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ui-overhau
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lifecycle_
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5
.github/copilot-instructions.md
vendored
5
.github/copilot-instructions.md
vendored
@@ -1,5 +0,0 @@
|
||||
You are an expert code architect and developer. YOu prioritize clean, efficient, and maintainable code.
|
||||
You priotize up-front though out planning before writing code.
|
||||
You will always present implementaiton plan first and always ask for permission to implement it.
|
||||
Never insert zero-width spaces or non-breaking spaces in my code.
|
||||
DOn't produce .MD documentation unless i ask you to.
|
||||
3
.gitignore
vendored
3
.gitignore
vendored
@@ -104,3 +104,6 @@ InitTestScene*.unity*
|
||||
.vscode/launch.json
|
||||
.vscode/settings.json
|
||||
.idea/.idea.AppleHillsProduction/.idea/indexLayout.xml
|
||||
|
||||
# WIP docs
|
||||
/docs/wip/
|
||||
|
||||
@@ -15,7 +15,7 @@ MonoBehaviour:
|
||||
m_DefaultGroup: 6f3207429a65b3e4b83935ac19791077
|
||||
m_currentHash:
|
||||
serializedVersion: 2
|
||||
Hash: f08b6489862aaf7bfceb29f571e2ef6c
|
||||
Hash: 589e22fe6cd2fe0e25d89bd44a35bcbc
|
||||
m_OptimizeCatalogSize: 0
|
||||
m_BuildRemoteCatalog: 0
|
||||
m_CatalogRequestsTimeout: 0
|
||||
|
||||
@@ -122,6 +122,32 @@ TextureImporter:
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 4
|
||||
buildTarget: WebGL
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 4
|
||||
buildTarget: WindowsStoreApps
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites:
|
||||
|
||||
@@ -122,6 +122,32 @@ TextureImporter:
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 4
|
||||
buildTarget: WebGL
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 4
|
||||
buildTarget: WindowsStoreApps
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites:
|
||||
|
||||
@@ -18,13 +18,10 @@ MonoBehaviour:
|
||||
- {fileID: 458265635552197097, guid: a77d1e8b2fa8aa945a6f39b312536e0d, type: 3}
|
||||
- {fileID: 552225285624929822, guid: e39992796d5459442be9967c77e27066, type: 3}
|
||||
- {fileID: 7644433920135100480, guid: 12d242e44fe80ab44af852254b7cab0f, type: 3}
|
||||
- {fileID: 1794231825201849485, guid: 6fb0d7fc6faad154b8c3e3cb7abb7c15, type: 3}
|
||||
- {fileID: 6399527186463168339, guid: ac41583865245bc4bb3de6c15929b9fc, type: 3}
|
||||
- {fileID: 2755712733105741372, guid: 70e6fca1164d9a140b271f4261f1f023, type: 3}
|
||||
- {fileID: 5034240524438268576, guid: adbb9bfd5489f3f4995966535ca5f24b, type: 3}
|
||||
- {fileID: 2326026072467672024, guid: c8d9eb8c3ca524b4eb67f6364b455b87, type: 3}
|
||||
- {fileID: 3528960956969533010, guid: 53eea3840d3cde34a9768b8773a3a7e8, type: 3}
|
||||
- {fileID: 9076822654798104907, guid: 4684df63af6398f4f9f624a35023f8d2, type: 3}
|
||||
- {fileID: 3863019143023165617, guid: 774e30e3f0b1d0d49bad0c2abf11038a, type: 3}
|
||||
- {fileID: 5034240524438268576, guid: b15ba9d3d508ef244b0eeb76404dc9de, type: 3}
|
||||
- {fileID: 7207007194116694737, guid: 7180ae585f0db8044ba048426f72d995, type: 3}
|
||||
|
||||
@@ -71,7 +71,6 @@ namespace AppleHills.Editor
|
||||
{
|
||||
CardSystemManager.Instance.OnBoosterOpened += OnBoosterOpened;
|
||||
CardSystemManager.Instance.OnCardCollected += OnCardCollected;
|
||||
CardSystemManager.Instance.OnCardRarityUpgraded += OnCardRarityUpgraded;
|
||||
CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged;
|
||||
|
||||
isSubscribed = true;
|
||||
@@ -87,7 +86,6 @@ namespace AppleHills.Editor
|
||||
{
|
||||
CardSystemManager.Instance.OnBoosterOpened -= OnBoosterOpened;
|
||||
CardSystemManager.Instance.OnCardCollected -= OnCardCollected;
|
||||
CardSystemManager.Instance.OnCardRarityUpgraded -= OnCardRarityUpgraded;
|
||||
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
|
||||
}
|
||||
|
||||
@@ -109,13 +107,6 @@ namespace AppleHills.Editor
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void OnCardRarityUpgraded(CardData card)
|
||||
{
|
||||
lastEventMessage = $"Card upgraded: {card.Name} → {card.Rarity}!";
|
||||
RefreshData();
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void OnBoosterCountChanged(int count)
|
||||
{
|
||||
boosterCount = count;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace Interactions
|
||||
|
||||
829
Assets/Editor/CustomLogWindow.cs
Normal file
829
Assets/Editor/CustomLogWindow.cs
Normal file
@@ -0,0 +1,829 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Core;
|
||||
|
||||
namespace Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// Custom dockable log window with advanced filtering capabilities.
|
||||
/// Supports filtering by class, method, log level, time range, and text search.
|
||||
/// Multiple instances can be opened with independent filter states.
|
||||
///
|
||||
/// PERFORMANCE NOTE: For large log counts (10,000+), consider implementing virtualized scrolling.
|
||||
/// Only render visible entries within the scroll view to avoid GUI overhead.
|
||||
/// See DrawLogEntries() method for potential optimization location.
|
||||
/// </summary>
|
||||
public class CustomLogWindow : EditorWindow
|
||||
{
|
||||
#region Window State
|
||||
|
||||
private Vector2 scrollPosition;
|
||||
private readonly List<LogEntry> allLogs = new List<LogEntry>();
|
||||
|
||||
#endregion
|
||||
|
||||
#region Filter State
|
||||
|
||||
private HashSet<string> activeClassTags = new HashSet<string>();
|
||||
private HashSet<string> activeMethodTags = new HashSet<string>();
|
||||
private HashSet<string> selectedClassFilters = new HashSet<string>();
|
||||
private HashSet<string> selectedMethodFilters = new HashSet<string>();
|
||||
private HashSet<LogLevel> selectedLevelFilters = new HashSet<LogLevel>
|
||||
{
|
||||
LogLevel.Debug, LogLevel.Info, LogLevel.Warning, LogLevel.Error
|
||||
};
|
||||
private string searchText = "";
|
||||
private bool autoScroll = true;
|
||||
|
||||
// Time range filtering
|
||||
private bool enableTimeFilter = false;
|
||||
private float minTimestamp = 0;
|
||||
private float maxTimestamp = 0;
|
||||
private float currentMaxTimestamp = 0;
|
||||
|
||||
#endregion
|
||||
|
||||
#region UI State
|
||||
|
||||
// Colors for log levels
|
||||
private readonly Color debugColor = Color.white;
|
||||
private readonly Color infoColor = Color.white;
|
||||
private readonly Color warningColor = Color.yellow;
|
||||
private readonly Color errorColor = new Color(1f, 0.3f, 0.3f);
|
||||
|
||||
// Alternating row background colors
|
||||
private readonly Color evenRowColor = new Color(0.22f, 0.22f, 0.22f);
|
||||
private readonly Color oddRowColor = new Color(0.26f, 0.26f, 0.26f);
|
||||
|
||||
#endregion
|
||||
|
||||
#region Menu Items
|
||||
|
||||
[MenuItem("AppleHills/Custom Log Console")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<CustomLogWindow>("Custom Log");
|
||||
window.Show();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Subscribe to new log events
|
||||
Logging.OnLogEntryAdded += OnLogAdded;
|
||||
|
||||
// Load existing logs
|
||||
allLogs.AddRange(Logging.GetRecentLogs());
|
||||
|
||||
// Build initial tag lists
|
||||
RebuildTagLists();
|
||||
|
||||
// Initialize time range
|
||||
UpdateTimeRange();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
Logging.OnLogEntryAdded -= OnLogAdded;
|
||||
}
|
||||
|
||||
private void OnLogAdded(LogEntry entry)
|
||||
{
|
||||
allLogs.Add(entry);
|
||||
|
||||
// Update active tags
|
||||
activeClassTags.Add(entry.ClassName);
|
||||
activeMethodTags.Add(entry.MethodName);
|
||||
|
||||
// Update time range
|
||||
UpdateTimeRange();
|
||||
|
||||
if (autoScroll)
|
||||
scrollPosition.y = float.MaxValue;
|
||||
|
||||
Repaint(); // Redraw window
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region GUI Drawing
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
DrawToolbar();
|
||||
DrawLogEntries();
|
||||
}
|
||||
|
||||
private void DrawToolbar()
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
|
||||
// Clear button
|
||||
if (GUILayout.Button("Clear", EditorStyles.toolbarButton, GUILayout.Width(50)))
|
||||
{
|
||||
allLogs.Clear();
|
||||
activeClassTags.Clear();
|
||||
activeMethodTags.Clear();
|
||||
Logging.ClearLogs();
|
||||
Repaint();
|
||||
}
|
||||
|
||||
// Auto-scroll toggle
|
||||
autoScroll = GUILayout.Toggle(autoScroll, "Auto-scroll", EditorStyles.toolbarButton, GUILayout.Width(80));
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
// Class Filter Button
|
||||
string classLabel = selectedClassFilters.Count == 0 ? "Classes: All" :
|
||||
selectedClassFilters.Count == activeClassTags.Count ? "Classes: All" :
|
||||
$"Classes: {selectedClassFilters.Count}";
|
||||
if (GUILayout.Button(new GUIContent(classLabel, "Filter by class"), EditorStyles.toolbarDropDown, GUILayout.Width(100)))
|
||||
{
|
||||
ShowClassFilterMenu();
|
||||
}
|
||||
|
||||
// Method Filter Button
|
||||
string methodLabel = selectedMethodFilters.Count == 0 ? "Methods: All" :
|
||||
selectedMethodFilters.Count == activeMethodTags.Count ? "Methods: All" :
|
||||
$"Methods: {selectedMethodFilters.Count}";
|
||||
if (GUILayout.Button(new GUIContent(methodLabel, "Filter by method"), EditorStyles.toolbarDropDown, GUILayout.Width(110)))
|
||||
{
|
||||
ShowMethodFilterMenu();
|
||||
}
|
||||
|
||||
// Log Level Filter Button
|
||||
string levelLabel = selectedLevelFilters.Count == 4 ? "Levels: All" :
|
||||
selectedLevelFilters.Count == 0 ? "Levels: None" :
|
||||
$"Levels: {selectedLevelFilters.Count}";
|
||||
if (GUILayout.Button(new GUIContent(levelLabel, "Filter by log level"), EditorStyles.toolbarDropDown, GUILayout.Width(90)))
|
||||
{
|
||||
ShowLevelFilterMenu();
|
||||
}
|
||||
|
||||
// Time Range Filter Button
|
||||
if (GUILayout.Button(new GUIContent("⏱", "Time range filter"), EditorStyles.toolbarButton, GUILayout.Width(25)))
|
||||
{
|
||||
ShowTimeRangeWindow();
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
// Search box
|
||||
GUILayout.Label("Search:", GUILayout.Width(50));
|
||||
searchText = GUILayout.TextField(searchText, EditorStyles.toolbarSearchField, GUILayout.Width(150));
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
// Export button
|
||||
if (GUILayout.Button("Export", EditorStyles.toolbarButton, GUILayout.Width(60)))
|
||||
{
|
||||
ExportLogs();
|
||||
}
|
||||
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Log count
|
||||
var filteredCount = GetFilteredLogs().Count();
|
||||
GUILayout.Label($"{filteredCount}/{allLogs.Count}", GUILayout.Width(80));
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void ShowClassFilterMenu()
|
||||
{
|
||||
ClassFilterWindow.ShowWindow(this, activeClassTags, selectedClassFilters,
|
||||
(newSelection) =>
|
||||
{
|
||||
selectedClassFilters = newSelection;
|
||||
Repaint();
|
||||
});
|
||||
}
|
||||
|
||||
private void ShowMethodFilterMenu()
|
||||
{
|
||||
MethodFilterWindow.ShowWindow(this, activeMethodTags, selectedMethodFilters,
|
||||
(newSelection) =>
|
||||
{
|
||||
selectedMethodFilters = newSelection;
|
||||
Repaint();
|
||||
});
|
||||
}
|
||||
|
||||
private void ShowLevelFilterMenu()
|
||||
{
|
||||
LevelFilterWindow.ShowWindow(this, selectedLevelFilters,
|
||||
(newSelection) =>
|
||||
{
|
||||
selectedLevelFilters = newSelection;
|
||||
Repaint();
|
||||
});
|
||||
}
|
||||
|
||||
private void ShowTimeRangeWindow()
|
||||
{
|
||||
TimeRangeFilterWindow.ShowWindow(this, enableTimeFilter, minTimestamp, maxTimestamp, currentMaxTimestamp,
|
||||
(enabled, min, max) =>
|
||||
{
|
||||
enableTimeFilter = enabled;
|
||||
minTimestamp = min;
|
||||
maxTimestamp = max;
|
||||
Repaint();
|
||||
});
|
||||
}
|
||||
|
||||
private void DrawLogEntries()
|
||||
{
|
||||
// PERFORMANCE NOTE: For 10,000+ logs, consider virtualized scrolling here.
|
||||
// Only render entries visible within the scroll view rect.
|
||||
// Current implementation renders all filtered logs which may cause GUI slowdown.
|
||||
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
|
||||
|
||||
var filteredLogs = GetFilteredLogs().ToList();
|
||||
|
||||
for (int i = 0; i < filteredLogs.Count; i++)
|
||||
{
|
||||
DrawLogEntry(filteredLogs[i], i);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawLogEntry(LogEntry entry, int index)
|
||||
{
|
||||
// Draw alternating row background
|
||||
Color bgColor = (index % 2 == 0) ? evenRowColor : oddRowColor;
|
||||
Rect rowRect = EditorGUILayout.BeginHorizontal();
|
||||
EditorGUI.DrawRect(rowRect, bgColor);
|
||||
|
||||
// Color-code by log level
|
||||
Color color = GetColorForLevel(entry.Level);
|
||||
var originalColor = GUI.contentColor;
|
||||
GUI.contentColor = color;
|
||||
|
||||
// Timestamp
|
||||
GUILayout.Label($"[{entry.Timestamp:F2}s]", GUILayout.Width(80));
|
||||
|
||||
// Level
|
||||
GUILayout.Label($"[{entry.Level}]", GUILayout.Width(70));
|
||||
|
||||
// Class
|
||||
GUILayout.Label($"[{entry.ClassName}]", GUILayout.Width(150));
|
||||
|
||||
// Method
|
||||
GUILayout.Label($"[{entry.MethodName}]", GUILayout.Width(150));
|
||||
|
||||
// Message
|
||||
GUILayout.Label(entry.Message, GUILayout.ExpandWidth(true));
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
GUI.contentColor = originalColor;
|
||||
|
||||
// Right-click context menu
|
||||
if (Event.current.type == EventType.ContextClick && rowRect.Contains(Event.current.mousePosition))
|
||||
{
|
||||
GenericMenu menu = new GenericMenu();
|
||||
|
||||
menu.AddItem(new GUIContent("Copy Full Message"), false, () =>
|
||||
{
|
||||
EditorGUIUtility.systemCopyBuffer = entry.FullFormattedMessage;
|
||||
});
|
||||
|
||||
menu.AddItem(new GUIContent("Copy Message Only"), false, () =>
|
||||
{
|
||||
EditorGUIUtility.systemCopyBuffer = entry.Message;
|
||||
});
|
||||
|
||||
menu.AddSeparator("");
|
||||
|
||||
menu.AddItem(new GUIContent("Filter to this Class"), false, () =>
|
||||
{
|
||||
selectedClassFilters.Clear();
|
||||
selectedClassFilters.Add(entry.ClassName);
|
||||
Repaint();
|
||||
});
|
||||
|
||||
menu.AddItem(new GUIContent("Filter to this Method"), false, () =>
|
||||
{
|
||||
selectedMethodFilters.Clear();
|
||||
selectedMethodFilters.Add(entry.MethodName);
|
||||
Repaint();
|
||||
});
|
||||
|
||||
menu.AddItem(new GUIContent("Filter to this Class + Method"), false, () =>
|
||||
{
|
||||
selectedClassFilters.Clear();
|
||||
selectedClassFilters.Add(entry.ClassName);
|
||||
selectedMethodFilters.Clear();
|
||||
selectedMethodFilters.Add(entry.MethodName);
|
||||
Repaint();
|
||||
});
|
||||
|
||||
menu.AddSeparator("");
|
||||
|
||||
menu.AddItem(new GUIContent("Filter to this Log Level"), false, () =>
|
||||
{
|
||||
selectedLevelFilters.Clear();
|
||||
selectedLevelFilters.Add(entry.Level);
|
||||
Repaint();
|
||||
});
|
||||
|
||||
menu.ShowAsContext();
|
||||
Event.current.Use();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Filtering Logic
|
||||
|
||||
private IEnumerable<LogEntry> GetFilteredLogs()
|
||||
{
|
||||
return allLogs.Where(entry =>
|
||||
{
|
||||
// Filter by class (if any selected)
|
||||
if (selectedClassFilters.Count > 0 && !selectedClassFilters.Contains(entry.ClassName))
|
||||
return false;
|
||||
|
||||
// Filter by method (if any selected)
|
||||
if (selectedMethodFilters.Count > 0 && !selectedMethodFilters.Contains(entry.MethodName))
|
||||
return false;
|
||||
|
||||
// Filter by log level
|
||||
if (!selectedLevelFilters.Contains(entry.Level))
|
||||
return false;
|
||||
|
||||
// Filter by time range
|
||||
if (enableTimeFilter)
|
||||
{
|
||||
if (entry.Timestamp < minTimestamp || entry.Timestamp > maxTimestamp)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Filter by search text
|
||||
if (!string.IsNullOrEmpty(searchText))
|
||||
{
|
||||
bool matchesSearch =
|
||||
entry.ClassName.Contains(searchText, StringComparison.OrdinalIgnoreCase) ||
|
||||
entry.MethodName.Contains(searchText, StringComparison.OrdinalIgnoreCase) ||
|
||||
entry.Message.Contains(searchText, StringComparison.OrdinalIgnoreCase);
|
||||
|
||||
if (!matchesSearch)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Helper Methods
|
||||
|
||||
private Color GetColorForLevel(LogLevel level)
|
||||
{
|
||||
return level switch
|
||||
{
|
||||
LogLevel.Debug => debugColor,
|
||||
LogLevel.Info => infoColor,
|
||||
LogLevel.Warning => warningColor,
|
||||
LogLevel.Error => errorColor,
|
||||
_ => infoColor
|
||||
};
|
||||
}
|
||||
|
||||
private void RebuildTagLists()
|
||||
{
|
||||
activeClassTags.Clear();
|
||||
activeMethodTags.Clear();
|
||||
|
||||
foreach (var log in allLogs)
|
||||
{
|
||||
activeClassTags.Add(log.ClassName);
|
||||
activeMethodTags.Add(log.MethodName);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateTimeRange()
|
||||
{
|
||||
if (allLogs.Count > 0)
|
||||
{
|
||||
currentMaxTimestamp = allLogs.Max(l => l.Timestamp);
|
||||
|
||||
// Initialize time range on first log
|
||||
if (maxTimestamp == 0)
|
||||
{
|
||||
maxTimestamp = currentMaxTimestamp;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Auto-expand max range as new logs come in
|
||||
maxTimestamp = currentMaxTimestamp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ExportLogs()
|
||||
{
|
||||
string defaultFileName = $"logs_{DateTime.Now:yyyy-MM-dd_HH-mm-ss}.txt";
|
||||
string path = EditorUtility.SaveFilePanel("Export Logs", "", defaultFileName, "txt");
|
||||
|
||||
if (!string.IsNullOrEmpty(path))
|
||||
{
|
||||
try
|
||||
{
|
||||
var filteredLogs = GetFilteredLogs().ToList();
|
||||
var lines = filteredLogs.Select(e => e.FullFormattedMessage);
|
||||
File.WriteAllLines(path, lines);
|
||||
|
||||
EditorUtility.DisplayDialog("Export Successful",
|
||||
$"Exported {filteredLogs.Count} log entries to:\n{path}", "OK");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
EditorUtility.DisplayDialog("Export Failed",
|
||||
$"Failed to export logs:\n{ex.Message}", "OK");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Persistent popup window for class filtering with multi-selection support
|
||||
/// </summary>
|
||||
public class ClassFilterWindow : EditorWindow
|
||||
{
|
||||
private HashSet<string> availableTags;
|
||||
private HashSet<string> selectedTags;
|
||||
private System.Action<HashSet<string>> onApply;
|
||||
private Vector2 scrollPosition;
|
||||
private string searchFilter = "";
|
||||
|
||||
public static void ShowWindow(CustomLogWindow parent, HashSet<string> available, HashSet<string> selected,
|
||||
System.Action<HashSet<string>> applyCallback)
|
||||
{
|
||||
var window = CreateInstance<ClassFilterWindow>();
|
||||
window.titleContent = new GUIContent("Class Filter");
|
||||
window.availableTags = available;
|
||||
window.selectedTags = new HashSet<string>(selected);
|
||||
window.onApply = applyCallback;
|
||||
|
||||
var parentRect = parent.position;
|
||||
window.position = new Rect(parentRect.x + 50, parentRect.y + 50, 300, 400);
|
||||
window.ShowUtility();
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
// Control buttons
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("All", GUILayout.Width(60)))
|
||||
{
|
||||
if (availableTags != null)
|
||||
selectedTags = new HashSet<string>(availableTags);
|
||||
}
|
||||
if (GUILayout.Button("None", GUILayout.Width(60)))
|
||||
{
|
||||
selectedTags.Clear();
|
||||
}
|
||||
GUILayout.FlexibleSpace();
|
||||
searchFilter = EditorGUILayout.TextField(searchFilter, EditorStyles.toolbarSearchField, GUILayout.Width(150));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
// Scrollable list of toggles
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
|
||||
|
||||
if (availableTags != null && availableTags.Count > 0)
|
||||
{
|
||||
var filteredTags = string.IsNullOrEmpty(searchFilter)
|
||||
? availableTags.OrderBy(t => t)
|
||||
: availableTags.Where(t => t.Contains(searchFilter, StringComparison.OrdinalIgnoreCase)).OrderBy(t => t);
|
||||
|
||||
foreach (var tag in filteredTags)
|
||||
{
|
||||
bool isSelected = selectedTags.Contains(tag);
|
||||
bool newSelection = EditorGUILayout.ToggleLeft(tag, isSelected);
|
||||
|
||||
if (newSelection != isSelected)
|
||||
{
|
||||
if (newSelection)
|
||||
selectedTags.Add(tag);
|
||||
else
|
||||
selectedTags.Remove(tag);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.HelpBox("No classes available", MessageType.Info);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
// Apply/Close buttons
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Apply", GUILayout.Width(80)))
|
||||
{
|
||||
onApply?.Invoke(selectedTags);
|
||||
Close();
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Close", GUILayout.Width(80)))
|
||||
{
|
||||
Close();
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Persistent popup window for method filtering with multi-selection support
|
||||
/// </summary>
|
||||
public class MethodFilterWindow : EditorWindow
|
||||
{
|
||||
private HashSet<string> availableTags;
|
||||
private HashSet<string> selectedTags;
|
||||
private System.Action<HashSet<string>> onApply;
|
||||
private Vector2 scrollPosition;
|
||||
private string searchFilter = "";
|
||||
|
||||
public static void ShowWindow(CustomLogWindow parent, HashSet<string> available, HashSet<string> selected,
|
||||
System.Action<HashSet<string>> applyCallback)
|
||||
{
|
||||
var window = CreateInstance<MethodFilterWindow>();
|
||||
window.titleContent = new GUIContent("Method Filter");
|
||||
window.availableTags = available;
|
||||
window.selectedTags = new HashSet<string>(selected);
|
||||
window.onApply = applyCallback;
|
||||
|
||||
var parentRect = parent.position;
|
||||
window.position = new Rect(parentRect.x + 50, parentRect.y + 50, 300, 400);
|
||||
window.ShowUtility();
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
// Control buttons
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("All", GUILayout.Width(60)))
|
||||
{
|
||||
if (availableTags != null)
|
||||
selectedTags = new HashSet<string>(availableTags);
|
||||
}
|
||||
if (GUILayout.Button("None", GUILayout.Width(60)))
|
||||
{
|
||||
selectedTags.Clear();
|
||||
}
|
||||
GUILayout.FlexibleSpace();
|
||||
searchFilter = EditorGUILayout.TextField(searchFilter, EditorStyles.toolbarSearchField, GUILayout.Width(150));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
// Scrollable list of toggles
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
|
||||
|
||||
if (availableTags != null && availableTags.Count > 0)
|
||||
{
|
||||
var filteredTags = string.IsNullOrEmpty(searchFilter)
|
||||
? availableTags.OrderBy(t => t)
|
||||
: availableTags.Where(t => t.Contains(searchFilter, StringComparison.OrdinalIgnoreCase)).OrderBy(t => t);
|
||||
|
||||
foreach (var tag in filteredTags)
|
||||
{
|
||||
bool isSelected = selectedTags.Contains(tag);
|
||||
bool newSelection = EditorGUILayout.ToggleLeft(tag, isSelected);
|
||||
|
||||
if (newSelection != isSelected)
|
||||
{
|
||||
if (newSelection)
|
||||
selectedTags.Add(tag);
|
||||
else
|
||||
selectedTags.Remove(tag);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.HelpBox("No methods available", MessageType.Info);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
// Apply/Close buttons
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Apply", GUILayout.Width(80)))
|
||||
{
|
||||
onApply?.Invoke(selectedTags);
|
||||
Close();
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Close", GUILayout.Width(80)))
|
||||
{
|
||||
Close();
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Persistent popup window for log level filtering with multi-selection support
|
||||
/// </summary>
|
||||
public class LevelFilterWindow : EditorWindow
|
||||
{
|
||||
private HashSet<LogLevel> selectedLevels;
|
||||
private System.Action<HashSet<LogLevel>> onApply;
|
||||
|
||||
public static void ShowWindow(CustomLogWindow parent, HashSet<LogLevel> selected,
|
||||
System.Action<HashSet<LogLevel>> applyCallback)
|
||||
{
|
||||
var window = CreateInstance<LevelFilterWindow>();
|
||||
window.titleContent = new GUIContent("Log Level Filter");
|
||||
window.selectedLevels = new HashSet<LogLevel>(selected);
|
||||
window.onApply = applyCallback;
|
||||
|
||||
var parentRect = parent.position;
|
||||
window.position = new Rect(parentRect.x + 50, parentRect.y + 50, 250, 180);
|
||||
window.ShowUtility();
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
// Control buttons
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("All", GUILayout.Width(60)))
|
||||
{
|
||||
selectedLevels = new HashSet<LogLevel>
|
||||
{
|
||||
LogLevel.Debug, LogLevel.Info, LogLevel.Warning, LogLevel.Error
|
||||
};
|
||||
}
|
||||
if (GUILayout.Button("None", GUILayout.Width(60)))
|
||||
{
|
||||
selectedLevels.Clear();
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
// Log level toggles
|
||||
foreach (LogLevel level in Enum.GetValues(typeof(LogLevel)))
|
||||
{
|
||||
bool isSelected = selectedLevels.Contains(level);
|
||||
bool newSelection = EditorGUILayout.ToggleLeft(level.ToString(), isSelected);
|
||||
|
||||
if (newSelection != isSelected)
|
||||
{
|
||||
if (newSelection)
|
||||
selectedLevels.Add(level);
|
||||
else
|
||||
selectedLevels.Remove(level);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
// Apply/Close buttons
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Apply", GUILayout.Width(80)))
|
||||
{
|
||||
onApply?.Invoke(selectedLevels);
|
||||
Close();
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Close", GUILayout.Width(80)))
|
||||
{
|
||||
Close();
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Popup window for configuring time range filters
|
||||
/// </summary>
|
||||
public class TimeRangeFilterWindow : EditorWindow
|
||||
{
|
||||
private bool enableTimeFilter;
|
||||
private float minTimestamp;
|
||||
private float maxTimestamp;
|
||||
private float currentMaxTimestamp;
|
||||
private System.Action<bool, float, float> onApply;
|
||||
|
||||
public static void ShowWindow(CustomLogWindow parent, bool enabled, float min, float max, float currentMax,
|
||||
System.Action<bool, float, float> applyCallback)
|
||||
{
|
||||
var window = CreateInstance<TimeRangeFilterWindow>();
|
||||
window.titleContent = new GUIContent("Time Range Filter");
|
||||
window.enableTimeFilter = enabled;
|
||||
window.minTimestamp = min;
|
||||
window.maxTimestamp = max;
|
||||
window.currentMaxTimestamp = currentMax;
|
||||
window.onApply = applyCallback;
|
||||
|
||||
// Position near the parent window
|
||||
var parentRect = parent.position;
|
||||
window.position = new Rect(parentRect.x + 100, parentRect.y + 100, 350, 120);
|
||||
|
||||
window.ShowUtility();
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
enableTimeFilter = EditorGUILayout.Toggle("Enable Time Filter", enableTimeFilter);
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
if (enableTimeFilter && currentMaxTimestamp > 0)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField($"Min: {minTimestamp:F2}s", GUILayout.Width(100));
|
||||
EditorGUILayout.LabelField($"Max: {maxTimestamp:F2}s", GUILayout.Width(100));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.MinMaxSlider(
|
||||
ref minTimestamp,
|
||||
ref maxTimestamp,
|
||||
0,
|
||||
currentMaxTimestamp);
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("Reset Range"))
|
||||
{
|
||||
minTimestamp = 0;
|
||||
maxTimestamp = currentMaxTimestamp;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
else if (enableTimeFilter)
