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@@ -17,7 +17,7 @@ namespace Editor.CardSystem
|
||||
{
|
||||
// Paths
|
||||
private const string CardDefinitionsPath = "Assets/Data/Cards";
|
||||
private const string MenuPath = "AppleHills/Card Editor";
|
||||
private const string MenuPath = "AppleHills/Cards/Card Editor";
|
||||
private const string CardUIPrefabPath = "Assets/Prefabs/UI/CardsSystem/Cards/Card.prefab";
|
||||
private const string CardVisualConfigPath = CardDefinitionsPath + "/CardVisualConfig.asset";
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||||
|
||||
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||||
@@ -25,7 +25,7 @@ namespace AppleHills.Editor
|
||||
private int boosterCount = 0;
|
||||
private string lastEventMessage = "";
|
||||
|
||||
[MenuItem("Tools/Card System/Live Collection Preview")]
|
||||
[MenuItem("AppleHills/Cards/Live Collection Preview")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
CardSystemLivePreview window = GetWindow<CardSystemLivePreview>("Card Collection Live");
|
||||
|
||||
@@ -19,6 +19,15 @@ namespace Editor.CardSystem
|
||||
private int boosterPacksToAdd = 3;
|
||||
private int cardsToGenerate = 10;
|
||||
|
||||
// Auto-add toggles (always editable)
|
||||
private bool autoAddBoosters = false;
|
||||
private bool autoAddCards = false;
|
||||
|
||||
// Scheduling for delayed auto-add after entering play mode
|
||||
private double scheduledAddTime = -1.0;
|
||||
private bool scheduledBoosters = false;
|
||||
private bool scheduledCards = false;
|
||||
|
||||
// Debug Info
|
||||
private int currentBoosterCount;
|
||||
private int totalCardsInCollection;
|
||||
@@ -27,7 +36,7 @@ namespace Editor.CardSystem
|
||||
// UI State
|
||||
private Vector2 scrollPosition;
|
||||
|
||||
[MenuItem("AppleHills/Card System Tester")]
|
||||
[MenuItem("AppleHills/Cards/Card System Tester")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<CardSystemTesterWindow>(false, "Card System Tester", true);
|
||||
@@ -37,11 +46,13 @@ namespace Editor.CardSystem
|
||||
private void OnEnable()
|
||||
{
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
EditorApplication.update += EditorUpdate;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
|
||||
EditorApplication.update -= EditorUpdate;
|
||||
}
|
||||
|
||||
private void OnPlayModeStateChanged(PlayModeStateChange state)
|
||||
@@ -49,15 +60,52 @@ namespace Editor.CardSystem
|
||||
if (state == PlayModeStateChange.EnteredPlayMode)
|
||||
{
|
||||
RefreshDebugInfo();
|
||||
|
||||
// Schedule auto-adds after 1 second if toggles are enabled
|
||||
if (autoAddBoosters || autoAddCards)
|
||||
{
|
||||
scheduledAddTime = EditorApplication.timeSinceStartup + 1.0;
|
||||
scheduledBoosters = autoAddBoosters;
|
||||
scheduledCards = autoAddCards;
|
||||
}
|
||||
}
|
||||
else if (state == PlayModeStateChange.ExitingPlayMode)
|
||||
{
|
||||
lastActionMessage = "";
|
||||
// clear any scheduled actions when leaving play mode
|
||||
scheduledAddTime = -1.0;
|
||||
scheduledBoosters = false;
|
||||
scheduledCards = false;
|
||||
}
|
||||
|
||||
Repaint();
|
||||
}
|
||||
|
||||
// Polling update used to execute scheduled actions after a delay
|
||||
private void EditorUpdate()
|
||||
{
|
||||
if (scheduledAddTime > 0 && EditorApplication.timeSinceStartup >= scheduledAddTime)
|
||||
{
|
||||
// perform scheduled actions
|
||||
if (scheduledBoosters)
|
||||
{
|
||||
AddBoosterPacks();
|
||||
}
|
||||
|
||||
if (scheduledCards)
|
||||
{
|
||||
GenerateRandomCards();
|
||||
}
|
||||
|
||||
// clear schedule
|
||||
scheduledAddTime = -1.0;
|
||||
scheduledBoosters = false;
|
||||
scheduledCards = false;
|
||||
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
|
||||
@@ -90,12 +138,23 @@ namespace Editor.CardSystem
|
||||
{
|
||||
EditorGUILayout.LabelField("Test Settings", EditorStyles.boldLabel);
|
||||
|
||||
// Booster pack slider with always-editable auto-add toggle
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
|
||||
|
||||
boosterPacksToAdd = EditorGUILayout.IntSlider("Booster Packs to Add", boosterPacksToAdd, 1, 10);
|
||||
cardsToGenerate = EditorGUILayout.IntSlider("Cards to Generate", cardsToGenerate, 1, 100);
|
||||
|
||||
EditorGUI.EndDisabledGroup();
|
||||
GUILayout.FlexibleSpace();
|
||||
autoAddBoosters = EditorGUILayout.ToggleLeft("Auto Add", autoAddBoosters, GUILayout.Width(110));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Card generation slider with always-editable auto-add toggle
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
|
||||
cardsToGenerate = EditorGUILayout.IntSlider("Cards to Generate", cardsToGenerate, 1, 100);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
GUILayout.FlexibleSpace();
|
||||
autoAddCards = EditorGUILayout.ToggleLeft("Auto Add", autoAddCards, GUILayout.Width(110));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void DrawDebugInfo()
|
||||
|
||||
3
Assets/Editor/Developer.meta
Normal file
3
Assets/Editor/Developer.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 101d8cab829741d0bafb3512ff5ca313
|
||||
timeCreated: 1762504148
|
||||
@@ -17,7 +17,7 @@ namespace Editor
|
||||
private bool hasScanned;
|
||||
private int componentsFound;
|
||||
|
||||
[MenuItem("AppleHills/Remove InteractableBase Components")]
|
||||
[MenuItem("AppleHills/Developer/Remove InteractableBase Components")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<RemoveInteractableBaseComponents>("Remove InteractableBase");
|
||||
@@ -12,7 +12,7 @@ namespace Editor
|
||||
private Vector2 scrollPosition;
|
||||
private bool hasScanned = false;
|
||||
|
||||
[MenuItem("AppleHills/Remove Old Interactable References")]
|
||||
[MenuItem("AppleHills/Developer/Remove Old Interactable References")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<RemoveOldInteractableReferences>("Clean Old Interactables");
|
||||
@@ -17,7 +17,7 @@ namespace Editor
|
||||
private bool showPrefabs = true;
|
||||
private bool showScenes = true;
|
||||
|
||||
[MenuItem("Tools/AppleHills/Migrate StateMachines to Saveable")]
|
||||
[MenuItem("AppleHills/Developer/Migrate StateMachines to Saveable")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<StateMachineMigrationTool>("StateMachine Migration");
|
||||
3
Assets/Editor/Lifecycle.meta
Normal file
3
Assets/Editor/Lifecycle.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5d626da49844592981ef14524e3a308
|
||||
timeCreated: 1762332131
|
||||
144
Assets/Editor/Lifecycle/EditorLifecycleBootstrap.cs
Normal file
144
Assets/Editor/Lifecycle/EditorLifecycleBootstrap.cs
Normal file
@@ -0,0 +1,144 @@
|
||||
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}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
9
Assets/Editor/Lifecycle/EditorLifecycleBootstrap.cs.meta
Normal file
9
Assets/Editor/Lifecycle/EditorLifecycleBootstrap.cs.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7f3e8a9c4d5b6e7f8a9b0c1d2e3f4a5b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace AppleHills.Core.Settings.Editor
|
||||
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
|
||||
private GUIStyle headerStyle;
|
||||
|
||||
[MenuItem("AppleHills/Developer Settings Editor")]
|
||||
[MenuItem("AppleHills/Settings/Developer Settings Editor")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
GetWindow<DeveloperSettingsEditorWindow>("Developer Settings");
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace AppleHills.Core.Settings.Editor
|
||||
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
|
||||
private GUIStyle headerStyle;
|
||||
|
||||
[MenuItem("AppleHills/Settings Editor")]
|
||||
[MenuItem("AppleHills/Settings/Settings Editor")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
GetWindow<SettingsEditorWindow>("Game Settings");
|
||||
|
||||
@@ -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($"Found {foundComponents.Count} objects with component type '{selectedSearchType.Name}' ({searchMode})");
