Compare commits

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17 Commits

Author SHA1 Message Date
Michal Pikulski
eb3fece897 The forgotten push 2025-11-05 20:55:09 +01:00
Michal Pikulski
c5a5e4a96b Minor reset fixes 2025-11-05 20:37:17 +01:00
Michal Pikulski
0791616772 Fix issues with puzzle loading order and add saving state when using Menu 2025-11-05 20:37:17 +01:00
Michal Pikulski
64253c1048 Last improvements on the save front 2025-11-05 20:37:17 +01:00
Michal Pikulski
b3e0f90e09 Further updates to state machines 2025-11-05 20:37:17 +01:00
Michal Pikulski
199480447e Work on state machines 2025-11-05 20:37:17 +01:00
Michal Pikulski
bb68d1fd31 SaveLoad using managed lifecycle 2025-11-05 20:37:17 +01:00
Michal Pikulski
379a033d6b Cleanup branch work 2025-11-05 20:37:17 +01:00
Michal Pikulski
c57e3aa7e0 Rework of base interactables and managed behaviors 2025-11-05 20:37:16 +01:00
0dc3f3e803 Added New Menu Background Textures 2025-11-05 17:25:26 +01:00
journaliciouz
949bd6d32b You can close the card album again 2025-11-05 16:36:00 +01:00
journaliciouz
0a183703db Unfucked the card UI 2025-11-05 16:00:22 +01:00
journaliciouz
54d6603f17 Merge branch 'main' into ui-animation 2025-11-05 14:49:08 +01:00
journaliciouz
041159a02a Implemented scrapbook assets into book plugin 2025-11-05 14:48:10 +01:00
journaliciouz
9c8eababb3 Installed book plugin, fixed compiler errors 2025-11-05 12:03:39 +01:00
journaliciouz
92c08da136 Merge branch 'main' into ui-animation 2025-11-05 11:17:47 +01:00
journaliciouz
4d23a2ba8f confetti work 2025-11-03 15:52:52 +01:00
258 changed files with 64990 additions and 10400 deletions

5
.github/copilot-instructions.md vendored Normal file
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Never edit Unity's .meta files.
Always present your solution in a brief overview first.
Only implement when you have an explicit apprival to do so.
DOn't produce documentation, .md files unless explicitely asked to do so.
Never enter "" sequence into my files.

