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421c4d5cbd
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lifecycle_
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dcf8c8bb87 | ||
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9a6914b9bd |
3
.gitignore
vendored
3
.gitignore
vendored
@@ -104,3 +104,6 @@ InitTestScene*.unity*
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.vscode/launch.json
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.vscode/settings.json
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.idea/.idea.AppleHillsProduction/.idea/indexLayout.xml
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# WIP docs
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/docs/wip/
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@@ -30,8 +30,6 @@ namespace Bootstrap
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private float _sceneLoadingProgress = 0f;
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private LogVerbosity _logVerbosity = LogVerbosity.Warning;
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// Run very early - need to set up loading screen before other systems initialize
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public override int ManagedAwakePriority => 5;
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internal override void OnManagedAwake()
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{
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@@ -83,10 +81,8 @@ namespace Bootstrap
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Invoke(nameof(StartLoadingMainMenu), minDelayAfterBoot);
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}
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protected override void OnDestroy()
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internal override void OnManagedDestroy()
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{
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base.OnDestroy();
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// Manual cleanup for events
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if (initialLoadingScreen != null)
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{
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@@ -37,8 +37,6 @@ namespace Cinematics
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public PlayableDirector playableDirector;
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public override int ManagedAwakePriority => 170; // Cinematic systems
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internal override void OnManagedAwake()
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{
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// Set instance immediately (early initialization)
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@@ -15,8 +15,6 @@ namespace Cinematics
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private float _holdStartTime;
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private bool _isHolding;
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private bool _skipPerformed;
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public override int ManagedAwakePriority => 180; // Cinematic UI
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internal override void OnManagedStart()
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{
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@@ -32,10 +30,8 @@ namespace Cinematics
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Logging.Debug("[SkipCinematic] Initialized");
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}
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protected override void OnDestroy()
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internal override void OnManagedDestroy()
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{
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base.OnDestroy();
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// Clean up subscriptions
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UnsubscribeFromCinematicsEvents();
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}
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@@ -34,8 +34,6 @@ namespace Core
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public event Action OnGamePaused;
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public event Action OnGameResumed;
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// ManagedBehaviour configuration
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public override int ManagedAwakePriority => 10; // Core infrastructure - runs early
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internal override void OnManagedAwake()
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{
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@@ -47,8 +47,6 @@ namespace Core
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// Broadcasts when any two items are successfully combined
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// Args: first item data, second item data, result item data
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public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
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public override int ManagedAwakePriority => 75; // Item registry
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internal override void OnManagedAwake()
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{
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@@ -67,10 +65,8 @@ namespace Core
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ClearAllRegistrations();
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}
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protected override void OnDestroy()
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internal override void OnManagedDestroy()
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{
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base.OnDestroy();
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// Ensure we clean up any subscriptions from registered items when the manager is destroyed
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ClearAllRegistrations();
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}
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@@ -6,12 +6,19 @@
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/// </summary>
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public enum LifecyclePhase
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{
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/// <summary>
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/// Called immediately during registration (during Awake).
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/// Use for early initialization such as setting singleton instances.
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/// NOT ordered - fires whenever Unity calls this component's Awake().
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/// </summary>
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ManagedAwake,
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/// <summary>
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/// Called once per component after bootstrap completes.
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/// Guaranteed to be called after all bootstrap resources are loaded.
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/// For late-registered components, called immediately upon registration.
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/// </summary>
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ManagedAwake,
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ManagedStart,
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/// <summary>
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/// Called before a scene is unloaded.
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@@ -59,11 +59,11 @@ namespace Core.Lifecycle
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#region State Flags
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private bool isBootComplete = false;
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private bool isBootComplete;
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private string currentSceneReady = "";
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// Scene loading state tracking
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private bool isLoadingScene = false;
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private bool isLoadingScene;
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private string sceneBeingLoaded = "";
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private List<ManagedBehaviour> pendingSceneComponents = new List<ManagedBehaviour>();
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@@ -120,17 +120,13 @@ namespace Core.Lifecycle
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// Track which scene this component belongs to
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componentScenes[component] = sceneName;
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// ALWAYS add to managedAwakeList - this is the master list used for save/load
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InsertSorted(managedAwakeList, component, component.ManagedAwakePriority);
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// Register for all scene lifecycle hooks
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InsertSorted(sceneUnloadingList, component, component.SceneUnloadingPriority);
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InsertSorted(sceneReadyList, component, component.SceneReadyPriority);
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InsertSorted(saveRequestedList, component, component.SavePriority);
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InsertSorted(restoreRequestedList, component, component.RestorePriority);
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InsertSorted(destroyList, component, component.DestroyPriority);
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// Call OnManagedAwake immediately after registration (early initialization hook)
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// Add to all lifecycle lists (order of registration determines execution order)
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managedAwakeList.Add(component);
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sceneUnloadingList.Add(component);
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sceneReadyList.Add(component);
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saveRequestedList.Add(component);
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restoreRequestedList.Add(component);
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destroyList.Add(component);
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try
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{
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component.OnManagedAwake();
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@@ -146,7 +142,7 @@ namespace Core.Lifecycle
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// Check if we're currently loading a scene
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if (isLoadingScene && sceneName == sceneBeingLoaded)
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{
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// Batch this component - will be processed in priority order when scene load completes
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// Batch this component - will be processed when scene load completes
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pendingSceneComponents.Add(component);
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LogDebug($"Batched component for scene load: {component.gameObject.name} (Scene: {sceneName})");
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}
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@@ -282,10 +278,7 @@ namespace Core.Lifecycle
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LogDebug($"Processing {pendingSceneComponents.Count} batched components for scene: {sceneBeingLoaded}");
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// Sort by ManagedAwake priority (lower values first)
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pendingSceneComponents.Sort((a, b) => a.ManagedAwakePriority.CompareTo(b.ManagedAwakePriority));
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// Call OnManagedStart in priority order
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// Call OnManagedStart in registration order
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foreach (var component in pendingSceneComponents)
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{
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if (component == null) continue;
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@@ -294,7 +287,7 @@ namespace Core.Lifecycle
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{
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component.OnManagedStart();
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HandleAutoRegistrations(component);
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LogDebug($"Processed batched component: {component.gameObject.name} (Priority: {component.ManagedAwakePriority})");
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LogDebug($"Processed batched component: {component.gameObject.name}");
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}
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catch (Exception ex)
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{
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@@ -309,7 +302,7 @@ namespace Core.Lifecycle
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}
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/// <summary>
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/// Broadcast OnSceneUnloading to components in the specified scene (reverse priority order).
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/// Broadcast OnSceneUnloading to components in the specified scene.
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/// </summary>
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public void BroadcastSceneUnloading(string sceneName)
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{
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@@ -336,8 +329,8 @@ namespace Core.Lifecycle
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}
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/// <summary>
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/// Broadcast OnSceneReady to components in the specified scene (priority order).
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/// If scene loading mode is active, processes batched components first.
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/// Broadcast OnSceneReady to components in the specified scene.
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/// Processes batched components first, then calls OnSceneReady on all components in that scene.
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/// </summary>
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public void BroadcastSceneReady(string sceneName)
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{
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@@ -621,42 +614,6 @@ namespace Core.Lifecycle
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#endregion
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#region Helper Methods
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/// <summary>
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/// Insert component into list maintaining sorted order by priority.
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/// Uses binary search for efficient insertion.
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/// </summary>
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private void InsertSorted(List<ManagedBehaviour> list, ManagedBehaviour component, int priority)
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{
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// Simple linear insertion for now (can optimize with binary search later if needed)
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int index = 0;
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for (int i = 0; i < list.Count; i++)
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{
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int existingPriority = GetPriorityForList(list[i], list);
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if (priority < existingPriority)
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{
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index = i;
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break;
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}
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index = i + 1;
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}
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list.Insert(index, component);
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}
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/// <summary>
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/// Get the priority value for a component based on which list it's in.