|
||||
Repaint();
|
||||
}
|
||||
|
||||
|
||||
31
Assets/Editor/Tools/DebugSaveIds.cs
Normal file
31
Assets/Editor/Tools/DebugSaveIds.cs
Normal file
@@ -0,0 +1,31 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using Core.Lifecycle;
|
||||
|
||||
namespace Editor.Tools
|
||||
{
|
||||
/// <summary>
|
||||
/// Editor utility to debug SaveIds for all ManagedBehaviours in the scene
|
||||
/// </summary>
|
||||
public class DebugSaveIds : EditorWindow
|
||||
{
|
||||
[MenuItem("Tools/Debug/Log All SaveIds")]
|
||||
public static void LogAllSaveIds()
|
||||
{
|
||||
var allManaged = FindObjectsByType<ManagedBehaviour>(FindObjectsInactive.Include, FindObjectsSortMode.None);
|
||||
|
||||
Debug.Log($"=== 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 ===");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Editor/Tools/DebugSaveIds.cs.meta
Normal file
3
Assets/Editor/Tools/DebugSaveIds.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a34fbba4efbb4acd85d79a99abf00a08
|
||||
timeCreated: 1762358959
|
||||
@@ -1978,11 +1978,11 @@ PrefabInstance:
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 3484825090253933040, guid: a8b0a1c6cf21352439dc24d3b03182db, type: 3}
|
||||
propertyPath: m_AnchoredPosition.x
|
||||
value: 1.85
|
||||
value: 0.09
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 3484825090253933040, guid: a8b0a1c6cf21352439dc24d3b03182db, type: 3}
|
||||
propertyPath: m_AnchoredPosition.y
|
||||
value: 5.14
|
||||
value: 3.44
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 3484825090253933040, guid: a8b0a1c6cf21352439dc24d3b03182db, type: 3}
|
||||
propertyPath: m_LocalEulerAnglesHint.x
|
||||
|
||||
@@ -105,7 +105,7 @@ GameObject:
|
||||
- component: {fileID: 3487003259787903584}
|
||||
- component: {fileID: 2277261512137882881}
|
||||
m_Layer: 10
|
||||
m_Name: LureSpotA
|
||||
m_Name: LureSpotA_Slot
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
@@ -260,9 +260,9 @@ MonoBehaviour:
|
||||
interactionComplete:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
customSaveId:
|
||||
itemData: {fileID: 11400000, guid: aaf36cd26cf74334e9c7db6c1b03b3fb, type: 2}
|
||||
iconRenderer: {fileID: 6258593095132504700}
|
||||
slottedItemRenderer: {fileID: 4110666412151536905}
|
||||
onItemSlotted:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
@@ -314,7 +314,6 @@ MonoBehaviour:
|
||||
onForbiddenItemSlotted:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
slottedItemRenderer: {fileID: 4110666412151536905}
|
||||
--- !u!114 &3487003259787903584
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
@@ -1069,7 +1069,7 @@ GameObject:
|
||||
- component: {fileID: 3093816592344978065}
|
||||
- component: {fileID: 8758136668472096799}
|
||||
m_Layer: 10
|
||||
m_Name: LureSpotB
|
||||
m_Name: LureSpotB_Slot
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
@@ -1168,9 +1168,9 @@ MonoBehaviour:
|
||||
interactionComplete:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
customSaveId:
|
||||
itemData: {fileID: 11400000, guid: f97b9e24d6dceb145b56426c1152ebeb, type: 2}
|
||||
iconRenderer: {fileID: 2343214996212089369}
|
||||
slottedItemRenderer: {fileID: 7990414055343410434}
|
||||
onItemSlotted:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
@@ -1234,7 +1234,6 @@ MonoBehaviour:
|
||||
onForbiddenItemSlotted:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
slottedItemRenderer: {fileID: 7990414055343410434}
|
||||
--- !u!114 &8758136668472096799
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
@@ -247,7 +247,7 @@ GameObject:
|
||||
- component: {fileID: 3169137887822749614}
|
||||
- component: {fileID: 8370367816617117734}
|
||||
m_Layer: 10
|
||||
m_Name: LureSpotC
|
||||
m_Name: LureSpotC_Slot
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
@@ -346,9 +346,9 @@ MonoBehaviour:
|
||||
interactionComplete:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
customSaveId:
|
||||
itemData: {fileID: 11400000, guid: c68dea945fecbf44094359769db04f31, type: 2}
|
||||
iconRenderer: {fileID: 2825253017896168654}
|
||||
slottedItemRenderer: {fileID: 3806274462998212361}
|
||||
onItemSlotted:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
@@ -412,7 +412,6 @@ MonoBehaviour:
|
||||
onForbiddenItemSlotted:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
slottedItemRenderer: {fileID: 3806274462998212361}
|
||||
--- !u!114 &6535246856440349519
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
@@ -44,10 +44,10 @@ GameObject:
|
||||
- component: {fileID: 5057760771402457000}
|
||||
- component: {fileID: 2433130051631076285}
|
||||
- component: {fileID: 7290110366808972859}
|
||||
- component: {fileID: 4831635791684479552}
|
||||
- component: {fileID: 9196152289301358918}
|
||||
- component: {fileID: 2596311128101197840}
|
||||
m_Layer: 10
|
||||
m_Name: SoundBird
|
||||
m_Name: SoundBird_Slot
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
@@ -201,9 +201,9 @@ MonoBehaviour:
|
||||
interactionComplete:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
customSaveId:
|
||||
itemData: {fileID: 11400000, guid: d28f5774afad9d14f823601707150700, type: 2}
|
||||
iconRenderer: {fileID: 8875860401447896107}
|
||||
slottedItemRenderer: {fileID: 6941190210788968874}
|
||||
onItemSlotted:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
@@ -231,7 +231,6 @@ MonoBehaviour:
|
||||
onForbiddenItemSlotted:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
slottedItemRenderer: {fileID: 6941190210788968874}
|
||||
--- !u!114 &7290110366808972859
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -246,18 +245,6 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier:
|
||||
luredBird: {fileID: 4624889622840393752}
|
||||
annaLiseSpot: {fileID: 22512726373136855}
|
||||
--- !u!114 &4831635791684479552
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
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||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 588897581313790951}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: eaefd3d5a2a864ca5b5d9ec5f2a7040f, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
--- !u!95 &9196152289301358918
|
||||
Animator:
|
||||
serializedVersion: 7
|
||||
@@ -280,6 +267,18 @@ Animator:
|
||||
m_AllowConstantClipSamplingOptimization: 1
|
||||
m_KeepAnimatorStateOnDisable: 0
|
||||
m_WriteDefaultValuesOnDisable: 0
|
||||
--- !u!114 &2596311128101197840
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 588897581313790951}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 95e46aacea5b42888ee7881894193c11, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier: AppleHillsScripts::Core.SaveLoad.AppleState
|
||||
--- !u!1 &4624889622840393752
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
@@ -166,7 +166,6 @@ MonoBehaviour:
|
||||
interactionComplete:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
customSaveId:
|
||||
itemData: {fileID: 11400000, guid: 0c6986639ca176a419c92f5a327d95ce, type: 2}
|
||||
iconRenderer: {fileID: 7494677664706785084}
|
||||
--- !u!1001 &8589202998731622905
|
||||
|
||||
@@ -140,6 +140,5 @@ MonoBehaviour:
|
||||
interactionComplete:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
customSaveId:
|
||||
itemData: {fileID: 11400000, guid: 43f22dbbb4c0eec4f8108d0f0eea43c2, type: 2}
|
||||
iconRenderer: {fileID: 4055726361761331703}
|
||||
|
||||
@@ -140,6 +140,5 @@ MonoBehaviour:
|
||||
interactionComplete:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
customSaveId:
|
||||
itemData: {fileID: 11400000, guid: a8baa800efa25a344a95b190cf349e2d, type: 2}
|
||||
iconRenderer: {fileID: 4774534086162962138}
|
||||
|
||||
@@ -140,6 +140,5 @@ MonoBehaviour:
|
||||
interactionComplete:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
customSaveId:
|
||||
itemData: {fileID: 11400000, guid: 560ba2059ce14dc4da580e2f43b2e65f, type: 2}
|
||||
iconRenderer: {fileID: 4986096986936361008}
|
||||
|
||||