|
||||
{
|
||||
EditorGUILayout.HelpBox("No logs available for time filtering", MessageType.Info);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Apply", GUILayout.Width(80)))
|
||||
{
|
||||
onApply?.Invoke(enableTimeFilter, minTimestamp, maxTimestamp);
|
||||
Close();
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Cancel", GUILayout.Width(80)))
|
||||
{
|
||||
Close();
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/CustomLogWindow.cs.meta
Normal file
3
Assets/Editor/CustomLogWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60a300585fef4ac990c963c8b37c3887
|
||||
timeCreated: 1762814971
|
||||
@@ -181,7 +181,7 @@ namespace Editor
|
||||
string scenePath = AssetDatabase.GUIDToAssetPath(guid);
|
||||
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
|
||||
|
||||
var allComponents = GameObject.FindObjectsOfType<Component>(true);
|
||||
var allComponents = GameObject.FindObjectsByType<Component>(FindObjectsInactive.Include, FindObjectsSortMode.None);
|
||||
foreach (var component in allComponents)
|
||||
{
|
||||
if (component == null || component.gameObject.scene != scene) continue;
|
||||
|
||||
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 OnManagedStart)
|
||||
/// - 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:
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
using UnityEditor;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.VirtualTexturing;
|
||||
|
||||
namespace AppleHills.Editor
|
||||
{
|
||||
@@ -65,7 +63,7 @@ namespace AppleHills.Editor
|
||||
GetPuzzlePromptRange
|
||||
);
|
||||
|
||||
LogDebugMessage("Editor settings loaded for Scene View use");
|
||||
Logging.Debug("Editor settings loaded for Scene View use");
|
||||
}
|
||||
|
||||
public static void RefreshSceneViews()
|
||||
@@ -102,14 +100,5 @@ namespace AppleHills.Editor
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static void LogDebugMessage(string message)
|
||||
{
|
||||
if (Application.isPlaying &&
|
||||
DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().settingsLogVerbosity <= LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[EditorSettingsProvider] {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -19,6 +19,7 @@ namespace Editor.Tools
|
||||
private string searchTypeName = "Select a Component...";
|
||||
private string replaceTypeName = "Select a Component...";
|
||||
private List<Type> allMonoBehaviourTypes = new List<Type>();
|
||||
private bool includeDerivedTypes = true;
|
||||
|
||||
[MenuItem("Tools/Component Search & Replace")]
|
||||
public static void ShowWindow()
|
||||
@@ -102,6 +103,15 @@ namespace Editor.Tools
|
||||
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Include Derived Types checkbox
|
||||
includeDerivedTypes = EditorGUILayout.Toggle(
|
||||
new GUIContent("Include Derived Types",
|
||||
"When enabled, searches for the selected type and all types that inherit from it. " +
|
||||
"When disabled, searches only for the exact type."),
|
||||
includeDerivedTypes);
|
||||
|
||||
GUILayout.Space(5);
|
||||
|
||||
EditorGUI.BeginDisabledGroup(selectedSearchType == null);
|
||||
if (GUILayout.Button("Search Scene", GUILayout.Height(30)))
|
||||
{
|
||||
@@ -242,7 +252,20 @@ namespace Editor.Tools
|
||||
|
||||
foreach (var go in allObjects)
|
||||
{
|
||||
var component = go.GetComponent(selectedSearchType);
|
||||
Component component = null;
|
||||
|
||||
if (includeDerivedTypes)
|
||||
{
|
||||
// Search for the type and all derived types
|
||||
component = go.GetComponent(selectedSearchType);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Search for exact type only
|
||||
var components = go.GetComponents<Component>();
|
||||
component = components.FirstOrDefault(c => c != null && c.GetType() == selectedSearchType);
|
||||
}
|
||||
|
||||
if (component != null)
|
||||
{
|
||||
foundComponents.Add(new ComponentInfo
|
||||
@@ -256,7 +279,8 @@ namespace Editor.Tools
|
||||
|
||||
foundComponents = foundComponents.OrderBy(c => c.hierarchyPath).ToList();
|
||||
|
||||
Debug.Log($"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
|
||||
@@ -1,153 +0,0 @@
|
||||
using Interactions;
|
||||
using PuzzleS;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Editor
|
||||
{
|
||||
public class ItemPrefabEditorWindow : EditorWindow
|
||||
{
|
||||
private GameObject _selectedGameObject;
|
||||
private InteractableBase _interactable;
|
||||
private PickupItemData _pickupData;
|
||||
private PuzzleStepSO _objectiveData;
|
||||
private UnityEditor.Editor _soEditor;
|
||||
private string _pickupSoFolderPath = "Assets/Data/Items";
|
||||
private string _puzzleSoFolderPath = "Assets/Data/Puzzles";
|
||||
|
||||
private enum ItemType { None, Pickup, ItemSlot }
|
||||
private ItemType _itemType = ItemType.None;
|
||||
|
||||
[MenuItem("AppleHills/Item Prefab Editor")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<ItemPrefabEditorWindow>("Item Prefab Editor");
|
||||
window.minSize = new Vector2(400, 400);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
Selection.selectionChanged += Repaint;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
Selection.selectionChanged -= Repaint;
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
_selectedGameObject = null;
|
||||
_interactable = null;
|
||||
if (Selection.activeGameObject != null)
|
||||
{
|
||||
_selectedGameObject = Selection.activeGameObject;
|
||||
_interactable = _selectedGameObject.GetComponent<InteractableBase>();
|
||||
}
|
||||
else if (Selection.activeObject is GameObject go)
|
||||
{
|
||||
_selectedGameObject = go;
|
||||
_interactable = go.GetComponent<InteractableBase>();
|
||||
}
|
||||
|
||||
if (_selectedGameObject == null || _interactable == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Select a GameObject or prefab with an InteractableBase component to edit.", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField("Editing: ", _selectedGameObject.name, EditorStyles.boldLabel);
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Determine current type
|
||||
bool hasPickup = _selectedGameObject.GetComponent<Pickup>() != null;
|
||||
bool hasSlot = _selectedGameObject.GetComponent<ItemSlot>() != null;
|
||||
if (hasSlot) _itemType = ItemType.ItemSlot;
|
||||
else if (hasPickup) _itemType = ItemType.Pickup;
|
||||
else _itemType = ItemType.None;
|
||||
|
||||
// Item type selection
|
||||
var newType = (ItemType)EditorGUILayout.EnumPopup("Item Type", _itemType);
|
||||
if (newType != _itemType)
|
||||
{
|
||||
// Remove both, then add selected
|
||||
PrefabEditorUtility.RemoveComponent<Pickup>(_selectedGameObject);
|
||||
PrefabEditorUtility.RemoveComponent<ItemSlot>(_selectedGameObject);
|
||||
if (newType == ItemType.Pickup)
|
||||
PrefabEditorUtility.AddOrGetComponent<Pickup>(_selectedGameObject);
|
||||
else if (newType == ItemType.ItemSlot)
|
||||
PrefabEditorUtility.AddOrGetComponent<ItemSlot>(_selectedGameObject);
|
||||
_itemType = newType;
|
||||
}
|
||||
|
||||
// ObjectiveStepBehaviour
|
||||
bool hasObjective = _selectedGameObject.GetComponent<ObjectiveStepBehaviour>() != null;
|
||||
bool addObjective = EditorGUILayout.Toggle("ObjectiveStepBehaviour", hasObjective);
|
||||
if (addObjective && !hasObjective)
|
||||
{
|
||||
PrefabEditorUtility.AddOrGetComponent<ObjectiveStepBehaviour>(_selectedGameObject);
|
||||
}
|
||||
else if (!addObjective && hasObjective)
|
||||
{
|
||||
PrefabEditorUtility.RemoveComponent<ObjectiveStepBehaviour>(_selectedGameObject);
|
||||
}
|
||||
|
||||
// Pickup Data (for Pickup or ItemSlot)
|
||||
if (_itemType == ItemType.Pickup || _itemType == ItemType.ItemSlot)
|
||||
{
|
||||
var pickup = _selectedGameObject.GetComponent<Pickup>();
|
||||
_pickupData = pickup.itemData;
|
||||
EditorGUILayout.LabelField("Pickup Data:", EditorStyles.boldLabel);
|
||||
_pickupData = (PickupItemData)EditorGUILayout.ObjectField("PickupItemData", _pickupData, typeof(PickupItemData), false);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.PrefixLabel("Save To");
|
||||
EditorGUILayout.SelectableLabel(_pickupSoFolderPath, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
|
||||
if (GUILayout.Button("Select...", GUILayout.Width(80)))
|
||||
{
|
||||
_pickupSoFolderPath = PrefabEditorUtility.SelectFolder(_pickupSoFolderPath, "Data/Items");
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
if (_pickupData == null && GUILayout.Button("Create New PickupItemData"))
|
||||
{
|
||||
_pickupData = PrefabEditorUtility.CreateScriptableAsset<PickupItemData>(_selectedGameObject.name + "_pickup", _pickupSoFolderPath);
|
||||
}
|
||||
if (_pickupData != null)
|
||||
{
|
||||
PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _pickupData);
|
||||
pickup.itemData = _pickupData;
|
||||
}
|
||||
}
|
||||
|
||||
// Objective Data
|
||||
if (addObjective)
|
||||
{
|
||||
var obj = _selectedGameObject.GetComponent<ObjectiveStepBehaviour>();
|
||||
_objectiveData = obj.stepData;
|
||||
EditorGUILayout.LabelField("Objective Data:", EditorStyles.boldLabel);
|
||||
_objectiveData = (PuzzleStepSO)EditorGUILayout.ObjectField("PuzzleStepSO", _objectiveData, typeof(PuzzleStepSO), false);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.PrefixLabel("Save To");
|
||||
EditorGUILayout.SelectableLabel(_puzzleSoFolderPath, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
|
||||
if (GUILayout.Button("Select...", GUILayout.Width(80)))
|
||||
{
|
||||
_puzzleSoFolderPath = PrefabEditorUtility.SelectFolder(_puzzleSoFolderPath, "Data/Puzzles");
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
if (_objectiveData == null && GUILayout.Button("Create New PuzzleStepSO"))
|
||||
{
|
||||
_objectiveData = PrefabEditorUtility.CreateScriptableAsset<PuzzleStepSO>(_selectedGameObject.name + "_puzzle", _puzzleSoFolderPath);
|
||||
}
|
||||
if (_objectiveData != null)
|
||||
{
|
||||
PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _objectiveData);
|
||||
obj.stepData = _objectiveData;
|
||||
}
|
||||
}
|
||||
if (GUI.changed)
|
||||
{
|
||||
EditorUtility.SetDirty(_selectedGameObject);
|
||||
PrefabUtility.RecordPrefabInstancePropertyModifications(_selectedGameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 943b203cde5343c68a6278c111fce2ed
|
||||
timeCreated: 1757508162
|
||||
@@ -1,168 +0,0 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using System.IO;
|
||||
using Interactions;
|
||||
using PuzzleS;
|
||||
|
||||
namespace Editor
|
||||
{
|
||||
public class PrefabCreatorWindow : EditorWindow
|
||||
{
|
||||
private string _prefabName = "NewPrefab";
|
||||
private string _saveFolderPath = "Assets/Prefabs/Items";
|
||||
private string _pickupSoFolderPath = "Assets/Data/Items";
|
||||
private string _puzzleSoFolderPath = "Assets/Data/Puzzles";
|
||||
private bool _addObjective;
|
||||
|
||||
private PickupItemData _pickupData;
|
||||
private PuzzleStepSO _objectiveData;
|
||||
private UnityEditor.Editor _soEditor;
|
||||
|
||||
private enum ItemType { None, Pickup, ItemSlot }
|
||||
private ItemType _itemType = ItemType.None;
|
||||
|
||||
private bool _createNext = false;
|
||||
|
||||
[MenuItem("AppleHills/Item Prefab Creator")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<PrefabCreatorWindow>("Prefab Creator");
|
||||
window.minSize = new Vector2(400, 400);
|
||||
// Set default paths if not already set
|
||||
if (string.IsNullOrEmpty(window._saveFolderPath))
|
||||
window._saveFolderPath = "Assets/Prefabs/Items";
|
||||
if (string.IsNullOrEmpty(window._pickupSoFolderPath))
|
||||
window._pickupSoFolderPath = "Assets/Data/Items";
|
||||
if (string.IsNullOrEmpty(window._puzzleSoFolderPath))
|
||||
window._puzzleSoFolderPath = "Assets/Data/Puzzles";
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
EditorGUILayout.LabelField("Prefab Creator", EditorStyles.boldLabel);
|
||||
_prefabName = EditorGUILayout.TextField("Prefab Name", _prefabName);
|
||||
// Prefab save folder
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.PrefixLabel("Save Folder");
|
||||
EditorGUILayout.SelectableLabel(_saveFolderPath, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
|
||||
if (GUILayout.Button("Select...", GUILayout.Width(80)))
|
||||
{
|
||||
_saveFolderPath = PrefabEditorUtility.SelectFolder(_saveFolderPath, "Prefabs/Items");
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Add Components:", EditorStyles.boldLabel);
|
||||
|
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// Item type selection
|
||||
var newType = (ItemType)EditorGUILayout.EnumPopup("Item Type", _itemType);
|
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if (newType != _itemType)
|
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{
|
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_itemType = newType;
|
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}
|
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bool addObjective = EditorGUILayout.Toggle("ObjectiveStepBehaviour", _addObjective);
|
||||
_addObjective = addObjective;
|
||||
EditorGUILayout.Space();
|
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|
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// Pickup Data (for Pickup or ItemSlot)
|
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if (_itemType == ItemType.Pickup || _itemType == ItemType.ItemSlot)
|
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{
|
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EditorGUILayout.LabelField("Pickup Data:", EditorStyles.boldLabel);
|
||||
_pickupData = (PickupItemData)EditorGUILayout.ObjectField("PickupItemData", _pickupData, typeof(PickupItemData), false);
|
||||
// Pickup SO save folder
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.PrefixLabel("Save To");
|
||||
EditorGUILayout.SelectableLabel(_pickupSoFolderPath, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
|
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if (GUILayout.Button("Select...", GUILayout.Width(80)))
|
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{
|
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_pickupSoFolderPath = PrefabEditorUtility.SelectFolder(_pickupSoFolderPath, "Data/Items");
|
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}
|
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EditorGUILayout.EndHorizontal();
|
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if (_pickupData == null && GUILayout.Button("Create New PickupItemData"))
|
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{
|
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_pickupData = PrefabEditorUtility.CreateScriptableAsset<PickupItemData>(_prefabName + "_pickup", _pickupSoFolderPath);
|
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}
|
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if (_pickupData != null)
|
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{
|
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PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _pickupData);
|
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}
|
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}
|
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// Objective Data
|
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if (_addObjective)
|
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{
|
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EditorGUILayout.LabelField("Objective Data:", EditorStyles.boldLabel);
|
||||
_objectiveData = (PuzzleStepSO)EditorGUILayout.ObjectField("PuzzleStepSO", _objectiveData, typeof(PuzzleStepSO), false);
|
||||
// Puzzle SO save folder
|
||||
EditorGUILayout.BeginHorizontal();
|
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EditorGUILayout.PrefixLabel("Save To");
|
||||
EditorGUILayout.SelectableLabel(_puzzleSoFolderPath, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
|
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if (GUILayout.Button("Select...", GUILayout.Width(80)))
|
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{
|
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_puzzleSoFolderPath = PrefabEditorUtility.SelectFolder(_puzzleSoFolderPath, "Data/Puzzles");
|
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}
|
||||
EditorGUILayout.EndHorizontal();
|
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if (_objectiveData == null && GUILayout.Button("Create New PuzzleStepSO"))
|
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{
|
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_objectiveData = PrefabEditorUtility.CreateScriptableAsset<PuzzleStepSO>(_prefabName + "_puzzle", _puzzleSoFolderPath);
|
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}
|
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if (_objectiveData != null)
|
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{
|
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PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _objectiveData);
|
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}
|
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}
|
||||
GUILayout.FlexibleSpace();
|
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EditorGUILayout.BeginHorizontal();
|
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GUI.enabled = !string.IsNullOrEmpty(_prefabName) && !string.IsNullOrEmpty(_saveFolderPath);
|
||||
if (GUILayout.Button("Create Prefab", GUILayout.Height(28)))
|
||||
{
|
||||
CreatePrefab();
|
||||
}
|
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_createNext = GUILayout.Toggle(_createNext, "Create Next", GUILayout.Width(100), GUILayout.Height(28));
|
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GUI.enabled = true;
|
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EditorGUILayout.EndHorizontal();
|
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}
|
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|
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private void CreatePrefab()
|
||||
{
|
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var go = new GameObject(_prefabName);
|
||||
// Note: No need to add InteractableBase separately - Pickup and ItemSlot inherit from it
|
||||
go.AddComponent<BoxCollider>();
|
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int interactableLayer = LayerMask.NameToLayer("Interactable");
|
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if (interactableLayer != -1)
|
||||
go.layer = interactableLayer;
|
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go.AddComponent<SpriteRenderer>();
|
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if (_itemType == ItemType.Pickup)
|
||||
{
|
||||
var pickup = go.AddComponent<Pickup>();
|
||||
pickup.itemData = _pickupData;
|
||||
}
|
||||
else if (_itemType == ItemType.ItemSlot)
|
||||
{
|
||||
var slot = go.AddComponent<ItemSlot>();
|
||||
slot.itemData = _pickupData;
|
||||
}
|
||||
if (_addObjective)
|
||||
{
|
||||
var obj = go.AddComponent<ObjectiveStepBehaviour>();
|
||||
obj.stepData = _objectiveData;
|
||||
}
|
||||
string prefabPath = Path.Combine(_saveFolderPath, _prefabName + ".prefab").Replace("\\", "/");
|
||||
var prefab = PrefabUtility.SaveAsPrefabAsset(go, prefabPath);
|
||||
DestroyImmediate(go);
|
||||
AssetDatabase.Refresh();
|
||||
Selection.activeObject = prefab;
|
||||
EditorGUIUtility.PingObject(prefab);
|
||||
EditorUtility.DisplayDialog("Prefab Created", $"Prefab saved to {prefabPath}", "OK");
|
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if (_createNext)
|
||||
{
|
||||
_prefabName = "NewPrefab";
|
||||
_pickupData = null;
|
||||
_objectiveData = null;
|
||||
_itemType = ItemType.None;
|
||||
_addObjective = false;
|
||||
_soEditor = null;
|
||||
GUI.FocusControl(null);
|
||||
Repaint();
|
||||
}
|
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}
|
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}
|
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}
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@@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: f67e06e997f642509ba61ea12b0f793e
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timeCreated: 1757503955
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objectReference: {fileID: 0}
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propertyPath: m_AnchoredPosition.x
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value: 1.85
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value: 0.09
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objectReference: {fileID: 0}
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propertyPath: m_AnchoredPosition.y
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value: 5.14
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value: 3.44
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objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.x
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@@ -248,7 +248,9 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 2bd397a60643eed45b586961ae6e3453, type: 3}
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m_Name:
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m_EditorClassIdentifier: AppleHillsScripts::PulverAudioController
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audioSource: {fileID: 887004370483616855}
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combineAudio: {fileID: 8300000, guid: 768a16f348fe1d94c9cc267dc7ecf3b5, type: 3}
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itemManager: {fileID: 0}
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--- !u!82 &4467608046243604209
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AudioSource:
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m_ObjectHideFlags: 0
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@@ -105,7 +105,7 @@ GameObject:
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- component: {fileID: 2277261512137882881}
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m_Layer: 10
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m_Name: LureSpotA
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m_Name: LureSpotA_Slot
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@@ -260,9 +260,9 @@ MonoBehaviour:
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interactionComplete:
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m_PersistentCalls:
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m_Calls: []
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customSaveId:
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itemData: {fileID: 11400000, guid: aaf36cd26cf74334e9c7db6c1b03b3fb, type: 2}
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iconRenderer: {fileID: 6258593095132504700}
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slottedItemRenderer: {fileID: 4110666412151536905}
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onItemSlotted:
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m_PersistentCalls:
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m_Calls: []
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@@ -314,7 +314,6 @@ MonoBehaviour:
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onForbiddenItemSlotted:
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m_PersistentCalls:
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m_Calls: []
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slottedItemRenderer: {fileID: 4110666412151536905}
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--- !u!114 &3487003259787903584
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -1069,7 +1069,7 @@ GameObject:
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- component: {fileID: 8758136668472096799}
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m_Layer: 10
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m_Name: LureSpotB
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m_Name: LureSpotB_Slot
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@@ -1168,9 +1168,9 @@ MonoBehaviour:
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interactionComplete:
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m_PersistentCalls:
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m_Calls: []
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customSaveId:
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itemData: {fileID: 11400000, guid: f97b9e24d6dceb145b56426c1152ebeb, type: 2}
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iconRenderer: {fileID: 2343214996212089369}
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slottedItemRenderer: {fileID: 7990414055343410434}
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onItemSlotted:
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m_PersistentCalls:
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m_Calls: []
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@@ -1234,7 +1234,6 @@ MonoBehaviour:
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onForbiddenItemSlotted:
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m_PersistentCalls:
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m_Calls: []
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slottedItemRenderer: {fileID: 7990414055343410434}
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--- !u!114 &8758136668472096799
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -247,7 +247,7 @@ GameObject:
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- component: {fileID: 8370367816617117734}
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m_Layer: 10
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m_Name: LureSpotC
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m_Name: LureSpotC_Slot
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@@ -346,9 +346,9 @@ MonoBehaviour:
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interactionComplete:
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m_PersistentCalls:
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m_Calls: []
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customSaveId:
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itemData: {fileID: 11400000, guid: c68dea945fecbf44094359769db04f31, type: 2}
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iconRenderer: {fileID: 2825253017896168654}
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slottedItemRenderer: {fileID: 3806274462998212361}
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onItemSlotted:
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m_PersistentCalls:
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m_Calls: []
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@@ -412,7 +412,6 @@ MonoBehaviour:
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onForbiddenItemSlotted:
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m_PersistentCalls:
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m_Calls: []
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slottedItemRenderer: {fileID: 3806274462998212361}
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--- !u!114 &6535246856440349519
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MonoBehaviour:
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m_ObjectHideFlags: 0
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- component: {fileID: 2433130051631076285}
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- component: {fileID: 7290110366808972859}
