach (var component in restoreRequestedList)
{
if (component == null) continue;
if (componentScenes.TryGetValue(component, out string compScene) && compScene == sceneName)
{
try
{
component.InvokeRestoreRequested();
}
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnRestoreRequested for {component.gameObject.name}: {ex}");
}
}
}
}
#endregion
#region Auto-Registration
/// <summary>
/// Handle automatic registration with GameManager.
/// </summary>
private void HandleAutoRegistrations(ManagedBehaviour component)
{
// Auto-register IPausable
if (component.AutoRegisterPausable && component is AppleHills.Core.Interfaces.IPausable pausable)
{
if (GameManager.Instance != null)
{
GameManager.Instance.RegisterPausableComponent(pausable);
LogDebug($"Auto-registered IPausable: {component.gameObject.name}");
}
}
}
#endregion
#region Helper Methods
/// <summary>
/// Insert component into list maintaining sorted order by priority.
/// Uses binary search for efficient insertion.
/// </summary>
private void InsertSorted(List<ManagedBehaviour> list, ManagedBehaviour component, int priority)
{
// Simple linear insertion for now (can optimize with binary search later if needed)
int index = 0;
for (int i = 0; i < list.Count; i++)
{
int existingPriority = GetPriorityForList(list[i], list);
if (priority < existingPriority)
{
index = i;
break;
}
index = i + 1;
}
list.Insert(index, component);
}
/// <summary>
/// Get the priority value for a component based on which list it's in.
/// </summary>
private int GetPriorityForList(ManagedBehaviour component, List<ManagedBehaviour> list)
{
if (list == managedAwakeList) return component.ManagedAwakePriority;
if (list == sceneUnloadingList) return component.SceneUnloadingPriority;
if (list == sceneReadyList) return component.SceneReadyPriority;
if (list == saveRequestedList) return component.SavePriority;
if (list == restoreRequestedList) return component.RestorePriority;
if (list == destroyList) return component.DestroyPriority;
return 100;
}
/// <summary>
/// Log debug message if debug logging is enabled.
/// </summary>
private void LogDebug(string message)
{
if (enableDebugLogging)
{
Debug.Log($"[LifecycleManager] {message}");
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: db6d4743867a3a44381d511cea39218d