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/// </summary>
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private int GetPriorityForList(ManagedBehaviour component, List<ManagedBehaviour> list)
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{
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if (list == managedAwakeList) return component.ManagedAwakePriority;
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if (list == sceneUnloadingList) return component.SceneUnloadingPriority;
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if (list == sceneReadyList) return component.SceneReadyPriority;
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if (list == saveRequestedList) return component.SavePriority;
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if (list == restoreRequestedList) return component.RestorePriority;
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if (list == destroyList) return component.DestroyPriority;
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return 100;
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}
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/// <summary>
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/// Log debug message if debug logging is enabled.
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@@ -8,46 +8,6 @@ namespace Core.Lifecycle
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/// </summary>
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public abstract class ManagedBehaviour : MonoBehaviour
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{
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#region Priority Properties
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/// <summary>
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/// Priority for OnManagedStart (lower values execute first).
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/// Default: 100
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/// </summary>
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public virtual int ManagedAwakePriority => 100;
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/// <summary>
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/// Priority for OnSceneUnloading (executed in reverse: higher values execute first).
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/// Default: 100
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/// </summary>
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public virtual int SceneUnloadingPriority => 100;
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/// <summary>
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/// Priority for OnSceneReady (lower values execute first).
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/// Default: 100
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/// </summary>
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public virtual int SceneReadyPriority => 100;
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/// <summary>
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/// Priority for OnSaveRequested (executed in reverse: higher values execute first).
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/// Default: 100
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/// </summary>
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public virtual int SavePriority => 100;
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/// <summary>
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/// Priority for OnRestoreRequested (lower values execute first).
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/// Default: 100
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/// </summary>
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public virtual int RestorePriority => 100;
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/// <summary>
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/// Priority for OnManagedDestroy (executed in reverse: higher values execute first).
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/// Default: 100
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/// </summary>
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public virtual int DestroyPriority => 100;
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#endregion
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#region Configuration Properties
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/// <summary>
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@@ -67,14 +27,19 @@ namespace Core.Lifecycle
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/// Unique identifier for this component in the save system.
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/// Default: "SceneName/GameObjectName/ComponentType"
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/// Override ONLY for special cases (e.g., singletons like "PlayerController", or custom IDs).
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/// Cached on first access to avoid runtime allocation.
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/// </summary>
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public virtual string SaveId
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{
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get
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{
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string sceneName = gameObject.scene.IsValid() ? gameObject.scene.name : "UnknownScene";
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string componentType = GetType().Name;
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return $"{sceneName}/{gameObject.name}/{componentType}";
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if (_cachedSaveId == null)
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{
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string sceneName = gameObject.scene.IsValid() ? gameObject.scene.name : "UnknownScene";
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string componentType = GetType().Name;
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_cachedSaveId = $"{sceneName}/{gameObject.name}/{componentType}";
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}
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return _cachedSaveId;
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}
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}
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@@ -83,6 +48,7 @@ namespace Core.Lifecycle
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#region Private Fields
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private bool _isRegistered;
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private string _cachedSaveId;
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#endregion
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@@ -107,13 +73,16 @@ namespace Core.Lifecycle
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/// <summary>
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/// Unity OnDestroy - automatically unregisters and cleans up.
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/// IMPORTANT: Derived classes that override OnDestroy MUST call base.OnDestroy()
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/// SEALED: Cannot be overridden. Use OnManagedDestroy() for custom cleanup logic.
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/// </summary>
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protected virtual void OnDestroy()
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private void OnDestroy()
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{
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if (!_isRegistered)
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return;
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// Call managed destroy hook
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OnManagedDestroy();
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// Unregister from LifecycleManager
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if (LifecycleManager.Instance != null)
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{
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@@ -149,7 +118,7 @@ namespace Core.Lifecycle
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/// <summary>
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/// Called once per component after bootstrap completes.
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/// GUARANTEE: Bootstrap resources are available, all managers are initialized.
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/// For boot-time components: Called during LifecycleManager.BroadcastManagedStart (priority ordered).
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/// For boot-time components: Called during LifecycleManager.BroadcastManagedStart (registration order).
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/// For late-registered components: Called immediately upon registration (bootstrap already complete).
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/// Use for initialization that depends on other systems.
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/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
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@@ -161,7 +130,6 @@ namespace Core.Lifecycle
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/// <summary>
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/// Called before the scene this component belongs to is unloaded.
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/// Called in REVERSE priority order (higher values execute first).
|
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/// Use for scene-specific cleanup.
|
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/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
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/// </summary>
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@@ -172,7 +140,6 @@ namespace Core.Lifecycle
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|
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/// <summary>
|
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/// Called after the scene this component belongs to has finished loading.
|
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/// Called in priority order (lower values execute first).
|
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/// Use for scene-specific initialization.
|
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/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
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/// </summary>
|
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@@ -312,7 +279,6 @@ namespace Core.Lifecycle
|
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|
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/// <summary>
|
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/// Called during OnDestroy before component is destroyed.
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/// Called in REVERSE priority order (higher values execute first).
|
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/// NOTE: Most cleanup is automatic (managed events, auto-registrations).
|
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/// Only override if you need custom cleanup logic.
|
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/// Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
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|
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@@ -24,9 +24,6 @@ namespace AppleHills.Core
|
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|
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#endregion Singleton Setup
|
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|
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// Very early initialization - QuickAccess should be available immediately
|
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public override int ManagedAwakePriority => 5;
|
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|
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#region Manager Instances
|
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|
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// Core Managers
|
||||
|
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@@ -43,8 +43,6 @@ namespace Core.SaveLoad
|
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public event Action<string> OnLoadCompleted;
|
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public event Action OnParticipantStatesRestored;
|
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|
||||
// ManagedBehaviour configuration
|
||||
public override int ManagedAwakePriority => 20; // After GameManager and SceneManagerService
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
@@ -95,10 +93,8 @@ namespace Core.SaveLoad
|
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|
||||
// ...existing code...