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- component: {fileID: 4831635791684479552}
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- component: {fileID: 9196152289301358918}
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- component: {fileID: 2596311128101197840}
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m_Layer: 10
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m_Name: SoundBird
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m_Name: SoundBird_Slot
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@@ -201,9 +201,9 @@ MonoBehaviour:
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interactionComplete:
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m_PersistentCalls:
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m_Calls: []
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customSaveId:
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itemData: {fileID: 11400000, guid: d28f5774afad9d14f823601707150700, type: 2}
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iconRenderer: {fileID: 8875860401447896107}
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slottedItemRenderer: {fileID: 6941190210788968874}
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onItemSlotted:
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m_PersistentCalls:
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m_Calls: []
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@@ -231,7 +231,6 @@ MonoBehaviour:
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onForbiddenItemSlotted:
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m_PersistentCalls:
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slottedItemRenderer: {fileID: 6941190210788968874}
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--- !u!114 &7290110366808972859
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MonoBehaviour:
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annaLiseSpot: {fileID: 22512726373136855}
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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: 588897581313790951}
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m_Script: {fileID: 11500000, guid: eaefd3d5a2a864ca5b5d9ec5f2a7040f, type: 3}
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m_EditorClassIdentifier:
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Animator:
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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_Script: {fileID: 11500000, guid: 95e46aacea5b42888ee7881894193c11, type: 3}
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m_Name:
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m_EditorClassIdentifier: AppleHillsScripts::Core.SaveLoad.AppleState
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@@ -166,7 +166,6 @@ MonoBehaviour:
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customSaveId:
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itemData: {fileID: 11400000, guid: 0c6986639ca176a419c92f5a327d95ce, type: 2}
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--- !u!1001 &8589202998731622905
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@@ -140,6 +140,5 @@ MonoBehaviour:
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customSaveId:
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@@ -140,6 +140,5 @@ MonoBehaviour:
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customSaveId:
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@@ -140,6 +140,5 @@ MonoBehaviour:
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customSaveId:
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@@ -140,6 +140,5 @@ MonoBehaviour:
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using Core.Lifecycle;
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using Pixelplacement;
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public class BirdEyesBehavior : MonoBehaviour
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{
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private Animator animator;
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// Animator Hashes
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private AppleMachine _statemachine;
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private Animator _animator;
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[SerializeField] private Animator bushAnimator; // Assign in Inspector
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void Start()
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{
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animator = GetComponentInChildren<Animator>();
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{
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animator.SetTrigger("RightGuess");
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_animator.SetTrigger(RightGuess);
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BirdReveal();
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public void IncorrectItem()
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{
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animator.SetTrigger("WrongGuess");
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_animator.SetTrigger(WrongGuess);
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public void NoItem()
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animator.SetTrigger("NoGuess");
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}
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public void BirdReveal()
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{
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if (bushAnimator != null)
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{
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bushAnimator.SetTrigger("wolterisout");
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statemachine.ChangeState("BirdSpawned");
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return;
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bushAnimator.SetTrigger(Wolterisout);
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}
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statemachine.ChangeState ("BirdSpawned");
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||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string serializedData)
|
||||
{
|
||||
base.OnSceneRestoreRequested(serializedData);
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal 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 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
|
||||
@@ -30,36 +30,35 @@ namespace Bootstrap
|
||||
private float _sceneLoadingProgress = 0f;
|
||||
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
|
||||
|
||||
private void Start()
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
LogDebugMessage("Boot scene started");
|
||||
Logging.Debug("BootSceneController.Awake() - Initializing loading screen DURING bootstrap");
|
||||
|
||||
// Ensure the initial loading screen exists
|
||||
// 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;
|
||||
#if UNITY_EDITOR
|
||||
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().bootstrapLogVerbosity;
|
||||
#elif DEVELOPMENT_BUILD
|
||||
_logVerbosity = LogVerbosity.Debug;
|
||||
#elif RELEASE_BUILD
|
||||
_logVerbosity = LogVerbosity.Warning;
|
||||
#endif
|
||||
|
||||
// In debug mode, log additional information
|
||||
if (debugMode)
|
||||
@@ -67,18 +66,42 @@ namespace Bootstrap
|
||||
InvokeRepeating(nameof(LogDebugInfo), 0.1f, 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
Logging.Debug("BootSceneController.OnManagedStart() - Boot is GUARANTEED complete, starting scene loading");
|
||||
|
||||
// Boot is GUARANTEED complete at this point - that's the whole point of OnManagedStart!
|
||||
// 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);
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Manual cleanup for events
|
||||
if (initialLoadingScreen != null)
|
||||
{
|
||||
initialLoadingScreen.OnLoadingScreenFullyHidden -= OnInitialLoadingComplete;
|
||||
}
|
||||
CustomBoot.OnBootProgressChanged -= OnBootProgressChanged;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the initial loading screen is fully hidden
|
||||
/// </summary>
|
||||
private void OnInitialLoadingComplete()
|
||||
{
|
||||
LogDebugMessage("Initial loading screen fully hidden, boot sequence completed");
|
||||
Logging.Debug("Initial loading screen fully hidden, boot sequence completed");
|
||||
|
||||
// Play the intro cinematic if available
|
||||
if (CinematicsManager.Instance != null)
|
||||
{
|
||||
LogDebugMessage("Attempting to play intro cinematic");
|
||||
Logging.Debug("Attempting to play intro cinematic");
|
||||
|
||||
// Use LoadAndPlayCinematic to play the intro sequence
|
||||
CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence", false);
|
||||
@@ -96,23 +119,6 @@ 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>
|
||||
@@ -137,29 +143,17 @@ namespace Bootstrap
|
||||
{
|
||||
if (debugMode)
|
||||
{
|
||||
LogDebugMessage($"Bootstrap progress: {progress:P0}, Combined: {GetCombinedProgress():P0}");
|
||||
Logging.Debug($"Bootstrap progress: {progress:P0}, Combined: {GetCombinedProgress():P0}");
|
||||
}
|
||||
}
|
||||
|
||||
private void LogDebugInfo()
|
||||
{
|
||||
LogDebugMessage($"Debug - Phase: {_currentPhase}, Bootstrap: {CustomBoot.CurrentProgress:P0}, " +
|
||||
Logging.Debug($"Debug - Phase: {_currentPhase}, Bootstrap: {CustomBoot.CurrentProgress:P0}, " +
|
||||
$"Scene: {_sceneLoadingProgress:P0}, Combined: {GetCombinedProgress():P0}, Boot Complete: {_bootComplete}");
|
||||
}
|
||||
|
||||
private void OnBootCompleted()
|
||||
{
|
||||
// Unsubscribe to prevent duplicate calls
|
||||
CustomBoot.OnBootCompleted -= OnBootCompleted;
|
||||
|
||||
LogDebugMessage("Boot process completed");
|
||||
_bootComplete = true;
|
||||
|
||||
// After a small delay, start loading the main menu
|
||||
// This prevents jerky transitions if boot happens very quickly
|
||||
Invoke(nameof(StartLoadingMainMenu), minDelayAfterBoot);
|
||||
}
|
||||
|
||||
|
||||
private void StartLoadingMainMenu()
|
||||
{
|
||||
if (_hasStartedLoading)
|
||||
@@ -172,7 +166,7 @@ namespace Bootstrap
|
||||
|
||||
private async void LoadMainScene()
|
||||
{
|
||||
LogDebugMessage($"Loading main menu scene: {mainSceneName}");
|
||||
Logging.Debug($"Loading main menu scene: {mainSceneName}");
|
||||
|
||||
try
|
||||
{
|
||||
@@ -186,7 +180,7 @@ namespace Bootstrap
|
||||
|
||||
if (debugMode)
|
||||
{
|
||||
LogDebugMessage($"Scene loading raw: {value:P0}, Combined: {GetCombinedProgress():P0}");
|
||||
Logging.Debug($"Scene loading raw: {value:P0}, Combined: {GetCombinedProgress():P0}");
|
||||
}
|
||||
});
|
||||
|
||||
@@ -209,6 +203,17 @@ namespace Bootstrap
|
||||
// Ensure progress is complete
|
||||
_sceneLoadingProgress = 1f;
|
||||
|
||||
// CRITICAL: Broadcast lifecycle events so components get their OnSceneReady callbacks
|
||||
Logging.Debug($"Broadcasting OnSceneReady for: {mainSceneName}");
|
||||
LifecycleManager.Instance?.BroadcastSceneReady(mainSceneName);
|
||||
|
||||
// Restore scene data for the main menu
|
||||
if (SaveLoadManager.Instance != null)
|
||||
{
|
||||
Logging.Debug($"Restoring scene data for: {mainSceneName}");
|
||||
SaveLoadManager.Instance.RestoreSceneData();
|
||||
}
|
||||
|
||||
// Step 2: Scene is fully loaded, now hide the loading screen
|
||||
// This will trigger OnInitialLoadingComplete via the event when animation completes
|
||||
initialLoadingScreen.HideLoadingScreen();
|
||||
@@ -235,7 +240,7 @@ namespace Bootstrap
|
||||
Scene currentScene = SceneManager.GetActiveScene();
|
||||
string startingSceneName = currentScene.name;
|
||||
|
||||
LogDebugMessage($"Unloading StartingScene: {startingSceneName}");
|
||||
Logging.Debug($"Unloading StartingScene: {startingSceneName}");
|
||||
|
||||
// Unload the StartingScene
|
||||
await SceneManager.UnloadSceneAsync(startingSceneName);
|
||||
@@ -244,14 +249,14 @@ namespace Bootstrap
|
||||
Scene mainMenuScene = SceneManager.GetSceneByName(mainSceneName);
|
||||
SceneManager.SetActiveScene(mainMenuScene);
|
||||
|
||||
LogDebugMessage($"Transition complete: {startingSceneName} unloaded, {mainSceneName} is now active");
|
||||
Logging.Debug($"Transition complete: {startingSceneName} unloaded, {mainSceneName} is now active");
|
||||
|
||||
// Destroy the boot scene controller since its job is done
|
||||
Destroy(gameObject);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Logging.Warning($"[BootSceneController] Error unloading StartingScene: {e.Message}");
|
||||
Logging.Warning($"Error unloading StartingScene: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -272,13 +277,5 @@ namespace Bootstrap
|
||||
_progressAction?.Invoke(value);
|
||||
}
|
||||
}
|
||||
|
||||
private void LogDebugMessage(string message)
|
||||
{
|
||||
if ( _logVerbosity <= LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[BootSceneController] {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||
@@ -39,6 +39,10 @@ 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 +101,14 @@ 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();
|
||||
Logging.Debug("Calling LifecycleManager.OnBootCompletionTriggered()");
|
||||
if (LifecycleManager.Instance != null)
|
||||
{
|
||||
LifecycleManager.Instance.OnBootCompletionTriggered();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -117,12 +123,14 @@ 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();
|
||||
Logging.Debug("Calling LifecycleManager.OnBootCompletionTriggered()");
|
||||
if (LifecycleManager.Instance != null)
|
||||
{
|
||||
LifecycleManager.Instance.OnBootCompletionTriggered();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -229,16 +237,7 @@ namespace Bootstrap
|
||||
{
|
||||
CurrentProgress = Mathf.Clamp01(progress);
|
||||
OnBootProgressChanged?.Invoke(CurrentProgress);
|
||||
LogDebugMessage($"Progress: {CurrentProgress:P0}");
|
||||
}
|
||||
|
||||
private static void LogDebugMessage(string message)
|
||||
{
|
||||
if (DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().bootstrapLogVerbosity <=
|
||||
LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[CustomBoot] {message}");
|
||||
}
|
||||
Logging.Debug($"Progress: {CurrentProgress:P0}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -138,7 +138,7 @@ namespace Bootstrap
|
||||
float displayProgress = Mathf.Min(steadyProgress, actualProgress);
|
||||
|
||||
// Log the progress values for debugging
|
||||
LogDebugMessage($"Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
|
||||
Logging.Debug($"Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
|
||||
|
||||
// Directly set the progress bar fill amount without smoothing
|
||||
if (progressBarImage != null)
|
||||
@@ -151,7 +151,7 @@ namespace Bootstrap
|
||||
if (steadyProgress >= 1.0f && displayProgress >= 1.0f)
|
||||
{
|
||||
_animationComplete = true;
|
||||
LogDebugMessage("Animation complete");
|
||||
Logging.Debug("Animation complete");
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -163,7 +163,7 @@ namespace Bootstrap
|
||||
if (progressBarImage != null)
|
||||
{
|
||||
progressBarImage.fillAmount = 1.0f;
|
||||
LogDebugMessage("Final progress set to 1.0");
|
||||
Logging.Debug("Final progress set to 1.0");
|
||||
}
|
||||
|
||||
// Hide the screen if loading is also complete
|
||||
@@ -172,7 +172,7 @@ namespace Bootstrap
|
||||
if (loadingScreenContainer != null)
|
||||
{
|
||||
loadingScreenContainer.SetActive(false);
|
||||
LogDebugMessage("Animation AND loading complete, hiding screen");
|
||||
Logging.Debug("Animation AND loading complete, hiding screen");
|
||||
|
||||
// Invoke the callback when fully hidden
|
||||
_onLoadingScreenFullyHidden?.Invoke();
|
||||
@@ -189,7 +189,7 @@ namespace Bootstrap
|
||||
/// </summary>
|
||||
public void HideLoadingScreen()
|
||||
{
|
||||
LogDebugMessage("Loading complete, marking loading as finished");
|
||||
Logging.Debug("Loading complete, marking loading as finished");
|
||||
|
||||
// Mark that loading is complete
|
||||
_loadingComplete = true;
|
||||
@@ -200,7 +200,7 @@ namespace Bootstrap
|
||||
if (loadingScreenContainer != null)
|
||||
{
|
||||
loadingScreenContainer.SetActive(false);
|
||||
LogDebugMessage("Animation already complete, hiding screen immediately");
|
||||
Logging.Debug("Animation already complete, hiding screen immediately");
|
||||
|
||||
// Invoke the callback when fully hidden
|
||||
_onLoadingScreenFullyHidden?.Invoke();
|
||||
@@ -210,7 +210,7 @@ namespace Bootstrap
|
||||
}
|
||||
else
|
||||
{
|
||||
LogDebugMessage("Animation still in progress, waiting for it to complete");
|
||||
Logging.Debug("Animation still in progress, waiting for it to complete");
|
||||
// The coroutine will handle hiding when animation completes
|
||||
}
|
||||
}
|
||||
@@ -244,13 +244,5 @@ namespace Bootstrap
|
||||
|
||||
return tcs.Task;
|
||||
}
|
||||
|
||||
private void LogDebugMessage(string message)
|
||||
{
|
||||
if ( _logVerbosity <= LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[InitialLoadingScreen] {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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 +37,17 @@ namespace Cinematics
|
||||
|
||||
public PlayableDirector playableDirector;
|
||||
|
||||
private void Awake()
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
_instance = this;
|
||||
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// 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()
|
||||
{
|
||||
@@ -85,7 +82,7 @@ namespace Cinematics
|
||||
// If still null, try to add the component
|
||||
if (playableDirector == null)
|
||||
{
|
||||
Debug.Log("[CinematicsManager] Could not find Playable Director on the PlayerHudManager");
|
||||
Logging.Debug("[CinematicsManager] Could not find Playable Director on the PlayerHudManager");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -98,7 +95,7 @@ namespace Cinematics
|
||||
// If still null, return error
|
||||
if (_cinematicSprites == null)
|
||||
{
|
||||
Debug.LogWarning("[CinematicsManager] No Image found for cinematics display. Cinematics may not display correctly.");
|
||||
Logging.Warning("[CinematicsManager] No Image found for cinematics display. Cinematics may not display correctly.");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -146,6 +143,8 @@ namespace Cinematics
|
||||
/// </summary>
|
||||
public PlayableDirector LoadAndPlayCinematic(string key, bool playPortraitMode)
|
||||
{
|
||||
InitializeComponents();
|
||||
|
||||
// Load the asset via addressables
|
||||
var handle = Addressables.LoadAssetAsync<PlayableAsset>(key);
|
||||
var result = handle.WaitForCompletion();
|
||||
@@ -205,7 +204,10 @@ namespace Cinematics
|
||||
}
|
||||
|
||||
public void ShowGameOverScreen()
|
||||
{
|
||||
{
|
||||
// Diagnostic: log time and call stack to track when/why game over is triggered
|
||||
Logging.Debug($"[CinematicsManager] ShowGameOverScreen called at time={Time.time:F2}");
|
||||
|
||||
if (divingGameOverScreen != null && UIPageController.Instance != null)
|
||||
{
|
||||
UIPageController.Instance.PushPage(divingGameOverScreen);
|
||||
|
||||
@@ -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;
|
||||
@@ -15,41 +15,25 @@ namespace Cinematics
|
||||
private float _holdStartTime;
|
||||
private bool _isHolding;
|
||||
private bool _skipPerformed;
|
||||
private bool _initialized = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
}
|
||||
|
||||
void Start()
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// 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");
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// 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 +34,29 @@ namespace Core
|
||||
public event Action OnGamePaused;
|
||||
public event Action OnGameResumed;
|
||||
|
||||
void Awake()
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
_instance = this;
|
||||
|
||||
// Create settings providers if it doesn't exist
|
||||
|
||||
// Create settings providers - must happen in OnManagedAwake so other managers can access settings in their ManagedStart
|
||||
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()
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// For post-boot correct initialization order
|
||||
// Settings are already initialized in OnManagedAwake()
|
||||
// This is available for future initialization that depends on other managers
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -79,7 +75,7 @@ namespace Core
|
||||
component.Pause();
|
||||
}
|
||||
|
||||
LogDebugMessage($"Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
|
||||
Logging.Debug($"Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -92,7 +88,7 @@ namespace Core
|
||||
if (component != null && _pausableComponents.Contains(component))
|
||||
{
|
||||
_pausableComponents.Remove(component);
|
||||
LogDebugMessage($"Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
|
||||
Logging.Debug($"Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -108,7 +104,7 @@ namespace Core
|
||||
ApplyPause(true);
|
||||
}
|
||||
|
||||
LogDebugMessage($"Pause requested by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
|
||||
Logging.Debug($"Pause requested by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -123,7 +119,7 @@ namespace Core
|
||||
ApplyPause(false);
|
||||
}
|
||||
|
||||
LogDebugMessage($"Pause released by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
|
||||
Logging.Debug($"Pause released by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -162,12 +158,12 @@ namespace Core
|
||||
OnGameResumed?.Invoke();
|
||||
}
|
||||
|
||||
LogDebugMessage($"Game {(shouldPause ? "paused" : "resumed")}. Paused {_pausableComponents.Count} components.");
|
||||
Logging.Debug($"Game {(shouldPause ? "paused" : "resumed")}. Paused {_pausableComponents.Count} components.");
|
||||
}
|
||||
|
||||
private void InitializeSettings()
|
||||
{
|
||||
LogDebugMessage("Starting settings initialization...", "SettingsInitialization", _settingsLogVerbosity);
|
||||
Logging.Debug("Starting settings initialization...");
|
||||
|
||||
// Load settings synchronously
|
||||
var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
|
||||
@@ -178,7 +174,7 @@ namespace Core
|
||||
if (playerSettings != null)
|
||||
{
|
||||
ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
|
||||
LogDebugMessage("PlayerFollowerSettings registered successfully", "SettingsInitialization", _settingsLogVerbosity);
|
||||
Logging.Debug("PlayerFollowerSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -188,7 +184,7 @@ namespace Core
|
||||
if (interactionSettings != null)
|
||||
{
|
||||
ServiceLocator.Register<IInteractionSettings>(interactionSettings);
|
||||
LogDebugMessage("InteractionSettings registered successfully", "SettingsInitialization", _settingsLogVerbosity);
|
||||
Logging.Debug("InteractionSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -198,7 +194,7 @@ namespace Core
|
||||
if (minigameSettings != null)
|
||||
{
|
||||
ServiceLocator.Register<IDivingMinigameSettings>(minigameSettings);
|
||||
LogDebugMessage("MinigameSettings registered successfully", "SettingsInitialization", _settingsLogVerbosity);
|
||||
Logging.Debug("MinigameSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -209,7 +205,7 @@ namespace Core
|
||||
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
|
||||
if (_settingsLoaded)
|
||||
{
|
||||
LogDebugMessage("All settings loaded and registered with ServiceLocator", "SettingsInitialization", _settingsLogVerbosity);
|
||||
Logging.Debug("All settings loaded and registered with ServiceLocator");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -222,7 +218,7 @@ namespace Core
|
||||
/// </summary>
|
||||
private void InitializeDeveloperSettings()
|
||||
{
|
||||
LogDebugMessage("Starting developer settings initialization...", "SettingsInitialization", _settingsLogVerbosity);
|
||||
Logging.Debug("Starting developer settings initialization...");
|
||||
|
||||
// Load developer settings
|
||||
var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
|
||||
@@ -232,7 +228,7 @@ namespace Core
|
||||
|
||||
if (_developerSettingsLoaded)
|
||||
{
|
||||
LogDebugMessage("All developer settings loaded successfully", "SettingsInitialization", _settingsLogVerbosity);
|
||||
Logging.Debug("All developer settings loaded successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -266,19 +262,6 @@ namespace Core
|
||||
{
|
||||
return DeveloperSettingsProvider.Instance?.GetSettings<T>();
|
||||
}
|
||||
|
||||
private void LogDebugMessage(string message, string prefix = "GameManager", LogVerbosity verbosity = LogVerbosity.None)
|
||||
{
|
||||
if (verbosity == LogVerbosity.None)
|
||||
{
|
||||
verbosity = _managerLogVerbosity;
|
||||
}
|
||||
|
||||
if ( verbosity <= LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[{prefix}] {message}");
|
||||
}
|
||||
}
|
||||
|
||||
// LEFTOVER LEGACY SETTINGS
|
||||
public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -47,36 +47,27 @@ namespace Core
|
||||
// Broadcasts when any two items are successfully combined
|
||||
// Args: first item data, second item data, result item data
|
||||
public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
|
||||
|
||||
void Awake()
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
_instance = this;
|
||||
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// 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()
|
||||
|
||||
internal 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)
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Clear all registrations when a new scene is loaded, so no stale references persist
|
||||
// Ensure we clean up any subscriptions from registered items when the manager is destroyed
|
||||
ClearAllRegistrations();
|
||||
}
|
||||
|
||||
@@ -147,7 +138,6 @@ namespace Core
|
||||
{
|
||||
s.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
|
||||
s.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted;
|
||||
s.OnForbiddenItemSlotted -= ItemSlot_OnForbiddenItemSlotted;
|
||||
s.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved;
|
||||
}
|
||||
}
|
||||
@@ -194,7 +184,6 @@ namespace Core
|
||||
// Subscribe to all slot events
|
||||
slot.OnCorrectItemSlotted += ItemSlot_OnCorrectItemSlotted;
|
||||
slot.OnIncorrectItemSlotted += ItemSlot_OnIncorrectItemSlotted;
|
||||
slot.OnForbiddenItemSlotted += ItemSlot_OnForbiddenItemSlotted;
|
||||
slot.OnItemSlotRemoved += ItemSlot_OnItemSlotRemoved;
|
||||
}
|
||||
}
|
||||
@@ -207,7 +196,6 @@ namespace Core
|
||||
// Unsubscribe from all slot events
|
||||
slot.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
|
||||
slot.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted;
|
||||
slot.OnForbiddenItemSlotted -= ItemSlot_OnForbiddenItemSlotted;
|
||||
slot.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved;
|
||||
}
|
||||
}
|
||||
@@ -269,7 +257,7 @@ 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
|
||||
55
Assets/Scripts/Core/Lifecycle/LifecycleEnums.cs
Normal file
55
Assets/Scripts/Core/Lifecycle/LifecycleEnums.cs
Normal file
@@ -0,0 +1,55 @@
|
||||
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 immediately during registration (during Awake).