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@@ -0,0 +1,224 @@
using System;
using UnityEngine;
namespace Core.Lifecycle
{
/// <summary>
/// Base class for all managed behaviours with deterministic lifecycle hooks.
/// Automatically registers with LifecycleManager and provides ordered lifecycle callbacks.
/// </summary>
public abstract class ManagedBehaviour : MonoBehaviour
{
#region Priority Properties
/// <summary>
/// Priority for OnManagedAwake (lower values execute first).
/// Default: 100
/// </summary>
public virtual int ManagedAwakePriority => 100;
/// <summary>
/// Priority for OnSceneUnloading (executed in reverse: higher values execute first).
/// Default: 100
/// </summary>
public virtual int SceneUnloadingPriority => 100;
/// <summary>
/// Priority for OnSceneReady (lower values execute first).
/// Default: 100
/// </summary>
public virtual int SceneReadyPriority => 100;
/// <summary>
/// Priority for OnSaveRequested (executed in reverse: higher values execute first).
/// Default: 100
/// </summary>
public virtual int SavePriority => 100;
/// <summary>
/// Priority for OnRestoreRequested (lower values execute first).
/// Default: 100
/// </summary>
public virtual int RestorePriority => 100;
/// <summary>
/// Priority for OnManagedDestroy (executed in reverse: higher values execute first).
/// Default: 100
/// </summary>
public virtual int DestroyPriority => 100;
#endregion
#region Configuration Properties
/// <summary>
/// If true and component implements IPausable, automatically registers with GameManager.
/// Default: false
/// </summary>
public virtual bool AutoRegisterPausable => false;
#endregion
#region Public Accessors (for LifecycleManager)
// Public wrappers to invoke protected lifecycle methods
public void InvokeManagedAwake() => OnManagedAwake();
public void InvokeSceneUnloading() => OnSceneUnloading();
public void InvokeSceneReady() => OnSceneReady();
public void InvokeSaveRequested() => OnSaveRequested();
public void InvokeRestoreRequested() => OnRestoreRequested();
public void InvokeManagedDestroy() => OnManagedDestroy();
#endregion
#region Private Fields
private ManagedEventManager _eventManager;
private bool _isRegistered;
#endregion
#region Unity Lifecycle
/// <summary>
/// Unity Awake - automatically registers with LifecycleManager.
/// IMPORTANT: Derived classes that override Awake MUST call base.Awake()
/// </summary>
protected virtual void Awake()
{
_eventManager = new ManagedEventManager();
if (LifecycleManager.Instance != null)
{
LifecycleManager.Instance.Register(this);
_isRegistered = true;
}
else
{
Debug.LogWarning($"[ManagedBehaviour] LifecycleManager not found for {gameObject.name}. Component will not receive lifecycle callbacks.");
}
}
/// <summary>
/// Unity OnDestroy - automatically unregisters and cleans up.
/// IMPORTANT: Derived classes that override OnDestroy MUST call base.OnDestroy()
/// </summary>
protected virtual void OnDestroy()
{
if (!_isRegistered)
return;
// Unregister from LifecycleManager
if (LifecycleManager.Instance != null)
{
LifecycleManager.Instance.Unregister(this);
}
// Auto-cleanup managed events
_eventManager?.UnregisterAllEvents();
// Auto-unregister from GameManager if auto-registered
if (AutoRegisterPausable && this is AppleHills.Core.Interfaces.IPausable pausable)
{
GameManager.Instance?.UnregisterPausableComponent(pausable);
}
_isRegistered = false;
}
#endregion
#region Managed Lifecycle Hooks
/// <summary>
/// Called once per component after bootstrap completes.
/// GUARANTEE: Bootstrap resources are available, all managers are initialized.
/// For boot-time components: Called during LifecycleManager.BroadcastManagedAwake (priority ordered).
/// For late-registered components: Called immediately upon registration (bootstrap already complete).
/// Replaces the old Awake + InitializePostBoot pattern.
/// </summary>
protected virtual void OnManagedAwake()
{
// Override in derived classes
}
/// <summary>
/// Called before the scene this component belongs to is unloaded.
/// Called in REVERSE priority order (higher values execute first).
/// Use for scene-specific cleanup.
/// </summary>
protected virtual void OnSceneUnloading()
{
// Override in derived classes
}
/// <summary>
/// Called after the scene this component belongs to has finished loading.
/// Called in priority order (lower values execute first).
/// Use for scene-specific initialization.
/// </summary>
protected virtual void OnSceneReady()
{
// Override in derived classes
}
/// <summary>
/// Called before scene unloads to save data via SaveLoadManager.
/// Called in REVERSE priority order (higher values execute first).
/// Integrates with existing SaveLoadManager save system.
/// Return serialized state string (e.g., JsonUtility.ToJson(myData)).
/// </summary>
protected virtual void OnSaveRequested()
{
// Override in derived classes
}
/// <summary>
/// Called after scene loads to restore data via SaveLoadManager.
/// Called in priority order (lower values execute first).
/// Integrates with existing SaveLoadManager restore system.
/// Receives serialized state string to restore from.
/// </summary>
protected virtual void OnRestoreRequested()
{
// Override in derived classes
}
/// <summary>
/// Called during OnDestroy before component is destroyed.
/// Called in REVERSE priority order (higher values execute first).
/// NOTE: Most cleanup is automatic (managed events, auto-registrations).
/// Only override if you need custom cleanup logic.
/// </summary>
protected virtual void OnManagedDestroy()
{
// Override in derived classes
}
#endregion
#region Helper Methods
/// <summary>
/// Register an event subscription for automatic cleanup on destroy.
/// Prevents memory leaks by ensuring the event is unsubscribed when this component is destroyed.
/// </summary>
/// <param name="target">The object that owns the event</param>
/// <param name="eventName">Name of the event (e.g., "SceneLoadCompleted")</param>
/// <param name="handler">The delegate/handler for the event</param>
protected void RegisterManagedEvent(object target, string eventName, Delegate handler)
{
if (_eventManager == null)
{
Debug.LogWarning($"[ManagedBehaviour] Event manager not initialized for {gameObject.name}");
return;
}
_eventManager.RegisterEvent(target, eventName, handler);
}
#endregion
}
}

