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

View File

@@ -1,12 +1,11 @@
using System;
using System.Collections.Generic; // Added for List<ITouchInputConsumer>
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using AppleHills.Core.Settings;
using Bootstrap;
using Core; // Added for IInteractionSettings
using Core;
using Core.Lifecycle;
namespace Input
{
@@ -22,7 +21,7 @@ namespace Input
/// Handles input events and dispatches them to the appropriate ITouchInputConsumer.
/// Supports tap and hold/drag logic, with interactable delegation and debug logging.
/// </summary>
public class InputManager : MonoBehaviour
public class InputManager : ManagedBehaviour
{
private const string UiActions = "UI";
private const string GameActions = "PlayerTouch";
@@ -51,33 +50,29 @@ namespace Input
private bool isHoldActive;
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
void Awake()
public override int ManagedAwakePriority => 25; // Input infrastructure
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);
}
private void Start()
{
// Load verbosity settings early
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().inputLogVerbosity;
}
private void InitializePostBoot()
{
// Subscribe to scene load completed events now that boot is complete
SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
// Initialize settings reference
// Initialize settings reference early (GameManager sets these up in its Awake)
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
// Set up PlayerInput component and actions - critical for input to work
playerInput = GetComponent<PlayerInput>();
if (playerInput == null)
{
Debug.LogError("[InputManager] InputManager requires a PlayerInput component attached to the same GameObject.");
return;
}
tapMoveAction = playerInput.actions.FindAction("TapMove", false);
holdMoveAction = playerInput.actions.FindAction("HoldMove", false);
positionAction = playerInput.actions.FindAction("TouchPosition", false);
@@ -90,14 +85,39 @@ namespace Input
holdMoveAction.canceled += OnHoldMoveCanceled;
}
// Initialize input mode for current scene
SwitchInputOnSceneLoaded(SceneManager.GetActiveScene().name);
}
private void OnDestroy()
protected override void OnManagedAwake()
{
// Unsubscribe from SceneManagerService
// Subscribe to scene load events from SceneManagerService
// This must happen in ManagedAwake because SceneManagerService instance needs to be set first
if (SceneManagerService.Instance != null)
SceneManagerService.Instance.SceneLoadCompleted -= SwitchInputOnSceneLoaded;
{
SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
}
}
/// <summary>
/// Called when any scene finishes loading. Restores input to GameAndUI mode.
/// </summary>
private void OnSceneLoadCompleted(string sceneName)
{
LogDebugMessage($"Scene loaded: {sceneName}, restoring input mode");
SwitchInputOnSceneLoaded(sceneName);
}
protected override void OnDestroy()
{
// Unsubscribe from SceneManagerService events
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
}
base.OnDestroy();
// Input action cleanup happens automatically
}
private void SwitchInputOnSceneLoaded(string sceneName)