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy(); // Important: call base to unregister from LifecycleManager
|
||||
|
||||
if (_instance == this)
|
||||
{
|
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_instance = null;
|
||||
|
||||
@@ -42,10 +42,8 @@ namespace Core
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
if (_director != null)
|
||||
{
|
||||
_director.stopped -= OnDirectorStopped;
|
||||
|
||||
@@ -44,8 +44,6 @@ namespace Core
|
||||
private LogVerbosity _logVerbosity = LogVerbosity.Debug;
|
||||
private const string BootstrapSceneName = "BootstrapScene";
|
||||
|
||||
// ManagedBehaviour configuration
|
||||
public override int ManagedAwakePriority => 15; // Core infrastructure, after GameManager
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
@@ -369,7 +367,7 @@ namespace Core
|
||||
await LoadSceneAsync(newSceneName, progress);
|
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CurrentGameplayScene = newSceneName;
|
||||
|
||||
// PHASE 10: Broadcast scene ready - processes batched components in priority order, then calls OnSceneReady
|
||||
// PHASE 10: Broadcast scene ready - processes batched components, then calls OnSceneReady
|
||||
Logging.Debug($"Broadcasting OnSceneReady for: {newSceneName}");
|
||||
LifecycleManager.Instance?.BroadcastSceneReady(newSceneName);
|
||||
|
||||
|
||||
@@ -18,9 +18,6 @@ namespace Core
|
||||
public GameObject orientationPromptPrefab;
|
||||
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
|
||||
|
||||
// ManagedBehaviour configuration
|
||||
public override int ManagedAwakePriority => 70; // Platform-specific utility
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
@@ -103,15 +100,13 @@ namespace Core
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Unsubscribe from events to prevent memory leaks
|
||||
if (SceneManagerService.Instance != null)
|
||||
{
|
||||
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
|
||||
}
|
||||
|
||||
base.OnDestroy(); // Important: call base
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -43,8 +43,6 @@ namespace Data.CardSystem
|
||||
public event Action<int> OnBoosterCountChanged;
|
||||
public event Action<CardData> OnPendingCardAdded;
|
||||
public event Action<CardData> OnCardPlacedInAlbum;
|
||||
|
||||
public override int ManagedAwakePriority => 60; // Data systems
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
|
||||
@@ -32,9 +32,6 @@ namespace Dialogue
|
||||
public bool IsCompleted { get; private set; }
|
||||
public string CurrentSpeakerName => dialogueGraph?.speakerName;
|
||||
|
||||
|
||||
public override int ManagedAwakePriority => 150; // Dialogue systems
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// Get required components
|
||||
@@ -184,10 +181,8 @@ namespace Dialogue
|
||||
return null;
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Unregister from events
|
||||
if (PuzzleManager.Instance != null)
|
||||
PuzzleManager.Instance.OnStepCompleted -= OnAnyPuzzleStepCompleted;
|
||||
|
||||
@@ -49,8 +49,6 @@ namespace Input
|
||||
private ITouchInputConsumer defaultConsumer;
|
||||
private bool isHoldActive;
|
||||
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
|
||||
|
||||
public override int ManagedAwakePriority => 25; // Input infrastructure
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
@@ -106,7 +104,7 @@ namespace Input
|
||||
SwitchInputOnSceneLoaded(sceneName);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Unsubscribe from SceneManagerService events
|
||||
if (SceneManagerService.Instance != null)
|
||||
@@ -114,7 +112,6 @@ namespace Input
|
||||
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
|
||||
}
|
||||
|
||||
base.OnDestroy();
|
||||
// Input action cleanup happens automatically
|
||||
}
|
||||
|
||||
|
||||
@@ -70,7 +70,6 @@ namespace Input
|
||||
public override bool AutoRegisterForSave => true;
|
||||
// Scene-specific SaveId - each level has its own player state
|
||||
public override string SaveId => $"{gameObject.scene.name}/PlayerController";
|
||||
public override int ManagedAwakePriority => 100; // Player controller
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
|
||||
@@ -41,9 +41,6 @@ namespace Interactions
|
||||
// Action component system
|
||||
private List<InteractionActionBase> _registeredActions = new List<InteractionActionBase>();
|
||||
|
||||
// ManagedBehaviour configuration
|
||||
public override int ManagedAwakePriority => 100; // Gameplay base classes
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Register an action component with this interactable
|
||||
|
||||
@@ -287,10 +287,8 @@ namespace Interactions
|
||||
ItemManager.Instance?.RegisterItemSlot(this);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Unregister from slot manager
|
||||
ItemManager.Instance?.UnregisterItemSlot(this);
|
||||
}
|
||||
|
||||
@@ -50,10 +50,8 @@ namespace Interactions
|
||||
ItemManager.Instance?.RegisterPickup(this);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Unregister from ItemManager
|
||||
ItemManager.Instance?.UnregisterPickup(this);
|
||||
}
|
||||
|
||||
@@ -80,10 +80,8 @@ namespace Levels
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
if (PuzzleManager.Instance != null)
|
||||
{
|
||||
PuzzleManager.Instance.OnAllPuzzlesComplete -= HandleAllPuzzlesComplete;
|
||||
|
||||
@@ -104,7 +104,6 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
public static DivingGameManager Instance => _instance;
|
||||
|
||||
public override int ManagedAwakePriority => 190;
|
||||
public override bool AutoRegisterPausable => true; // Automatic GameManager registration
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
@@ -162,10 +161,8 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy(); // Handles auto-unregister from GameManager
|
||||
|
||||
// Unsubscribe from events when the manager is destroyed
|
||||
PlayerCollisionBehavior.OnDamageTaken -= OnPlayerDamageTaken;
|
||||
OnMonsterSpawned -= DoMonsterSpawned;
|
||||
|
||||
@@ -106,8 +106,6 @@ public class FollowerController : ManagedBehaviour
|
||||
private bool _hasRestoredHeldItem; // Track if held item restoration completed
|
||||
private string _expectedHeldItemSaveId; // Expected saveId during restoration
|
||||
|
||||
public override int ManagedAwakePriority => 110; // Follower after player
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
_aiPath = GetComponent<AIPath>();
|
||||
|
||||
@@ -83,10 +83,8 @@ namespace PuzzleS
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
if (PuzzleManager.Instance != null && stepData != null)
|
||||
{
|
||||
PuzzleManager.Instance.UnregisterStepBehaviour(this);
|
||||
|
||||
@@ -93,8 +93,6 @@ namespace PuzzleS
|
||||
|
||||
// Track pending unlocks for steps that were unlocked before their behavior registered
|
||||
private HashSet<string> _pendingUnlocks = new HashSet<string>();
|
||||
|
||||
public override int ManagedAwakePriority => 80; // Puzzle systems
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
@@ -138,10 +136,8 @@ namespace PuzzleS
|
||||
LoadPuzzlesForScene(sceneName);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Unsubscribe from SceneManagerService events
|
||||
if (SceneManagerService.Instance != null)
|
||||
{
|
||||
|
||||
@@ -40,8 +40,6 @@ public class AudioManager : ManagedBehaviour, IPausable
|
||||
/// </summary>
|
||||
public static AudioManager Instance => _instance;
|
||||
|
||||
// ManagedBehaviour configuration
|
||||
public override int ManagedAwakePriority => 30; // Audio infrastructure
|
||||
public override bool AutoRegisterPausable => true; // Auto-register as IPausable
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
|
||||
@@ -110,10 +110,8 @@ public class AppSwitcher : UIPage
|
||||
);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Clean up tweens
|
||||
slideInTween?.Stop();
|
||||
slideOutTween?.Stop();
|
||||
|
||||
@@ -149,7 +149,7 @@ namespace UI.CardSystem
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Unsubscribe from CardSystemManager
|
||||
if (CardSystemManager.Instance != null)
|
||||
@@ -181,9 +181,6 @@ namespace UI.CardSystem
|
||||
|
||||
// Clean up active cards
|
||||
CleanupActiveCards();
|
||||
|
||||
// Call base implementation
|
||||
base.OnDestroy();
|
||||
}
|
||||
|
||||
private void OnExitButtonClicked()
|
||||
|
||||
@@ -70,16 +70,13 @@ namespace UI.CardSystem
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Unsubscribe from CardSystemManager events to prevent memory leaks
|
||||
if (CardSystemManager.Instance != null)
|
||||
{
|
||||
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
|
||||
}
|
||||
|
||||
// Call base implementation
|
||||
base.OnDestroy();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -76,10 +76,8 @@ namespace UI.CardSystem
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Unsubscribe from dismiss button
|
||||
if (_dismissButton != null)
|
||||
{
|
||||
|
||||
@@ -307,7 +307,7 @@ namespace UI.CardSystem.DragDrop
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
@@ -106,7 +106,7 @@ namespace UI.CardSystem.DragDrop
|
||||
base.OnDragEndedVisual();
|
||||
// Card-specific visual effects when dragging ends
|
||||
}
|
||||
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
@@ -15,9 +15,6 @@ namespace UI.Core
|
||||
[Header("Page Settings")]
|
||||
public string PageName;
|
||||
|
||||
// UI pages load after UI infrastructure (UIPageController is priority 50)
|
||||
public override int ManagedAwakePriority => 200;
|
||||
|
||||
// Events using System.Action instead of UnityEvents
|
||||
public event Action OnTransitionInStarted;
|
||||
public event Action OnTransitionInCompleted;
|
||||
|
||||
@@ -37,8 +37,6 @@ namespace UI.Core
|
||||
private PlayerInput _playerInput;
|
||||
private InputAction _cancelAction;
|
||||
|
||||
public override int ManagedAwakePriority => 50; // UI infrastructure
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
@@ -50,10 +48,8 @@ namespace UI.Core
|
||||
Logging.Debug("[UIPageController] Initialized");
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Clean up cached instances
|
||||
foreach (var cachedPage in _prefabInstanceCache.Values)
|
||||
{
|
||||
|
||||
@@ -52,9 +52,6 @@ namespace UI
|
||||
/// Singleton instance of the LoadingScreenController. No longer creates an instance if one doesn't exist.