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fileFormatVersion: 2
guid: af776ef1493d6e543aa3cbe2601f4ef2

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using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
namespace Core.Lifecycle
{
/// <summary>
/// Stores information about a single event subscription for automatic cleanup.
/// </summary>
internal class EventSubscriptionInfo
{
public object Target { get; set; }
public Delegate Handler { get; set; }
public string EventName { get; set; }
}
/// <summary>
/// Manages event subscriptions for a ManagedBehaviour with automatic cleanup on destroy.
/// Prevents memory leaks by ensuring all event subscriptions are properly unsubscribed.
/// </summary>
public class ManagedEventManager
{
private readonly List<EventSubscriptionInfo> _subscriptions = new List<EventSubscriptionInfo>();
/// <summary>
/// Register an event subscription for automatic cleanup.
/// </summary>
/// <param name="target">The object that owns the event</param>
/// <param name="eventName">Name of the event (e.g., "OnSomethingHappened")</param>
/// <param name="handler">The delegate/handler for the event</param>
public void RegisterEvent(object target, string eventName, Delegate handler)
{
if (target == null)
{
Debug.LogWarning("[ManagedEventManager] Cannot register event on null target");
return;
}
if (string.IsNullOrEmpty(eventName))
{
Debug.LogWarning("[ManagedEventManager] Event name cannot be null or empty");
return;
}
if (handler == null)
{
Debug.LogWarning("[ManagedEventManager] Handler cannot be null");
return;
}
_subscriptions.Add(new EventSubscriptionInfo
{
Target = target,
EventName = eventName,
Handler = handler
});
}
/// <summary>
/// Unregister all event subscriptions. Called automatically on ManagedBehaviour destruction.
/// </summary>
public void UnregisterAllEvents()
{
foreach (var subscription in _subscriptions)
{
try
{
if (subscription.Target == null)
continue;
// Use reflection to get the event and unsubscribe
var eventInfo = subscription.Target.GetType().GetEvent(
subscription.EventName,
BindingFlags.Public | BindingFlags.Instance | BindingFlags.Static
);
if (eventInfo != null)
{
eventInfo.RemoveEventHandler(subscription.Target, subscription.Handler);
}
else
{
Debug.LogWarning($"[ManagedEventManager] Could not find event '{subscription.EventName}' on type '{subscription.Target.GetType().Name}'");
}
}
catch (Exception ex)
{
Debug.LogError($"[ManagedEventManager] Error unsubscribing from event '{subscription.EventName}': {ex.Message}");
}
}
_subscriptions.Clear();
}
/// <summary>
/// Get the count of registered event subscriptions (for debugging).
/// </summary>
public int SubscriptionCount => _subscriptions.Count;
}
}

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fileFormatVersion: 2
guid: 63e107279fdbf1542a9d93d57e60285c

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@@ -1,7 +1,7 @@
using UnityEngine;
using AppleHills.Data.CardSystem;
using Cinematics;
using Core;
using Core.Lifecycle;
using Data.CardSystem;
using Input;
using PuzzleS;
@@ -12,7 +12,7 @@ namespace AppleHills.Core
/// Provides quick access to frequently used game objects, components, and manager instances.
/// References are cached for performance and automatically invalidated on scene changes.
/// </summary>
public class QuickAccess : MonoBehaviour
public class QuickAccess : ManagedBehaviour
{
#region Singleton Setup
private static QuickAccess _instance;
@@ -24,6 +24,9 @@ namespace AppleHills.Core
#endregion Singleton Setup
// Very early initialization - QuickAccess should be available immediately
public override int ManagedAwakePriority => 5;
#region Manager Instances
// Core Managers
@@ -46,7 +49,6 @@ namespace AppleHills.Core
private PlayerTouchController _playerController;
private FollowerController _followerController;
private Camera _mainCamera;
private bool _initialized = false;
/// <summary>
/// Returns the player GameObject. Finds it if not already cached.
@@ -125,31 +127,31 @@ namespace AppleHills.Core
#endregion
#region Initialization and Scene Management
#region Lifecycle Methods
private void Awake()
private new void Awake()
{
_instance = this;
base.Awake(); // CRITICAL: Register with LifecycleManager!
if (!_initialized)
{
// Subscribe to scene changes
if (SceneManager != null)
{
SceneManager.SceneLoadCompleted += OnSceneLoadCompleted;
}
_initialized = true;
}
// Set instance immediately so it's available before OnManagedAwake() is called
_instance = this;
}
/// <summary>
/// Handle scene changes by clearing cached references.
/// </summary>
private void OnSceneLoadCompleted(string sceneName)
protected override void OnManagedAwake()
{
// QuickAccess has minimal initialization
}
protected override void OnSceneUnloading()
{
// Clear references BEFORE scene unloads for better cleanup timing
ClearReferences();
}
#endregion
#region Reference Management
/// <summary>
/// Clear all cached references.
/// </summary>