@@ -140,6 +140,5 @@ MonoBehaviour:
|
||||
interactionComplete:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
customSaveId:
|
||||
itemData: {fileID: 11400000, guid: 3b1f3472171abc943bb099ce31d6fc7c, type: 2}
|
||||
iconRenderer: {fileID: 4266110216568578813}
|
||||
|
||||
@@ -221,12 +221,12 @@ GameObject:
|
||||
serializedVersion: 6
|
||||
m_Component:
|
||||
- component: {fileID: 2071071585578300598}
|
||||
- component: {fileID: 1454372124634854912}
|
||||
- component: {fileID: 4122067414526815177}
|
||||
- component: {fileID: 2314863751758196186}
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||||
- component: {fileID: 2741639361616064442}
|
||||
- component: {fileID: 4903273501345439385}
|
||||
- component: {fileID: 1054459649399154791}
|
||||
- component: {fileID: 7319925080429004531}
|
||||
m_Layer: 10
|
||||
m_Name: Hidden
|
||||
m_TagString: Untagged
|
||||
@@ -252,18 +252,6 @@ Transform:
|
||||
- {fileID: 852327051512792946}
|
||||
m_Father: {fileID: 8259693476957892150}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
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--- !u!114 &1454372124634854912
|
||||
MonoBehaviour:
|
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m_ObjectHideFlags: 0
|
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
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m_GameObject: {fileID: 1011363502278351410}
|
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m_Enabled: 1
|
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m_EditorHideFlags: 0
|
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m_Script: {fileID: 11500000, guid: eaefd3d5a2a864ca5b5d9ec5f2a7040f, type: 3}
|
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m_Name:
|
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m_EditorClassIdentifier: PixelplacementAssembly::Pixelplacement.State
|
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--- !u!61 &4122067414526815177
|
||||
BoxCollider2D:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -463,6 +451,18 @@ MonoBehaviour:
|
||||
audioSource: {fileID: 0}
|
||||
clipPriority: 0
|
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sourcePriority: 1
|
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--- !u!114 &7319925080429004531
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MonoBehaviour:
|
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m_ObjectHideFlags: 0
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@@ -1,43 +1,82 @@
|
||||
using Core.Lifecycle;
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
using Pixelplacement;
|
||||
|
||||
public class BirdEyesBehavior : MonoBehaviour
|
||||
public class BirdEyesBehavior : ManagedBehaviour
|
||||
{
|
||||
private StateMachine statemachine;
|
||||
private Animator animator;
|
||||
// Animator Hashes
|
||||
private static readonly int RightGuess = Animator.StringToHash("RightGuess");
|
||||
private static readonly int WrongGuess = Animator.StringToHash("WrongGuess");
|
||||
private static readonly int NoGuess = Animator.StringToHash("NoGuess");
|
||||
private static readonly int Wolterisout = Animator.StringToHash("wolterisout");
|
||||
|
||||
private AppleMachine _statemachine;
|
||||
private Animator _animator;
|
||||
public bool correctItemIsIn;
|
||||
[SerializeField] private Animator bushAnimator; // Assign in Inspector
|
||||
|
||||
// Save state
|
||||
private bool _wolterisoutTriggered;
|
||||
|
||||
// Enable save/load participation
|
||||
public override bool AutoRegisterForSave => true;
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
statemachine = GetComponent<StateMachine>();
|
||||
animator = GetComponentInChildren<Animator>();
|
||||
_statemachine = GetComponent<AppleMachine>();
|
||||
_animator = GetComponentInChildren<Animator>();
|
||||
}
|
||||
|
||||
public void CorrectItem()
|
||||
{
|
||||
correctItemIsIn = true;
|
||||
animator.SetTrigger("RightGuess");
|
||||
_animator.SetTrigger(RightGuess);
|
||||
BirdReveal();
|
||||
}
|
||||
|
||||
public void IncorrectItem()
|
||||
{
|
||||
correctItemIsIn = false;
|
||||
animator.SetTrigger("WrongGuess");
|
||||
_animator.SetTrigger(WrongGuess);
|
||||
}
|
||||
|
||||
public void NoItem()
|
||||
{
|
||||
animator.SetTrigger("NoGuess");
|
||||
_animator.SetTrigger(NoGuess);
|
||||
}
|
||||
|
||||
public void BirdReveal()
|
||||
{
|
||||
if (bushAnimator != null)
|
||||
{
|
||||
bushAnimator.SetTrigger("wolterisout");
|
||||
statemachine.ChangeState("BirdSpawned");
|
||||
return;
|
||||
bushAnimator.SetTrigger(Wolterisout);
|
||||
_wolterisoutTriggered = true;
|
||||
}
|
||||
statemachine.ChangeState ("BirdSpawned");
|
||||
_statemachine.ChangeState("BirdSpawned");
|
||||
}
|
||||
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||||
protected override void OnSceneRestoreRequested(string serializedData)
|
||||
{
|
||||
base.OnSceneRestoreRequested(serializedData);
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||||
|
||||
if (!string.IsNullOrEmpty(serializedData))
|
||||
{
|
||||
if (bool.TryParse(serializedData, out bool wasTriggered))
|
||||
{
|
||||
_wolterisoutTriggered = wasTriggered;
|
||||
|
||||
// If it was triggered before, set it again on restore
|
||||
if (_wolterisoutTriggered && bushAnimator != null)
|
||||
{
|
||||
bushAnimator.SetTrigger(Wolterisout);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override string OnSceneSaveRequested()
|
||||
{
|
||||
return _wolterisoutTriggered.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,161 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Bootstrap
|
||||
{
|
||||
/// <summary>
|
||||
/// Service that provides notification and management of boot completion status.
|
||||
/// Allows systems to subscribe to boot completion events, register initialization actions with priorities,
|
||||
/// or await boot completion asynchronously.
|
||||
/// </summary>
|
||||
public static class BootCompletionService
|
||||
{
|
||||
/// <summary>
|
||||
/// Indicates if the boot process has completed
|
||||
/// </summary>
|
||||
public static bool IsBootComplete { get; private set; } = false;
|
||||
|
||||
/// <summary>
|
||||
/// Event triggered when boot completes
|
||||
/// </summary>
|
||||
public static event Action OnBootComplete;
|
||||
|
||||
/// <summary>
|
||||
/// Represents an initialization action with priority
|
||||
/// </summary>
|
||||
private class InitializationAction
|
||||
{
|
||||
public Action Action { get; }
|
||||
public int Priority { get; }
|
||||
public string Name { get; }
|
||||
|
||||
public InitializationAction(Action action, int priority, string name)
|
||||
{
|
||||
Action = action;
|
||||
Priority = priority;
|
||||
Name = name;
|
||||
}
|
||||
}
|
||||
|
||||
// List of initialization actions to be executed once boot completes
|
||||
private static List<InitializationAction> _initializationActions = new List<InitializationAction>();
|
||||
|
||||
// TaskCompletionSource for async await pattern
|
||||
private static TaskCompletionSource<bool> _bootCompletionTask = new TaskCompletionSource<bool>();
|
||||
|
||||
/// <summary>
|
||||
/// Called by CustomBoot when the boot process is complete
|
||||
/// </summary>
|
||||
internal static void HandleBootCompleted()
|
||||
{
|
||||
if (IsBootComplete)
|
||||
return;
|
||||
|
||||
IsBootComplete = true;
|
||||
|
||||
LogDebugMessage("Boot process completed, executing initialization actions");
|
||||
|
||||
// Execute initialization actions in priority order (lower number = higher priority)
|
||||
ExecuteInitializationActions();
|
||||
|
||||
// Trigger the event
|
||||
OnBootComplete?.Invoke();
|
||||
|
||||
// Complete the task for async waiters
|
||||
_bootCompletionTask.TrySetResult(true);
|
||||
|
||||
LogDebugMessage("All boot completion handlers executed");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Register an action to be executed when boot completes.
|
||||
/// Lower priority numbers run first.