|
||||
/// </summary>
|
||||
public static LoadingScreenController Instance => _instance;
|
||||
|
||||
// ManagedBehaviour configuration
|
||||
public override int ManagedAwakePriority => 45; // UI infrastructure, before UIPageController
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
|
||||
@@ -27,9 +27,6 @@ namespace UI
|
||||
[SerializeField] private UnityEngine.UI.Button devOptionsButton;
|
||||
[SerializeField] private GameObject mainOptionsContainer;
|
||||
[SerializeField] private GameObject devOptionsContainer;
|
||||
|
||||
// After UIPageController (50)
|
||||
public override int ManagedAwakePriority => 55;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
@@ -76,10 +73,8 @@ namespace UI
|
||||
// This only fires once for DontDestroyOnLoad objects, so we handle scene loads in OnManagedAwake
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Unsubscribe when destroyed
|
||||
if (SceneManagerService.Instance != null)
|
||||
{
|
||||
|
||||
@@ -172,10 +172,8 @@ namespace UI
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Unsubscribe from events
|
||||
if (_uiPageController != null)
|
||||
{
|
||||
|
||||
@@ -30,7 +30,6 @@ namespace UI.Tutorial
|
||||
private bool _canAcceptInput;
|
||||
private Coroutine _waitLoopCoroutine;
|
||||
|
||||
public override int ManagedAwakePriority => 200; // Tutorial runs late, after other systems
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
|
||||
93
docs/managed_behavior/architecture_overview.md
Normal file
93
docs/managed_behavior/architecture_overview.md
Normal file
@@ -0,0 +1,93 @@
|
||||
# ManagedBehaviour System - Architecture Overview
|
||||
|
||||
**Version:** 2.0 <br>
|
||||
**Updated:** 11.11.2025
|
||||
|
||||
|
||||
---
|
||||
|
||||
## What is the ManagedBehaviour System?
|
||||
|
||||
Lifecycle orchestration framework that provides guaranteed execution order and deterministic lifecycle management for Unity components.
|
||||
|
||||
### Problems Solved
|
||||
|
||||
We've had quite a few things shoe-stringed together in various ways and dependant on references to each other.
|
||||
Due to undefined initialization order - null references during access to yet uninitialized resources was becoming a problem.
|
||||
|
||||
### What You Get
|
||||
|
||||
- **Guaranteed Initialization Order** - Managers ready before components that depend on them
|
||||
- **Deterministic Lifecycle Hooks** - Predictable callbacks at key moments
|
||||
- **Automatic Registration** - No boilerplate for wiring up systems
|
||||
- **Scene Lifecycle Events** - Built-in hooks for scene load/unload
|
||||
- **Save/Load Coordination** - Centralized collection of save data
|
||||
- **Bootstrap Integration** - Components know when bootstrap completes
|
||||
|
||||
---
|
||||
|
||||
## Architecture Principles
|
||||
|
||||
### 1. Centralized Orchestration
|
||||
|
||||
Single `LifecycleManager` singleton coordinates all lifecycle events. Components auto-register and receive callbacks at appropriate times.
|
||||
|
||||
### 2. Sealed Framework Methods
|
||||
|
||||
`Awake()` and `OnDestroy()` are sealed. Use `OnManagedAwake()` and `OnManagedDestroy()` instead. Prevents forgetting to call `base.Awake()`.
|
||||
|
||||
### 3. Two-Phase Initialization
|
||||
|
||||
- **Early (`OnManagedAwake()`)**: During Unity's Awake, before bootstrap. Use for singleton setup.
|
||||
- **Late (`OnManagedStart()`)**: After bootstrap completes. All managers guaranteed ready.
|
||||
|
||||
### 4. Registration Order Execution
|
||||
|
||||
Execution follows Unity's natural Awake order. No priority numbers to manage.
|
||||
|
||||
### 5. Automatic Cleanup
|
||||
|
||||
Framework handles unregistration automatically. Override `OnManagedDestroy()` only if you need custom cleanup.
|
||||
|
||||
---
|
||||
|
||||
## Lifecycle Flow Diagrams
|
||||
|
||||
### Boot Sequence
|
||||
|
||||

|
||||
|
||||
### Scene Transition Flow
|
||||
|
||||

|
||||
|
||||
### Component Lifecycle (Individual Component)
|
||||
|
||||

|
||||
|
||||
---
|
||||
|
||||
## Class Diagram
|
||||
|
||||

|
||||
|
||||
---
|
||||
## Key Guarantees
|
||||
|
||||
### Guaranteed
|
||||
|
||||
1. **Bootstrap Completion** - `OnManagedStart()` always fires after bootstrap completes
|
||||
2. **Manager Availability** - All manager singletons exist when `OnManagedStart()` is called
|
||||
3. **Scene Lifecycle** - `OnSceneReady()` fires after scene load, `OnSceneUnloading()` before unload
|
||||
4. **Automatic Registration** - Can't forget to register (Awake is sealed)
|
||||
5. **Automatic Cleanup** - Can't forget to unregister (OnDestroy is sealed)
|
||||
6. **Save/Load Coordination** - All save participants called in one pass
|
||||
|
||||
### Not Guaranteed
|
||||
|
||||
1. **Initialization Order Between Components** - `OnManagedAwake()` follows Unity's unpredictable Awake order
|
||||
2. **Thread Safety** - All methods must run on main thread
|
||||
3. **Performance** - Broadcasting to 1000+ components may have overhead
|
||||
4. **SaveId Uniqueness** - Developer responsible for unique SaveIds
|
||||
|
||||
|
||||
377
docs/managed_behavior/technical_reference.md
Normal file
377
docs/managed_behavior/technical_reference.md
Normal file
@@ -0,0 +1,377 @@
|
||||
# ManagedBehaviour System - Technical Reference
|
||||
|
||||
**Version:** 2.0 <br>
|
||||
**Updated:** 11.11.2025
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The ManagedBehaviour system provides a deterministic, ordered lifecycle management framework for Unity MonoBehaviours. This document provides complete technical documentation of all classes, methods, and APIs.
|
||||
|
||||
---
|
||||
|
||||
## Core Classes
|
||||
|
||||
### ManagedBehaviour (Abstract Base Class)
|
||||
|
||||
**Namespace:** `Core.Lifecycle`
|
||||
**Inherits:** `MonoBehaviour`
|
||||
**Location:** `Assets/Scripts/Core/Lifecycle/ManagedBehaviour.cs` → [View Source](../../Assets/Scripts/Core/Lifecycle/ManagedBehaviour.cs)
|
||||
|
||||
Abstract base class that all managed components must inherit from. Provides automatic registration with LifecycleManager and ordered lifecycle callbacks.