View File

@@ -1,6 +1,5 @@
using UnityEngine;
using Pixelplacement;
using Bootstrap;
namespace Core.SaveLoad
{
@@ -82,18 +81,15 @@ namespace Core.SaveLoad
private void Start()
{
// Register with save system (no validation needed - we auto-generate ID)
BootCompletionService.RegisterInitAction(() =>
// Direct registration - SaveLoadManager guaranteed available (priority 25)
if (SaveLoadManager.Instance != null)
{
if (SaveLoadManager.Instance != null)
{
SaveLoadManager.Instance.RegisterParticipant(this);
}
else
{
Debug.LogWarning($"[SaveableStateMachine] SaveLoadManager.Instance is null, cannot register '{name}'", this);
}
});
SaveLoadManager.Instance.RegisterParticipant(this);
}
else
{
Debug.LogWarning($"[AppleMachine] SaveLoadManager not available for '{name}'", this);
}
}
#if UNITY_EDITOR

View File

@@ -4,20 +4,20 @@ using System.Collections.Generic;
using System.IO;
using System.Linq;
using AppleHills.Core.Settings;
using Bootstrap;
using Core.Lifecycle;
using UnityEngine;
namespace Core.SaveLoad
{
/// <summary>
/// Save/Load manager that follows the project's bootstrap pattern.
/// Save/Load manager that follows the project's lifecycle pattern.
/// - Singleton instance
/// - Registers a post-boot init action with BootCompletionService
/// - Inherits from ManagedBehaviour for lifecycle integration
/// - Manages participant registration for save/load operations
/// - Exposes simple async Save/Load methods
/// - Fires events on completion
/// </summary>
public class SaveLoadManager : MonoBehaviour
public class SaveLoadManager : ManagedBehaviour
{
private static SaveLoadManager _instance;
public static SaveLoadManager Instance => _instance;
@@ -43,24 +43,49 @@ namespace Core.SaveLoad
public event Action<string> OnLoadCompleted;
public event Action OnParticipantStatesRestored;
void Awake()
// ManagedBehaviour configuration
public override int ManagedAwakePriority => 20; // After GameManager and SceneManagerService
private new void Awake()
{
base.Awake(); // CRITICAL: Register with LifecycleManager!
// Set instance immediately so it's available before OnManagedAwake() is called
_instance = this;
// Initialize critical state immediately
IsSaveDataLoaded = false;
IsRestoringState = false;
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void Start()
protected override void OnManagedAwake()
{
Logging.Debug("[SaveLoadManager] Initialized");
#if UNITY_EDITOR
OnSceneLoadCompleted("RestoreInEditor");
DiscoverInactiveSaveables("RestoreInEditor");
#endif
// Load save data if save system is enabled (depends on settings from GameManager)
if (DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().useSaveLoadSystem)
{
Load();
}
}
protected override void OnSceneReady()
{
// Discover and register inactive SaveableInteractables in the newly loaded scene
string sceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
DiscoverInactiveSaveables(sceneName);
}
protected override void OnSaveRequested()
{
// Scene is about to unload - this is now handled by SceneManagerService
// which calls Save() globally before scene transitions
Logging.Debug($"[SaveLoadManager] OnSaveRequested called");
}
private void OnApplicationQuit()
{
@@ -70,30 +95,14 @@ namespace Core.SaveLoad
}
}
private void InitializePostBoot()
{
Logging.Debug("[SaveLoadManager] Post-boot initialization complete");
// Subscribe to scene lifecycle events if SceneManagerService is available
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
SceneManagerService.Instance.SceneUnloadStarted += OnSceneUnloadStarted;
Logging.Debug("[SaveLoadManager] Subscribed to SceneManagerService events");
}
}
// ...existing code...
void OnDestroy()
protected override void OnDestroy()
{
base.OnDestroy(); // Important: call base to unregister from LifecycleManager
if (_instance == this)
{
// Unsubscribe from scene events
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
SceneManagerService.Instance.SceneUnloadStarted -= OnSceneUnloadStarted;
}
_instance = null;
}
}
@@ -175,7 +184,11 @@ namespace Core.SaveLoad
#region Scene Lifecycle
private void OnSceneLoadCompleted(string sceneName)
/// <summary>
/// Discovers and registers inactive SaveableInteractables in the scene.
/// Active SaveableInteractables register themselves via their Start() method.
/// </summary>
private void DiscoverInactiveSaveables(string sceneName)
{
Logging.Debug($"[SaveLoadManager] Scene '{sceneName}' loaded. Discovering inactive SaveableInteractables...");
@@ -201,13 +214,6 @@ namespace Core.SaveLoad
Logging.Debug($"[SaveLoadManager] Discovered and registered {registeredCount} inactive SaveableInteractables");
}
private void OnSceneUnloadStarted(string sceneName)
{
Logging.Debug($"[SaveLoadManager] Scene '{sceneName}' unloading. Note: Participants should unregister themselves.");
// We don't force-clear here because participants should manage their own lifecycle
// This allows for proper cleanup in OnDestroy
}
#endregion