|
||||
/// </summary>
|
||||
/// <param name="action">The action to execute</param>
|
||||
/// <param name="priority">Priority (lower numbers run first)</param>
|
||||
/// <param name="name">Name for debugging</param>
|
||||
public static void RegisterInitAction(Action action, int priority = 100, string name = null)
|
||||
{
|
||||
if (action == null)
|
||||
return;
|
||||
|
||||
if (string.IsNullOrEmpty(name))
|
||||
name = $"Action_{_initializationActions.Count}";
|
||||
|
||||
var initAction = new InitializationAction(action, priority, name);
|
||||
|
||||
if (IsBootComplete)
|
||||
{
|
||||
// If boot is already complete, execute immediately
|
||||
LogDebugMessage($"Executing late registration: {name} (Priority: {priority})");
|
||||
try
|
||||
{
|
||||
action();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
LogDebugMessage($"Error executing init action '{name}': {ex}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise add to the queue
|
||||
_initializationActions.Add(initAction);
|
||||
LogDebugMessage($"Registered init action: {name} (Priority: {priority})");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wait asynchronously for boot completion
|
||||
/// </summary>
|
||||
/// <returns>Task that completes when boot is complete</returns>
|
||||
public static Task WaitForBootCompletionAsync()
|
||||
{
|
||||
if (IsBootComplete)
|
||||
return Task.CompletedTask;
|
||||
|
||||
return _bootCompletionTask.Task;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Execute all registered initialization actions in priority order
|
||||
/// </summary>
|
||||
private static void ExecuteInitializationActions()
|
||||
{
|
||||
// Sort by priority (lowest first)
|
||||
var sortedActions = _initializationActions
|
||||
.OrderBy(a => a.Priority)
|
||||
.ToList();
|
||||
|
||||
foreach (var action in sortedActions)
|
||||
{
|
||||
try
|
||||
{
|
||||
LogDebugMessage($"Executing: {action.Name} (Priority: {action.Priority})");
|
||||
action.Action();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
LogDebugMessage($"Error executing init action '{action.Name}': {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
// Clear the list after execution
|
||||
_initializationActions.Clear();
|
||||
}
|
||||
|
||||
private static void LogDebugMessage(string message)
|
||||
{
|
||||
if (DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().bootstrapLogVerbosity <=
|
||||
LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[BootCompletionService] {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aa0228cf33a64515bc166b7a9bc8c0b9
|
||||
timeCreated: 1760606319
|
||||
@@ -1,18 +1,18 @@
|
||||
using System;
|
||||
using System;
|
||||
using AppleHills.Core.Settings;
|
||||
using UnityEngine;
|
||||
using UI;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Cinematics;
|
||||
using UnityEngine.Serialization;
|
||||
using Core.SaveLoad;
|
||||
|
||||
namespace Bootstrap
|
||||
{
|
||||
/// <summary>
|
||||
/// Controller for the boot scene that coordinates bootstrap initialization with loading screen
|
||||
/// </summary>
|
||||
public class BootSceneController : MonoBehaviour
|
||||
public class BootSceneController : ManagedBehaviour
|
||||
{
|
||||
[SerializeField] private string mainSceneName = "AppleHillsOverworld";
|
||||
[SerializeField] private float minDelayAfterBoot = 0.5f; // Small delay after boot to ensure smooth transition
|
||||
@@ -30,35 +30,32 @@ namespace Bootstrap
|
||||
private float _sceneLoadingProgress = 0f;
|
||||
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
|
||||
|
||||
private void Start()
|
||||
// Run very early - need to set up loading screen before other systems initialize
|
||||
public override int ManagedAwakePriority => 5;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
LogDebugMessage("Boot scene started");
|
||||
base.Awake(); // Register with LifecycleManager
|
||||
|
||||
// Ensure the initial loading screen exists
|
||||
LogDebugMessage("BootSceneController.Awake() - Initializing loading screen DURING bootstrap");
|
||||
|
||||
// Validate loading screen exists
|
||||
if (initialLoadingScreen == null)
|
||||
{
|
||||
Debug.LogError("[BootSceneController] No InitialLoadingScreen assigned! Please assign it in the inspector.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Subscribe to the loading screen completion event
|
||||
initialLoadingScreen.OnLoadingScreenFullyHidden += OnInitialLoadingComplete;
|
||||
|
||||
// Show the loading screen immediately with our combined progress provider
|
||||
// This needs to happen DURING bootstrap to show progress
|
||||
initialLoadingScreen.ShowLoadingScreen(GetCombinedProgress);
|
||||
|
||||
// Subscribe to boot progress events
|
||||
// Subscribe to loading screen completion event
|
||||
initialLoadingScreen.OnLoadingScreenFullyHidden += OnInitialLoadingComplete;
|
||||
|
||||
// Subscribe to boot progress for real-time updates during bootstrap
|
||||
CustomBoot.OnBootProgressChanged += OnBootProgressChanged;
|
||||
|
||||
// Register our boot completion handler with the BootCompletionService
|
||||
// This will execute either immediately if boot is already complete,
|
||||
// or when the boot process completes
|
||||
BootCompletionService.RegisterInitAction(
|
||||
OnBootCompleted,
|
||||
50, // Higher priority (lower number)
|
||||
"BootSceneController.OnBootCompleted"
|
||||
);
|
||||
|
||||
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().bootstrapLogVerbosity;
|
||||
|
||||
// In debug mode, log additional information
|
||||
@@ -67,6 +64,32 @@ namespace Bootstrap
|
||||
InvokeRepeating(nameof(LogDebugInfo), 0.1f, 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnManagedAwake()
|
||||
{
|
||||
LogDebugMessage("BootSceneController.OnManagedAwake() - Boot is GUARANTEED complete, starting scene loading");
|
||||
|
||||
// Boot is GUARANTEED complete at this point - that's the whole point of OnManagedAwake!
|
||||
// No need to subscribe to OnBootCompleted or check CustomBoot.Initialised
|
||||
_bootComplete = true;
|
||||
_currentPhase = LoadingPhase.SceneLoading;
|
||||
|
||||
// Start loading the main scene after a small delay
|
||||
// This prevents jerky transitions if boot happens very quickly
|
||||
Invoke(nameof(StartLoadingMainMenu), minDelayAfterBoot);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Manual cleanup for events
|
||||
if (initialLoadingScreen != null)
|
||||
{
|
||||
initialLoadingScreen.OnLoadingScreenFullyHidden -= OnInitialLoadingComplete;
|
||||
}
|
||||
CustomBoot.OnBootProgressChanged -= OnBootProgressChanged;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the initial loading screen is fully hidden
|
||||
@@ -94,23 +117,6 @@ namespace Bootstrap
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Clean up event subscriptions
|
||||
CustomBoot.OnBootCompleted -= OnBootCompleted;
|
||||
CustomBoot.OnBootProgressChanged -= OnBootProgressChanged;
|
||||
|
||||
if (initialLoadingScreen != null)
|
||||
{
|
||||
initialLoadingScreen.OnLoadingScreenFullyHidden -= OnInitialLoadingComplete;
|
||||
}
|
||||
|
||||
if (debugMode)
|
||||
{
|
||||
CancelInvoke(nameof(LogDebugInfo));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Progress provider that combines bootstrap and scene loading progress
|
||||
/// </summary>
|
||||
@@ -145,19 +151,7 @@ namespace Bootstrap
|
||||
$"Scene: {_sceneLoadingProgress:P0}, Combined: {GetCombinedProgress():P0}, Boot Complete: {_bootComplete}");
|
||||
}
|
||||
|
||||
private void OnBootCompleted()
|
||||
{
|
||||
// Unsubscribe to prevent duplicate calls
|
||||
CustomBoot.OnBootCompleted -= OnBootCompleted;
|
||||
|
||||
LogDebugMessage("Boot process completed");
|
||||
_bootComplete = true;
|
||||
|
||||
// After a small delay, start loading the main menu
|
||||
// This prevents jerky transitions if boot happens very quickly
|
||||
Invoke(nameof(StartLoadingMainMenu), minDelayAfterBoot);
|
||||
}
|
||||
|
||||
|
||||
private void StartLoadingMainMenu()
|
||||
{
|
||||
if (_hasStartedLoading)
|
||||
@@ -207,6 +201,17 @@ namespace Bootstrap
|
||||
// Ensure progress is complete
|
||||
_sceneLoadingProgress = 1f;
|
||||
|
||||
// CRITICAL: Broadcast lifecycle events so components get their OnSceneReady callbacks
|
||||
LogDebugMessage($"Broadcasting OnSceneReady for: {mainSceneName}");
|
||||
LifecycleManager.Instance?.BroadcastSceneReady(mainSceneName);
|
||||
|
||||
// Restore scene data for the main menu
|
||||
if (SaveLoadManager.Instance != null)
|
||||
{
|
||||
LogDebugMessage($"Restoring scene data for: {mainSceneName}");
|
||||