|
||||
|
||||
#### Lifecycle Hook Methods
|
||||
|
||||
Override these `internal virtual` methods to customize component behavior at different lifecycle stages. Called automatically by `LifecycleManager`.
|
||||
|
||||
<details>
|
||||
<summary>Click to see more details</summary>
|
||||
|
||||
##### `OnManagedAwake()`
|
||||
```csharp
|
||||
internal virtual void OnManagedAwake()
|
||||
```
|
||||
**Called:** During registration (within Unity's Awake phase)
|
||||
**Execution Order:** Natural Unity script execution order (not guaranteed between components)
|
||||
**Use For:**
|
||||
- Setting singleton instances (`_instance = this`)
|
||||
- Early GetComponent calls
|
||||
- One-time initialization that doesn't depend on other systems
|
||||
|
||||
**Timing Guarantees:**
|
||||
- ✅ GameObject and component exist
|
||||
- ✅ Scene is loaded
|
||||
- ❌ Other components may not be initialized yet
|
||||
- ❌ Bootstrap may not be complete
|
||||
|
||||
##### `OnManagedStart()`
|
||||
```csharp
|
||||
internal virtual void OnManagedStart()
|
||||
```
|
||||
**Called:** After bootstrap completes (for boot components) or immediately after registration (for late-registered components)
|
||||
**Execution Order:** Registration order
|
||||
**Use For:**
|
||||
- Initialization that depends on other managers
|
||||
- Accessing singleton instances safely
|
||||
- Setting up cross-system dependencies
|
||||
|
||||
**Timing Guarantees:**
|
||||
- ✅ All managers are initialized
|
||||
- ✅ Bootstrap resources are available
|
||||
- ✅ Safe to access `GameManager.Instance`, `AudioManager.Instance`, etc.
|
||||
|
||||
##### `OnSceneUnloading()`
|
||||
```csharp
|
||||
internal virtual void OnSceneUnloading()
|
||||
```
|
||||
**Called:** Before scene unload
|
||||
**Execution Order:** Registration order
|
||||
**Use For:**
|
||||
- Scene-specific cleanup
|
||||
- Saving temporary scene state
|
||||
|
||||
**Timing Guarantees:**
|
||||
- ✅ Scene is still loaded
|
||||
- ✅ Other components in scene still exist
|
||||
|
||||
##### `OnSceneReady()`
|
||||
```csharp
|
||||
internal virtual void OnSceneReady()
|
||||
```
|
||||
**Called:** After scene load completes
|
||||
**Execution Order:** Registration order
|
||||
**Use For:**
|
||||
- Scene-specific initialization
|
||||
- Finding scene objects
|
||||
- Setting up scene-specific state
|
||||
|
||||
**Timing Guarantees:**
|
||||
- ✅ All scene GameObjects are loaded
|
||||
- ✅ Batched components have received `OnManagedStart()`
|
||||
|
||||
##### `OnSceneSaveRequested()`
|
||||
```csharp
|
||||
internal virtual string OnSceneSaveRequested()
|
||||
```
|
||||
**Called:** Before scene unload during scene transitions
|
||||
**Returns:** Serialized scene-specific data (JSON string), or `null` if nothing to save
|
||||
**Use For:**
|
||||
- Level progress
|
||||
- Object positions
|
||||
- Puzzle states
|
||||
- Temporary scene data
|
||||
|
||||
**⚠️ Important:** Must return synchronously.
|
||||
|
||||
##### `OnSceneRestoreRequested(string serializedData)`
|
||||
```csharp
|
||||
internal virtual void OnSceneRestoreRequested(string serializedData)
|
||||
```
|
||||
**Called:** After scene load, during `OnSceneReady` phase
|
||||
**Parameters:**
|
||||
- `serializedData` - Previously saved data from `OnSceneSaveRequested()`
|
||||
|
||||
**Use For:**
|
||||
- Restoring level progress
|
||||
- Setting object positions
|
||||
- Restoring puzzle states
|
||||
|
||||
**⚠️ Important:** Must execute synchronously. Do not use coroutines or async/await.
|
||||
|
||||
##### `OnSceneRestoreCompleted()`
|
||||
```csharp
|
||||
internal virtual void OnSceneRestoreCompleted()
|
||||
```
|
||||
**Called:** After all `OnSceneRestoreRequested()` calls complete
|
||||
**Timing:** Always called after scene load, whether save data exists or not
|
||||
**Use For:**
|
||||
- Post-restore initialization
|
||||
- First-time initialization (when no save data exists)
|
||||
- Triggering events after state is restored
|
||||
|
||||
**Common Pattern:**
|
||||
```csharp
|
||||
internal override void OnSceneRestoreCompleted()
|
||||
{
|
||||
if (!_hasPlayed) // Check if this is first time
|
||||
{
|
||||
PlayIntroAudio();
|
||||
_hasPlayed = true;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
##### `OnGlobalSaveRequested()`
|
||||
```csharp
|
||||
internal virtual string OnGlobalSaveRequested()
|
||||
```
|
||||
**Called:** Once before save file is written to disk
|
||||
**Returns:** Serialized global persistent data (JSON string), or `null`
|
||||
**Use For:**
|
||||
- Player inventory
|
||||
- Unlocked features
|
||||
- Card collections
|
||||
- Persistent progression
|
||||
|
||||
**Timing:** Called once per game save (not per scene transition)
|
||||
|
||||
##### `OnGlobalRestoreRequested(string serializedData)`
|
||||
```csharp
|
||||
internal virtual void OnGlobalRestoreRequested(string serializedData)
|
||||
```
|
||||
**Called:** Once on game boot after save file is read
|
||||
**Parameters:**
|
||||
- `serializedData` - Previously saved data from `OnGlobalSaveRequested()`
|
||||
|
||||
**Use For:**
|
||||
- Restoring player inventory
|
||||
- Restoring unlocked features
|
||||
- Restoring persistent progression
|
||||
|
||||
**Timing:** Called once on boot, not during scene transitions
|
||||
|
||||
##### `OnGlobalLoadCompleted()`
|
||||
```csharp
|
||||
internal virtual void OnGlobalLoadCompleted()
|
||||
```
|
||||
**Called:** Once on game boot after all global restore operations complete
|
||||
**Use For:**
|
||||
- Triggering UI updates after load
|
||||
- Broadcasting load events
|
||||
- Post-load initialization
|
||||
|
||||
##### `OnGlobalSaveStarted()`
|
||||
```csharp
|
||||
internal virtual void OnGlobalSaveStarted()
|
||||
```
|
||||
**Called:** Once before save file is written
|
||||
**Use For:**
|
||||
- Final validation before save
|
||||
- Cleanup operations before save
|
||||
|
||||
##### `OnManagedDestroy()`
|
||||
```csharp
|
||||
internal virtual void OnManagedDestroy()
|
||||
```
|
||||
**Called:** During `OnDestroy`, before unregistration
|
||||
**Execution Order:** Registration order
|
||||
**Use For:**
|
||||
- Unsubscribing from events
|
||||
- Releasing resources
|
||||
- Custom cleanup logic
|
||||
|
||||
**Note:** Most cleanup is automatic (auto-registrations are handled by framework).
|
||||
</details>
|
||||
|
||||
#### Configuration Properties
|
||||
|
||||
Virtual properties that control automatic behaviors like pause registration and save system participation.