View File

@@ -2,17 +2,18 @@
using System.Collections.Generic;
using System.Threading.Tasks;
using AppleHills.Core.Settings;
using Core.Lifecycle;
using Core.SaveLoad;
using UI;
using UnityEngine;
using UnityEngine.SceneManagement;
using Bootstrap;
namespace Core
{
/// <summary>
/// Singleton service for loading and unloading Unity scenes asynchronously, with events for progress and completion.
/// </summary>
public class SceneManagerService : MonoBehaviour
public class SceneManagerService : ManagedBehaviour
{
private LoadingScreenController _loadingScreen;
private static SceneManagerService _instance;
@@ -23,29 +24,39 @@ namespace Core
public static SceneManagerService Instance => _instance;
// Events for scene lifecycle
// NOTE: Most components should use lifecycle hooks (OnSceneReady, OnSceneUnloading)
// instead of subscribing to these events. Events are primarily for orchestration.
/// <summary>
/// Fired when a scene starts loading. Used by loading screen orchestration.
/// </summary>
public event Action<string> SceneLoadStarted;
public event Action<string, float> SceneLoadProgress;
/// <summary>
/// Fired when a scene finishes loading.
/// Used by loading screen orchestration and cross-scene components (e.g., PauseMenu).
/// For component initialization, use OnSceneReady() lifecycle hook instead.
/// </summary>
public event Action<string> SceneLoadCompleted;
public event Action<string> SceneUnloadStarted;
public event Action<string, float> SceneUnloadProgress;
public event Action<string> SceneUnloadCompleted;
private readonly Dictionary<string, AsyncOperation> _activeLoads = new();
private readonly Dictionary<string, AsyncOperation> _activeUnloads = new();
private LogVerbosity _logVerbosity = LogVerbosity.Debug;
private const string BootstrapSceneName = "BootstrapScene";
void Awake()
// ManagedBehaviour configuration
public override int ManagedAwakePriority => 15; // Core infrastructure, after GameManager
private new void Awake()
{
base.Awake(); // CRITICAL: Register with LifecycleManager!
// Set instance immediately so it's available before OnManagedAwake() is called
_instance = this;
// DontDestroyOnLoad(gameObject);
// Initialize current scene tracking immediately in Awake
// Initialize current scene tracking - critical for scene management
InitializeCurrentSceneTracking();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
// Ensure BootstrapScene is loaded at startup
var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
if (!bootstrap.isLoaded)
@@ -54,9 +65,17 @@ namespace Core
}
}
private void Start()
protected override void OnManagedAwake()
{
// Set up loading screen reference and events
// This must happen in ManagedAwake because LoadingScreenController instance needs to be set first
_loadingScreen = LoadingScreenController.Instance;
SetupLoadingScreenEvents();
// Load verbosity settings
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().sceneLogVerbosity;
LogDebugMessage($"SceneManagerService initialized, current scene is: {CurrentGameplayScene}");
}
/// <summary>
@@ -89,17 +108,6 @@ namespace Core
LogDebugMessage($"No valid active scene, defaulting to: {CurrentGameplayScene}");
}
}
private void InitializePostBoot()
{
// Set up loading screen reference and events after boot is complete
_loadingScreen = LoadingScreenController.Instance;
// Set up loading screen event handlers if available
SetupLoadingScreenEvents();
LogDebugMessage($"Post-boot initialization complete, current scene is: {CurrentGameplayScene}");
}
private void SetupLoadingScreenEvents()
{
@@ -122,7 +130,6 @@ namespace Core
while (!op.isDone)
{
progress?.Report(op.progress);
SceneLoadProgress?.Invoke(sceneName, op.progress);
await Task.Yield();
}
_activeLoads.Remove(sceneName);
@@ -142,17 +149,15 @@ namespace Core
Logging.Warning($"[SceneManagerService] Attempted to unload scene '{sceneName}', but it is not loaded.");
return;
}
SceneUnloadStarted?.Invoke(sceneName);
var op = SceneManager.UnloadSceneAsync(sceneName);
_activeUnloads[sceneName] = op;
while (!op.isDone)
{
progress?.Report(op.progress);
SceneUnloadProgress?.Invoke(sceneName, op.progress);
await Task.Yield();
}