|
||||
/// Use for early initialization such as setting singleton instances.
|
||||
/// NOT ordered - fires whenever Unity calls this component's Awake().
|
||||
/// </summary>
|
||||
ManagedAwake,
|
||||
|
||||
/// <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>
|
||||
ManagedStart,
|
||||
|
||||
/// <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
|
||||
632
Assets/Scripts/Core/Lifecycle/LifecycleManager.cs
Normal file
632
Assets/Scripts/Core/Lifecycle/LifecycleManager.cs
Normal file
@@ -0,0 +1,632 @@
|
||||
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)
|
||||
{
|
||||
Logging.Warning("[LifecycleManager] Instance already exists");
|
||||
return;
|
||||
}
|
||||
|
||||
var go = new GameObject("LifecycleManager");
|
||||
_instance = go.AddComponent<LifecycleManager>();
|
||||
DontDestroyOnLoad(go);
|
||||
|
||||
Logging.Debug("[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;
|
||||
private string currentSceneReady = "";
|
||||
|
||||
// Scene loading state tracking
|
||||
private bool isLoadingScene;
|
||||
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)
|
||||
{
|
||||
Logging.Warning("[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)
|
||||
{
|
||||
Logging.Warning("[LifecycleManager] Attempted to register null component");
|
||||
return;
|
||||
}
|
||||
|
||||
var sceneName = component.gameObject.scene.name;
|
||||
|
||||
// Track which scene this component belongs to
|
||||
componentScenes[component] = sceneName;
|
||||
|
||||
// Add to all lifecycle lists (order of registration determines execution order)
|
||||
managedAwakeList.Add(component);
|
||||
sceneUnloadingList.Add(component);
|
||||
sceneReadyList.Add(component);
|
||||
saveRequestedList.Add(component);
|
||||
restoreRequestedList.Add(component);
|
||||
destroyList.Add(component);
|
||||
try
|
||||
{
|
||||
component.OnManagedAwake();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
|
||||
}
|
||||
|
||||
// Handle OnManagedStart timing based on boot state
|
||||
if (isBootComplete)
|
||||
{
|
||||
// Check if we're currently loading a scene
|
||||
if (isLoadingScene && sceneName == sceneBeingLoaded)
|
||||
{
|
||||
// Batch this component - will be processed when scene load completes
|
||||
pendingSceneComponents.Add(component);
|
||||
LogDebug($"Batched component for scene load: {component.gameObject.name} (Scene: {sceneName})");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Truly late registration (component enabled after scene is ready)
|
||||
// Call OnManagedStart immediately since boot already completed
|
||||
LogDebug($"Late registration: Calling OnManagedStart immediately for {component.gameObject.name}");
|
||||
try
|
||||
{
|
||||
component.OnManagedStart();
|
||||
HandleAutoRegistrations(component);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Error in OnManagedStart for {component.gameObject.name}: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
// If boot not complete, component stays in list and will be processed by BroadcastManagedStart()
|
||||
|
||||
// If this scene is already ready (and we're not in loading mode), call OnSceneReady immediately
|
||||
if (!isLoadingScene && currentSceneReady == sceneName)
|
||||
{
|
||||
LogDebug($"Late registration: Calling OnSceneReady immediately for {component.gameObject.name}");
|
||||
try
|
||||
{
|
||||
component.OnSceneReady();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[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 ManagedStart to all registered components.
|
||||
/// </summary>
|
||||
public void OnBootCompletionTriggered()
|
||||
{
|
||||
if (isBootComplete)
|
||||
return;
|
||||
|
||||
LogDebug("=== Boot Completion Triggered ===");
|
||||
BroadcastManagedStart();
|
||||
isBootComplete = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcast OnManagedStart to all registered components (priority ordered).
|
||||
/// </summary>
|
||||
private void BroadcastManagedStart()
|
||||
{
|
||||
LogDebug($"Broadcasting ManagedStart to {managedAwakeList.Count} components");
|
||||
|
||||
// Create a copy to avoid collection modification during iteration
|
||||
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
|
||||
|
||||
foreach (var component in componentsCopy)
|
||||
{
|
||||
if (component == null) continue;
|
||||
|
||||
try
|
||||
{
|
||||
component.OnManagedStart();
|
||||
HandleAutoRegistrations(component);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Error in OnManagedStart 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}");
|
||||
|
||||
// Call OnManagedStart in registration order
|
||||
foreach (var component in pendingSceneComponents)
|
||||
{
|
||||
if (component == null) continue;
|
||||
|
||||
try
|
||||
{
|
||||
component.OnManagedStart();
|
||||
HandleAutoRegistrations(component);
|
||||
LogDebug($"Processed batched component: {component.gameObject.name}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Error in OnManagedStart for batched component {component.gameObject.name}: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
// Clear state
|
||||
pendingSceneComponents.Clear();
|
||||
isLoadingScene = false;
|
||||
sceneBeingLoaded = "";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcast OnSceneUnloading to components in the specified scene.
|
||||
/// </summary>
|
||||
public void BroadcastSceneUnloading(string sceneName)
|
||||
{
|
||||
LogDebug($"Broadcasting SceneUnloading for scene: {sceneName}");
|
||||
|
||||
// Iterate backwards (high priority → low priority)
|
||||
for (int i = sceneUnloadingList.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var component = sceneUnloadingList[i];
|
||||
if (component == null) continue;
|
||||
|
||||
if (componentScenes.TryGetValue(component, out string compScene) && compScene == sceneName)
|
||||
{
|
||||
try
|
||||
{
|
||||
component.OnSceneUnloading();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Error in OnSceneUnloading for {component.gameObject.name}: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcast OnSceneReady to components in the specified scene.
|
||||
/// Processes batched components first, then calls OnSceneReady on all components in that scene.
|
||||
/// </summary>
|
||||
public void BroadcastSceneReady(string sceneName)
|
||||
{
|
||||
LogDebug($"Broadcasting SceneReady for scene: {sceneName}");
|
||||
currentSceneReady = sceneName;
|
||||
|
||||
// If we were in scene loading mode for this scene, process batched components first
|
||||
if (isLoadingScene && sceneBeingLoaded == sceneName)
|
||||
{
|
||||
ProcessBatchedSceneComponents();
|
||||
}
|
||||
|
||||
// Create a copy to avoid collection modification during iteration
|
||||
var componentsCopy = new List<ManagedBehaviour>(sceneReadyList);
|
||||
|
||||
foreach (var component in componentsCopy)
|
||||
{
|
||||
if (component == null) continue;
|
||||
|
||||
if (componentScenes.TryGetValue(component, out string compScene) && compScene == sceneName)
|
||||
{
|
||||
try
|
||||
{
|
||||
component.OnSceneReady();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[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.OnSceneSaveRequested();
|
||||
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($"Collected scene save data from {saveData.Count} components");
|
||||
return saveData;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcasts global save request to all registered components that opt-in.
|
||||
/// Collects and returns serialized data from components that return non-null values.
|
||||
/// Called by SaveLoadManager when writing save file to disk (quit, manual save).
|
||||
/// </summary>
|
||||
public Dictionary<string, string> BroadcastGlobalSaveRequested()
|
||||
{
|
||||
var saveData = new Dictionary<string, string>();
|
||||
|
||||
// Create a copy to avoid collection modification during iteration
|
||||
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
|
||||
|
||||
foreach (var component in componentsCopy)
|
||||
{
|
||||
if (component == null || !component.AutoRegisterForSave) continue;
|
||||
|
||||
try
|
||||
{
|
||||
string serializedData = component.OnGlobalSaveRequested();
|
||||
if (!string.IsNullOrEmpty(serializedData))
|
||||
{
|
||||
saveData[component.SaveId] = serializedData;
|
||||
LogDebug($"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.OnSceneRestoreRequested(serializedData);
|
||||
restoredCount++;
|
||||
LogDebug($"Restored scene data to: {component.SaveId}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Exception during scene restore for {component.SaveId}: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
LogDebug($"Restored scene data to {restoredCount} components");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcasts scene restore completed event to all registered components.
|
||||
/// Called AFTER all OnSceneRestoreRequested calls complete.
|
||||
/// </summary>
|
||||
public void BroadcastSceneRestoreCompleted()
|
||||
{
|
||||
LogDebug("Broadcasting SceneRestoreCompleted");
|
||||
|
||||
// Create a copy to avoid collection modification during iteration
|
||||
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
|
||||
|
||||
foreach (var component in componentsCopy)
|
||||
{
|
||||
if (component == null) continue;
|
||||
|
||||
try
|
||||
{
|
||||
component.OnSceneRestoreCompleted();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Exception during scene restore completed for {component.SaveId}: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
LogDebug("SceneRestoreCompleted broadcast complete");
|
||||
}
|
||||
|
||||
/// <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.OnGlobalRestoreRequested(serializedData);
|
||||
restoredCount++;
|
||||
LogDebug($"Restored global data to: {component.SaveId}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[LifecycleManager] Exception during global restore for {component.SaveId}: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
LogDebug($"Restored global data to {restoredCount} components");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcasts global load completed event to all registered components that opt-in.
|
||||
/// Called ONCE after save file is successfully loaded on game boot.
|
||||
/// NOT called during scene transitions.
|
||||
/// </summary>
|
||||
public void BroadcastGlobalLoadCompleted()
|
||||
{
|
||||
LogDebug("Broadcasting GlobalLoadCompleted");
|
||||
|
||||
// Create a copy to avoid collection modification during iteration
|
||||
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
|
||||
|
||||
foreach (var component in componentsCopy)
|
||||
{
|
||||
if (component == null || !component.AutoRegisterForSave) continue;
|
||||
|
||||
try
|
||||
{
|
||||
component.OnGlobalLoadCompleted();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[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.OnGlobalSaveStarted();
|
||||
}
|
||||
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>
|
||||
/// Log debug message if debug logging is enabled.
|
||||
/// </summary>
|
||||
private void LogDebug(string message)
|
||||
{
|
||||
if (enableDebugLogging)
|
||||
{
|
||||
Logging.Debug($"[LifecycleManager] {message}");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
2
Assets/Scripts/Core/Lifecycle/LifecycleManager.cs.meta
Normal file
2
Assets/Scripts/Core/Lifecycle/LifecycleManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: db6d4743867a3a44381d511cea39218d
|
||||
294
Assets/Scripts/Core/Lifecycle/ManagedBehaviour.cs
Normal file
294
Assets/Scripts/Core/Lifecycle/ManagedBehaviour.cs
Normal file
@@ -0,0 +1,294 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Core.Lifecycle
|
||||
{
|
||||
/// <summary>
|
||||
/// Base class for all managed behaviours with deterministic lifecycle hooks.
|
||||
/// Automatically registers with LifecycleManager and provides ordered lifecycle callbacks.
|
||||
/// </summary>
|
||||
public abstract class ManagedBehaviour : MonoBehaviour
|
||||
{
|
||||
#region Configuration Properties
|
||||
|
||||
/// <summary>
|
||||
/// If true and component implements IPausable, automatically registers with GameManager.
|
||||
/// Default: false
|
||||
/// </summary>
|
||||
public virtual bool AutoRegisterPausable => false;
|
||||
|
||||
/// <summary>
|
||||
/// If true, this component participates in the save/load system.
|
||||
/// Components should override OnSaveRequested() and OnRestoreRequested().
|
||||
/// Default: false
|
||||
/// </summary>
|
||||
public virtual bool AutoRegisterForSave => false;
|
||||
|
||||
/// <summary>
|
||||
/// Unique identifier for this component in the save system.
|
||||
/// Default: "SceneName/GameObjectName/ComponentType"
|
||||
/// Override ONLY for special cases (e.g., singletons like "PlayerController", or custom IDs).
|
||||
/// Cached on first access to avoid runtime allocation.
|
||||
/// </summary>
|
||||
public virtual string SaveId
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_cachedSaveId == null)
|
||||
{
|
||||
string sceneName = gameObject.scene.IsValid() ? gameObject.scene.name : "UnknownScene";
|
||||
string componentType = GetType().Name;
|
||||
_cachedSaveId = $"{sceneName}/{gameObject.name}/{componentType}";
|
||||
}
|
||||
return _cachedSaveId;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Fields
|
||||
|
||||
private bool _isRegistered;
|
||||
private string _cachedSaveId;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Unity Awake - automatically registers with LifecycleManager.
|
||||
/// SEALED: Cannot be overridden. Use OnManagedAwake() for early initialization or OnManagedStart() for late initialization.
|
||||
/// </summary>
|
||||
private void Awake()
|
||||
{
|
||||
if (LifecycleManager.Instance != null)
|
||||
{
|
||||
LifecycleManager.Instance.Register(this);
|
||||
_isRegistered = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[ManagedBehaviour] LifecycleManager not found for {gameObject.name}. Component will not receive lifecycle callbacks.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unity OnDestroy - automatically unregisters and cleans up.
|
||||
/// SEALED: Cannot be overridden. Use OnManagedDestroy() for custom cleanup logic.
|
||||
/// </summary>
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (!_isRegistered)
|
||||
return;
|
||||
|
||||
// Call managed destroy hook
|
||||
OnManagedDestroy();
|
||||
|
||||
// Unregister from LifecycleManager
|
||||
if (LifecycleManager.Instance != null)
|
||||
{
|
||||
LifecycleManager.Instance.Unregister(this);
|
||||
}
|
||||
|
||||
|
||||
// Auto-unregister from GameManager if auto-registered
|
||||
if (AutoRegisterPausable && this is AppleHills.Core.Interfaces.IPausable pausable)
|
||||
{
|
||||
GameManager.Instance?.UnregisterPausableComponent(pausable);
|
||||
}
|
||||
|
||||
_isRegistered = false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Managed Lifecycle Hooks
|
||||
|
||||
/// <summary>
|
||||
/// Called immediately during registration (during Awake).
|
||||
/// Use for early initialization such as setting singleton instances.
|
||||
/// TIMING: Fires during component's Awake(), no execution order guarantees between components.
|
||||
/// NOT priority-ordered - fires whenever Unity calls this component's Awake().
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
internal virtual void OnManagedAwake()
|
||||
{
|
||||
// Override in derived classes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called once per component after bootstrap completes.
|
||||
/// GUARANTEE: Bootstrap resources are available, all managers are initialized.
|
||||
/// For boot-time components: Called during LifecycleManager.BroadcastManagedStart (registration order).
|
||||
/// For late-registered components: Called immediately upon registration (bootstrap already complete).
|
||||
/// Use for initialization that depends on other systems.
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
internal virtual void OnManagedStart()
|
||||
{
|
||||
// Override in derived classes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called before the scene this component belongs to is unloaded.
|
||||
/// Use for scene-specific cleanup.
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
internal virtual void OnSceneUnloading()
|
||||
{
|
||||
// Override in derived classes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called after the scene this component belongs to has finished loading.
|
||||
/// Use for scene-specific initialization.
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
internal virtual void OnSceneReady()
|
||||
{
|
||||
// Override in derived classes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called during scene transitions to save scene-specific state.
|
||||
/// Return serialized data (e.g., JsonUtility.ToJson(myData)).
|
||||
/// Return null if component has no scene-specific state to save.
|
||||
///
|
||||
/// TIMING:
|
||||
/// - Called BEFORE scene unload during scene transitions
|
||||
/// - Frequency: Every scene transition
|
||||
/// - Use for: Level progress, object positions, puzzle states
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
internal virtual string OnSceneSaveRequested()
|
||||
{
|
||||
return null; // Default: no data to save
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called during scene transitions to restore scene-specific state.
|
||||
/// Receives previously serialized data (from OnSceneSaveRequested).
|
||||
///
|
||||
/// IMPORTANT: This method MUST be synchronous. Do not use coroutines or async/await.
|
||||
/// OnSceneRestoreCompleted is called immediately after all restore calls complete,
|
||||
/// so any async operations would still be running when it fires.
|
||||
///
|
||||
/// TIMING:
|
||||
/// - Called AFTER scene load, during OnSceneReady phase
|
||||
/// - Frequency: Every scene transition
|
||||
/// - Use for: Restoring level progress, object positions, puzzle states
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
internal virtual void OnSceneRestoreRequested(string serializedData)
|
||||
{
|
||||
// Default: no-op
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called after all scene restore operations complete.
|
||||
/// Does NOT receive data - use OnSceneRestoreRequested for that.
|
||||
///
|
||||
/// GUARANTEE:
|
||||
/// - ALWAYS called after scene load, whether there's save data or not
|
||||
/// - All OnSceneRestoreRequested() calls have RETURNED (but async operations may still be running)
|
||||
/// - Safe for synchronous restore operations (JSON deserialization, setting fields, etc.)
|
||||
///
|
||||
/// TIMING:
|
||||
/// - Called AFTER all OnSceneRestoreRequested calls complete (or immediately if no save data exists)
|
||||
/// - Frequency: Every scene transition
|
||||
/// - Use for: Post-restore initialization, first-time initialization, triggering events after state is restored
|
||||
///
|
||||
/// COMMON PATTERN:
|
||||
/// Use this to perform actions that depend on whether data was restored or not.
|
||||
/// Example: Play one-time audio only if it hasn't been played before (_hasPlayed == false).
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
internal virtual void OnSceneRestoreCompleted()
|
||||
{
|
||||
// Default: no-op
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called once on game boot to restore global persistent state.
|
||||
/// Receives data that was saved via OnGlobalSaveRequested.
|
||||
///
|
||||
/// TIMING:
|
||||
/// - Called ONCE on game boot after save file is read
|
||||
/// - NOT called during scene transitions
|
||||
/// - Use for: Player inventory, unlocked features, card collections
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
internal virtual void OnGlobalRestoreRequested(string serializedData)
|
||||
{
|
||||
// Default: no-op
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called once before game save file is written to disk.
|
||||
/// Return serialized data for global persistent state.
|
||||
/// Return null if component has no global state to save.
|
||||
///
|
||||
/// TIMING:
|
||||
/// - Called ONCE before save file is written (on quit, manual save, etc.)
|
||||
/// - NOT called during scene transitions
|
||||
/// - Use for: Player inventory, unlocked features, card collections
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
internal virtual string OnGlobalSaveRequested()
|
||||
{
|
||||
return null; // Default: no data to save
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called once when game save data is initially loaded from disk.
|
||||
/// Use for global managers that need to react to load completion.
|
||||
/// Does NOT receive data - use OnGlobalRestoreRequested for that.
|
||||
///
|
||||
/// TIMING:
|
||||
/// - Called ONCE on game boot after all restore operations complete
|
||||
/// - NOT called during scene transitions
|
||||
/// - Use for: Triggering UI updates, broadcasting load events
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
internal virtual void OnGlobalLoadCompleted()
|
||||
{
|
||||
// Default: no-op
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called once before save file is written to disk.
|
||||
/// Use for global managers that need to perform cleanup before save.
|
||||
/// Does NOT return data - use OnGlobalSaveRequested for that.
|
||||
///
|
||||
/// TIMING:
|
||||
/// - Called ONCE before save file is written
|
||||
/// - NOT called during scene transitions
|
||||
/// - Use for: Final validation, cleanup operations
|
||||
///
|
||||
/// NOTE: Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
internal virtual void OnGlobalSaveStarted()
|
||||
{
|
||||
// Default: no-op
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called during OnDestroy before component is destroyed.
|
||||
/// NOTE: Most cleanup is automatic (managed events, auto-registrations).
|
||||
/// Only override if you need custom cleanup logic.
|
||||
/// Internal visibility allows LifecycleManager to call directly. Override in derived classes.
|
||||
/// </summary>
|
||||
internal virtual void OnManagedDestroy()
|
||||
{
|
||||
// Override in derived classes
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
2
Assets/Scripts/Core/Lifecycle/ManagedBehaviour.cs.meta
Normal file
2
Assets/Scripts/Core/Lifecycle/ManagedBehaviour.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af776ef1493d6e543aa3cbe2601f4ef2
|
||||
@@ -1,17 +1,144 @@
|
||||
namespace Core
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Centralized logging system with automatic class/method tagging and editor integration.
|
||||
/// Broadcasts log entries to custom editor windows for filtering and analysis.
|
||||
/// </summary>
|
||||
public static class Logging
|
||||
{
|
||||
[System.Diagnostics.Conditional("ENABLE_LOG")]
|
||||
public static void Debug(object message)
|
||||
/// <summary>
|
||||
/// Event fired when a new log entry is added. Subscribe to this in editor windows.
|
||||
/// </summary>
|
||||
public static event Action<LogEntry> OnLogEntryAdded;
|
||||
|
||||
// Store recent logs for late-subscriber editor windows (e.g., windows opened after play mode started)
|
||||
private static readonly List<LogEntry> RecentLogs = new List<LogEntry>();
|
||||
private const int MaxStoredLogs = 5000; // Prevent memory bloat
|
||||
|
||||
/// <summary>
|
||||
/// Get all recent logs. Used by editor windows when they first open.