SaveLoadManager.Instance.RestoreSceneData();
|
||||
}
|
||||
|
||||
// Step 2: Scene is fully loaded, now hide the loading screen
|
||||
// This will trigger OnInitialLoadingComplete via the event when animation completes
|
||||
initialLoadingScreen.HideLoadingScreen();
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using System.Threading.Tasks;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||
@@ -39,6 +40,10 @@ namespace Bootstrap
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]
|
||||
private static void Initialise()
|
||||
{
|
||||
// Create LifecycleManager FIRST - before any bootstrap logic
|
||||
// This ensures it exists when boot completes
|
||||
LifecycleManager.CreateInstance();
|
||||
|
||||
//We should always clean up after Addressables, so let's take care of that immediately
|
||||
Application.quitting += ApplicationOnUnloading;
|
||||
|
||||
@@ -97,12 +102,14 @@ namespace Bootstrap
|
||||
OnBootProgressChanged?.Invoke(1f);
|
||||
OnBootCompleted?.Invoke();
|
||||
|
||||
// Notify the BootCompletionService that boot is complete
|
||||
// Notify the LifecycleManager that boot is complete
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
// Direct call to boot completion service
|
||||
LogDebugMessage("Calling BootCompletionService.HandleBootCompleted()");
|
||||
BootCompletionService.HandleBootCompleted();
|
||||
LogDebugMessage("Calling LifecycleManager.OnBootCompletionTriggered()");
|
||||
if (LifecycleManager.Instance != null)
|
||||
{
|
||||
LifecycleManager.Instance.OnBootCompletionTriggered();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -117,12 +124,14 @@ namespace Bootstrap
|
||||
OnBootProgressChanged?.Invoke(1f);
|
||||
OnBootCompleted?.Invoke();
|
||||
|
||||
// Notify the BootCompletionService that boot is complete
|
||||
// Notify the LifecycleManager that boot is complete
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
// Direct call to boot completion service
|
||||
LogDebugMessage("Calling BootCompletionService.HandleBootCompleted()");
|
||||
BootCompletionService.HandleBootCompleted();
|
||||
LogDebugMessage("Calling LifecycleManager.OnBootCompletionTriggered()");
|
||||
if (LifecycleManager.Instance != null)
|
||||
{
|
||||
LifecycleManager.Instance.OnBootCompletionTriggered();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using Bootstrap;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
@@ -14,7 +14,7 @@ namespace Cinematics
|
||||
/// <summary>
|
||||
/// Handles loading, playing and unloading cinematics
|
||||
/// </summary>
|
||||
public class CinematicsManager : MonoBehaviour
|
||||
public class CinematicsManager : ManagedBehaviour
|
||||
{
|
||||
public event System.Action OnCinematicStarted;
|
||||
public event System.Action OnCinematicStopped;
|
||||
@@ -37,20 +37,21 @@ namespace Cinematics
|
||||
|
||||
public PlayableDirector playableDirector;
|
||||
|
||||
private void Awake()
|
||||
public override int ManagedAwakePriority => 170; // Cinematic systems
|
||||
|
||||
private new void Awake()
|
||||
{
|
||||
_instance = this;
|
||||
base.Awake(); // CRITICAL: Register with LifecycleManager!
|
||||
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
// Set instance immediately so it's available before OnManagedAwake() is called
|
||||
_instance = this;
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
protected override void OnManagedAwake()
|
||||
{
|
||||
// Initialize any dependencies that require other services to be ready
|
||||
// For example, subscribe to SceneManagerService events if needed
|
||||
Logging.Debug("[CinematicsManager] Post-boot initialization complete");
|
||||
Logging.Debug("[CinematicsManager] Initialized");
|
||||
}
|
||||
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
using Bootstrap;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Input;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Cinematics
|
||||
{
|
||||
public class SkipCinematic : MonoBehaviour, ITouchInputConsumer
|
||||
public class SkipCinematic : ManagedBehaviour, ITouchInputConsumer
|
||||
{
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private float holdDuration = 2.0f;
|
||||
@@ -17,39 +17,28 @@ namespace Cinematics
|
||||
private bool _skipPerformed;
|
||||
private bool _initialized = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
}
|
||||
public override int ManagedAwakePriority => 180; // Cinematic UI
|
||||
|
||||
void Start()
|
||||
protected override void OnManagedAwake()
|
||||
{
|
||||
// Reset the progress bar
|
||||
if (radialProgressBar != null)
|
||||
{
|
||||
radialProgressBar.fillAmount = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
// Clean up subscriptions regardless of initialization state
|
||||
UnsubscribeFromCinematicsEvents();
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
{
|
||||
// Safe initialization of manager dependencies after boot is complete
|
||||
if (_initialized)
|
||||
return;
|
||||
|
||||
_initialized = true;
|
||||
|
||||
// Subscribe to CinematicsManager events now that boot is complete
|
||||
SubscribeToCinematicsEvents();
|
||||
|
||||
Logging.Debug("[SkipCinematic] Post-boot initialization complete");
|
||||
Logging.Debug("[SkipCinematic] Initialized");
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Clean up subscriptions
|
||||
UnsubscribeFromCinematicsEvents();
|
||||
}
|
||||
|
||||
private void SubscribeToCinematicsEvents()
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Core.Interfaces;
|
||||
using AppleHills.Core.Settings;
|
||||
using Bootstrap;
|
||||
using Core.Lifecycle;
|
||||
using Core.Settings;
|
||||
using Input;
|
||||
using UnityEngine;
|
||||
@@ -12,7 +12,7 @@ namespace Core
|
||||
/// <summary>
|
||||
/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
|
||||
/// </summary>
|
||||
public class GameManager : MonoBehaviour
|
||||
public class GameManager : ManagedBehaviour
|
||||
{
|
||||
// Singleton implementation
|
||||
private static GameManager _instance;
|
||||
@@ -34,33 +34,33 @@ namespace Core
|
||||
public event Action OnGamePaused;
|
||||
public event Action OnGameResumed;
|
||||
|
||||
void Awake()
|
||||
// ManagedBehaviour configuration
|
||||
public override int ManagedAwakePriority => 10; // Core infrastructure - runs early
|
||||
|
||||
private new void Awake()
|
||||
{
|
||||
base.Awake(); // CRITICAL: Register with LifecycleManager!
|
||||
|
||||
// Set instance immediately so it's available before OnManagedAwake() is called
|
||||
_instance = this;
|
||||
|
||||
// Create settings providers if it doesn't exist
|
||||
|
||||
// Create settings providers - must happen in Awake so other managers can access settings in their ManagedAwake
|
||||
SettingsProvider.Instance.gameObject.name = "Settings Provider";
|
||||
DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
|
||||
|
||||
// Load all settings synchronously during Awake
|
||||
// Load all settings synchronously - critical infrastructure for other managers
|
||||
InitializeSettings();
|
||||
InitializeDeveloperSettings();
|
||||
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
|
||||
// DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
|
||||
// Load verbosity settings early
|
||||
_settingsLogVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().settingsLogVerbosity;
|
||||
_managerLogVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().gameManagerLogVerbosity;
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
protected override void OnManagedAwake()
|
||||
{
|
||||
// For post-boot correct initialization order
|
||||
// Settings are already initialized in Awake()
|
||||
// This is available for future initialization that depends on other managers
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Interactions;
|
||||
using Bootstrap;
|
||||
using Core.Lifecycle;
|
||||
using Core.SaveLoad;
|
||||
|
||||
namespace Core
|
||||
@@ -11,7 +11,7 @@ namespace Core
|
||||
/// Central registry for pickups and item slots.
|
||||
/// Mirrors the singleton pattern used by PuzzleManager.
|
||||
/// </summary>
|
||||
public class ItemManager : MonoBehaviour
|
||||
public class ItemManager : ManagedBehaviour
|
||||
{
|
||||
private static ItemManager _instance;
|
||||
|
||||
@@ -48,35 +48,32 @@ namespace Core
|
||||
// Args: first item data, second item data, result item data
|
||||
public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
|
||||
|
||||
void Awake()
|
||||
public override int ManagedAwakePriority => 75; // Item registry
|
||||
|
||||
private new void Awake()
|
||||
{
|
||||
_instance = this;
|
||||
base.Awake(); // CRITICAL: Register with LifecycleManager!