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using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using Core.Lifecycle;
using Core.SaveLoad;
using AppleHills.Core.Settings;
using Bootstrap;
namespace Editor.Lifecycle
{
/// <summary>
/// Editor-only bootstrap that ensures OnSceneReady is triggered when playing directly from a scene in Unity Editor.
///
/// PROBLEM: When you press Play in the editor without going through the scene manager:
/// - CustomBoot runs and triggers OnBootCompletionTriggered (which broadcasts OnManagedAwake)
/// - But BroadcastSceneReady is NEVER called for the initial scene
/// - Components in the scene never receive their OnSceneReady() callback
///
/// SOLUTION: After boot completes, detect the active scene and broadcast OnSceneReady for it.
/// This only runs in editor mode and mimics what SceneManagerService does during normal scene transitions.
/// </summary>
[InitializeOnLoad]
public static class EditorLifecycleBootstrap
{
private static bool hasTriggeredInitialSceneReady = false;
private static int framesSincePlayMode = 0;
private const int MaxFramesToWait = 300; // 5 seconds at 60fps
static EditorLifecycleBootstrap()
{
// Subscribe to play mode state changes
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
private static void OnPlayModeStateChanged(PlayModeStateChange state)
{
// Reset flag when exiting play mode
if (state == PlayModeStateChange.ExitingPlayMode || state == PlayModeStateChange.EnteredEditMode)
{
hasTriggeredInitialSceneReady = false;
framesSincePlayMode = 0;
return;
}
// When we enter play mode, wait for boot to complete then trigger scene ready
if (state == PlayModeStateChange.EnteredPlayMode)
{
hasTriggeredInitialSceneReady = false;
framesSincePlayMode = 0;
// Use EditorApplication.update to poll until boot completes
EditorApplication.update += WaitForBootAndTriggerSceneReady;
}
}
private static void WaitForBootAndTriggerSceneReady()
{
framesSincePlayMode++;
// Safety timeout - if boot hasn't completed after 5 seconds, something is wrong
if (framesSincePlayMode > MaxFramesToWait)
{
Debug.LogError($"[EditorLifecycleBootstrap] Timed out waiting for boot completion after {MaxFramesToWait} frames. " +
"CustomBoot may have failed to initialize properly.");
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
return;
}
// Check if boot has completed
if (!CustomBoot.Initialised)
return;
// Check if LifecycleManager exists
if (LifecycleManager.Instance == null)
{
Debug.LogWarning("[EditorLifecycleBootstrap] LifecycleManager instance not found. " +
"Lifecycle may not be properly initialized.");
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
return;
}
// Only trigger once per play session
if (hasTriggeredInitialSceneReady)
{
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
return;
}
hasTriggeredInitialSceneReady = true;
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
// Get the active scene
Scene activeScene = SceneManager.GetActiveScene();
if (!activeScene.isLoaded)
{
Debug.LogWarning($"[EditorLifecycleBootstrap] Active scene '{activeScene.name}' is not loaded.");
return;
}
// Skip bootstrap scene - it doesn't need scene ready
// Note: BootstrapScene is the infrastructure scene, not a gameplay scene
if (activeScene.name == "BootstrapScene" || activeScene.name == "Bootstrap")
{
Debug.Log($"[EditorLifecycleBootstrap] Skipping OnSceneReady for infrastructure scene: {activeScene.name}");
return;
}
Debug.Log($"<color=cyan>[EditorLifecycleBootstrap] Triggering lifecycle for initial scene: {activeScene.name}</color>");
// Broadcast scene ready for the initial scene
// This mimics what SceneManagerService does during scene transitions (Phase 10)
try
{
LifecycleManager.Instance.BroadcastSceneReady(activeScene.name);
}
catch (System.Exception ex)
{
Debug.LogError($"[EditorLifecycleBootstrap] Error broadcasting SceneReady: {ex.Message}\n{ex.StackTrace}");
return;
}
// Restore scene-specific data via SaveLoadManager
// This mimics SceneManagerService Phase 11
if (SaveLoadManager.Instance != null)
{
var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
if (debugSettings.useSaveLoadSystem)
{
try
{
Debug.Log($"[EditorLifecycleBootstrap] Restoring scene data for: {activeScene.name}");
SaveLoadManager.Instance.RestoreSceneData();
}
catch (System.Exception ex)
{
Debug.LogError($"[EditorLifecycleBootstrap] Error restoring scene data: {ex.Message}\n{ex.StackTrace}");
}
}
}
}
}
}