|
||||
/// </summary>
|
||||
public static IReadOnlyList<LogEntry> GetRecentLogs() => RecentLogs;
|
||||
|
||||
/// <summary>
|
||||
/// Clear all stored logs. Useful for editor windows "Clear" button.
|
||||
/// </summary>
|
||||
public static void ClearLogs()
|
||||
{
|
||||
UnityEngine.Debug.Log(message);
|
||||
RecentLogs.Clear();
|
||||
}
|
||||
|
||||
[System.Diagnostics.Conditional("ENABLE_LOG")]
|
||||
public static void Warning(object message)
|
||||
public static void Debug(string message,
|
||||
[CallerFilePath] string filePath = "",
|
||||
[CallerMemberName] string memberName = "")
|
||||
{
|
||||
UnityEngine.Debug.LogWarning(message);
|
||||
LogInternal(LogLevel.Debug, message, filePath, memberName);
|
||||
}
|
||||
|
||||
[System.Diagnostics.Conditional("ENABLE_LOG")]
|
||||
public static void Info(string message,
|
||||
[CallerFilePath] string filePath = "",
|
||||
[CallerMemberName] string memberName = "")
|
||||
{
|
||||
LogInternal(LogLevel.Info, message, filePath, memberName);
|
||||
}
|
||||
|
||||
[System.Diagnostics.Conditional("ENABLE_LOG")]
|
||||
public static void Warning(string message,
|
||||
[CallerFilePath] string filePath = "",
|
||||
[CallerMemberName] string memberName = "")
|
||||
{
|
||||
LogInternal(LogLevel.Warning, message, filePath, memberName);
|
||||
}
|
||||
|
||||
public static void Error(string message,
|
||||
[CallerFilePath] string filePath = "",
|
||||
[CallerMemberName] string memberName = "")
|
||||
{
|
||||
LogInternal(LogLevel.Error, message, filePath, memberName);
|
||||
}
|
||||
|
||||
private static void LogInternal(LogLevel level, string message, string filePath, string memberName)
|
||||
{
|
||||
string className = Path.GetFileNameWithoutExtension(filePath);
|
||||
string formattedMessage = $"[{className}][{memberName}] {message}";
|
||||
|
||||
// Create log entry
|
||||
var entry = new LogEntry(className, memberName, message, level, Time.realtimeSinceStartup);
|
||||
|
||||
// Store for late subscribers
|
||||
RecentLogs.Add(entry);
|
||||
if (RecentLogs.Count > MaxStoredLogs)
|
||||
RecentLogs.RemoveAt(0);
|
||||
|
||||
// Broadcast to editor windows (editor-only, won't fire in builds)
|
||||
OnLogEntryAdded?.Invoke(entry);
|
||||
|
||||
// Also log to Unity console
|
||||
switch (level)
|
||||
{
|
||||
case LogLevel.Debug:
|
||||
case LogLevel.Info:
|
||||
UnityEngine.Debug.Log(formattedMessage);
|
||||
break;
|
||||
case LogLevel.Warning:
|
||||
UnityEngine.Debug.LogWarning(formattedMessage);
|
||||
break;
|
||||
case LogLevel.Error:
|
||||
UnityEngine.Debug.LogError(formattedMessage);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents a single log entry with class, method, message, level, and timestamp.
|
||||
/// </summary>
|
||||
public class LogEntry
|
||||
{
|
||||
public string ClassName { get; }
|
||||
public string MethodName { get; }
|
||||
public string Message { get; }
|
||||
public LogLevel Level { get; }
|
||||
public float Timestamp { get; }
|
||||
|
||||
public LogEntry(string className, string methodName, string message, LogLevel level, float timestamp)
|
||||
{
|
||||
ClassName = className;
|
||||
MethodName = methodName;
|
||||
Message = message;
|
||||
Level = level;
|
||||
Timestamp = timestamp;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Formatted message with class and method tags.
|
||||
/// Format: [ClassName][MethodName] Message
|
||||
/// </summary>
|
||||
public string FormattedMessage => $"[{ClassName}][{MethodName}] {Message}";
|
||||
|
||||
/// <summary>
|
||||
/// Full formatted message with timestamp and level.
|
||||
/// Format: [12.34s][Debug][ClassName][MethodName] Message
|
||||
/// </summary>
|
||||
public string FullFormattedMessage => $"[{Timestamp:F2}s][{Level}]{FormattedMessage}";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Log severity levels.
|
||||
/// </summary>
|
||||
public enum LogLevel
|
||||
{
|
||||
Debug,
|
||||
Info,
|
||||
Warning,
|
||||
Error
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
using UnityEngine;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Cinematics;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Data.CardSystem;
|
||||
using Input;
|
||||
using PuzzleS;
|
||||
@@ -12,7 +12,7 @@ namespace AppleHills.Core
|
||||
/// Provides quick access to frequently used game objects, components, and manager instances.
|
||||
/// References are cached for performance and automatically invalidated on scene changes.
|
||||
/// </summary>
|
||||
public class QuickAccess : MonoBehaviour
|
||||
public class QuickAccess : ManagedBehaviour
|
||||
{
|
||||
#region Singleton Setup
|
||||
private static QuickAccess _instance;
|
||||
@@ -46,7 +46,6 @@ namespace AppleHills.Core
|
||||
private PlayerTouchController _playerController;
|
||||
private FollowerController _followerController;
|
||||
private Camera _mainCamera;
|
||||
private bool _initialized = false;
|
||||
|
||||
/// <summary>
|
||||
/// Returns the player GameObject. Finds it if not already cached.
|
||||
@@ -125,31 +124,29 @@ namespace AppleHills.Core
|
||||
|
||||
#endregion
|
||||
|
||||
#region Initialization and Scene Management
|
||||
#region Lifecycle Methods
|
||||
|
||||
private void Awake()
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
_instance = this;
|
||||
|
||||
if (!_initialized)
|
||||
{
|
||||
// Subscribe to scene changes
|
||||
if (SceneManager != null)
|
||||
{
|
||||
SceneManager.SceneLoadCompleted += OnSceneLoadCompleted;
|
||||
}
|
||||
_initialized = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle scene changes by clearing cached references.
|
||||
/// </summary>
|
||||
private void OnSceneLoadCompleted(string sceneName)
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// QuickAccess has minimal initialization
|
||||
}
|
||||
|
||||
internal override void OnSceneUnloading()
|
||||
{
|
||||
// Clear references BEFORE scene unloads for better cleanup timing
|
||||
ClearReferences();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Reference Management
|
||||
|
||||
/// <summary>
|
||||
/// Clear all cached references.
|
||||
/// </summary>
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using UnityEngine;
|
||||
using Pixelplacement;
|
||||
using Bootstrap;
|
||||
|
||||
namespace Core.SaveLoad
|
||||
{
|
||||
@@ -82,18 +81,15 @@ namespace Core.SaveLoad
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Register with save system (no validation needed - we auto-generate ID)
|
||||
BootCompletionService.RegisterInitAction(() =>
|
||||
// Direct registration - SaveLoadManager guaranteed available (priority 25)
|
||||
if (SaveLoadManager.Instance != null)
|
||||
{
|
||||
if (SaveLoadManager.Instance != null)
|
||||
{
|
||||
SaveLoadManager.Instance.RegisterParticipant(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[SaveableStateMachine] SaveLoadManager.Instance is null, cannot register '{name}'", this);
|
||||
}
|
||||
});
|
||||
SaveLoadManager.Instance.RegisterParticipant(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[AppleMachine] SaveLoadManager not available for '{name}'");
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
@@ -102,7 +98,7 @@ namespace Core.SaveLoad
|
||||
// Optional: Log the auto-generated ID in verbose mode
|
||||
if (verbose && string.IsNullOrEmpty(customSaveId))
|
||||
{
|
||||
Debug.Log($"[SaveableStateMachine] '{name}' will use auto-generated Save ID: {GetSaveId()}", this);
|
||||
Logging.Debug($"[SaveableStateMachine] '{name}' will use auto-generated Save ID: {GetSaveId()}");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -127,9 +123,8 @@ namespace Core.SaveLoad
|
||||
return $"{sceneName}/{customSaveId}";
|
||||
}
|
||||
|
||||
// Auto-generate from hierarchy path
|
||||
string hierarchyPath = GetHierarchyPath();
|
||||
return $"{sceneName}/StateMachine_{hierarchyPath}";
|
||||
// Match ManagedBehaviour convention: SceneName/GameObjectName/ComponentType
|
||||
return $"{sceneName}/{gameObject.name}/AppleMachine";
|
||||
}
|
||||
|
||||
private string GetSceneName()
|
||||
@@ -137,19 +132,6 @@ namespace Core.SaveLoad
|
||||
return gameObject.scene.name;
|
||||
}
|
||||
|
||||
private string GetHierarchyPath()
|
||||
{
|
||||
string path = gameObject.name;
|
||||
Transform parent = transform.parent;
|
||||
|
||||
while (parent != null)
|
||||
{
|
||||
path = parent.name + "/" + path;
|
||||
parent = parent.parent;
|
||||
}
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
public string SerializeState()
|
||||
{
|
||||
@@ -176,7 +158,7 @@ namespace Core.SaveLoad
|
||||
{
|
||||
if (verbose)
|
||||
{
|
||||
Debug.LogWarning($"[SaveableStateMachine] No data to restore for '{name}'", this);
|
||||
Logging.Warning($"[SaveableStateMachine] No data to restore for '{name}'");
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -189,7 +171,7 @@ namespace Core.SaveLoad
|
||||
{
|
||||
if (verbose)
|
||||
{
|
||||
Debug.LogWarning($"[SaveableStateMachine] No state name in save data for '{name}'", this);
|
||||
Logging.Warning($"[SaveableStateMachine] No state name in save data for '{name}'");
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -215,7 +197,7 @@ namespace Core.SaveLoad
|
||||
|
||||
if (verbose)
|
||||
{
|
||||
Debug.Log($"[SaveableStateMachine] Restored '{name}' to state: {saveData.stateName}", this);
|
||||
Logging.Debug($"[SaveableStateMachine] Restored '{name}' to state: {saveData.stateName}");
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
@@ -233,14 +215,14 @@ namespace Core.SaveLoad
|
||||
[ContextMenu("Log Save ID")]
|
||||
private void LogSaveId()
|
||||
{
|
||||
Debug.Log($"Save ID: {GetSaveId()}", this);
|
||||
Logging.Debug($"Save ID: {GetSaveId()}");
|
||||
}
|
||||
|
||||
[ContextMenu("Test Serialize")]
|
||||
private void TestSerialize()
|
||||
{
|
||||
string serialized = SerializeState();
|
||||
Debug.Log($"Serialized state: {serialized}", this);
|
||||
Logging.Debug($"Serialized state: {serialized}");
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
@@ -4,20 +4,20 @@ using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using AppleHills.Core.Settings;
|
||||
using Bootstrap;
|
||||
using Core.Lifecycle;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Core.SaveLoad
|
||||
{
|
||||
/// <summary>
|
||||
/// Save/Load manager that follows the project's bootstrap pattern.
|
||||
/// Save/Load manager that follows the project's lifecycle pattern.
|
||||
/// - Singleton instance
|
||||
/// - Registers a post-boot init action with BootCompletionService
|
||||
/// - Inherits from ManagedBehaviour for lifecycle integration
|
||||
/// - Manages participant registration for save/load operations
|
||||
/// - Exposes simple async Save/Load methods
|
||||
/// - Fires events on completion
|
||||
/// </summary>
|
||||
public class SaveLoadManager : MonoBehaviour
|
||||
public class SaveLoadManager : ManagedBehaviour
|
||||
{
|
||||
private static SaveLoadManager _instance;
|
||||
public static SaveLoadManager Instance => _instance;
|
||||
@@ -43,24 +43,45 @@ namespace Core.SaveLoad
|
||||
public event Action<string> OnLoadCompleted;
|
||||
public event Action OnParticipantStatesRestored;
|
||||
|
||||
void Awake()
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
_instance = this;
|
||||
|
||||
// Initialize critical state immediately
|
||||
IsSaveDataLoaded = false;
|
||||
IsRestoringState = false;
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
OnSceneLoadCompleted("RestoreInEditor");
|
||||
#endif
|
||||
Logging.Debug("[SaveLoadManager] Initialized");
|
||||
|
||||
// Load save data if save system is enabled (depends on settings from GameManager)
|
||||
if (DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().useSaveLoadSystem)
|
||||
{
|
||||
Load();
|
||||
}
|
||||
}
|
||||
|
||||
internal override void OnSceneReady()
|
||||
{
|
||||
// SaveableInteractables now auto-register via ManagedBehaviour lifecycle
|
||||
// No need to discover and register them manually
|
||||
}
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
// SaveLoadManager orchestrates saves, doesn't participate in them
|
||||
return null;
|
||||
}
|
||||
|
||||
internal override string OnGlobalSaveRequested()
|
||||
{
|
||||
// SaveLoadManager orchestrates saves, doesn't participate in them
|
||||
return null;
|
||||
}
|
||||
|
||||
private void OnApplicationQuit()
|
||||
{
|
||||
@@ -70,30 +91,12 @@ namespace Core.SaveLoad
|
||||
}
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
{
|
||||
Logging.Debug("[SaveLoadManager] Post-boot initialization complete");
|
||||
|
||||
// Subscribe to scene lifecycle events if SceneManagerService is available
|
||||
if (SceneManagerService.Instance != null)
|
||||
{
|
||||
SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
|
||||
SceneManagerService.Instance.SceneUnloadStarted += OnSceneUnloadStarted;
|
||||
Logging.Debug("[SaveLoadManager] Subscribed to SceneManagerService events");
|
||||
}
|
||||
}
|
||||
// ...existing code...
|
||||
|
||||
void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
if (_instance == this)
|
||||
{
|
||||
// Unsubscribe from scene events
|
||||
if (SceneManagerService.Instance != null)
|
||||
{
|
||||
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
|
||||
SceneManagerService.Instance.SceneUnloadStarted -= OnSceneUnloadStarted;
|
||||
}
|
||||
|
||||
_instance = null;
|
||||
}
|
||||
}
|
||||
@@ -173,40 +176,93 @@ namespace Core.SaveLoad
|
||||
|
||||
#endregion
|
||||
|
||||
#region Scene Lifecycle
|
||||
#region Unlocked Minigames Management
|
||||
|
||||
private void OnSceneLoadCompleted(string sceneName)
|
||||
/// <summary>
|
||||
/// Marks a minigame as unlocked in the global save data.
|
||||
/// This is separate from scene-specific participant states and persists across all saves.
|
||||
/// </summary>
|
||||
/// <param name="minigameName">The name/identifier of the minigame (typically scene name)</param>
|
||||
public void UnlockMinigame(string minigameName)
|
||||
{
|
||||
Logging.Debug($"[SaveLoadManager] Scene '{sceneName}' loaded. Discovering inactive SaveableInteractables...");
|
||||
|
||||
// Find ONLY INACTIVE SaveableInteractables (active ones will register themselves via Start())
|
||||
var inactiveSaveables = FindObjectsByType(
|
||||
typeof(Interactions.SaveableInteractable),
|
||||
FindObjectsInactive.Include,
|
||||
FindObjectsSortMode.None
|
||||
);
|
||||
|
||||
int registeredCount = 0;
|
||||
foreach (var obj in inactiveSaveables)
|
||||
if (string.IsNullOrEmpty(minigameName))
|
||||
{
|
||||
var saveable = obj as Interactions.SaveableInteractable;
|
||||
if (saveable != null && !saveable.gameObject.activeInHierarchy)
|
||||
{
|
||||
// Only register if it's actually inactive
|
||||
RegisterParticipant(saveable);
|
||||
registeredCount++;
|
||||
}
|
||||
Logging.Warning("[SaveLoadManager] Attempted to unlock minigame with null or empty name");
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentSaveData == null)
|
||||
{
|
||||
Logging.Warning("[SaveLoadManager] Cannot unlock minigame - no save data loaded");
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentSaveData.unlockedMinigames == null)
|
||||
{
|
||||
currentSaveData.unlockedMinigames = new System.Collections.Generic.List<string>();
|
||||
}
|
||||
|
||||
if (!currentSaveData.unlockedMinigames.Contains(minigameName))
|
||||
{
|
||||
currentSaveData.unlockedMinigames.Add(minigameName);
|
||||
Logging.Debug($"[SaveLoadManager] Unlocked minigame: {minigameName}");
|
||||
}
|
||||
|
||||
Logging.Debug($"[SaveLoadManager] Discovered and registered {registeredCount} inactive SaveableInteractables");
|
||||
}
|
||||
|
||||
private void OnSceneUnloadStarted(string sceneName)
|
||||
/// <summary>
|
||||
/// Checks if a minigame has been unlocked.
|
||||
/// </summary>
|
||||
/// <param name="minigameName">The name/identifier of the minigame</param>
|
||||
/// <returns>True if the minigame is unlocked, false otherwise</returns>
|
||||
public bool IsMinigameUnlocked(string minigameName)
|
||||
{
|
||||
Logging.Debug($"[SaveLoadManager] Scene '{sceneName}' unloading. Note: Participants should unregister themselves.");
|
||||
|
||||
// We don't force-clear here because participants should manage their own lifecycle
|
||||
// This allows for proper cleanup in OnDestroy
|
||||
if (string.IsNullOrEmpty(minigameName))
|
||||
return false;
|
||||
|
||||
if (currentSaveData == null || currentSaveData.unlockedMinigames == null)
|
||||
return false;
|
||||
|
||||
return currentSaveData.unlockedMinigames.Contains(minigameName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a read-only list of all unlocked minigames.
|
||||
/// </summary>
|
||||
public System.Collections.Generic.IReadOnlyList<string> GetUnlockedMinigames()
|
||||
{
|
||||
if (currentSaveData == null || currentSaveData.unlockedMinigames == null)
|
||||
return new System.Collections.Generic.List<string>();
|
||||
|
||||
return currentSaveData.unlockedMinigames.AsReadOnly();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears all save data for a specific level/scene.
|
||||
/// Removes all participant states that belong to the specified scene.
|
||||
/// Useful for "restart level" functionality to wipe progress.
|
||||
/// </summary>
|
||||
/// <param name="sceneName">The name of the scene to clear data for</param>
|
||||
public void ClearLevelData(string sceneName)
|
||||
{
|
||||
if (string.IsNullOrEmpty(sceneName))
|
||||
{
|
||||
Logging.Warning("[SaveLoadManager] Cannot clear level data - scene name is null or empty");
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentSaveData == null || currentSaveData.participantStates == null)
|
||||
{
|
||||
Logging.Warning("[SaveLoadManager] Cannot clear level data - no save data loaded");
|
||||
return;
|
||||
}
|
||||
|
||||
// SaveId format is "SceneName/ObjectName/ComponentType"
|
||||
// Remove all entries that start with "sceneName/"
|
||||
string scenePrefix = $"{sceneName}/";
|
||||
int removedCount = currentSaveData.participantStates.RemoveAll(entry =>
|
||||
entry.saveId.StartsWith(scenePrefix));
|
||||
|
||||
Logging.Debug($"[SaveLoadManager] Cleared {removedCount} save entries for level: {sceneName}");
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -254,8 +310,31 @@ namespace Core.SaveLoad
|
||||
return;
|
||||
|
||||
IsRestoringState = true;
|
||||
int restoredCount = 0;
|
||||
|
||||
// Build dictionary for efficient lookup
|
||||
var saveDataDict = new Dictionary<string, string>();
|
||||
foreach (var entry in currentSaveData.participantStates)
|
||||
{
|
||||
saveDataDict[entry.saveId] = entry.serializedState;
|
||||
}
|
||||
|
||||
// NEW: Restore GLOBAL data via LifecycleManager (called ONCE on boot)
|
||||
if (Lifecycle.LifecycleManager.Instance != null)
|
||||
{
|
||||
Lifecycle.LifecycleManager.Instance.BroadcastGlobalRestoreRequested(saveDataDict);
|
||||
Logging.Debug($"[SaveLoadManager] Broadcast GLOBAL restore to LifecycleManager");
|
||||
}
|
||||
|
||||
// NEW: Restore SCENE data via LifecycleManager (for currently loaded scenes)
|
||||
if (Lifecycle.LifecycleManager.Instance != null)
|
||||
{
|
||||
Lifecycle.LifecycleManager.Instance.BroadcastSceneRestoreRequested(saveDataDict);
|
||||
Logging.Debug($"[SaveLoadManager] Broadcast SCENE restore to LifecycleManager");
|
||||
}
|
||||
|
||||
// EXISTING: Restore ISaveParticipants (backward compatibility)
|
||||
int restoredCount = 0;
|
||||
|
||||
// Clear pending queue at the start
|
||||
pendingParticipants.Clear();
|
||||
|
||||
@@ -266,19 +345,17 @@ namespace Core.SaveLoad
|
||||
string saveId = kvp.Key;
|
||||
ISaveParticipant participant = kvp.Value;
|
||||
|
||||
// Find the participant state in the list
|
||||
var entry = currentSaveData.participantStates.Find(e => e.saveId == saveId);
|
||||
if (entry != null && !string.IsNullOrEmpty(entry.serializedState))
|
||||
if (saveDataDict.TryGetValue(saveId, out string serializedState))
|
||||
{
|
||||
try
|
||||
{
|
||||
participant.RestoreState(entry.serializedState);
|
||||
participant.RestoreState(serializedState);
|
||||
restoredCount++;
|
||||
Logging.Debug($"[SaveLoadManager] Restored state for participant: {saveId}");
|
||||
Logging.Debug($"[SaveLoadManager] Restored ISaveParticipant: {saveId}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Logging.Warning($"[SaveLoadManager] Exception while restoring state for '{saveId}': {ex}");
|
||||
Logging.Warning($"[SaveLoadManager] Exception while restoring '{saveId}': {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -324,7 +401,7 @@ namespace Core.SaveLoad
|
||||
pendingParticipants.Clear();
|
||||
IsRestoringState = false;
|
||||
|
||||
Logging.Debug($"[SaveLoadManager] Restored state for {restoredCount} participants + {totalPendingRestored} pending participants");
|
||||
Logging.Debug($"[SaveLoadManager] Restored {restoredCount} ISaveParticipants + {totalPendingRestored} pending participants");
|
||||
OnParticipantStatesRestored?.Invoke();
|
||||
}
|
||||
|
||||
@@ -335,6 +412,126 @@ namespace Core.SaveLoad
|
||||
return Path.Combine(DefaultSaveFolder, $"save_{slot}.json");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Saves scene-specific data during scene transitions.
|
||||
/// This updates the in-memory save data but does NOT write to disk.
|
||||
/// Call Save() to persist to disk.
|
||||
/// </summary>
|
||||
public void SaveSceneData()
|
||||
{
|
||||
if (currentSaveData == null)
|
||||
{
|
||||
Logging.Warning("[SaveLoadManager] Cannot save scene data - no save data loaded");
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug("[SaveLoadManager] Saving scene-specific data...");
|
||||
|
||||
// Build a dictionary of all data to save
|
||||
var allSceneData = new Dictionary<string, string>();
|
||||
|
||||
// Collect scene data from ManagedBehaviours via LifecycleManager
|
||||
if (Lifecycle.LifecycleManager.Instance != null)
|
||||
{
|
||||
var sceneData = Lifecycle.LifecycleManager.Instance.BroadcastSceneSaveRequested();
|
||||
foreach (var kvp in sceneData)
|
||||
{
|
||||
allSceneData[kvp.Key] = kvp.Value;
|
||||
}
|
||||
Logging.Debug($"[SaveLoadManager] Collected {sceneData.Count} ManagedBehaviour scene states");
|
||||
}
|
||||
|
||||
// Collect data from ISaveParticipants (all currently registered, identified by SaveId)
|
||||
foreach (var kvp in participants.ToList())
|
||||
{
|
||||
string saveId = kvp.Key;
|
||||
ISaveParticipant participant = kvp.Value;
|
||||
|
||||
try
|
||||
{
|
||||
string serializedState = participant.SerializeState();
|
||||
allSceneData[saveId] = serializedState;
|
||||
Logging.Debug($"[SaveLoadManager] Captured state for ISaveParticipant: {saveId}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Logging.Warning($"[SaveLoadManager] Exception while serializing ISaveParticipant '{saveId}': {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
// Update existing entries or add new ones (matches SaveAsync() pattern)
|
||||
if (currentSaveData.participantStates != null)
|
||||
{
|
||||
int updatedCount = 0;
|
||||
|
||||
foreach (var kvp in allSceneData)
|
||||
{
|
||||
var existingEntry = currentSaveData.participantStates.Find(e => e.saveId == kvp.Key);
|
||||
if (existingEntry != null)
|
||||
{
|
||||
// Update existing entry in place
|
||||
existingEntry.serializedState = kvp.Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Add new entry
|
||||
currentSaveData.participantStates.Add(new ParticipantStateEntry
|
||||
{
|
||||
saveId = kvp.Key,
|
||||
serializedState = kvp.Value
|
||||
});
|
||||
}
|
||||
updatedCount++;
|
||||
}
|
||||
|
||||
Logging.Debug($"[SaveLoadManager] Updated {updatedCount} scene data entries in memory");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[SaveLoadManager] participantStates list is null, cannot save scene data");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restores scene-specific data after scene load.