_activeUnloads.Remove(sceneName);
SceneUnloadCompleted?.Invoke(sceneName);
}
/// <summary>
@@ -230,7 +235,6 @@ namespace Core
var op = SceneManager.UnloadSceneAsync(name);
_activeUnloads[name] = op;
ops.Add(op);
SceneUnloadStarted?.Invoke(name);
}
while (done < total)
@@ -251,7 +255,6 @@ namespace Core
foreach (var name in sceneNames)
{
_activeUnloads.Remove(name);
SceneUnloadCompleted?.Invoke(name);
}
// Hide loading screen after all scenes are unloaded
@@ -293,13 +296,35 @@ namespace Core
/// <param name="autoHideLoadingScreen">Whether to automatically hide the loading screen when complete. If false, caller must hide it manually.</param>
public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null, bool autoHideLoadingScreen = true)
{
// Show loading screen at the start (whether using auto-hide or not)
if (_loadingScreen != null && !_loadingScreen.IsActive)
string oldSceneName = CurrentGameplayScene;
// PHASE 1: Show loading screen at the start
// Use explicit progress provider to combine unload + load progress
if (_loadingScreen != null)
{
_loadingScreen.ShowLoadingScreen();
_loadingScreen.ShowLoadingScreen(() => GetAggregateLoadProgress());
}
// Remove all AstarPath (A* Pathfinder) singletons before loading the new scene
// PHASE 2: Broadcast scene unloading - notify components to cleanup
LogDebugMessage($"Broadcasting OnSceneUnloading for: {oldSceneName}");
LifecycleManager.Instance?.BroadcastSceneUnloading(oldSceneName);
// PHASE 3: Broadcast save request - components save their level-specific data
LogDebugMessage($"Broadcasting OnSaveRequested for: {oldSceneName}");
LifecycleManager.Instance?.BroadcastSaveRequested(oldSceneName);
// PHASE 4: Trigger global save if save system is enabled
if (SaveLoadManager.Instance != null)
{
var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
if (debugSettings.useSaveLoadSystem)
{
LogDebugMessage("Saving global game state");
SaveLoadManager.Instance.Save();
}
}
// PHASE 5: Remove all AstarPath (A* Pathfinder) singletons before loading the new scene
var astarPaths = FindObjectsByType<AstarPath>(FindObjectsSortMode.None);
foreach (var astar in astarPaths)
{
@@ -308,31 +333,41 @@ namespace Core
else
DestroyImmediate(astar.gameObject);
}
// Unload previous gameplay scene (if not BootstrapScene and not same as new)
if (!string.IsNullOrEmpty(CurrentGameplayScene)&& CurrentGameplayScene != BootstrapSceneName)
// PHASE 6: Unload previous gameplay scene (Unity will call OnDestroy → OnManagedDestroy)
if (!string.IsNullOrEmpty(oldSceneName) && oldSceneName != BootstrapSceneName)
{
var prevScene = SceneManager.GetSceneByName(CurrentGameplayScene);
var prevScene = SceneManager.GetSceneByName(oldSceneName);
if (prevScene.isLoaded)
{
await UnloadSceneAsync(CurrentGameplayScene);
await UnloadSceneAsync(oldSceneName);
}
else
{
Logging.Warning($"[SceneManagerService] Previous scene '{CurrentGameplayScene}' is not loaded, skipping unload.");
Logging.Warning($"[SceneManagerService] Previous scene '{oldSceneName}' is not loaded, skipping unload.");
}
}
// Ensure BootstrapScene is loaded before loading new scene
// PHASE 7: Ensure BootstrapScene is loaded before loading new scene
var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
if (!bootstrap.isLoaded)
{
SceneManager.LoadScene(BootstrapSceneName, LoadSceneMode.Additive);
}
// Load new gameplay scene
// PHASE 8: Load new gameplay scene
await LoadSceneAsync(newSceneName, progress);
// Update tracker
CurrentGameplayScene = newSceneName;
// Only hide the loading screen if autoHideLoadingScreen is true
// PHASE 9: Broadcast scene ready - components can now initialize scene-specific state
LogDebugMessage($"Broadcasting OnSceneReady for: {newSceneName}");
LifecycleManager.Instance?.BroadcastSceneReady(newSceneName);
// PHASE 10: Broadcast restore request - components restore their level-specific data
LogDebugMessage($"Broadcasting OnRestoreRequested for: {newSceneName}");
LifecycleManager.Instance?.BroadcastRestoreRequested(newSceneName);
// PHASE 11: Only hide the loading screen if autoHideLoadingScreen is true
if (autoHideLoadingScreen && _loadingScreen != null)
{
_loadingScreen.HideLoadingScreen();