View File

@@ -0,0 +1,9 @@
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guid: 7f3e8a9c4d5b6e7f8a9b0c1d2e3f4a5b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -19,6 +19,7 @@ namespace Editor.Tools
private string searchTypeName = "Select a Component...";
private string replaceTypeName = "Select a Component...";
private List<Type> allMonoBehaviourTypes = new List<Type>();
private bool includeDerivedTypes = true;
[MenuItem("Tools/Component Search & Replace")]
public static void ShowWindow()
@@ -102,6 +103,15 @@ namespace Editor.Tools
GUILayout.Space(5);
// Include Derived Types checkbox
includeDerivedTypes = EditorGUILayout.Toggle(
new GUIContent("Include Derived Types",
"When enabled, searches for the selected type and all types that inherit from it. " +
"When disabled, searches only for the exact type."),
includeDerivedTypes);
GUILayout.Space(5);
EditorGUI.BeginDisabledGroup(selectedSearchType == null);
if (GUILayout.Button("Search Scene", GUILayout.Height(30)))
{
@@ -242,7 +252,20 @@ namespace Editor.Tools
foreach (var go in allObjects)
{
var component = go.GetComponent(selectedSearchType);
Component component = null;
if (includeDerivedTypes)
{
// Search for the type and all derived types
component = go.GetComponent(selectedSearchType);
}
else
{
// Search for exact type only
var components = go.GetComponents<Component>();
component = components.FirstOrDefault(c => c != null && c.GetType() == selectedSearchType);
}
if (component != null)
{
foundComponents.Add(new ComponentInfo
@@ -256,7 +279,8 @@ namespace Editor.Tools
foundComponents = foundComponents.OrderBy(c => c.hierarchyPath).ToList();
Debug.Log($"Found {foundComponents.Count} objects with component type '{selectedSearchType.Name}'");
string searchMode = includeDerivedTypes ? "including derived types" : "exact type only";
Debug.Log($"Found {foundComponents.Count} objects with component type '{selectedSearchType.Name}' ({searchMode})");
Repaint();
}

View File

@@ -0,0 +1,31 @@
using UnityEngine;
using UnityEditor;
using Core.Lifecycle;
namespace Editor.Tools
{
/// <summary>
/// Editor utility to debug SaveIds for all ManagedBehaviours in the scene
/// </summary>
public class DebugSaveIds : EditorWindow
{
[MenuItem("Tools/Debug/Log All SaveIds")]
public static void LogAllSaveIds()
{
var allManaged = FindObjectsByType<ManagedBehaviour>(FindObjectsInactive.Include, FindObjectsSortMode.None);
Debug.Log($"=== Found {allManaged.Length} ManagedBehaviours ===");
foreach (var managed in allManaged)
{
if (managed.AutoRegisterForSave)
{
Debug.Log($"GameObject: {managed.gameObject.name} | Component: {managed.GetType().Name} | SaveID: {managed.SaveId}");
}
}
Debug.Log("=== End SaveIds ===");
}
}
}

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guid: 7d0d8d376046113458c6ed8fb9a120c0
folderAsset: yes
timeCreated: 1477751181
licenseType: Store
DefaultImporter:
userData:
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assetBundleVariant:

View File

@@ -0,0 +1,259 @@
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
using UnityEditorInternal;
using System;
using BookCurlPro;
namespace BookCurlPro.BookEditor
{
[CustomEditor(typeof(BookPro))]
public class BookProEditor : UnityEditor.Editor
{
ReorderableList list;
Texture tex;
private void OnEnable()
{
tex = AssetDatabase.LoadAssetAtPath("Assets\\Book-Page Curl\\Editor\\replace.png", typeof(Texture)) as Texture;
if (tex == null)
{
tex = Texture2D.blackTexture;
}
list = new ReorderableList(serializedObject,
serializedObject.FindProperty("papers"),
true, true, true, true);
list.elementHeight = 75;
list.drawElementCallback = DrawElement;
list.drawHeaderCallback = drawHeader;
list.onAddCallback = addElement;
list.onCanRemoveCallback = canremove;
list.onRemoveCallback = (ReorderableList l) =>
{
if (EditorUtility.DisplayDialog("Warning!",
"Are you sure you want to delete this Paper?\r\nThe paper pages (front and back) will be deleted from the scene", "Yes", "No"))
{
BookPro book = target as BookPro;
if (book.EndFlippingPaper == book.papers.Length - 1)
book.EndFlippingPaper--;
OnInspectorGUI();
Paper paper = book.papers[l.index];
book.LeftPageShadow.gameObject.SetActive(false);
book.LeftPageShadow.transform.SetParent(book.transform);
book.RightPageShadow.gameObject.SetActive(false);
book.RightPageShadow.transform.SetParent(book.transform);
if (paper.Back)
Undo.DestroyObjectImmediate(paper.Back);
if (paper.Front)
Undo.DestroyObjectImmediate(paper.Front);
ReorderableList.defaultBehaviours.DoRemoveButton(l);
EditorUtility.SetDirty(book);
}
};
}
private bool canremove(ReorderableList list)
{
if (list.count == 1)
return false;
return true;
}
private void addElement(ReorderableList list)
{
BookPro book = target as BookPro;
if (book.EndFlippingPaper == book.papers.Length - 1)
{
book.EndFlippingPaper = book.papers.Length;
OnInspectorGUI();
}
list.serializedProperty.arraySize++;
var lastElement = list.serializedProperty.GetArrayElementAtIndex(list.count - 1);
GameObject rightPage = Instantiate(book.RightPageTransform.gameObject) as GameObject;
rightPage.transform.SetParent(book.transform, true);
rightPage.GetComponent<RectTransform>().sizeDelta = book.RightPageTransform.GetComponent<RectTransform>().sizeDelta;
rightPage.GetComponent<RectTransform>().pivot = book.RightPageTransform.GetComponent<RectTransform>().pivot;
rightPage.GetComponent<RectTransform>().anchoredPosition = book.RightPageTransform.GetComponent<RectTransform>().anchoredPosition;
rightPage.GetComponent<RectTransform>().localScale = book.RightPageTransform.GetComponent<RectTransform>().localScale;
rightPage.name = "Page" + ((list.serializedProperty.arraySize - 1) * 2);
rightPage.AddComponent<Image>();
rightPage.AddComponent<Mask>().showMaskGraphic = true;
rightPage.AddComponent<CanvasGroup>();
lastElement.FindPropertyRelative("Front").objectReferenceInstanceIDValue = rightPage.GetInstanceID();
GameObject leftPage = Instantiate(book.LeftPageTransform.gameObject) as GameObject;
leftPage.transform.SetParent(book.transform, true);
leftPage.GetComponent<RectTransform>().sizeDelta = book.LeftPageTransform.GetComponent<RectTransform>().sizeDelta;
leftPage.GetComponent<RectTransform>().pivot = book.LeftPageTransform.GetComponent<RectTransform>().pivot;
leftPage.GetComponent<RectTransform>().anchoredPosition = book.LeftPageTransform.GetComponent<RectTransform>().anchoredPosition;
leftPage.GetComponent<RectTransform>().localScale = book.LeftPageTransform.GetComponent<RectTransform>().localScale;
leftPage.name = "Page" + ((list.serializedProperty.arraySize - 1) * 2 + 1);
leftPage.AddComponent<Image>();
leftPage.AddComponent<Mask>().showMaskGraphic = true;
leftPage.AddComponent<CanvasGroup>();
lastElement.FindPropertyRelative("Back").objectReferenceInstanceIDValue = leftPage.GetInstanceID();
list.index = list.count - 1;
Undo.RegisterCreatedObjectUndo(leftPage, "");
Undo.RegisterCreatedObjectUndo(rightPage, "");
}
private void drawHeader(Rect rect)
{
EditorGUI.LabelField(rect, "Papers");
}
private void DrawElement(Rect rect, int index, bool isActive, bool isFocused)
{
BookPro book = target as BookPro;
var serialzedpaper = list.serializedProperty.GetArrayElementAtIndex(index);
rect.y += 2;
GUIStyle style = new GUIStyle();
EditorGUI.DrawRect(new Rect(rect.x, rect.y, rect.width, rect.height - 6), new Color(0.8f, 0.8f, 0.8f));
EditorGUI.LabelField(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), "Paper#" + index);