|
||||
/// Distributes data to components in the newly loaded scene.
|
||||
/// </summary>
|
||||
public void RestoreSceneData()
|
||||
{
|
||||
if (Lifecycle.LifecycleManager.Instance == null)
|
||||
{
|
||||
Logging.Warning("[SaveLoadManager] LifecycleManager not available for scene restore");
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentSaveData == null || currentSaveData.participantStates == null)
|
||||
{
|
||||
Logging.Debug("[SaveLoadManager] No scene data to restore (first visit or no save data)");
|
||||
|
||||
// Still broadcast restore completed so components can initialize properly
|
||||
Lifecycle.LifecycleManager.Instance.BroadcastSceneRestoreCompleted();
|
||||
Logging.Debug($"[SaveLoadManager] Scene restore completed (no data)");
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug("[SaveLoadManager] Restoring scene-specific data...");
|
||||
|
||||
// Build dictionary for efficient lookup
|
||||
var saveDataDict = new Dictionary<string, string>();
|
||||
foreach (var entry in currentSaveData.participantStates)
|
||||
{
|
||||
saveDataDict[entry.saveId] = entry.serializedState;
|
||||
}
|
||||
|
||||
// Restore scene data via LifecycleManager
|
||||
Lifecycle.LifecycleManager.Instance.BroadcastSceneRestoreRequested(saveDataDict);
|
||||
Logging.Debug($"[SaveLoadManager] Broadcast scene restore to LifecycleManager");
|
||||
|
||||
// Broadcast scene restore completed - ALWAYS called, whether there's data or not
|
||||
Lifecycle.LifecycleManager.Instance.BroadcastSceneRestoreCompleted();
|
||||
Logging.Debug($"[SaveLoadManager] Scene restore completed");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Entry point to save to a named slot. Starts an async coroutine that writes to disk.
|
||||
/// Fires OnSaveCompleted when finished.
|
||||
@@ -391,14 +588,44 @@ namespace Core.SaveLoad
|
||||
{
|
||||
currentSaveData.participantStates = new List<ParticipantStateEntry>();
|
||||
}
|
||||
else
|
||||
// NOTE: We do NOT clear participantStates here!
|
||||
// We preserve data from all scenes and update/add as needed.
|
||||
// This allows Level A data to persist when saving from Level B.
|
||||
|
||||
int savedCount = 0;
|
||||
|
||||
// NEW: Broadcast global save started event (ONCE)
|
||||
if (Lifecycle.LifecycleManager.Instance != null)
|
||||
{
|
||||
currentSaveData.participantStates.Clear();
|
||||
Lifecycle.LifecycleManager.Instance.BroadcastGlobalSaveStarted();
|
||||
}
|
||||
|
||||
// Capture state from all registered participants directly into the list
|
||||
// Create a snapshot to avoid collection modification during iteration
|
||||
int savedCount = 0;
|
||||
// Build a dictionary of all new data to save
|
||||
var allNewData = new Dictionary<string, string>();
|
||||
|
||||
// NEW: Collect GLOBAL data from ManagedBehaviours via LifecycleManager
|
||||
if (Lifecycle.LifecycleManager.Instance != null)
|
||||
{
|
||||
var globalData = Lifecycle.LifecycleManager.Instance.BroadcastGlobalSaveRequested();
|
||||
foreach (var kvp in globalData)
|
||||
{
|
||||
allNewData[kvp.Key] = kvp.Value;
|
||||
}
|
||||
Logging.Debug($"[SaveLoadManager] Collected {globalData.Count} GLOBAL save states");
|
||||
}
|
||||
|
||||
// NEW: Collect SCENE data from all loaded scenes
|
||||
if (Lifecycle.LifecycleManager.Instance != null)
|
||||
{
|
||||
var sceneData = Lifecycle.LifecycleManager.Instance.BroadcastSceneSaveRequested();
|
||||
foreach (var kvp in sceneData)
|
||||
{
|
||||
allNewData[kvp.Key] = kvp.Value;
|
||||
}
|
||||
Logging.Debug($"[SaveLoadManager] Collected {sceneData.Count} SCENE save states");
|
||||
}
|
||||
|
||||
// EXISTING: Collect data from ISaveParticipants (backward compatibility)
|
||||
foreach (var kvp in participants.ToList())
|
||||
{
|
||||
string saveId = kvp.Key;
|
||||
@@ -407,13 +634,8 @@ namespace Core.SaveLoad
|
||||
try
|
||||
{
|
||||
string serializedState = participant.SerializeState();
|
||||
currentSaveData.participantStates.Add(new ParticipantStateEntry
|
||||
{
|
||||
saveId = saveId,
|
||||
serializedState = serializedState
|
||||
});
|
||||
savedCount++;
|
||||
Logging.Debug($"[SaveLoadManager] Captured state for participant: {saveId}");
|
||||
allNewData[saveId] = serializedState;
|
||||
Logging.Debug($"[SaveLoadManager] Captured state for ISaveParticipant: {saveId}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
@@ -421,7 +643,28 @@ namespace Core.SaveLoad
|
||||
}
|
||||
}
|
||||
|
||||
Logging.Debug($"[SaveLoadManager] Captured state from {savedCount} participants");
|
||||
// Update existing entries or add new ones (preserves data from unloaded scenes)
|
||||
foreach (var kvp in allNewData)
|
||||
{
|
||||
var existingEntry = currentSaveData.participantStates.Find(e => e.saveId == kvp.Key);
|
||||
if (existingEntry != null)
|
||||
{
|
||||
// Update existing entry
|
||||
existingEntry.serializedState = kvp.Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Add new entry
|
||||
currentSaveData.participantStates.Add(new ParticipantStateEntry
|
||||
{
|
||||
saveId = kvp.Key,
|
||||
serializedState = kvp.Value
|
||||
});
|
||||
}
|
||||
savedCount++;
|
||||
}
|
||||
|
||||
Logging.Debug($"[SaveLoadManager] Captured state from {savedCount} total participants");
|
||||
|
||||
|
||||
json = JsonUtility.ToJson(currentSaveData, true);
|
||||
@@ -468,7 +711,7 @@ namespace Core.SaveLoad
|
||||
{
|
||||
IsSaving = false;
|
||||
OnSaveCompleted?.Invoke(slot);
|
||||
Debug.Log($"[SaveLoadManager] Save completed for slot '{slot}'");
|
||||
Logging.Debug($"[SaveLoadManager] Save completed for slot '{slot}'");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -540,6 +783,12 @@ namespace Core.SaveLoad
|
||||
// Restore state for any already-registered participants
|
||||
RestoreAllParticipantStates();
|
||||
|
||||
// NEW: Broadcast global load completed event (ONCE, on boot)
|
||||
if (Lifecycle.LifecycleManager.Instance != null)
|
||||
{
|
||||
Lifecycle.LifecycleManager.Instance.BroadcastGlobalLoadCompleted();
|
||||
}
|
||||
|
||||
OnLoadCompleted?.Invoke(slot);
|
||||
Logging.Debug($"[SaveLoadManager] Load completed for slot '{slot}'");
|
||||
}
|
||||
|
||||
146
Assets/Scripts/Core/SaveablePlayableDirector.cs
Normal file
146
Assets/Scripts/Core/SaveablePlayableDirector.cs
Normal file
@@ -0,0 +1,146 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Playables;
|
||||
using Core.Lifecycle;
|
||||
|
||||
namespace Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Saveable data for PlayableDirector state
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class PlayableDirectorSaveData
|
||||
{
|
||||
public bool wasPlayed; // Has the timeline been played?
|
||||
public bool wasCompleted; // Did it complete playback?
|
||||
public double playbackTime; // Current playback position
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Makes a PlayableDirector (Timeline) saveable.
|
||||
/// On load, if the timeline was completed, it seeks to the end to ensure
|
||||
/// all timeline-activated objects are in their final state.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(PlayableDirector))]
|
||||
public class SaveablePlayableDirector : ManagedBehaviour
|
||||
{
|
||||
private PlayableDirector _director;
|
||||
private bool _hasPlayed = false;
|
||||
private bool _hasCompleted = false;
|
||||
|
||||
// Enable save/load participation
|
||||
public override bool AutoRegisterForSave => true;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
_director = GetComponent<PlayableDirector>();
|
||||
if (_director != null)
|
||||
{
|
||||
_director.stopped += OnDirectorStopped;
|
||||
_director.played += OnDirectorPlayed;
|
||||
}
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
if (_director != null)
|
||||
{
|
||||
_director.stopped -= OnDirectorStopped;
|
||||
_director.played -= OnDirectorPlayed;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDirectorPlayed(PlayableDirector director)
|
||||
{
|
||||
_hasPlayed = true;
|
||||
}
|
||||
|
||||
private void OnDirectorStopped(PlayableDirector director)
|
||||
{
|
||||
_hasCompleted = true;
|
||||
}
|
||||
|
||||
#region Save/Load Implementation
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
var saveData = new PlayableDirectorSaveData
|
||||
{
|
||||
wasPlayed = _hasPlayed,
|
||||
wasCompleted = _hasCompleted,
|
||||
playbackTime = _director != null ? _director.time : 0
|
||||
};
|
||||
|
||||
return JsonUtility.ToJson(saveData);
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string serializedData)
|
||||
{
|
||||
if (string.IsNullOrEmpty(serializedData))
|
||||
{
|
||||
Logging.Warning($"[SaveablePlayableDirector] No save data to restore for {gameObject.name}");
|
||||
return;
|
||||
}
|
||||
|
||||
var saveData = JsonUtility.FromJson<PlayableDirectorSaveData>(serializedData);
|
||||
if (saveData == null || _director == null)
|
||||
return;
|
||||
|
||||
_hasPlayed = saveData.wasPlayed;
|
||||
_hasCompleted = saveData.wasCompleted;
|
||||
|
||||
if (_hasCompleted)
|
||||
{
|
||||
// Seek to the end of the timeline to apply all final states
|
||||
// This ensures objects activated/deactivated by the timeline are in correct state
|
||||
_director.time = _director.duration;
|
||||
_director.Evaluate(); // Force evaluation to apply the state
|
||||
|
||||
Logging.Debug($"[SaveablePlayableDirector] Restored completed timeline '{gameObject.name}' - seeked to end");
|
||||
}
|
||||
else if (_hasPlayed && saveData.playbackTime > 0)
|
||||
{
|
||||
// If it was playing but not completed, restore the playback position
|
||||
_director.time = saveData.playbackTime;
|
||||
_director.Evaluate();
|
||||
|
||||
Logging.Debug($"[SaveablePlayableDirector] Restored timeline '{gameObject.name}' at time {saveData.playbackTime}");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Timeline hasn't been played yet, ensure it's at the start
|
||||
_director.time = 0;
|
||||
_director.Evaluate();
|
||||
|
||||
Logging.Debug($"[SaveablePlayableDirector] Timeline '{gameObject.name}' not yet played - at start");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Check if this timeline has been played
|
||||
/// </summary>
|
||||
public bool HasPlayed => _hasPlayed;
|
||||
|
||||
/// <summary>
|
||||
/// Check if this timeline completed playback
|
||||
/// </summary>
|
||||
public bool HasCompleted => _hasCompleted;
|
||||
|
||||
/// <summary>
|
||||
/// Manually mark the timeline as completed (useful for triggering completion via code)
|
||||
/// </summary>
|
||||
public void MarkAsCompleted()
|
||||
{
|
||||
_hasCompleted = true;
|
||||
_hasPlayed = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Scripts/Core/SaveablePlayableDirector.cs.meta
Normal file
3
Assets/Scripts/Core/SaveablePlayableDirector.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a5c5614fc04140cb81e5bda7451f7b14
|
||||
timeCreated: 1762360145
|
||||
@@ -2,17 +2,18 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core.Lifecycle;
|
||||
using Core.SaveLoad;
|
||||
using UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Bootstrap;
|
||||
|
||||
namespace Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Singleton service for loading and unloading Unity scenes asynchronously, with events for progress and completion.
|
||||
/// </summary>
|
||||
public class SceneManagerService : MonoBehaviour
|
||||
public class SceneManagerService : ManagedBehaviour
|
||||
{
|
||||
private LoadingScreenController _loadingScreen;
|
||||
private static SceneManagerService _instance;
|
||||
@@ -23,29 +24,35 @@ namespace Core
|
||||
public static SceneManagerService Instance => _instance;
|
||||
|
||||
// Events for scene lifecycle
|
||||
// NOTE: Most components should use lifecycle hooks (OnSceneReady, OnSceneUnloading)
|
||||
// instead of subscribing to these events. Events are primarily for orchestration.
|
||||
|
||||
/// <summary>
|
||||
/// Fired when a scene starts loading. Used by loading screen orchestration.
|
||||
/// </summary>
|
||||
public event Action<string> SceneLoadStarted;
|
||||
public event Action<string, float> SceneLoadProgress;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when a scene finishes loading.
|
||||
/// Used by loading screen orchestration and cross-scene components (e.g., PauseMenu).
|
||||
/// For component initialization, use OnSceneReady() lifecycle hook instead.
|
||||
/// </summary>
|
||||
public event Action<string> SceneLoadCompleted;
|
||||
public event Action<string> SceneUnloadStarted;
|
||||
public event Action<string, float> SceneUnloadProgress;
|
||||
public event Action<string> SceneUnloadCompleted;
|
||||
|
||||
private readonly Dictionary<string, AsyncOperation> _activeLoads = new();
|
||||
private readonly Dictionary<string, AsyncOperation> _activeUnloads = new();
|
||||
private LogVerbosity _logVerbosity = LogVerbosity.Debug;
|
||||
private const string BootstrapSceneName = "BootstrapScene";
|
||||
|
||||
void Awake()
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
_instance = this;
|
||||
// DontDestroyOnLoad(gameObject);
|
||||
|
||||
// Initialize current scene tracking immediately in Awake
|
||||
// Initialize current scene tracking - critical for scene management
|
||||
InitializeCurrentSceneTracking();
|
||||
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
|
||||
// Ensure BootstrapScene is loaded at startup
|
||||
var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
|
||||
if (!bootstrap.isLoaded)
|
||||
@@ -54,9 +61,17 @@ namespace Core
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// Set up loading screen reference and events
|
||||
// This must happen in ManagedStart because LoadingScreenController instance needs to be set first
|
||||
_loadingScreen = LoadingScreenController.Instance;
|
||||
SetupLoadingScreenEvents();
|
||||
|
||||
// Load verbosity settings
|
||||
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().sceneLogVerbosity;
|
||||
|
||||
Logging.Debug($"SceneManagerService initialized, current scene is: {CurrentGameplayScene}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -74,32 +89,21 @@ namespace Core
|
||||
if (activeScene.name != BootstrapSceneName)
|
||||
{
|
||||
CurrentGameplayScene = activeScene.name;
|
||||
LogDebugMessage($"Initialized with current scene: {CurrentGameplayScene}");
|
||||
Logging.Debug($"Initialized with current scene: {CurrentGameplayScene}");
|
||||
}
|
||||
// Otherwise default to MainMenu
|
||||
else
|
||||
{
|
||||
CurrentGameplayScene = "AppleHillsOverworld";
|
||||
LogDebugMessage($"Initialized with default scene: {CurrentGameplayScene}");
|
||||
Logging.Debug($"Initialized with default scene: {CurrentGameplayScene}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentGameplayScene = "AppleHillsOverworld";
|
||||
LogDebugMessage($"No valid active scene, defaulting to: {CurrentGameplayScene}");
|
||||
Logging.Debug($"No valid active scene, defaulting to: {CurrentGameplayScene}");
|
||||
}
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
{
|
||||
// Set up loading screen reference and events after boot is complete
|
||||
_loadingScreen = LoadingScreenController.Instance;
|
||||
|
||||
// Set up loading screen event handlers if available
|
||||
SetupLoadingScreenEvents();
|
||||
|
||||
LogDebugMessage($"Post-boot initialization complete, current scene is: {CurrentGameplayScene}");
|
||||
}
|
||||
|
||||
private void SetupLoadingScreenEvents()
|
||||
{
|
||||
@@ -122,7 +126,6 @@ namespace Core
|
||||
while (!op.isDone)
|
||||
{
|
||||
progress?.Report(op.progress);
|
||||
SceneLoadProgress?.Invoke(sceneName, op.progress);
|
||||
await Task.Yield();
|
||||
}
|
||||
_activeLoads.Remove(sceneName);
|
||||
@@ -142,17 +145,15 @@ namespace Core
|
||||
Logging.Warning($"[SceneManagerService] Attempted to unload scene '{sceneName}', but it is not loaded.");
|
||||
return;
|
||||
}
|
||||
SceneUnloadStarted?.Invoke(sceneName);
|
||||
|
||||
var op = SceneManager.UnloadSceneAsync(sceneName);
|
||||
_activeUnloads[sceneName] = op;
|
||||
while (!op.isDone)
|
||||
{
|
||||
progress?.Report(op.progress);
|
||||
SceneUnloadProgress?.Invoke(sceneName, op.progress);
|
||||
await Task.Yield();
|
||||
}
|
||||
_activeUnloads.Remove(sceneName);
|
||||
SceneUnloadCompleted?.Invoke(sceneName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -230,7 +231,6 @@ namespace Core
|
||||
var op = SceneManager.UnloadSceneAsync(name);
|
||||
_activeUnloads[name] = op;
|
||||
ops.Add(op);
|
||||
SceneUnloadStarted?.Invoke(name);
|
||||
}
|
||||
|
||||
while (done < total)
|
||||
@@ -251,7 +251,6 @@ namespace Core
|
||||
foreach (var name in sceneNames)
|
||||
{
|
||||
_activeUnloads.Remove(name);
|
||||
SceneUnloadCompleted?.Invoke(name);
|
||||
}
|
||||
|
||||
// Hide loading screen after all scenes are unloaded
|
||||
@@ -280,9 +279,9 @@ namespace Core
|
||||
// Tracks the currently loaded gameplay scene (not persistent/bootstrapper)
|
||||
public string CurrentGameplayScene { get; set; } = "AppleHillsOverworld";
|
||||
|
||||
public async Task ReloadCurrentScene(IProgress<float> progress = null, bool autoHideLoadingScreen = true)
|
||||
public async Task ReloadCurrentScene(IProgress<float> progress = null, bool autoHideLoadingScreen = true, bool skipSave = false)
|
||||
{
|
||||
await SwitchSceneAsync(CurrentGameplayScene, progress, autoHideLoadingScreen);
|
||||
await SwitchSceneAsync(CurrentGameplayScene, progress, autoHideLoadingScreen, skipSave);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -291,15 +290,45 @@ namespace Core
|
||||
/// <param name="newSceneName">Name of the scene to load</param>
|
||||
/// <param name="progress">Optional progress reporter</param>
|
||||
/// <param name="autoHideLoadingScreen">Whether to automatically hide the loading screen when complete. If false, caller must hide it manually.</param>
|
||||
public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null, bool autoHideLoadingScreen = true)
|
||||
/// <param name="skipSave">If true, skips saving scene data during transition. Useful for level restart to prevent re-saving cleared data.</param>
|
||||
public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null, bool autoHideLoadingScreen = true, bool skipSave = false)
|
||||
{
|
||||
// Show loading screen at the start (whether using auto-hide or not)
|
||||
if (_loadingScreen != null && !_loadingScreen.IsActive)
|
||||
string oldSceneName = CurrentGameplayScene;
|
||||
|
||||
// PHASE 1: Show loading screen at the start
|
||||
// Use explicit progress provider to combine unload + load progress
|
||||
if (_loadingScreen != null)
|
||||
{
|
||||
_loadingScreen.ShowLoadingScreen();
|
||||
_loadingScreen.ShowLoadingScreen(() => GetAggregateLoadProgress());
|
||||
}
|
||||
|
||||
// Remove all AstarPath (A* Pathfinder) singletons before loading the new scene
|
||||
// PHASE 2: Broadcast scene unloading - notify components to cleanup
|
||||
Logging.Debug($"Broadcasting OnSceneUnloading for: {oldSceneName}");
|
||||
LifecycleManager.Instance?.BroadcastSceneUnloading(oldSceneName);
|
||||
|
||||
// PHASE 3: Save scene-specific data via SaveLoadManager (unless skipSave is true)
|
||||
if (!skipSave && SaveLoadManager.Instance != null)
|
||||
{
|
||||
var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
|
||||
if (debugSettings.useSaveLoadSystem)
|
||||
{
|
||||
Logging.Debug($"Saving scene data for: {oldSceneName}");
|
||||
SaveLoadManager.Instance.SaveSceneData();
|
||||
}
|
||||
}
|
||||
else if (skipSave)
|
||||
{
|
||||
Logging.Debug($"Skipping save for: {oldSceneName} (skipSave=true)");
|
||||
}
|
||||
|
||||
// PHASE 4: Clear PuzzleManager state before scene transition
|
||||
if (PuzzleS.PuzzleManager.Instance != null)
|
||||
{
|
||||
Logging.Debug($"Clearing puzzle state before scene transition");
|
||||
PuzzleS.PuzzleManager.Instance.ClearPuzzleState();
|
||||
}
|
||||
|
||||
// PHASE 5: Remove all AstarPath (A* Pathfinder) singletons before loading the new scene
|
||||
var astarPaths = FindObjectsByType<AstarPath>(FindObjectsSortMode.None);
|
||||
foreach (var astar in astarPaths)
|
||||
{
|
||||
@@ -308,43 +337,61 @@ namespace Core
|
||||
else
|
||||
DestroyImmediate(astar.gameObject);
|
||||
}
|
||||
// Unload previous gameplay scene (if not BootstrapScene and not same as new)
|
||||
if (!string.IsNullOrEmpty(CurrentGameplayScene)&& CurrentGameplayScene != BootstrapSceneName)
|
||||
|
||||
// PHASE 6: Unload previous gameplay scene (Unity will call OnDestroy → OnManagedDestroy)
|
||||
if (!string.IsNullOrEmpty(oldSceneName) && oldSceneName != BootstrapSceneName)
|
||||
{
|
||||
var prevScene = SceneManager.GetSceneByName(CurrentGameplayScene);
|
||||
var prevScene = SceneManager.GetSceneByName(oldSceneName);
|
||||
if (prevScene.isLoaded)
|
||||
{
|
||||
await UnloadSceneAsync(CurrentGameplayScene);
|
||||
await UnloadSceneAsync(oldSceneName);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[SceneManagerService] Previous scene '{CurrentGameplayScene}' is not loaded, skipping unload.");
|
||||
Logging.Warning($"Previous scene '{oldSceneName}' is not loaded, skipping unload.");
|
||||
}
|
||||
}
|
||||
// Ensure BootstrapScene is loaded before loading new scene
|
||||
|
||||
// PHASE 7: Ensure BootstrapScene is loaded before loading new scene
|
||||
var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
|
||||
if (!bootstrap.isLoaded)
|
||||
{
|
||||
SceneManager.LoadScene(BootstrapSceneName, LoadSceneMode.Additive);
|
||||
}
|
||||
// Load new gameplay scene
|
||||
|
||||
// PHASE 8: Begin scene loading mode - enables priority-ordered component initialization
|
||||
Logging.Debug($"Beginning scene load for: {newSceneName}");
|
||||
LifecycleManager.Instance?.BeginSceneLoad(newSceneName);
|
||||
|
||||
// PHASE 9: Load new gameplay scene
|
||||
await LoadSceneAsync(newSceneName, progress);
|
||||
// Update tracker
|
||||
CurrentGameplayScene = newSceneName;
|
||||
|
||||
// Only hide the loading screen if autoHideLoadingScreen is true
|
||||
// PHASE 10: Broadcast scene ready - processes batched components, then calls OnSceneReady
|
||||
Logging.Debug($"Broadcasting OnSceneReady for: {newSceneName}");
|
||||
LifecycleManager.Instance?.BroadcastSceneReady(newSceneName);
|
||||
|
||||
// PHASE 11: Restore scene-specific data via SaveLoadManager
|
||||
if (!skipSave && SaveLoadManager.Instance != null)
|
||||
{
|
||||
var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
|
||||
if (debugSettings.useSaveLoadSystem)
|
||||
{
|
||||
Logging.Debug($"Restoring scene data for: {newSceneName}");
|
||||
SaveLoadManager.Instance.RestoreSceneData();
|
||||
}
|
||||
}
|
||||
else if (skipSave)
|
||||
{
|
||||
SaveLoadManager.Instance.RestoreSceneData();
|
||||
Logging.Debug($"Skipping restore for: {newSceneName} (skipSave=true)");
|
||||
}
|
||||
|
||||
// PHASE 12: Only hide the loading screen if autoHideLoadingScreen is true
|
||||
if (autoHideLoadingScreen && _loadingScreen != null)
|
||||
{
|
||||
_loadingScreen.HideLoadingScreen();
|
||||
}
|
||||
}
|
||||
|
||||
private void LogDebugMessage(string message)
|
||||
{
|
||||
if (_logVerbosity <= LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[SceneManagerService] {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,15 +1,13 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections;
|
||||
using AppleHills.Core.Settings;
|
||||
using Bootstrap;
|
||||
using Input;
|
||||
using Core.Lifecycle;
|
||||
using Settings;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Core
|
||||
{
|
||||
public class SceneOrientationEnforcer : MonoBehaviour
|
||||
public class SceneOrientationEnforcer : ManagedBehaviour
|
||||
{
|
||||
// Singleton instance
|
||||
private static SceneOrientationEnforcer _instance;
|
||||
@@ -20,46 +18,57 @@ namespace Core
|
||||
public GameObject orientationPromptPrefab;
|
||||
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
|
||||
|
||||
void Awake()
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
_instance = this;
|
||||
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
// Load verbosity settings early (GameManager sets up settings in its OnManagedAwake)
|
||||
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().sceneLogVerbosity;
|
||||
|
||||
Logging.Debug("Initialized");
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// Subscribe to SceneManagerService to enforce orientation on every scene load
|
||||
if (SceneManagerService.Instance != null)
|
||||
{
|
||||
SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// When playing in the editor, manually invoke OnSceneLoaded for the currently active scene
|
||||
// When playing in the editor, manually invoke orientation check for the currently active scene