|
||||
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
// Set instance immediately so it's available before OnManagedAwake() is called
|
||||
_instance = this;
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
protected override void OnManagedAwake()
|
||||
{
|
||||
// Subscribe to scene load completed so we can clear registrations when scenes change
|
||||
SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
|
||||
|
||||
Logging.Debug("[ItemManager] Subscribed to SceneManagerService events");
|
||||
Logging.Debug("[ItemManager] Initialized");
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
|
||||
protected override void OnSceneReady()
|
||||
{
|
||||
// Unsubscribe from SceneManagerService
|
||||
if (SceneManagerService.Instance != null)
|
||||
SceneManagerService.Instance.SceneLoadStarted -= OnSceneLoadStarted;
|
||||
|
||||
// Ensure we clean up any subscriptions from registered items when the manager is destroyed
|
||||
// Replaces SceneLoadStarted subscription for clearing registrations
|
||||
ClearAllRegistrations();
|
||||
}
|
||||
|
||||
private void OnSceneLoadStarted(string sceneName)
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
// Clear all registrations when a new scene is loaded, so no stale references persist
|
||||
base.OnDestroy();
|
||||
|
||||
// Ensure we clean up any subscriptions from registered items when the manager is destroyed
|
||||
ClearAllRegistrations();
|
||||
}
|
||||
|
||||
@@ -269,7 +266,7 @@ namespace Core
|
||||
// Search through all registered pickups
|
||||
foreach (var pickup in _pickups)
|
||||
{
|
||||
if (pickup is SaveableInteractable saveable && saveable.GetSaveId() == saveId)
|
||||
if (pickup is SaveableInteractable saveable && saveable.SaveId == saveId)
|
||||
{
|
||||
return pickup.gameObject;
|
||||
}
|
||||
|
||||
3
Assets/Scripts/Core/Lifecycle.meta
Normal file
3
Assets/Scripts/Core/Lifecycle.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 06a2c07342e5422eae1eb613f614ed61
|
||||
timeCreated: 1762206473
|
||||
48
Assets/Scripts/Core/Lifecycle/LifecycleEnums.cs
Normal file
48
Assets/Scripts/Core/Lifecycle/LifecycleEnums.cs
Normal file
@@ -0,0 +1,48 @@
|
||||
namespace Core.Lifecycle
|
||||
{
|
||||
/// <summary>
|
||||
/// Defines the different lifecycle phases that can be broadcast by the LifecycleManager.
|
||||
/// All ManagedBehaviours participate in all lifecycle phases by default.
|
||||
/// </summary>
|
||||
public enum LifecyclePhase
|
||||
{
|
||||
/// <summary>
|
||||
/// Called once per component after bootstrap completes.
|
||||
/// Guaranteed to be called after all bootstrap resources are loaded.
|
||||
/// For late-registered components, called immediately upon registration.
|
||||
/// </summary>
|
||||
ManagedAwake,
|
||||
|
||||
/// <summary>
|
||||
/// Called before a scene is unloaded.
|
||||
/// Only called for components in the scene being unloaded.
|
||||
/// </summary>
|
||||
SceneUnloading,
|
||||
|
||||
/// <summary>
|
||||
/// Called after a scene has finished loading.
|
||||
/// Only called for components in the scene being loaded.
|
||||
/// </summary>
|
||||
SceneReady,
|
||||
|
||||
/// <summary>
|
||||
/// Called before scene unloads to save data via SaveLoadManager.
|
||||
/// Integrates with existing SaveLoadManager save system.
|
||||
/// </summary>
|
||||
SaveRequested,
|
||||
|
||||
/// <summary>
|
||||
/// Called after scene loads to restore data via SaveLoadManager.
|
||||
/// Integrates with existing SaveLoadManager restore system.
|
||||
/// </summary>
|
||||
RestoreRequested,
|
||||
|
||||
/// <summary>
|
||||
/// Called during OnDestroy before component is destroyed.
|
||||
/// Use for custom cleanup logic.
|
||||
/// Most cleanup is automatic (managed events, auto-registrations).
|
||||
/// </summary>
|
||||
ManagedDestroy
|
||||
}
|
||||
}
|
||||
|
||||
2
Assets/Scripts/Core/Lifecycle/LifecycleEnums.cs.meta
Normal file
2
Assets/Scripts/Core/Lifecycle/LifecycleEnums.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5f5f0f19f08240d4d9863b6be6a3cf03
|
||||
637
Assets/Scripts/Core/Lifecycle/LifecycleManager.cs
Normal file
637
Assets/Scripts/Core/Lifecycle/LifecycleManager.cs
Normal file
@@ -0,0 +1,637 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Core.Lifecycle
|
||||
{
|
||||
/// <summary>
|
||||
/// Central orchestrator for ManagedBehaviour lifecycle events.
|
||||
/// Singleton that broadcasts lifecycle events in priority-ordered manner.
|
||||
/// </summary>
|
||||
public class LifecycleManager : MonoBehaviour
|
||||
{
|
||||
#region Singleton
|
||||
|
||||
private static LifecycleManager _instance;
|
||||
|
||||
/// <summary>
|
||||
/// Singleton instance of the LifecycleManager.
|
||||
/// Created by CustomBoot.Initialise() before bootstrap begins.
|
||||
/// </summary>
|
||||
public static LifecycleManager Instance => _instance;
|
||||
|
||||
/// <summary>
|
||||
/// Create LifecycleManager instance. Called by CustomBoot.Initialise() before bootstrap begins.
|
||||
/// </summary>
|
||||
public static void CreateInstance()
|
||||
{
|
||||
if (_instance != null)
|
||||
{
|
||||
Debug.LogWarning("[LifecycleManager] Instance already exists");
|
||||
return;
|
||||
}
|
||||
|
||||
var go = new GameObject("LifecycleManager");
|
||||
_instance = go.AddComponent<LifecycleManager>();
|
||||
DontDestroyOnLoad(go);
|
||||
|
||||
Debug.Log("[LifecycleManager] Instance created");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle Lists
|
||||
|
||||
private List<ManagedBehaviour> managedAwakeList = new List<ManagedBehaviour>();
|
||||
private List<ManagedBehaviour> sceneUnloadingList = new List<ManagedBehaviour>();
|
||||
private List<ManagedBehaviour> sceneReadyList = new List<ManagedBehaviour>();
|
||||
private List<ManagedBehaviour> saveRequestedList = new List<ManagedBehaviour>();
|
||||
private List<ManagedBehaviour> restoreRequestedList = new List<ManagedBehaviour>();
|
||||
private List<ManagedBehaviour> destroyList = new List<ManagedBehaviour>();
|
||||
|
||||
#endregion
|
||||
|
||||
#region Tracking Dictionaries
|
||||
|
||||
private Dictionary<ManagedBehaviour, string> componentScenes = new Dictionary<ManagedBehaviour, string>();
|
||||
|
||||
#endregion
|
||||
|
||||
#region State Flags
|
||||
|
||||
private bool isBootComplete = false;
|
||||
private string currentSceneReady = "";
|
||||
|
||||
// Scene loading state tracking
|
||||
private bool isLoadingScene = false;
|
||||
private string sceneBeingLoaded = "";
|
||||
private List<ManagedBehaviour> pendingSceneComponents = new List<ManagedBehaviour>();
|
||||
|
||||
[SerializeField] private bool enableDebugLogging = true;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// Instance should already be set by CreateInstance() called from CustomBoot
|
||||
// This Awake is backup in case LifecycleManager was manually added to a scene
|
||||
if (_instance == null)
|
||||
{
|
||||
_instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
LogDebug("LifecycleManager initialized via Awake (fallback)");
|
||||
}
|
||||
else if (_instance != this)
|
||||
{
|
||||
Debug.LogWarning("[LifecycleManager] Duplicate instance detected. Destroying.");
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (_instance == this)
|
||||
{
|
||||
_instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Registration
|
||||
|
||||
/// <summary>
|
||||
/// Register a ManagedBehaviour with the lifecycle system.
|
||||
/// Called automatically from ManagedBehaviour.Awake().
|
||||
/// All components participate in all lifecycle hooks.