if (index == book.CurrentPaper)
EditorGUI.DrawRect(new Rect(rect.x, rect.y + EditorGUIUtility.singleLineHeight, 140, EditorGUIUtility.singleLineHeight), new Color(1, 0.3f, 0.3f));
EditorGUI.LabelField(new Rect(rect.x, rect.y + EditorGUIUtility.singleLineHeight, 40, EditorGUIUtility.singleLineHeight), "Front:");
EditorGUI.PropertyField(
new Rect(rect.x + 40, rect.y + EditorGUIUtility.singleLineHeight, 100, EditorGUIUtility.singleLineHeight), serialzedpaper.FindPropertyRelative("Front"), GUIContent.none);
if (index == book.CurrentPaper - 1)
EditorGUI.DrawRect(new Rect(rect.x, rect.y + 3 * EditorGUIUtility.singleLineHeight, 140, EditorGUIUtility.singleLineHeight), new Color(1, 0.3f, 0.3f));
EditorGUI.LabelField(new Rect(rect.x, rect.y + 3 * EditorGUIUtility.singleLineHeight, 35, EditorGUIUtility.singleLineHeight), "Back:");
EditorGUI.PropertyField(
new Rect(rect.x + 40, rect.y + 3 * EditorGUIUtility.singleLineHeight, 100, EditorGUIUtility.singleLineHeight), serialzedpaper.FindPropertyRelative("Back"), GUIContent.none);
style.padding = new RectOffset(2, 2, 2, 2);
if (GUI.Button(new Rect(rect.x + 70, rect.y + 2 * EditorGUIUtility.singleLineHeight, 20, EditorGUIUtility.singleLineHeight), tex, GUIStyle.none))
{
Debug.Log("Clicked at index:" + index);
Paper paper = book.papers[index];
GameObject temp = paper.Back;
paper.Back = paper.Front;
paper.Front = temp;
}
if (GUI.Button(new Rect(rect.x + 150, rect.y + EditorGUIUtility.singleLineHeight, 80, (int)(1.5 * EditorGUIUtility.singleLineHeight)), "Show"))
{
Paper paper = book.papers[index];
BookUtility.ShowPage(paper.Back);
paper.Back.transform.SetAsLastSibling();
BookUtility.ShowPage(paper.Front);
paper.Front.transform.SetAsLastSibling();
book.LeftPageShadow.gameObject.SetActive(false);
book.LeftPageShadow.transform.SetParent(book.transform);
book.RightPageShadow.gameObject.SetActive(false);
book.RightPageShadow.transform.SetParent(book.transform);
}
if (GUI.Button(new Rect(rect.x + 150, rect.y + (int)(2.5 * EditorGUIUtility.singleLineHeight), 80, (int)(1.5 * EditorGUIUtility.singleLineHeight)), "Set Current"))
{
book.CurrentPaper = index;
}
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
serializedObject.Update();
list.DoLayoutList();
serializedObject.ApplyModifiedProperties();
EditorGUI.BeginChangeCheck();
DrawNavigationPanel();
DrawFlippingPapersRange();
if (GUILayout.Button("Update Pages Order"))
{
(target as BookPro).UpdatePages();
}
if (GUILayout.Button("Update Pages Names"))
{
if (EditorUtility.DisplayDialog("Warning!",
"All Pages will be renamed according to its order", "Ok", "Cancel"))
{
BookPro book = target as BookPro;
for (int i = 0; i < book.papers.Length; i++)
{
book.papers[i].Front.name = "Page" + (i * 2);
book.papers[i].Back.name = "Page" + (i * 2 + 1);
}
}
}
if (EditorGUI.EndChangeCheck())
{
var book = (target as BookPro);
EditorUtility.SetDirty(book);
Undo.RecordObject(book, "BookPro");
}
}
private void DrawFlippingPapersRange()
{
BookPro book = target as BookPro;
#if UNITY_5_3_OR_NEWER
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
#else
EditorGUILayout.BeginVertical(EditorStyles.textArea);
#endif
EditorGUILayout.LabelField("Flipping Range", EditorStyles.boldLabel);
EditorGUILayout.LabelField("First Flippable Paper: " + "Paper#" + book.StartFlippingPaper);
EditorGUILayout.LabelField("Last Flippable Paper: " + "Paper#" + book.EndFlippingPaper);
float start = book.StartFlippingPaper;
float end = book.EndFlippingPaper;
EditorGUILayout.MinMaxSlider(ref start, ref end, 0, book.papers.Length - 1);
book.StartFlippingPaper = Mathf.RoundToInt(start);
book.EndFlippingPaper = Mathf.RoundToInt(end);
EditorGUILayout.EndVertical();
}
private void DrawNavigationPanel()
{
BookPro book = target as BookPro;
#if UNITY_5_3_OR_NEWER
EditorGUILayout.BeginHorizontal(EditorStyles.helpBox);
#else
EditorGUILayout.BeginHorizontal(EditorStyles.textArea);
#endif
GUILayout.Label(new GUIContent("Current Paper", "represent current paper on the right side of the book. if you want to show the back page of the last paper you may set this value with the index of last paper + 1"));
if (GUILayout.Button("|<"))
{
book.CurrentPaper = 0;
}
if (GUILayout.Button("<"))
{
book.CurrentPaper--;
}
book.CurrentPaper = EditorGUILayout.IntField(book.CurrentPaper, GUILayout.Width(30));
if (GUILayout.Button(">"))
{
book.CurrentPaper++;
}
if (GUILayout.Button(">|"))
{
book.CurrentPaper = book.papers.Length;
}
EditorGUILayout.EndHorizontal();
}
}
}