|
||||
|
||||
<details>
|
||||
<summary>Click to see more details</summary>
|
||||
|
||||
##### `AutoRegisterPausable`
|
||||
```csharp
|
||||
public virtual bool AutoRegisterPausable => false;
|
||||
```
|
||||
**Type:** `bool`
|
||||
**Default:** `false`
|
||||
**Description:** If true and component implements `IPausable`, automatically registers with `GameManager.Instance` during initialization. Automatic unregistration occurs on destruction.
|
||||
|
||||
##### `AutoRegisterForSave`
|
||||
```csharp
|
||||
public virtual bool AutoRegisterForSave => false;
|
||||
```
|
||||
**Type:** `bool`
|
||||
**Default:** `false`
|
||||
**Description:** If true, component participates in the save/load system. Should override `OnSceneSaveRequested()` and `OnSceneRestoreRequested()` or global equivalents.
|
||||
|
||||
##### `SaveId`
|
||||
```csharp
|
||||
public virtual string SaveId { get; }
|
||||
```
|
||||
**Type:** `string`
|
||||
**Default:** `"{SceneName}/{GameObjectName}/{ComponentType}"`
|
||||
**Description:** Unique identifier for this component in the save system. Cached on first access for performance. Override for singletons (e.g., `"PlayerController"`) or custom IDs.
|
||||
|
||||
**⚠️ Warning:** GameObject name changes at runtime will NOT update the cached SaveId.
|
||||
</details>
|
||||
|
||||
### Private Lifecycle Methods
|
||||
<details>
|
||||
<summary>Click to see more details</summary>
|
||||
|
||||
##### `Awake()`
|
||||
```csharp
|
||||
private void Awake()
|
||||
```
|
||||
**Visibility:** `private` (sealed, cannot be overridden)
|
||||
**Called By:** Unity
|
||||
**Description:** Automatically registers component with `LifecycleManager`. Calls `OnManagedAwake()` during registration.
|
||||
|
||||
**⚠️ Important:** This method is sealed. Use `OnManagedAwake()` for early initialization.
|
||||
|
||||
##### `OnDestroy()`
|
||||
```csharp
|
||||
private void OnDestroy()
|
||||
```
|
||||
**Visibility:** `private` (sealed, cannot be overridden)
|
||||
**Called By:** Unity
|
||||
**Description:** Calls `OnManagedDestroy()`, unregisters from `LifecycleManager`, and handles auto-unregistrations.
|
||||
|
||||
**⚠️ Important:** This method is sealed. Use `OnManagedDestroy()` for custom cleanup.
|
||||
</details>
|
||||
|
||||
---
|
||||
|
||||
## LifecycleManager (Singleton Orchestrator)
|
||||
|
||||
**Namespace:** `Core.Lifecycle`
|
||||
**Inherits:** `MonoBehaviour`
|
||||
**Location:** `Assets/Scripts/Core/Lifecycle/LifecycleManager.cs` → [View Source](../../Assets/Scripts/Core/Lifecycle/LifecycleManager.cs)
|
||||
|
||||
Central orchestrator that manages all `ManagedBehaviour` components and broadcasts lifecycle events.
|
||||
|
||||
### Static Properties
|
||||
|
||||
##### `Instance`
|
||||
Singleton instance. Created automatically by `CustomBoot` before bootstrap begins.
|
||||
|
||||
### Public Methods
|
||||
|
||||
Core methods for registration, lifecycle broadcasting, and save/restore operations. Most are called automatically by the framework.
|
||||
|
||||
<details>
|
||||
<summary>Click to see more details</summary>
|
||||
|
||||
##### `Register(ManagedBehaviour component)`
|
||||
```csharp
|
||||
public void Register(ManagedBehaviour component)
|
||||
```
|
||||
Registers a component with the lifecycle system. **Called automatically from `ManagedBehaviour.Awake()`.**
|
||||
|
||||
##### `Unregister(ManagedBehaviour component)`
|
||||
```csharp
|
||||
public void Unregister(ManagedBehaviour component)
|
||||
```
|
||||
Unregisters a component. **Called automatically from `ManagedBehaviour.OnDestroy()`.**
|
||||
|
||||
##### `OnBootCompletionTriggered()`
|
||||
```csharp
|
||||
public void OnBootCompletionTriggered()
|
||||
```
|
||||
Called by `CustomBoot` after bootstrap completes. Broadcasts `OnManagedStart()` to all registered components.
|
||||
|
||||
##### `BeginSceneLoad(string sceneName)`
|
||||
```csharp
|
||||
public void BeginSceneLoad(string sceneName)
|
||||
```
|
||||
Activates scene loading batching mode. Called by `SceneManagerService` when loading a scene.
|
||||
|
||||
##### `BroadcastSceneReady(string sceneName)`
|
||||
```csharp
|
||||
public void BroadcastSceneReady(string sceneName)
|
||||
```
|
||||
Processes batched components and broadcasts `OnSceneReady()` to all components in the scene. Called by `SceneManagerService` after scene load.
|
||||
|
||||
##### `BroadcastSceneUnloading(string sceneName)`
|
||||
```csharp
|
||||
public void BroadcastSceneUnloading(string sceneName)
|
||||
```
|
||||
Broadcasts `OnSceneUnloading()` to all components in the specified scene. Called by `SceneManagerService` before scene unload.
|
||||
|
||||
##### `BroadcastSceneSaveRequested()`
|
||||
```csharp
|
||||
public Dictionary<string, string> BroadcastSceneSaveRequested()
|
||||
```
|
||||
Broadcasts `OnSceneSaveRequested()` to all components with `AutoRegisterForSave == true`. Returns dictionary of SaveId → serialized data.
|
||||
|
||||
##### `BroadcastSceneRestoreRequested(Dictionary<string, string> saveData)`
|
||||
```csharp
|
||||
public void BroadcastSceneRestoreRequested(Dictionary<string, string> saveData)
|
||||
```
|
||||
Distributes save data to components by matching `SaveId`, then broadcasts `OnSceneRestoreCompleted()`.
|
||||
|
||||
##### `BroadcastGlobalSaveRequested()`
|
||||
```csharp
|
||||
public Dictionary<string, string> BroadcastGlobalSaveRequested()
|
||||
```
|
||||
Broadcasts `OnGlobalSaveRequested()` to all components with `AutoRegisterForSave == true`. Returns dictionary of SaveId → serialized data.
|
||||
|
||||
##### `BroadcastGlobalRestoreRequested(Dictionary<string, string> saveData)`
|
||||
```csharp
|
||||
public void BroadcastGlobalRestoreRequested(Dictionary<string, string> saveData)
|
||||
```
|
||||
Distributes save data to components by matching `SaveId`, then broadcasts `OnGlobalLoadCompleted()`.
|
||||
|
||||
##### `BroadcastGlobalSaveStarted()`
|
||||
```csharp
|
||||
public void BroadcastGlobalSaveStarted()
|
||||
```
|
||||
Broadcasts `OnGlobalSaveStarted()` to all components with `AutoRegisterForSave == true`.
|
||||
|
||||
## LifecyclePhase (Enum)
|
||||
|
||||
**Namespace:** `Core.Lifecycle`
|
||||
**Location:** `Assets/Scripts/Core/Lifecycle/LifecycleEnums.cs` → [View Source](../../Assets/Scripts/Core/Lifecycle/LifecycleEnums.cs)
|
||||
|
||||
Defines the different lifecycle phases for documentation and tooling purposes.
