Commit Graph

13 Commits

Author SHA1 Message Date
1c64c67cf8 Worker barely working 2025-12-04 14:38:32 +01:00
2589e56bda Finished secretary 2025-12-02 14:49:55 +01:00
e9ba3b7431 Added cementmachine with animated states 2025-12-01 18:36:17 +01:00
Michal Pikulski
e33de5da3d Fix the sound bird interactaiblity issues. 2025-11-24 11:41:47 +01:00
Michal Pikulski
f0abc4760b Hide Ana-Lyse's dialogue component when taking photo, also correctly restore a hidden state with the dialogu turned off 2025-11-24 11:07:46 +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
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
8274d70924 Remove superflous Update() methods and change the tile spawn buffer to 2 2025-10-17 11:55:30 +02:00
9f630e832d Intro cinematic plays when playing from mainmenu 2025-10-10 15:51:49 +02:00
9d8dd28efd Added sound and cinematics managers to boot settings 2025-10-10 10:07:08 +02:00
journaliciouz
b777450bd1 Anne Lise bush behavior update 2025-10-09 16:38:27 +02:00
92f935f272 Refactored Anne Lise bush into state machine 2025-10-08 15:47:36 +02:00