Commit Graph

140 Commits

Author SHA1 Message Date
058af331e0 pooper_minigame (#62)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #62
2025-11-20 15:16:57 +00:00
6ebf46fe8b re-added butterfly audio 2025-11-20 15:37:42 +01:00
24ea8d0903 Added highlight effect to the butterfly jar 2025-11-20 11:01:58 +01:00
f878521dab Added butterfly bottle 2025-11-18 17:06:06 +01:00
9cc112e5f0 Update Quarry.unity 2025-11-14 10:30:05 +01:00
DamianCorazza
19be64a75f Butterfly Distraction 2025-11-14 00:04:33 +01:00
c08fc4a720 WIP Butterfly can be set free, now only missing forcing the couple to look. 2025-11-13 16:23:52 +01:00
c3639bbb93 Added the Flying Butterfly WIP 2025-11-12 16:25:32 +01:00
Michal Pikulski
75cd70a18a Play intro audio only once 2025-11-10 11:09:06 +01:00
e27bb7bfb6 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
2025-11-07 15:38:31 +00:00
Michal Pikulski
1b1ea65744 Fire off impulses on booster taps 2025-11-06 23:17:36 +01:00
be22d09e39 Fixed SoundBird Bug 2025-11-04 16:26:33 +01:00
aabe023c64 Small fixes to quarry 2025-11-04 13:21:28 +01:00
DamianCorazza
475f54b704 Modified TrashCan Prefab and Fixed Bunflers hard to grab. 2025-11-03 12:38:53 +01:00
DamianCorazza
eb63086466 Added New Glow for the Combination of items, changed the position of gardener dialogue, changed position of the balls, changed soundbird cameraswitcher, changed hammerbird lurespot sprite order. 2025-11-03 11:43:05 +01:00
011901eb8f Refactoring of the interaction system and preliminary integration of save/load functionality across the game. (#44)
### Interactables Architecture Refactor
- Converted composition to inheritance, moved from component-based to class-based interactables. No more requirement for chain of "Interactable -> Item" etc.
- Created `InteractableBase` abstract base class with common functionality that replaces the old component
- Specialized child classes: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction` are now children classes
- Light updates to the interactable inspector, moved some things arround, added collapsible inspector sections in the  UI for better editor experience

### State Machine Integration
- Custom `AppleMachine` inheritong from Pixelplacement's StateMachine which implements our own interface for saving, easy place for future improvements
- Replaced all previous StateMachines by `AppleMachine`
- Custom `AppleState`  extends from default `State`. Added serialization, split state logic into "EnterState", "RestoreState", "ExitState" allowing for separate logic when triggering in-game vs loading game
- Restores directly to target state without triggering transitional logic
- Migration tool converts existing instances

### Prefab Organization
- Saved changes from scenes into prefabs
- Cleaned up duplicated components, confusing prefabs hierarchies
- Created prefab variants where possible
- Consolidated Environment prefabs and moved them out of Placeholders subfolder into main Environment folder
- Organized item prefabs from PrefabsPLACEHOLDER into proper Items folder
- Updated prefab references - All scene references updated to new locations
- Removed placeholder files from Characters, Levels, UI, and Minigames folders

### Scene Updates
- Quarry scene with major updates
- Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD)
- Added proper lighting data
- Updated all interactable components to new architecture

### Minor editor tools
- New tool for testing cards from an editor window (no in-scene object required)
- Updated Interactable Inspector
- New debug option to opt in-and-out of the save/load system
- Tooling for easier migration

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #44
2025-11-03 10:12:51 +00:00
journaliciouz
d317fffad7 Added audio data to the item pickups 2025-10-31 16:22:48 +01:00
journaliciouz
cdbb2e0d3f Added audio of Pulver combining stuff 2025-10-31 15:45:28 +01:00
journaliciouz
5735bbcfae Made the gardener spatial 2025-10-31 14:35:28 +01:00
journaliciouz
d0da5d76cd Fixed a bug where state machines and auto play audio on awake fucked me 2025-10-31 11:19:47 +01:00
journaliciouz
d48b459fea Audio refactor almost done 2025-10-30 16:31:01 +01:00
journaliciouz
2b41a9f200 Gardener audio refactor 2025-10-30 15:25:07 +01:00
journaliciouz
e81879959e Properly queue critical VO clips 2025-10-30 14:17:47 +01:00
Michal Pikulski
c24c5df881 Update minigame switcher to only unlock when all puzzles completed 2025-10-29 11:19:17 +01:00
Michal Pikulski
bda645dcc3 Updates to minigame switching 2025-10-29 09:57:33 +01:00
7743fbdd8f Merge branch 'main' into DamianCardStyles 2025-10-28 09:51:42 +00:00
2a18489f44 Added A new tiles material and the two levels to the build 2025-10-28 10:49:37 +01:00
Michal Pikulski
a6f37ce8b5 Re-update cucumber smack 2025-10-28 10:34:41 +01:00
3a35024fbf WIP Added New Tiles (not working properly now) 2025-10-27 18:10:38 +01:00
DamianCorazza
f8f9286ddf SLight modification to Quarry Level
Pulver and Trafalgar spawn down, and Anne Lise dialogue bubble lasts longer.
2025-10-21 12:55:23 +02:00
DamianCorazza
fd88698bee Modified Quarry To make the Sound Area easier to understand. 2025-10-21 12:42:28 +02:00
journaliciouz
e94b692ae4 More gardener shenanigans 2025-10-20 21:32:10 +02:00
journaliciouz
cb3aa515d1 Cucumberattack sound and anne lise shush 2025-10-20 21:23:18 +02:00
journaliciouz
b7d7e5ae35 Scoffed picnic couple audio implementation 2025-10-20 21:01:10 +02:00
1b0a206be7 Wolter sound FX 2025-10-20 17:05:24 +02:00
c07f64ea4f Spatial lawnmower audio implemented 2025-10-20 16:21:32 +02:00
b49bb43f79 AnneLise bird counter implemented 2025-10-20 13:57:38 +02:00
594a9815cc AnneLise guidance 2025-10-17 16:15:43 +02:00
Michal Pikulski
c3c9fd95a4 Add audio to dialogues 2025-10-17 15:20:51 +02:00
246e66a1f6 New Menus And Fixed the headband Glow 2025-10-17 15:08:00 +02:00
512e8cade5 IntroNarration 2025-10-17 14:38:42 +02:00
7cdc8fab22 Fixed outrocinematic and added audio 2025-10-17 13:44:22 +02:00
82fce5c135 Added aglow to the Pickable Items 2025-10-17 12:36:09 +02:00
c1cbd651f2 Modified the size of the Step indicator 2025-10-17 11:43:26 +02:00
15bc868cad Modified The size of the Images in dialogue 2025-10-17 11:04:15 +02:00
DamianCorazza
7f31ec8e6a Added CameraSwitcher to the nests and Repositioned elements for a more compact view 2025-10-17 00:26:22 +02:00
DamianCorazza
df604fbc03 Removed interactions with the birds after they where spawned and randomized the pitch of the honks. 2025-10-16 16:09:16 +02:00
DamianCorazza
5e790a2438 Added Decorations for the Soundbird Area, Added colliders to annalise bush, added grass decorations 2025-10-16 15:39:06 +02:00
DamianCorazza
10aef4d083 Added a van that transports horns 2025-10-15 18:14:37 +02:00
DamianCorazza
3cae365b52 Update Quarry.unity 2025-10-15 16:27:39 +02:00