|
||||
/// </summary>
|
||||
public void Register(ManagedBehaviour component)
|
||||
{
|
||||
if (component == null)
|
||||
{
|
||||
Debug.LogWarning("[LifecycleManager] Attempted to register null component");
|
||||
return;
|
||||
}
|
||||
|
||||
var sceneName = component.gameObject.scene.name;
|
||||
|
||||
// Track which scene this component belongs to
|
||||
componentScenes[component] = sceneName;
|
||||
|
||||
// ALWAYS add to managedAwakeList - this is the master list used for save/load
|
||||
InsertSorted(managedAwakeList, component, component.ManagedAwakePriority);
|
||||
|
||||
// Handle ManagedAwake timing based on boot state
|
||||
if (isBootComplete)
|
||||
{
|
||||
// Check if we're currently loading a scene
|
||||
if (isLoadingScene && sceneName == sceneBeingLoaded)
|
||||
{
|
||||
// Batch this component - will be processed in priority order when scene load completes
|
||||
pendingSceneComponents.Add(component);
|
||||
LogDebug($"Batched component for scene load: {component.gameObject.name} (Scene: {sceneName})");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Truly late registration (component enabled after scene is ready)
|
||||
// Call OnManagedAwake immediately since boot already completed
|
||||
LogDebug($"Late registration: Calling OnManagedAwake immediately for {component.gameObject.name}");
|
||||
try
|
||||
{
|
||||
component.InvokeManagedAwake();
|
||||
HandleAutoRegistrations(component);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
// If boot not complete, component stays in list and will be processed by BroadcastManagedAwake()
|
||||
|
||||
// Register for all scene lifecycle hooks
|
||||
InsertSorted(sceneUnloadingList, component, component.SceneUnloadingPriority);
|
||||
InsertSorted(sceneReadyList, component, component.SceneReadyPriority);
|
||||
InsertSorted(saveRequestedList, component, component.SavePriority);
|
||||
InsertSorted(restoreRequestedList, component, component.RestorePriority);
|
||||
InsertSorted(destroyList, component, component.DestroyPriority);
|
||||
|
||||
// If this scene is already ready (and we're not in loading mode), call OnSceneReady immediately
|
||||
if (!isLoadingScene && currentSceneReady == sceneName)
|
||||
{
|
||||
LogDebug($"Late registration: Calling OnSceneReady immediately for {component.gameObject.name}");
|
||||
try
|
||||
{
|
||||
component.InvokeSceneReady();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Error in OnSceneReady for {component.gameObject.name}: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
LogDebug($"Registered {component.gameObject.name} (Scene: {sceneName})");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregister a ManagedBehaviour from the lifecycle system.
|
||||
/// Called automatically from ManagedBehaviour.OnDestroy().
|
||||
/// </summary>
|
||||
public void Unregister(ManagedBehaviour component)
|
||||
{
|
||||
if (component == null)
|
||||
return;
|
||||
|
||||
managedAwakeList.Remove(component);
|
||||
sceneUnloadingList.Remove(component);
|
||||
sceneReadyList.Remove(component);
|
||||
saveRequestedList.Remove(component);
|
||||
restoreRequestedList.Remove(component);
|
||||
destroyList.Remove(component);
|
||||
|
||||
componentScenes.Remove(component);
|
||||
|
||||
LogDebug($"Unregistered {component.gameObject.name}");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Broadcast Methods
|
||||
|
||||
/// <summary>
|
||||
/// Called by CustomBoot when boot completes.
|
||||
/// Broadcasts ManagedAwake to all registered components.
|
||||
/// </summary>
|
||||
public void OnBootCompletionTriggered()
|
||||
{
|
||||
if (isBootComplete)
|
||||
return;
|
||||
|
||||
LogDebug("=== Boot Completion Triggered ===");
|
||||
BroadcastManagedAwake();
|
||||
isBootComplete = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcast OnManagedAwake to all registered components (priority ordered).
|
||||
/// </summary>
|
||||
private void BroadcastManagedAwake()
|
||||
{
|
||||
LogDebug($"Broadcasting ManagedAwake to {managedAwakeList.Count} components");
|
||||
|
||||
// Create a copy to avoid collection modification during iteration
|
||||
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
|
||||
|
||||
foreach (var component in componentsCopy)
|
||||
{
|
||||
if (component == null) continue;
|
||||
|
||||
try
|
||||
{
|
||||
component.InvokeManagedAwake();
|
||||
HandleAutoRegistrations(component);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: We do NOT clear managedAwakeList here!
|
||||
// This list is reused for save/load broadcasts and must persist for the lifetime of the game.
|
||||
// Components are added during registration and removed during Unregister (OnDestroy).
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Begins scene loading mode for the specified scene.
|
||||
/// Components that register during this time will be batched and processed in priority order.
|
||||
/// Call this BEFORE starting to load a scene.
|
||||
/// </summary>
|
||||
public void BeginSceneLoad(string sceneName)
|
||||
{
|
||||
isLoadingScene = true;
|
||||
sceneBeingLoaded = sceneName;
|
||||
pendingSceneComponents.Clear();
|
||||
LogDebug($"Began scene loading mode for: {sceneName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Processes all batched components from the scene load in priority order.
|
||||
/// Called automatically by BroadcastSceneReady.
|
||||
/// </summary>
|
||||
private void ProcessBatchedSceneComponents()
|
||||
{
|
||||
if (pendingSceneComponents.Count == 0)
|
||||
{
|
||||
isLoadingScene = false;
|
||||
sceneBeingLoaded = "";
|
||||
return;
|
||||
}
|
||||
|
||||
LogDebug($"Processing {pendingSceneComponents.Count} batched components for scene: {sceneBeingLoaded}");
|
||||
|
||||
// Sort by ManagedAwake priority (lower values first)
|
||||
pendingSceneComponents.Sort((a, b) => a.ManagedAwakePriority.CompareTo(b.ManagedAwakePriority));
|
||||
|
||||
// Call OnManagedAwake in priority order
|
||||
foreach (var component in pendingSceneComponents)
|
||||
{
|
||||
if (component == null) continue;
|
||||
|
||||
try
|
||||
{
|
||||
component.InvokeManagedAwake();
|
||||
HandleAutoRegistrations(component);
|
||||
LogDebug($"Processed batched component: {component.gameObject.name} (Priority: {component.ManagedAwakePriority})");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for batched component {component.gameObject.name}: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
// Clear state
|
||||
pendingSceneComponents.Clear();
|
||||
isLoadingScene = false;
|
||||
sceneBeingLoaded = "";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcast OnSceneUnloading to components in the specified scene (reverse priority order).
|
||||
/// </summary>
|
||||
public void BroadcastSceneUnloading(string sceneName)
|
||||
{
|
||||
LogDebug($"Broadcasting SceneUnloading for scene: {sceneName}");
|
||||
|
||||
// Iterate backwards (high priority → low priority)
|
||||
for (int i = sceneUnloadingList.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var component = sceneUnloadingList[i];
|
||||
if (component == null) continue;
|
||||
|
||||
if (componentScenes.TryGetValue(component, out string compScene) && compScene == sceneName)
|
||||
{
|
||||
try
|
||||
{
|
||||
component.InvokeSceneUnloading();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Error in OnSceneUnloading for {component.gameObject.name}: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcast OnSceneReady to components in the specified scene (priority order).
|
||||
/// If scene loading mode is active, processes batched components first.
|
||||
/// </summary>
|
||||
public void BroadcastSceneReady(string sceneName)
|
||||
{
|
||||
LogDebug($"Broadcasting SceneReady for scene: {sceneName}");
|
||||
currentSceneReady = sceneName;
|
||||
|
||||
// If we were in scene loading mode for this scene, process batched components first
|
||||
if (isLoadingScene && sceneBeingLoaded == sceneName)
|
||||
{
|
||||
ProcessBatchedSceneComponents();
|
||||
}
|
||||
|
||||
// Create a copy to avoid collection modification during iteration
|
||||
var componentsCopy = new List<ManagedBehaviour>(sceneReadyList);
|
||||
|
||||
foreach (var component in componentsCopy)
|
||||
{
|
||||
if (component == null) continue;
|
||||
|
||||
if (componentScenes.TryGetValue(component, out string compScene) && compScene == sceneName)
|
||||
{
|
||||
try
|
||||
{
|
||||
component.InvokeSceneReady();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Error in OnSceneReady for {component.gameObject.name}: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcasts scene save request to all registered components that opt-in.