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using UnityEngine;
namespace BookCurlPro.Examples
{
/// <summary>
/// How to use it:
/// 1) Create a new gameobject in the scene and attach this script on it
/// 2) Create a prefab for the front and back pages(should be similar to the the page object that is created by the editor and has the same components)
/// 3) Assign the front and back prefabs to this component
/// 4) Call the function AddPaper when you want to add a new paper in the book
/// 5) you may need to customize this function to add a paper in specific position in the book or to change some parts of the front and back prefabs dynamically
/// </summary>
public class AddPagesDynamically : MonoBehaviour
{
public GameObject FrontPagePrefab;
public GameObject BackPagePrefab;
public void AddPaper(BookPro book)
{
GameObject frontPage = Instantiate(FrontPagePrefab);
GameObject backPage = Instantiate(BackPagePrefab);
frontPage.transform.SetParent(book.transform, false);
backPage.transform.SetParent(book.transform, false);
Paper newPaper = new Paper();
newPaper.Front = frontPage;
newPaper.Back = backPage;
Paper[] papers = new Paper[book.papers.Length + 1];
for (int i = 0; i < book.papers.Length; i++)
{
papers[i] = book.papers[i];
}
papers[papers.Length - 1] = newPaper;
book.papers = papers;
//update the flipping range to contain the new added paper
book.EndFlippingPaper = book.papers.Length - 1;
book.UpdatePages();
}
}
}

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using UnityEngine;
using System.Collections;
namespace BookCurlPro.Examples
{
public class BotAnimationControl : MonoBehaviour
{
public Animator anim;
// Use this for initialization
void Start()
{
if (!anim)
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}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using BookCurlPro;
namespace BookCurlPro.Examples
{
public class FastForwardFlipper : MonoBehaviour
{
public AutoFlip flipper;
BookPro book;
public InputField pageNumInputField;
public void GotoPage()
{
int pageNum = int.Parse(pageNumInputField.text);
if (pageNum < 0) pageNum = 0;
if (pageNum > flipper.ControledBook.papers.Length * 2) pageNum = flipper.ControledBook.papers.Length * 2 - 1;
flipper.enabled = true;
flipper.PageFlipTime = 0.2f;
flipper.TimeBetweenPages = 0;
flipper.StartFlipping((pageNum + 1) / 2);
}
}
}

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