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
OnSceneLoaded(SceneManager.GetActiveScene(), LoadSceneMode.Single);
|
||||
HandleSceneOrientation(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void Start()
|
||||
internal override void OnSceneReady()
|
||||
{
|
||||
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().sceneLogVerbosity;
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
{
|
||||
// Initialize any dependencies that require other services to be ready
|
||||
LogDebugMessage("Post-boot initialization complete");
|
||||
|
||||
// Subscribe to sceneLoaded event
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
// Handle orientation when scene is ready (initial scene)
|
||||
// Note: This fires for the scene that just loaded, LifecycleManager tracks which scene
|
||||
string sceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
|
||||
HandleSceneOrientation(sceneName);
|
||||
}
|
||||
|
||||
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
private void OnSceneLoadCompleted(string sceneName)
|
||||
{
|
||||
// Enforce orientation every time a scene is loaded via SceneManagerService
|
||||
HandleSceneOrientation(sceneName);
|
||||
}
|
||||
|
||||
private void HandleSceneOrientation(string sceneName)
|
||||
{
|
||||
// Determine desired orientation for this scene
|
||||
string sceneName = scene.name;
|
||||
ScreenOrientationRequirement requirement = ScreenOrientationRequirement.NotApplicable;
|
||||
|
||||
if (sceneName.ToLower().Contains("bootstrap"))
|
||||
{
|
||||
// Bootstrap being loaded additively, don't do anything
|
||||
LogDebugMessage($"Detected bootstrapped scene: '{sceneName}'. Skipping orientation enforcement.");
|
||||
Logging.Debug($"Detected bootstrapped scene: '{sceneName}'. Skipping orientation enforcement.");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -69,31 +78,35 @@ namespace Core
|
||||
}
|
||||
else
|
||||
{
|
||||
LogDebugMessage($"No orientationConfig assigned. Defaulting to Landscape for scene '{sceneName}'");
|
||||
Logging.Debug($"No orientationConfig assigned. Defaulting to Landscape for scene '{sceneName}'");
|
||||
}
|
||||
|
||||
switch (requirement)
|
||||
{
|
||||
case ScreenOrientationRequirement.Portrait:
|
||||
LogDebugMessage($"Forcing Portrait for scene '{sceneName}'");
|
||||
Logging.Debug($"Forcing Portrait for scene '{sceneName}'");
|
||||
StartCoroutine(ForcePortrait());
|
||||
break;
|
||||
case ScreenOrientationRequirement.Landscape:
|
||||
LogDebugMessage($"Forcing Landscape for scene '{sceneName}'");
|
||||
Logging.Debug($"Forcing Landscape for scene '{sceneName}'");
|
||||
StartCoroutine(ForceLandscape());
|
||||
break;
|
||||
case ScreenOrientationRequirement.NotApplicable:
|
||||
default:
|
||||
// Default to landscape when no specific requirement is found
|
||||
LogDebugMessage($"No specific orientation for scene '{sceneName}'. Defaulting to Landscape");
|
||||
Logging.Debug($"No specific orientation for scene '{sceneName}'. Defaulting to Landscape");
|
||||
StartCoroutine(ForceLandscape());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
// Unsubscribe from events to prevent memory leaks
|
||||
if (SceneManagerService.Instance != null)
|
||||
{
|
||||
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -107,12 +120,12 @@ namespace Core
|
||||
if (!currentlyLandscape)
|
||||
{
|
||||
// Lock it to portrait and allow the device to orient itself
|
||||
LogDebugMessage($"Actually forcing Portrait from previous: {Screen.orientation}");
|
||||
Logging.Debug($"Actually forcing Portrait from previous: {Screen.orientation}");
|
||||
Screen.orientation = ScreenOrientation.LandscapeRight;
|
||||
}
|
||||
else
|
||||
{
|
||||
LogDebugMessage($"Skipping Landscape enforcement, device already in: {Screen.orientation}");
|
||||
Logging.Debug($"Skipping Landscape enforcement, device already in: {Screen.orientation}");
|
||||
}
|
||||
|
||||
yield return null;
|
||||
@@ -140,12 +153,12 @@ namespace Core
|
||||
if (!currentlyPortrait)
|
||||
{
|
||||
// Lock it to portrait and allow the device to orient itself
|
||||
LogDebugMessage($"Actually forcing Portrait from previous: {Screen.orientation}");
|
||||
Logging.Debug($"Actually forcing Portrait from previous: {Screen.orientation}");
|
||||
Screen.orientation = ScreenOrientation.PortraitUpsideDown;
|
||||
}
|
||||
else
|
||||
{
|
||||
LogDebugMessage($"Skipping Portrait enforcement, device already in: {Screen.orientation}");
|
||||
Logging.Debug($"Skipping Portrait enforcement, device already in: {Screen.orientation}");
|
||||
}
|
||||
|
||||
yield return null;
|
||||
@@ -161,13 +174,5 @@ namespace Core
|
||||
// Allow device to auto-rotate to correct portrait orientation
|
||||
Screen.orientation = ScreenOrientation.AutoRotation;
|
||||
}
|
||||
|
||||
private void LogDebugMessage(string message)
|
||||
{
|
||||
if (_logVerbosity <= LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[SceneOrientationEnforcer] {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Interactions;
|
||||
|
||||
namespace AppleHills.Core.Settings
|
||||
{
|
||||
@@ -88,5 +89,31 @@ namespace AppleHills.Core.Settings
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds a pickup prefab by its itemData.itemId.
|
||||
/// Searches through combination rules to find result prefabs.
|
||||
/// Used to spawn dynamically created items during save/load.
|
||||
/// </summary>
|
||||
public GameObject FindPickupPrefabByItemId(string itemId)
|
||||
{
|
||||
if (string.IsNullOrEmpty(itemId) || combinationRules == null)
|
||||
return null;
|
||||
|
||||
// Search through combination rules to find a result prefab with matching itemId
|
||||
foreach (var rule in combinationRules)
|
||||
{
|
||||
if (rule.resultPrefab != null)
|
||||
{
|
||||
var pickup = rule.resultPrefab.GetComponent<Pickup>();
|
||||
if (pickup != null && pickup.itemData != null && pickup.itemData.itemId == itemId)
|
||||
{
|
||||
return rule.resultPrefab;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Core.Settings;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Core.Settings
|
||||
{
|
||||
@@ -21,7 +19,7 @@ namespace Core.Settings
|
||||
public static void Register<T>(T service) where T : class
|
||||
{
|
||||
Services[typeof(T)] = service;
|
||||
LogDebugMessage($"Service registered: {typeof(T).Name}");
|
||||
Logging.Debug($"Service registered: {typeof(T).Name}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -36,7 +34,7 @@ namespace Core.Settings
|
||||
return service as T;
|
||||
}
|
||||
|
||||
Logging.Warning($"[ServiceLocator] Service of type {typeof(T).Name} not found!");
|
||||
Logging.Warning($"Service of type {typeof(T).Name} not found!");
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -46,16 +44,7 @@ namespace Core.Settings
|
||||
public static void Clear()
|
||||
{
|
||||
Services.Clear();
|
||||
LogDebugMessage("All services cleared");
|
||||
}
|
||||
|
||||
private static void LogDebugMessage(string message)
|
||||
{
|
||||
if (DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().settingsLogVerbosity <=
|
||||
LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[ServiceLocator] {message}");
|
||||
}
|
||||
Logging.Debug("All services cleared");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -57,6 +57,7 @@ namespace AppleHills.Core.Settings
|
||||
// Methods to query item configurations
|
||||
CombinationRule GetCombinationRule(PickupItemData item1, PickupItemData item2);
|
||||
SlotItemConfig GetSlotItemConfig(PickupItemData slotItem);
|
||||
GameObject FindPickupPrefabByItemId(string itemId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Core;
|
||||
using Pathfinding;
|
||||
|
||||
// TODO: Remove movement based logic
|
||||
public class AnneLiseBehaviour : MonoBehaviour
|
||||
{
|
||||
[SerializeField] public float moveSpeed;
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
// TODO: Remove this
|
||||
public class LureSpot : MonoBehaviour
|
||||
{
|
||||
[SerializeField] public GameObject luredBird;
|
||||
|
||||
@@ -1,10 +1,12 @@
|
||||
using UnityEngine;
|
||||
using Pixelplacement;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
public class PicnicBehaviour : MonoBehaviour
|
||||
public class PicnicBehaviour : ManagedBehaviour
|
||||
{
|
||||
[Header("Random Call Settings")]
|
||||
public float getDistractedMin = 2f;
|
||||
@@ -12,11 +14,12 @@ public class PicnicBehaviour : MonoBehaviour
|
||||
public float getFlirtyMin = 1f;
|
||||
public float getFlirtyMax = 3f;
|
||||
|
||||
private StateMachine stateMachine;
|
||||
private AppleMachine stateMachine;
|
||||
private Animator animator;
|
||||
|
||||
[Header("The FakeChocolate to destroy!")]
|
||||
[SerializeField] private GameObject fakeChocolate; // Assign in Inspector
|
||||
[SerializeField] private GameObject fakeChocolate;
|
||||
[SerializeField] private GameObject realChocolate;
|
||||
|
||||
private AppleAudioSource _audioSource;
|
||||
public AudioResource distractedAudioClips;
|
||||
@@ -24,32 +27,44 @@ public class PicnicBehaviour : MonoBehaviour
|
||||
public AudioResource feederClips;
|
||||
public AudioResource moanerClips;
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine(StateCycleRoutine());
|
||||
}
|
||||
// Save system configuration
|
||||
public override bool AutoRegisterForSave => true;
|
||||
|
||||
void Awake()
|
||||
// Runtime state tracking
|
||||
private bool _fakeChocolateDestroyed;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
stateMachine = GetComponent<StateMachine>();
|
||||
stateMachine = GetComponent<AppleMachine>();
|
||||
animator = GetComponent<Animator>();
|
||||
_audioSource = GetComponent<AppleAudioSource>();
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreCompleted()
|
||||
{
|
||||
if (_fakeChocolateDestroyed)
|
||||
{
|
||||
DestroyChocolateObjects();
|
||||
}
|
||||
else
|
||||
{
|
||||
StartCoroutine(StateCycleRoutine());
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator StateCycleRoutine()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
// Distracted state
|
||||
float distractedWait = Random.Range(getDistractedMin, getDistractedMax);
|
||||
float distractedWait = UnityEngine.Random.Range(getDistractedMin, getDistractedMax);
|
||||
stateMachine.ChangeState("Picnic PPL Distracted");
|
||||
animator.SetBool("theyDistracted", true);
|
||||
_audioSource.Stop();
|
||||
yield return new WaitForSeconds(distractedWait);
|
||||
|
||||
// Chilling state
|
||||
float chillingWait = Random.Range(getFlirtyMin, getFlirtyMax);
|
||||
float chillingWait = UnityEngine.Random.Range(getFlirtyMin, getFlirtyMax);
|
||||
stateMachine.ChangeState("Picnic PPL Chilling");
|
||||
animator.SetBool("theyDistracted", false);
|
||||
_audioSource.Stop();
|
||||
@@ -57,27 +72,33 @@ public class PicnicBehaviour : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
void StopAudio()
|
||||
{
|
||||
_audioSource.Stop();
|
||||
}
|
||||
|
||||
public void triedToStealChocolate()
|
||||
{
|
||||
_audioSource.Stop();
|
||||
animator.SetTrigger("theyAngry");
|
||||
//stateMachine.ChangeState("Picnic PPL Angry");
|
||||
Logging.Debug("Hey! Don't steal my chocolate!");
|
||||
_audioSource.audioSource.resource = angryAudioClips;
|
||||
_audioSource.Play(0);
|
||||
}
|
||||
|
||||
public void destroyFakeChocolate()
|
||||
{
|
||||
_fakeChocolateDestroyed = true;
|
||||
Destroy(fakeChocolate);
|
||||
Destroy(realChocolate);
|
||||
}
|
||||
|
||||
private void DestroyChocolateObjects()
|
||||
{
|
||||
if (fakeChocolate != null)
|
||||
{
|
||||
Destroy(fakeChocolate);
|
||||
fakeChocolate = null; // Optional: clear reference
|
||||
fakeChocolate = null;
|
||||
}
|
||||
|
||||
if (realChocolate != null)
|
||||
{
|
||||
realChocolate.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -99,5 +120,33 @@ public class PicnicBehaviour : MonoBehaviour
|
||||
_audioSource.Play(0);
|
||||
}
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
var state = new PicnicBehaviourState { fakeChocolateDestroyed = _fakeChocolateDestroyed };
|
||||
return JsonUtility.ToJson(state);
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string serializedData)
|
||||
{
|
||||
if (string.IsNullOrEmpty(serializedData)) return;
|
||||
|
||||
try
|
||||
{
|
||||
var state = JsonUtility.FromJson<PicnicBehaviourState>(serializedData);
|
||||
if (state != null)
|
||||
{
|
||||
_fakeChocolateDestroyed = state.fakeChocolateDestroyed;
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"[PicnicBehaviour] Failed to restore state: {ex.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class PicnicBehaviourState
|
||||
{
|
||||
public bool fakeChocolateDestroyed;
|
||||
}
|
||||
|
||||
@@ -97,90 +97,7 @@ AnimationClip:
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||||
- time: 1.5833334
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value: {fileID: -1414182512, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
|
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attribute: m_Sprite
|
||||
path: SoundBird
|
||||
classID: 212
|
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script: {fileID: 0}
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flags: 2
|
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- serializedVersion: 2
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curve:
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- time: 0
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- time: 0.2
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- time: 0.25
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value: {fileID: 545467259, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
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- time: 1.1
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value: {fileID: 1797284751, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
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- time: 1.3666667
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value: {fileID: 2004539437, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
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- time: 1.4166666
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value: {fileID: 1984933759, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
|
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- time: 1.45
|
||||
value: {fileID: -89013944, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
|
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- time: 1.5
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value: {fileID: 1990407029, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
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- time: 1.5166667
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value: {fileID: 1094948637, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
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- time: 1.5833334
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value: {fileID: -1414182512, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
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attribute: m_Sprite
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||||
path: SoundBirdTakeoff/SoundBirdTakeOffAnim
|
||||
path:
|
||||
classID: 212
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script: {fileID: 0}
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flags: 2
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@@ -192,16 +109,7 @@ AnimationClip:
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||||
m_ClipBindingConstant:
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||||
genericBindings:
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||||
- serializedVersion: 2
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path: 1707885837
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attribute: 0
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script: {fileID: 0}
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typeID: 212
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customType: 23
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isPPtrCurve: 1
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isIntCurve: 0
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isSerializeReferenceCurve: 0
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- serializedVersion: 2
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path: 631576921
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path: 0
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attribute: 0
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script: {fileID: 0}
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typeID: 212
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@@ -248,44 +156,6 @@ AnimationClip:
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- {fileID: 1990407029, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
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- {fileID: 1094948637, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
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||||
- {fileID: 2004539437, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
|
||||
- {fileID: 1984933759, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
|
||||
- {fileID: -89013944, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
|
||||
- {fileID: 1990407029, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
|
||||
- {fileID: 1094948637, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
|
||||
- {fileID: -1414182512, guid: 9d1670b18fc5fa8459596f1ddd4a4bd7, type: 3}
|
||||
m_AnimationClipSettings:
|
||||
serializedVersion: 2
|
||||
m_AdditiveReferencePoseClip: {fileID: 0}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using Pixelplacement;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -8,7 +9,7 @@ public class SoundGenerator : MonoBehaviour
|
||||
[SerializeField] private Sprite exitSprite;
|
||||
[SerializeField] private AudioClip enterSound;
|
||||
[SerializeField] private AppleAudioSource audioSource;
|
||||
[SerializeField] private StateMachine soundBirdSMRef;
|
||||
[SerializeField] private AppleMachine soundBirdSMRef;
|
||||
[SerializeField] private soundBird_CanFly soundbirdHearingCheck;
|
||||
|
||||
private bool playerInside = false;
|
||||
@@ -37,7 +38,7 @@ public class SoundGenerator : MonoBehaviour
|
||||
{
|
||||
audioSource.audioSource.PlayOneShot(enterSound);
|
||||
}
|
||||
if (soundBirdSMRef != null && soundBirdSMRef.currentState.name == "SoundBird" && soundbirdHearingCheck.canFly == true)
|
||||
if (soundBirdSMRef != null && soundBirdSMRef.currentState.name.ToLower().Contains("soundbird_slot") && soundbirdHearingCheck.canFly == true)
|
||||
{
|
||||
soundBirdSMRef.ChangeState("SoundBirdTakeoff");
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using UnityEngine;
|
||||
using Unity.Cinemachine;
|
||||
using System.Collections;
|
||||
using Core.SaveLoad;
|
||||
using Pixelplacement;
|
||||
|
||||
public class cameraSwitcher : MonoBehaviour
|
||||
@@ -12,7 +13,7 @@ public class cameraSwitcher : MonoBehaviour
|
||||
[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
|
||||
[SerializeField] private soundBird_FlyingBehaviour flyingBehaviour;
|
||||
[SerializeField] private soundBird_TakeOffBehaviour takeOffBehaviour; // New reference
|
||||
[SerializeField] private StateMachine birdStateMachine;
|
||||
[SerializeField] private AppleMachine birdStateMachine;
|
||||
|
||||
private int playerInsideCount = 0;
|
||||
private Coroutine zoomCoroutine;
|
||||
@@ -32,6 +33,9 @@ public class cameraSwitcher : MonoBehaviour
|
||||
|
||||
private void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if (!gameObject.activeInHierarchy)
|
||||
return;
|
||||
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
playerInsideCount--;
|
||||
|
||||
@@ -1,23 +1,52 @@
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
using Core.Lifecycle;
|
||||
|
||||
public class soundBird_CanFly : MonoBehaviour
|
||||
[System.Serializable]
|
||||
public class SoundBirdSaveData
|
||||
{
|
||||
public bool canFly;
|
||||
}
|
||||
|
||||
public class soundBird_CanFly : ManagedBehaviour
|
||||
{
|
||||
public bool canFly = true;
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Enable save/load participation
|
||||
public override bool AutoRegisterForSave => true;
|
||||
|
||||
public void birdCanHear(bool canhear)
|
||||
{
|
||||
if (canhear)
|
||||
canFly = canhear;
|
||||
}
|
||||
|
||||
#region Save/Load Implementation
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
var saveData = new SoundBirdSaveData
|
||||
{
|
||||
canFly = true;
|
||||
canFly = this.canFly
|
||||
};
|
||||
|
||||
return JsonUtility.ToJson(saveData);
|
||||
}
|
||||
|
||||
internal override void OnSceneRestoreRequested(string serializedData)
|
||||
{
|
||||
if (string.IsNullOrEmpty(serializedData))
|
||||
{
|
||||
Logging.Warning($"[soundBird_CanFly] No save data to restore for {gameObject.name}");
|
||||
return;
|
||||
}
|
||||
else
|
||||
|
||||
var saveData = JsonUtility.FromJson<SoundBirdSaveData>(serializedData);
|
||||
if (saveData != null)
|
||||
{
|
||||
canFly = false;
|
||||
canFly = saveData.canFly;
|
||||
Logging.Debug($"[soundBird_CanFly] Restored canFly state: {canFly}");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Core.SaveLoad;
|
||||
using Pixelplacement;
|
||||
using Pixelplacement.TweenSystem;
|
||||
using UnityEngine;
|
||||
@@ -10,7 +11,7 @@ public class soundBird_FlyingBehaviour : MonoBehaviour
|
||||
public float flightDelay;
|
||||
public float cooldownTime;
|
||||
|
||||
private StateMachine stateMachine;
|
||||
private AppleMachine stateMachine;
|
||||
private Animator animator;
|
||||
private TweenBase objectTween;
|
||||
//private Coroutine cooldownCoroutine;
|
||||
@@ -21,7 +22,7 @@ public class soundBird_FlyingBehaviour : MonoBehaviour
|
||||
|
||||
void Awake()
|
||||
{
|
||||
stateMachine = GetComponentInParent<StateMachine>();
|
||||
stateMachine = GetComponentInParent<AppleMachine>();
|
||||
animator = GetComponentInParent<Animator>();
|
||||
}
|
||||
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Core.SaveLoad;
|
||||
using Pixelplacement;
|
||||
using Pixelplacement.TweenSystem;
|
||||
using UnityEngine;
|
||||
@@ -9,7 +10,7 @@ public class soundBird_LandingBehaviour1 : MonoBehaviour
|
||||
public float flightDuration;
|
||||
public float flightDelay;
|
||||
public soundBird_FlyingBehaviour flyingBehaviour;
|
||||
private StateMachine stateMachine;
|
||||
private AppleMachine stateMachine;
|
||||
private Animator animator;
|
||||
private TweenBase objectTween;
|
||||
|
||||
@@ -18,7 +19,7 @@ public class soundBird_LandingBehaviour1 : MonoBehaviour
|
||||
|
||||
void Awake()
|
||||
{
|
||||
stateMachine = GetComponentInParent<StateMachine>();
|
||||
stateMachine = GetComponentInParent<AppleMachine>();
|
||||
animator = GetComponentInParent<Animator>();
|
||||
}
|
||||
|
||||
@@ -52,7 +53,7 @@ public class soundBird_LandingBehaviour1 : MonoBehaviour
|
||||
if (stateMachine != null)
|
||||
{
|
||||
animator.SetBool("isScared", false);
|
||||
stateMachine.ChangeState("SoundBird"); // Change to the desired state name
|
||||
stateMachine.ChangeState(0); // Change to the desired state name
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Core.SaveLoad;
|
||||
using Pixelplacement;
|
||||
using Pixelplacement.TweenSystem;
|
||||
using UnityEngine;
|
||||
@@ -9,7 +10,7 @@ public class soundBird_TakeOffBehaviour : MonoBehaviour
|
||||
public Transform SoundBirdObject;
|
||||
public float flightDuration;
|
||||
public float flightDelay;
|
||||
private StateMachine stateMachine;
|
||||
private AppleMachine stateMachine;
|
||||
private Animator animator;
|
||||
private TweenBase objectTween;
|
||||
public soundBird_FlyingBehaviour flyingBehaviour;
|
||||
@@ -18,7 +19,7 @@ public class soundBird_TakeOffBehaviour : MonoBehaviour
|
||||
|
||||
void Awake()
|
||||
{
|
||||
stateMachine = GetComponentInParent<StateMachine>();
|
||||
stateMachine = GetComponentInParent<AppleMachine>();
|
||||
animator = GetComponentInParent<Animator>();
|
||||
}
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
|
||||
@@ -95,6 +95,7 @@ namespace AppleHills.Data.CardSystem
|
||||
|
||||
public enum CardZone
|
||||
{
|
||||
NotApplicable,
|
||||
AppleHills,
|
||||
Quarry,
|
||||
CementFactory,
|
||||
|
||||
@@ -2,23 +2,27 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Bootstrap;
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using Core.Lifecycle;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Data.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages the player's card collection, booster packs, and related operations.