|
||||
/// Collects and returns serialized data from components that return non-null values.
|
||||
/// Called by SaveLoadManager during scene transitions.
|
||||
/// </summary>
|
||||
public Dictionary<string, string> BroadcastSceneSaveRequested()
|
||||
{
|
||||
var saveData = new Dictionary<string, string>();
|
||||
|
||||
// Create a copy to avoid collection modification during iteration
|
||||
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
|
||||
|
||||
foreach (var component in componentsCopy)
|
||||
{
|
||||
if (component == null || !component.AutoRegisterForSave) continue;
|
||||
|
||||
try
|
||||
{
|
||||
string serializedData = component.InvokeSceneSaveRequested();
|
||||
if (!string.IsNullOrEmpty(serializedData))
|
||||
{
|
||||
string saveId = component.SaveId;
|
||||
saveData[saveId] = serializedData;
|
||||
LogDebug($"Collected scene save data from: {saveId} (Type: {component.GetType().Name})");
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Exception during scene save for {component.SaveId}: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
LogDebug($"Collected scene save data from {saveData.Count} components");
|
||||
return saveData;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcasts global save request to all registered components that opt-in.
|
||||
/// Collects and returns serialized data from components that return non-null values.
|
||||
/// Called by SaveLoadManager when writing save file to disk (quit, manual save).
|
||||
/// </summary>
|
||||
public Dictionary<string, string> BroadcastGlobalSaveRequested()
|
||||
{
|
||||
var saveData = new Dictionary<string, string>();
|
||||
|
||||
// Create a copy to avoid collection modification during iteration
|
||||
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
|
||||
|
||||
foreach (var component in componentsCopy)
|
||||
{
|
||||
if (component == null || !component.AutoRegisterForSave) continue;
|
||||
|
||||
try
|
||||
{
|
||||
string serializedData = component.InvokeGlobalSaveRequested();
|
||||
if (!string.IsNullOrEmpty(serializedData))
|
||||
{
|
||||
saveData[component.SaveId] = serializedData;
|
||||
LogDebug($"Collected global save data from: {component.SaveId}");
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Exception during global save for {component.SaveId}: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
LogDebug($"Collected global save data from {saveData.Count} components");
|
||||
return saveData;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcasts scene restore request to all registered components that opt-in.
|
||||
/// Distributes serialized data to matching components by SaveId.
|
||||
/// Called by SaveLoadManager during scene load.
|
||||
/// </summary>
|
||||
public void BroadcastSceneRestoreRequested(Dictionary<string, string> saveData)
|
||||
{
|
||||
if (saveData == null) return;
|
||||
|
||||
int restoredCount = 0;
|
||||
|
||||
// Create a copy to avoid collection modification during iteration
|
||||
// (components might destroy themselves during restoration)
|
||||
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
|
||||
|
||||
foreach (var component in componentsCopy)
|
||||
{
|
||||
if (component == null || !component.AutoRegisterForSave) continue;
|
||||
|
||||
if (saveData.TryGetValue(component.SaveId, out string serializedData))
|
||||
{
|
||||
try
|
||||
{
|
||||
component.InvokeSceneRestoreRequested(serializedData);
|
||||
restoredCount++;
|
||||
LogDebug($"Restored scene data to: {component.SaveId}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Exception during scene restore for {component.SaveId}: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
LogDebug($"Restored scene data to {restoredCount} components");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcasts global restore request to all registered components that opt-in.
|
||||
/// Distributes serialized data to matching components by SaveId.
|
||||
/// Called by SaveLoadManager during initial boot load.
|
||||
/// </summary>
|
||||
public void BroadcastGlobalRestoreRequested(Dictionary<string, string> saveData)
|
||||
{
|
||||
if (saveData == null) return;
|
||||
|
||||
int restoredCount = 0;
|
||||
|
||||
// Create a copy to avoid collection modification during iteration
|
||||
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
|
||||
|
||||
foreach (var component in componentsCopy)
|
||||
{
|
||||
if (component == null || !component.AutoRegisterForSave) continue;
|
||||
|
||||
if (saveData.TryGetValue(component.SaveId, out string serializedData))
|
||||
{
|
||||
try
|
||||
{
|
||||
component.InvokeGlobalRestoreRequested(serializedData);
|
||||
restoredCount++;
|
||||
LogDebug($"Restored global data to: {component.SaveId}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Exception during global restore for {component.SaveId}: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
LogDebug($"Restored global data to {restoredCount} components");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcasts global load completed event to all registered components that opt-in.
|
||||
/// Called ONCE after save file is successfully loaded on game boot.
|
||||
/// NOT called during scene transitions.
|
||||
/// </summary>
|
||||
public void BroadcastGlobalLoadCompleted()
|
||||
{
|
||||
LogDebug("Broadcasting GlobalLoadCompleted");
|
||||
|
||||
// Create a copy to avoid collection modification during iteration
|
||||
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
|
||||
|
||||
foreach (var component in componentsCopy)
|
||||
{
|
||||
if (component == null || !component.AutoRegisterForSave) continue;
|
||||
|
||||
try
|
||||
{
|
||||
component.InvokeGlobalLoadCompleted();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Exception during global load for {component.name}: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcasts global save started event to all registered components that opt-in.
|
||||
/// Called ONCE before save file is written to disk.
|
||||
/// NOT called during scene transitions.
|
||||
/// </summary>
|
||||
public void BroadcastGlobalSaveStarted()
|
||||
{
|
||||
LogDebug("Broadcasting GlobalSaveStarted");
|
||||
|
||||
// Create a copy to avoid collection modification during iteration
|
||||
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
|
||||
|
||||
foreach (var component in componentsCopy)
|
||||
{
|
||||
if (component == null || !component.AutoRegisterForSave) continue;
|
||||
|
||||
try
|
||||
{
|
||||
component.InvokeGlobalSaveStarted();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Exception during global save for {component.name}: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Auto-Registration
|
||||
|
||||
/// <summary>
|
||||
/// Handle automatic registration with GameManager.
|
||||
/// </summary>
|
||||
private void HandleAutoRegistrations(ManagedBehaviour component)
|
||||
{
|
||||
|
||||
// Auto-register IPausable
|
||||
if (component.AutoRegisterPausable && component is AppleHills.Core.Interfaces.IPausable pausable)
|
||||
{
|
||||
if (GameManager.Instance != null)
|
||||
{
|
||||
GameManager.Instance.RegisterPausableComponent(pausable);
|
||||
LogDebug($"Auto-registered IPausable: {component.gameObject.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Helper Methods
|
||||
|
||||
/// <summary>
|
||||
/// Insert component into list maintaining sorted order by priority.
|
||||
/// Uses binary search for efficient insertion.
|
||||
/// </summary>
|
||||
private void InsertSorted(List<ManagedBehaviour> list, ManagedBehaviour component, int priority)
|
||||
{
|
||||
// Simple linear insertion for now (can optimize with binary search later if needed)
|
||||
int index = 0;
|
||||
for (int i = 0; i < list.Count; i++)
|
||||
{
|
||||
int existingPriority = GetPriorityForList(list[i], list);
|
||||
if (priority < existingPriority)
|
||||
{
|
||||
index = i;
|
||||
break;
|
||||
}
|
||||
index = i + 1;
|
||||
}
|
||||
|
||||
list.Insert(index, component);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the priority value for a component based on which list it's in.
|
||||
/// </summary>
|
||||
private int GetPriorityForList(ManagedBehaviour component, List<ManagedBehaviour> list)
|
||||
{
|
||||
if (list == managedAwakeList) return component.ManagedAwakePriority;
|
||||
if (list == sceneUnloadingList) return component.SceneUnloadingPriority;
|
||||
if (list == sceneReadyList) return component.SceneReadyPriority;
|
||||
if (list == saveRequestedList) return component.SavePriority;
|
||||
if (list == restoreRequestedList) return component.RestorePriority;
|
||||
if (list == destroyList) return component.DestroyPriority;
|
||||
return 100;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Log debug message if debug logging is enabled.
|
||||
/// </summary>
|
||||
private void LogDebug(string message)
|
||||
{
|
||||
if (enableDebugLogging)
|
||||
{
|
||||
Debug.Log($"[LifecycleManager] {message}");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user