|
||||
|
||||
```csharp
|
||||
public enum LifecyclePhase
|
||||
{
|
||||
ManagedAwake, // During registration (Awake)
|
||||
ManagedStart, // After bootstrap or late registration
|
||||
SceneUnloading, // Before scene unload
|
||||
SceneReady, // After scene load
|
||||
SaveRequested, // Before scene unload (save)
|
||||
RestoreRequested, // After scene load (restore)
|
||||
ManagedDestroy // During OnDestroy
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
|
||||
|
||||
522
docs/managed_behavior/use_cases_quick_start.md
Normal file
522
docs/managed_behavior/use_cases_quick_start.md
Normal file
@@ -0,0 +1,522 @@
|
||||
# ManagedBehaviour System - Quick Start & Use Cases
|
||||
|
||||
**TL;DR:** Inherit from `ManagedBehaviour` instead of `MonoBehaviour`. Override lifecycle hooks instead of Awake/OnDestroy. Get guaranteed initialization order and automatic registration.
|
||||
|
||||
---
|
||||
|
||||
## Table of Contents
|
||||
|
||||
1. [Lifecycle Methods Summary](#lifecycle-methods-summary)
|
||||
2. [Quick Reference - Common Use Cases](#quick-reference---common-use-cases)
|
||||
3. [Getting Started Examples](#getting-started-examples)
|
||||
4. [Detailed Use Cases](#detailed-use-cases)
|
||||
5. [Common Patterns](#common-patterns)
|
||||
6. [Migration Checklist](#migration-checklist)
|
||||
7. [Troubleshooting](#troubleshooting)
|
||||
8. [Best Practices](#best-practices)
|
||||
9. [FAQ](#faq)
|
||||
|
||||
---
|
||||
|
||||
## Summary
|
||||
|
||||
**ManagedBehaviour in 3 Sentences:**
|
||||
|
||||
Inherit from `ManagedBehaviour` to get automatic lifecycle management with guaranteed initialization order. Use `OnManagedStart()` to safely access manager singletons, and use built-in save/load hooks for persistence. The framework handles registration and cleanup automatically - you just override the hooks you need.
|
||||
|
||||
**When to Use:**
|
||||
- ✅ Singleton managers
|
||||
- ✅ Components that access managers
|
||||
- ✅ Components that need save/load
|
||||
- ✅ Components that need scene lifecycle events
|
||||
|
||||
**When to Skip:**
|
||||
- ❌ Simple self-contained components
|
||||
- ❌ Third-party code (can't change base class)
|
||||
- ❌ Performance-critical code with no dependencies
|
||||
|
||||
**But can I still use regular MonoBehaviour?!** <br>
|
||||
_Yes!_ Only use ManagedBehaviour when you need its features (manager access, save/load, etc.)
|
||||
|
||||
|
||||
---
|
||||
|
||||
## Lifecycle Methods Summary
|
||||
|
||||
1. **OnManagedAwake()** - Called during Unity's Awake phase; use for **internal setup** and GetComponent calls.
|
||||
2. **OnManagedStart()** - Called after bootstrap completes; **safe to access** manager singletons.
|
||||
3. **OnSceneReady()** - Called after scene finishes loading; use for scene-specific initialization.
|
||||
4. **OnSceneUnloading()** - Called before scene unloads; use for scene cleanup.
|
||||
5. **OnSceneSaveRequested()** - Returns serialized scene-specific data before scene transitions.
|
||||
6. **OnSceneRestoreRequested(data)** - Receives saved scene data after scene loads.
|
||||
7. **OnSceneRestoreCompleted()** - Called after all scene restore operations complete.
|
||||
8. **OnGlobalSaveRequested()** - Returns serialized persistent data when game saves.
|
||||
9. **OnGlobalRestoreRequested(data)** - Receives persistent data on game boot.
|
||||
10. **OnGlobalLoadCompleted()** - Called after all global restore operations complete on boot.
|
||||
11. **OnGlobalSaveStarted()** - Called before save file is written; use for pre-save validation.
|
||||
12. **OnManagedDestroy()** - Called during OnDestroy; use for cleanup and event unsubscription.
|
||||
|
||||
---
|
||||
|
||||
## Quick Reference - Common Use Cases
|
||||
|
||||
### Access Manager Singleton Safely
|
||||
```csharp
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
GameManager.Instance.DoSomething(); // Safe - managers guaranteed ready
|
||||
}
|
||||
```
|
||||
|
||||
### Create Singleton Manager
|
||||
```csharp
|
||||
private static MyManager _instance;
|
||||
public static MyManager Instance => _instance;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
_instance = this;
|
||||
}
|
||||
```
|
||||
|
||||
### Save Scene Progress
|
||||
```csharp
|
||||
public override bool AutoRegisterForSave => true;
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
return JsonUtility.ToJson(myData);
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string data)
|
||||
{
|
||||
myData = JsonUtility.FromJson<MyData>(data);
|
||||
}
|
||||
```
|
||||
|
||||
### Auto-Register as Pausable
|
||||
```csharp
|
||||
public class MyComponent : ManagedBehaviour, IPausable
|
||||
{
|
||||
public override bool AutoRegisterPausable => true;
|
||||
|
||||
public void Pause() { /* pause logic */ }
|
||||
public void Resume() { /* resume logic */ }
|
||||
}
|
||||
```
|
||||
|
||||
### Scene-Specific Initialization
|
||||
```csharp
|
||||
internal override void OnSceneReady()
|
||||
{
|
||||
FindObjectsInScene();
|
||||
InitializeLevel();
|
||||
}
|
||||
```
|
||||
|
||||
### Cleanup on Destroy
|
||||
```csharp
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
EventBus.OnSomething -= HandleEvent;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Getting Started Examples
|
||||
|
||||
### 1. Basic Component
|
||||
|
||||
```csharp
|
||||
using Core.Lifecycle;
|
||||
|
||||
public class MyComponent : ManagedBehaviour
|
||||
{
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Early initialization (singleton setup, GetComponent)
|
||||
Debug.Log("MyComponent awakened");
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// Late initialization (safe to access managers)
|
||||
Debug.Log("MyComponent started - managers are ready");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. Singleton Manager
|
||||
|
||||
```csharp
|
||||
using Core.Lifecycle;
|
||||
|
||||
public class MyManager : ManagedBehaviour
|
||||
{
|
||||
private static MyManager _instance;
|
||||
public static MyManager Instance => _instance;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
_instance = this; // Set singleton early
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// All other managers are ready here
|
||||
AudioManager.Instance.PlaySound("ManagerReady");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Component with Save/Load
|
||||
|
||||
```csharp
|
||||
using Core.Lifecycle;
|
||||
|
||||
public class PuzzleComponent : ManagedBehaviour
|
||||
{
|
||||
public override bool AutoRegisterForSave => true;
|
||||
public override string SaveId => "MyPuzzle"; // Custom ID
|
||||
|
||||
private bool _isSolved;
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
return JsonUtility.ToJson(new { isSolved = _isSolved });
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string data)
|
||||
{
|
||||
var saveData = JsonUtility.FromJson<SaveData>(data);
|
||||
_isSolved = saveData.isSolved;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
private class SaveData
|
||||
{
|
||||
public bool isSolved;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. Component with Cleanup
|
||||
|
||||
```csharp
|
||||
using Core.Lifecycle;
|
||||
|
||||
public class EventSubscriber : ManagedBehaviour
|
||||
{
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
GameManager.Instance.OnGamePaused += HandlePause;
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Automatic cleanup
|
||||
if (GameManager.Instance != null)
|
||||
GameManager.Instance.OnGamePaused -= HandlePause;
|
||||
}
|
||||
|
||||
private void HandlePause() { }
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Detailed Use Cases
|
||||
|
||||
### Use Case 1: Accessing Singleton Managers Safely
|
||||
|
||||
**Problem:** Accessing `GameManager.Instance` in `Awake()` might fail if GameManager hasn't initialized yet.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class Player : ManagedBehaviour
|
||||
{
|
||||
// ❌ DON'T: Risky in OnManagedAwake (managers may not be ready)
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// var settings = GameManager.Instance.GetSettings(); // RISKY!