View File

@@ -1,15 +1,13 @@
using System;
using System.Collections;
using System.Collections;
using AppleHills.Core.Settings;
using Bootstrap;
using Input;
using Core.Lifecycle;
using Settings;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Core
{
public class SceneOrientationEnforcer : MonoBehaviour
public class SceneOrientationEnforcer : ManagedBehaviour
{
// Singleton instance
private static SceneOrientationEnforcer _instance;
@@ -20,12 +18,23 @@ namespace Core
public GameObject orientationPromptPrefab;
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
void Awake()
// ManagedBehaviour configuration
public override int ManagedAwakePriority => 70; // Platform-specific utility
private new void Awake()
{
base.Awake(); // CRITICAL: Register with LifecycleManager!
// Set instance immediately so it's available before OnManagedAwake() is called
_instance = this;
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
// Load verbosity settings early (GameManager sets up settings in its Awake)
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().sceneLogVerbosity;
LogDebugMessage("Initialized");
// Subscribe to sceneLoaded event immediately
SceneManager.sceneLoaded += OnSceneLoaded;
#if UNITY_EDITOR
// When playing in the editor, manually invoke OnSceneLoaded for the currently active scene
@@ -36,20 +45,11 @@ namespace Core
#endif
}
private void Start()
protected override void OnManagedAwake()
{
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().sceneLogVerbosity;
// Initialization already done in Awake
}
private void InitializePostBoot()
{
// Initialize any dependencies that require other services to be ready
LogDebugMessage("Post-boot initialization complete");
// Subscribe to sceneLoaded event
SceneManager.sceneLoaded += OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// Determine desired orientation for this scene
@@ -91,8 +91,9 @@ namespace Core
}
}
void OnDestroy()
protected override void OnDestroy()
{
base.OnDestroy(); // Important: call base
SceneManager.sceneLoaded -= OnSceneLoaded;
}