|
||||
}
|
||||
|
||||
// ✅ DO: Safe in OnManagedStart (managers guaranteed ready)
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
var settings = GameManager.Instance.GetSettings(); // SAFE!
|
||||
ApplySettings(settings);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Use Case 2: Scene-Specific Initialization
|
||||
|
||||
**Problem:** Need to initialize something after a scene finishes loading.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class LevelManager : ManagedBehaviour
|
||||
{
|
||||
internal override void OnSceneReady()
|
||||
{
|
||||
// Scene is fully loaded, all objects exist
|
||||
FindObjectiveMarkers();
|
||||
SpawnEnemies();
|
||||
PlayLevelMusic();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Use Case 3: Saving Player Progress
|
||||
|
||||
**Problem:** Need to save level progress when transitioning between scenes.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class LevelProgress : ManagedBehaviour
|
||||
{
|
||||
public override bool AutoRegisterForSave => true;
|
||||
public override string SaveId => "LevelProgress";
|
||||
|
||||
private int _checkpointIndex;
|
||||
private float _timeElapsed;
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
return JsonUtility.ToJson(new
|
||||
{
|
||||
checkpoint = _checkpointIndex,
|
||||
time = _timeElapsed
|
||||
});
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string data)
|
||||
{
|
||||
var save = JsonUtility.FromJson<SaveData>(data);
|
||||
_checkpointIndex = save.checkpoint;
|
||||
_timeElapsed = save.time;
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreCompleted()
|
||||
{
|
||||
// Restore complete, trigger UI update
|
||||
UpdateProgressUI();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Use Case 4: Global Persistent Data (Inventory)
|
||||
|
||||
**Problem:** Need to save player inventory across all scenes.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class InventoryManager : ManagedBehaviour
|
||||
{
|
||||
public override bool AutoRegisterForSave => true;
|
||||
public override string SaveId => "Inventory";
|
||||
|
||||
private List<string> _items = new List<string>();
|
||||
|
||||
internal override string OnGlobalSaveRequested()
|
||||
{
|
||||
// Save to global save file (not scene-specific)
|
||||
return JsonUtility.ToJson(new { items = _items });
|
||||
}
|
||||
|
||||
internal override void OnGlobalRestoreRequested(string data)
|
||||
{
|
||||
// Restore from global save file on boot
|
||||
var save = JsonUtility.FromJson<SaveData>(data);
|
||||
_items = new List<string>(save.items);
|
||||
}
|
||||
|
||||
internal override void OnGlobalLoadCompleted()
|
||||
{
|
||||
// All global data loaded, safe to initialize UI
|
||||
RefreshInventoryUI();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Use Case 5: Auto-Registering as Pausable
|
||||
|
||||
**Problem:** Component implements `IPausable` and needs to register with `GameManager`.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class AnimatedCharacter : ManagedBehaviour, IPausable
|
||||
{
|
||||
public override bool AutoRegisterPausable => true;
|
||||
|
||||
// IPausable implementation
|
||||
public void Pause()
|
||||
{
|
||||
// Pause animations
|
||||
}
|
||||
|
||||
public void Resume()
|
||||
{
|
||||
// Resume animations
|
||||
}
|
||||
}
|
||||
// No manual registration needed - automatic!
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Use Case 6: Scene Cleanup
|
||||
|
||||
**Problem:** Need to clean up scene-specific state before transitioning.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class ParticleSpawner : ManagedBehaviour
|
||||
{
|
||||
private List<GameObject> _activeParticles = new List<GameObject>();
|
||||
|
||||
internal override void OnSceneUnloading()
|
||||
{
|
||||
// Clean up before scene unloads
|
||||
foreach (var particle in _activeParticles)
|
||||
{
|
||||
if (particle != null)
|
||||
Destroy(particle);
|
||||
}
|
||||
_activeParticles.Clear();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Use Case 7: First-Time vs Restored State
|
||||
|
||||
**Problem:** Need to play intro animation only on first visit, not when restoring from save.
|
||||
|
||||
**Solution:**
|
||||
```csharp
|
||||
public class LevelIntro : ManagedBehaviour
|
||||
{
|
||||
public override bool AutoRegisterForSave => true;
|
||||
|
||||
private bool _hasPlayedIntro;
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
return JsonUtility.ToJson(new { hasPlayed = _hasPlayedIntro });
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string data)
|
||||
{
|
||||
var save = JsonUtility.FromJson<SaveData>(data);
|
||||
_hasPlayedIntro = save.hasPlayed;
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreCompleted()
|
||||
{
|
||||
// This fires whether we restored or not
|
||||
if (!_hasPlayedIntro)
|
||||
{
|
||||
PlayIntroAnimation();
|
||||
_hasPlayedIntro = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
|
||||
## Common Patterns
|
||||
|
||||
### Pattern: Manager Singleton
|
||||
```csharp
|
||||
public class MyManager : ManagedBehaviour
|
||||
{
|
||||
private static MyManager _instance;
|
||||
public static MyManager Instance => _instance;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
_instance = this;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Pattern: Event Subscription
|
||||
```csharp
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
EventBus.OnSomething += HandleEvent;
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
EventBus.OnSomething -= HandleEvent;
|
||||
}
|
||||
```
|
||||
|
||||
### Pattern: Save/Restore
|
||||
```csharp
|
||||
public override bool AutoRegisterForSave => true;
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
return JsonUtility.ToJson(myData);
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string data)
|
||||
{
|
||||
myData = JsonUtility.FromJson<MyData>(data);
|
||||
}
|
||||
```
|
||||
|
||||
### Pattern: Custom SaveId
|
||||
```csharp
|
||||
// For singletons or special cases
|
||||
public override string SaveId => "PlayerInventory";
|
||||
|
||||
// For scene-specific instances
|
||||
public override string SaveId => $"{gameObject.scene.name}/MySpecialObject";
|
||||
```
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### "NullReferenceException when accessing Manager.Instance"
|
||||
**Problem:** Accessing singleton in `OnManagedAwake()`
|
||||
**Solution:** Move to `OnManagedStart()` where managers are guaranteed ready
|
||||
|
||||
### "My SaveId is colliding with another component"
|
||||
**Problem:** Two components have same GameObject name and type
|
||||
**Solution:** Override `SaveId` property with unique value
|
||||
|
||||
### "My component isn't receiving lifecycle callbacks"
|
||||
**Problem:** Not inheriting from `ManagedBehaviour`
|
||||
**Solution:** Ensure class inherits `ManagedBehaviour` (not plain `MonoBehaviour`)
|
||||
|
||||
### "Save data isn't persisting"
|
||||
**Problem:** `AutoRegisterForSave` is false
|
||||
**Solution:** Set `public override bool AutoRegisterForSave => true;`
|
||||
|
||||
### "OnSceneRestoreCompleted isn't firing"
|
||||
**Problem:** Missing implementation
|
||||
**Solution:** Override the method even if just logging for now
|
||||
|
||||
---
|
||||
|
||||
**Quick Links:**
|
||||
- [Technical Reference](01_technical_reference.md) - Complete API documentation
|
||||
- [Architecture Overview](02_architecture_overview.md) - System design and principles
|
||||
|
||||
|
||||
BIN
docs/media/Scene_transition_flow.png
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BIN
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|
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BIN
docs/media/boot_sequence.png
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|
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BIN
docs/media/class_diagram.png
Normal file
BIN
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|
After Width: | Height: | Size: 252 KiB |
BIN
docs/media/component_lifecycle.png
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BIN
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|
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Reference in New Issue
Block a user