|
||||
/// Uses a singleton pattern for global access.
|
||||
/// Implements ISaveParticipant to integrate with the save/load system.
|
||||
/// Manages the card collection system for the game.
|
||||
/// Handles unlocking cards, tracking collections, and integrating with the save/load system.
|
||||
/// </summary>
|
||||
public class CardSystemManager : MonoBehaviour, ISaveParticipant
|
||||
public class CardSystemManager : ManagedBehaviour
|
||||
{
|
||||
private static CardSystemManager _instance;
|
||||
public static CardSystemManager Instance => _instance;
|
||||
|
||||
// Save system configuration
|
||||
public override bool AutoRegisterForSave => true;
|
||||
public override string SaveId => "CardSystemManager";
|
||||
|
||||
|
||||
[Header("Card Collection")]
|
||||
[SerializeField] private List<CardDefinition> availableCards = new List<CardDefinition>();
|
||||
|
||||
@@ -30,30 +34,28 @@ namespace Data.CardSystem
|
||||
private HashSet<string> _placedInAlbumCardIds = new HashSet<string>();
|
||||
|
||||
// Dictionary to quickly look up card definitions by ID
|
||||
private Dictionary<string, CardDefinition> _definitionLookup = new Dictionary<string, CardDefinition>();
|
||||
private Dictionary<string, CardDefinition> _definitionLookup;
|
||||
private bool _lookupInitialized = false;
|
||||
|
||||
// Event callbacks using System.Action
|
||||
public event Action<List<CardData>> OnBoosterOpened;
|
||||
public event Action<CardData> OnCardCollected;
|
||||
public event Action<CardData> OnCardRarityUpgraded;
|
||||
public event Action<int> OnBoosterCountChanged;
|
||||
public event Action<CardData> OnPendingCardAdded;
|
||||
public event Action<CardData> OnCardPlacedInAlbum;
|
||||
|
||||
private void Awake()
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
_instance = this;
|
||||
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
{
|
||||
|
||||
// Load card definitions from Addressables, then register with save system
|
||||
LoadCardDefinitionsFromAddressables();
|
||||
|
||||
Logging.Debug("[CardSystemManager] Post-boot initialization complete");
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
Logging.Debug("[CardSystemManager] Initialized");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -88,17 +90,6 @@ namespace Data.CardSystem
|
||||
BuildDefinitionLookup();
|
||||
|
||||
Logging.Debug($"[CardSystemManager] Loaded {availableCards.Count} card definitions from Addressables");
|
||||
|
||||
// NOW register with save/load system (definitions are ready for state restoration)
|
||||
if (SaveLoadManager.Instance != null)
|
||||
{
|
||||
SaveLoadManager.Instance.RegisterParticipant(this);
|
||||
Logging.Debug("[CardSystemManager] Registered with SaveLoadManager after definitions loaded");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[CardSystemManager] SaveLoadManager not available for registration");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -106,20 +97,17 @@ namespace Data.CardSystem
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Unregister from save/load system
|
||||
if (SaveLoadManager.Instance != null)
|
||||
{
|
||||
SaveLoadManager.Instance.UnregisterParticipant(GetSaveId());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds a lookup dictionary for quick access to card definitions by ID
|
||||
/// </summary>
|
||||
private void BuildDefinitionLookup()
|
||||
{
|
||||
if (_definitionLookup == null)
|
||||
{
|
||||
_definitionLookup = new Dictionary<string, CardDefinition>();
|
||||
}
|
||||
|
||||
_definitionLookup.Clear();
|
||||
|
||||
foreach (var cardDef in availableCards)
|
||||
@@ -139,6 +127,8 @@ namespace Data.CardSystem
|
||||
cardData.SetDefinition(def);
|
||||
}
|
||||
}
|
||||
|
||||
_lookupInitialized = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -647,10 +637,16 @@ namespace Data.CardSystem
|
||||
/// <summary>
|
||||
/// Apply a previously saved snapshot to the runtime inventory
|
||||
/// </summary>
|
||||
public void ApplyCardCollectionState(CardCollectionState state)
|
||||
public async void ApplyCardCollectionState(CardCollectionState state)
|
||||
{
|
||||
if (state == null) return;
|
||||
|
||||
// Wait for lookup to be initialized before loading
|
||||
while (!_lookupInitialized)
|
||||
{
|
||||
await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
playerInventory.ClearAllCards();
|
||||
_pendingRevealCards.Clear();
|
||||
_placedInAlbumCardIds.Clear();
|
||||
@@ -701,42 +697,35 @@ namespace Data.CardSystem
|
||||
}
|
||||
}
|
||||
|
||||
#region ISaveParticipant Implementation
|
||||
|
||||
private bool hasBeenRestored;
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if this participant has already had its state restored.
|
||||
/// Clears all card collection data - inventory, pending cards, boosters, and placement tracking
|
||||
/// Used for dev reset functionality
|
||||
/// </summary>
|
||||
public bool HasBeenRestored => hasBeenRestored;
|
||||
|
||||
/// <summary>
|
||||
/// Returns the unique save ID for the CardSystemManager.
|
||||
/// Since this is a singleton global system, the ID is constant.
|
||||
/// </summary>
|
||||
public string GetSaveId()
|
||||
public void ClearAllCollectionData()
|
||||
{
|
||||
return "CardSystemManager";
|
||||
playerInventory.ClearAllCards();
|
||||
playerInventory.BoosterPackCount = 0;
|
||||
_pendingRevealCards.Clear();
|
||||
_placedInAlbumCardIds.Clear();
|
||||
|
||||
OnBoosterCountChanged?.Invoke(0);
|
||||
|
||||
Logging.Debug("[CardSystemManager] Cleared all collection data (inventory, boosters, pending, placement tracking)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serializes the current card collection state to JSON.
|
||||
/// </summary>
|
||||
public string SerializeState()
|
||||
#region Save/Load Lifecycle Hooks
|
||||
|
||||
internal override string OnGlobalSaveRequested()
|
||||
{
|
||||
var state = ExportCardCollectionState();
|
||||
return JsonUtility.ToJson(state);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restores the card collection state from serialized JSON data.
|
||||
/// </summary>
|
||||
public void RestoreState(string serializedData)
|
||||
internal override void OnGlobalRestoreRequested(string serializedData)
|
||||
{
|
||||
if (string.IsNullOrEmpty(serializedData))
|
||||
{
|
||||
Logging.Debug("[CardSystemManager] No saved state to restore, using defaults");
|
||||
hasBeenRestored = true;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -746,7 +735,6 @@ namespace Data.CardSystem
|
||||
if (state != null)
|
||||
{
|
||||
ApplyCardCollectionState(state);
|
||||
hasBeenRestored = true;
|
||||
Logging.Debug("[CardSystemManager] Successfully restored card collection state");
|
||||
}
|
||||
else
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Bootstrap;
|
||||
using System.Collections.Generic;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Interactions;
|
||||
using UnityEngine;
|
||||
using PuzzleS;
|
||||
@@ -12,7 +10,7 @@ namespace Dialogue
|
||||
{
|
||||
[AddComponentMenu("AppleHills/Dialogue/Dialogue Component")]
|
||||
[RequireComponent(typeof(AppleAudioSource))]
|
||||
public class DialogueComponent : MonoBehaviour
|
||||
public class DialogueComponent : ManagedBehaviour
|
||||
{
|
||||
[SerializeField] private RuntimeDialogueGraph dialogueGraph;
|
||||
|
||||
@@ -34,8 +32,7 @@ namespace Dialogue
|
||||
public bool IsCompleted { get; private set; }
|
||||
public string CurrentSpeakerName => dialogueGraph?.speakerName;
|
||||
|
||||
|
||||
private void Start()
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// Get required components
|
||||
appleAudioSource = GetComponent<AppleAudioSource>();
|
||||
@@ -58,11 +55,6 @@ namespace Dialogue
|
||||
speechBubble.UpdatePromptVisibility(HasAnyLines());
|
||||
}
|
||||
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
{
|
||||
// Register for global events
|
||||
PuzzleManager.Instance.OnStepCompleted += OnAnyPuzzleStepCompleted;
|
||||
ItemManager.Instance.OnItemPickedUp += OnAnyItemPickedUp;
|
||||
@@ -189,7 +181,7 @@ namespace Dialogue
|
||||
return null;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Unregister from events
|
||||
if (PuzzleManager.Instance != null)
|
||||
|
||||
@@ -1,12 +1,11 @@
|
||||
using System;
|
||||
using System.Collections.Generic; // Added for List<ITouchInputConsumer>
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.SceneManagement;
|
||||
using AppleHills.Core.Settings;
|
||||
using Bootstrap;
|
||||
using Core; // Added for IInteractionSettings
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
|
||||
namespace Input
|
||||
{
|
||||
@@ -22,7 +21,7 @@ namespace Input
|
||||
/// Handles input events and dispatches them to the appropriate ITouchInputConsumer.
|
||||
/// Supports tap and hold/drag logic, with interactable delegation and debug logging.
|
||||
/// </summary>
|
||||
public class InputManager : MonoBehaviour
|
||||
public class InputManager : ManagedBehaviour
|
||||
{
|
||||
private const string UiActions = "UI";
|
||||
private const string GameActions = "PlayerTouch";
|
||||
@@ -50,34 +49,26 @@ namespace Input
|
||||
private ITouchInputConsumer defaultConsumer;
|
||||
private bool isHoldActive;
|
||||
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
|
||||
|
||||
void Awake()
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Set instance immediately (early initialization)
|
||||
_instance = this;
|
||||
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Load verbosity settings early
|
||||
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().inputLogVerbosity;
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
{
|
||||
// Subscribe to scene load completed events now that boot is complete
|
||||
SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
|
||||
|
||||
// Initialize settings reference
|
||||
// Initialize settings reference early (GameManager sets these up in its Awake)
|
||||
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
|
||||
|
||||
// Set up PlayerInput component and actions - critical for input to work
|
||||
playerInput = GetComponent<PlayerInput>();
|
||||
if (playerInput == null)
|
||||
{
|
||||
Debug.LogError("[InputManager] InputManager requires a PlayerInput component attached to the same GameObject.");
|
||||
return;
|
||||
}
|
||||
|
||||
tapMoveAction = playerInput.actions.FindAction("TapMove", false);
|
||||
holdMoveAction = playerInput.actions.FindAction("HoldMove", false);
|
||||
positionAction = playerInput.actions.FindAction("TouchPosition", false);
|
||||
@@ -90,14 +81,38 @@ namespace Input
|
||||
holdMoveAction.canceled += OnHoldMoveCanceled;
|
||||
}
|
||||
|
||||
// Initialize input mode for current scene
|
||||
SwitchInputOnSceneLoaded(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// Unsubscribe from SceneManagerService
|
||||
// Subscribe to scene load events from SceneManagerService
|
||||
// This must happen in ManagedStart because SceneManagerService instance needs to be set first
|
||||
if (SceneManagerService.Instance != null)
|
||||
SceneManagerService.Instance.SceneLoadCompleted -= SwitchInputOnSceneLoaded;
|
||||
{
|
||||
SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when any scene finishes loading. Restores input to GameAndUI mode.
|
||||
/// </summary>
|
||||
private void OnSceneLoadCompleted(string sceneName)
|
||||
{
|
||||
Logging.Debug($"Scene loaded: {sceneName}, restoring input mode");
|
||||
SwitchInputOnSceneLoaded(sceneName);
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Unsubscribe from SceneManagerService events
|
||||
if (SceneManagerService.Instance != null)
|
||||
{
|
||||
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
|
||||
}
|
||||
|
||||
// Input action cleanup happens automatically
|
||||
}
|
||||
|
||||
private void SwitchInputOnSceneLoaded(string sceneName)
|
||||
@@ -162,24 +177,24 @@ namespace Input
|
||||
Vector2 screenPos = positionAction.ReadValue<Vector2>();
|
||||
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
|
||||
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
||||
LogDebugMessage($"TapMove performed at {worldPos2D}");
|
||||
Logging.Debug($"TapMove performed at {worldPos2D}");
|
||||
|
||||
// First try to delegate to an override consumer if available
|
||||
if (TryDelegateToOverrideConsumer(screenPos, worldPos2D))
|
||||
{
|
||||
LogDebugMessage("Tap delegated to override consumer");
|
||||
Logging.Debug("Tap delegated to override consumer");
|
||||
return;
|
||||
}
|
||||
|
||||
// Then try to delegate to any ITouchInputConsumer (UI or world interactable)
|
||||
if (!TryDelegateToAnyInputConsumer(screenPos, worldPos2D))
|
||||
{
|
||||
LogDebugMessage("No input consumer found, forwarding tap to default consumer");
|
||||
Logging.Debug("No input consumer found, forwarding tap to default consumer");
|
||||
defaultConsumer?.OnTap(worldPos2D);
|
||||
}
|
||||
else
|
||||
{
|
||||
LogDebugMessage("Tap delegated to input consumer");
|
||||
Logging.Debug("Tap delegated to input consumer");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -192,13 +207,13 @@ namespace Input
|
||||
Vector2 screenPos = positionAction.ReadValue<Vector2>();
|
||||
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
|
||||
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
||||
LogDebugMessage($"HoldMove started at {worldPos2D}");
|
||||
Logging.Debug($"HoldMove started at {worldPos2D}");
|
||||
|
||||
// First check for override consumers
|
||||
if (_overrideConsumers.Count > 0)
|
||||
{
|
||||
_activeHoldConsumer = _overrideConsumers[_overrideConsumers.Count - 1];
|
||||
LogDebugMessage($"Hold delegated to override consumer: {_activeHoldConsumer}");
|
||||
Logging.Debug($"Hold delegated to override consumer: {_activeHoldConsumer}");
|
||||
_activeHoldConsumer.OnHoldStart(worldPos2D);
|
||||
return;
|
||||
}
|
||||
@@ -218,7 +233,7 @@ namespace Input
|
||||
Vector2 screenPos = positionAction.ReadValue<Vector2>();
|
||||
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
|
||||
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
||||
LogDebugMessage($"HoldMove canceled at {worldPos2D}");
|
||||
Logging.Debug($"HoldMove canceled at {worldPos2D}");
|
||||
|
||||
// Notify the active hold consumer that the hold has ended
|
||||
_activeHoldConsumer?.OnHoldEnd(worldPos2D);
|
||||
@@ -282,7 +297,7 @@ namespace Input
|
||||
}
|
||||
if (consumer != null)
|
||||
{
|
||||
LogDebugMessage($"Delegating tap to UI consumer at {screenPos} (GameObject: {result.gameObject.name})");
|
||||
Logging.Debug($"Delegating tap to UI consumer at {screenPos} (GameObject: {result.gameObject.name})");
|
||||
consumer.OnTap(screenPos);
|
||||
return true;
|
||||
}
|
||||
@@ -311,7 +326,7 @@ namespace Input
|
||||
}
|
||||
if (consumer != null)
|
||||
{
|
||||
LogDebugMessage($"Delegating tap to consumer at {worldPos} (GameObject: {hitWithMask.gameObject.name})");
|
||||
Logging.Debug($"Delegating tap to consumer at {worldPos} (GameObject: {hitWithMask.gameObject.name})");
|
||||
consumer.OnTap(worldPos);
|
||||
return true;
|
||||
}
|
||||
@@ -325,15 +340,15 @@ namespace Input
|
||||
var consumer = hit.GetComponent<ITouchInputConsumer>();
|
||||
if (consumer != null)
|
||||
{
|
||||
LogDebugMessage($"Delegating tap to consumer at {worldPos} (GameObject: {hit.gameObject.name})");
|
||||
Logging.Debug($"Delegating tap to consumer at {worldPos} (GameObject: {hit.gameObject.name})");
|
||||
consumer.OnTap(worldPos);
|
||||
return true;
|
||||
}
|
||||
LogDebugMessage($"Collider2D hit at {worldPos} (GameObject: {hit.gameObject.name}), but no ITouchInputConsumer found.");
|
||||
Logging.Debug($"Collider2D hit at {worldPos} (GameObject: {hit.gameObject.name}), but no ITouchInputConsumer found.");
|
||||
}
|
||||
else
|
||||
{
|
||||
LogDebugMessage($"No Collider2D found at {worldPos} for interactable delegation.");
|
||||
Logging.Debug($"No Collider2D found at {worldPos} for interactable delegation.");
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -348,7 +363,7 @@ namespace Input
|
||||
return;
|
||||
|
||||
_overrideConsumers.Add(consumer);
|
||||
LogDebugMessage($"Override consumer registered: {consumer}");
|
||||
Logging.Debug($"Override consumer registered: {consumer}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -366,7 +381,7 @@ namespace Input
|
||||
}
|
||||
|
||||
_overrideConsumers.Remove(consumer);
|
||||
LogDebugMessage($"Override consumer unregistered: {consumer}");
|
||||
Logging.Debug($"Override consumer unregistered: {consumer}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -376,7 +391,7 @@ namespace Input
|
||||
{
|
||||
_activeHoldConsumer = null;
|
||||
_overrideConsumers.Clear();
|
||||
LogDebugMessage("All override consumers cleared.");
|
||||
Logging.Debug("All override consumers cleared.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -389,17 +404,9 @@ namespace Input
|
||||
|
||||
// Get the topmost override consumer (last registered)
|
||||
var consumer = _overrideConsumers[_overrideConsumers.Count - 1];
|
||||
LogDebugMessage($"Delegating tap to override consumer at {worldPos} (GameObject: {consumer})");
|
||||
Logging.Debug($"Delegating tap to override consumer at {worldPos} (GameObject: {consumer})");
|
||||
consumer.OnTap(worldPos);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void LogDebugMessage(string message)
|
||||
{
|
||||
if (_logVerbosity <= LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[InputManager] {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,8 +2,7 @@
|
||||
using Pathfinding;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using Bootstrap;
|
||||
using Core.Lifecycle;
|
||||
|
||||
namespace Input
|
||||
{
|
||||
@@ -21,7 +20,7 @@ namespace Input
|
||||
/// Handles player movement in response to tap and hold input events.
|
||||
/// Supports both direct and pathfinding movement modes, and provides event/callbacks for arrival/cancellation.
|
||||
/// </summary>
|
||||
public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer, ISaveParticipant
|
||||
public class PlayerTouchController : ManagedBehaviour, ITouchInputConsumer
|
||||
{
|
||||
// --- Movement State ---
|
||||
private Vector3 targetPosition;
|
||||
@@ -67,10 +66,12 @@ namespace Input
|
||||
private bool interruptMoveTo;
|
||||
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
|
||||
|
||||
// Save system tracking
|
||||
private bool hasBeenRestored;
|
||||
|
||||
void Awake()
|
||||
// Save system configuration
|
||||
public override bool AutoRegisterForSave => true;
|
||||
// Scene-specific SaveId - each level has its own player state
|
||||
public override string SaveId => $"{gameObject.scene.name}/PlayerController";
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
aiPath = GetComponent<AIPath>();
|
||||
artTransform = transform.Find("CharacterArt");
|
||||
@@ -87,39 +88,12 @@ namespace Input
|
||||
// Initialize settings reference using GetSettingsObject
|
||||
_settings = GameManager.GetSettingsObject<IPlayerFollowerSettings>();
|
||||
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Set default input consumer
|
||||
InputManager.Instance?.SetDefaultConsumer(this);
|
||||
|
||||
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().inputLogVerbosity;
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
{
|
||||
// Register with save system after boot
|
||||
if (SaveLoadManager.Instance != null)
|
||||
{
|
||||
SaveLoadManager.Instance.RegisterParticipant(this);
|
||||
Logging.Debug("[PlayerTouchController] Registered with SaveLoadManager");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[PlayerTouchController] SaveLoadManager not available for registration");
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
// Unregister from save system
|
||||
if (SaveLoadManager.Instance != null)
|
||||
{
|
||||
SaveLoadManager.Instance.UnregisterParticipant(GetSaveId());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles tap input. Always uses pathfinding to move to the tapped location.
|
||||
/// Cancels any in-progress MoveToAndNotify.
|
||||
@@ -127,7 +101,7 @@ namespace Input
|
||||
public void OnTap(Vector2 worldPosition)
|
||||
{
|
||||
InterruptMoveTo();
|
||||
LogDebugMessage($"OnTap at {worldPosition}");
|
||||
Logging.Debug($"OnTap at {worldPosition}");
|
||||
if (aiPath != null)
|
||||
{
|
||||
aiPath.enabled = true;
|
||||
@@ -146,7 +120,7 @@ namespace Input
|
||||
public void OnHoldStart(Vector2 worldPosition)
|
||||
{
|
||||
InterruptMoveTo();
|
||||
LogDebugMessage($"OnHoldStart at {worldPosition}");
|
||||
Logging.Debug($"OnHoldStart at {worldPosition}");
|
||||
lastHoldPosition = worldPosition;
|
||||
isHolding = true;
|
||||
if (_settings.DefaultHoldMovementMode == HoldMovementMode.Pathfinding &&
|
||||
@@ -183,7 +157,7 @@ namespace Input
|
||||
/// </summary>
|
||||
public void OnHoldEnd(Vector2 worldPosition)
|
||||
{
|
||||
LogDebugMessage($"OnHoldEnd at {worldPosition}");
|
||||
Logging.Debug($"OnHoldEnd at {worldPosition}");
|
||||
isHolding = false;
|
||||
directMoveVelocity = Vector3.zero;
|
||||
if (aiPath != null && _settings.DefaultHoldMovementMode ==
|
||||
@@ -359,13 +333,13 @@ namespace Input
|
||||
{
|
||||
_isMoving = true;
|
||||
OnMovementStarted?.Invoke();
|
||||
LogDebugMessage("Movement started");
|
||||
Logging.Debug("Movement started");
|
||||
}
|
||||
else if (!isCurrentlyMoving && _isMoving)
|
||||
{
|
||||
_isMoving = false;
|
||||
OnMovementStopped?.Invoke();
|
||||
LogDebugMessage("Movement stopped");
|
||||
Logging.Debug("Movement stopped");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -448,25 +422,10 @@ namespace Input
|
||||
OnArrivedAtTarget?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
private void LogDebugMessage(string message)
|
||||
{
|
||||
if (_logVerbosity <= LogVerbosity.Debug)
|
||||
{
|
||||
Logging.Debug($"[PlayerTouchController] {message}");
|
||||
}
|
||||
}
|
||||
|
||||
#region ISaveParticipant Implementation
|
||||
#region Save/Load Lifecycle Hooks
|
||||
|
||||
public bool HasBeenRestored => hasBeenRestored;
|
||||
|
||||
public string GetSaveId()
|
||||
{
|
||||
return "PlayerController";
|
||||
}
|
||||
|
||||
public string SerializeState()
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
var saveData = new PlayerSaveData
|
||||
{
|
||||
@@ -476,12 +435,11 @@ namespace Input
|
||||
return JsonUtility.ToJson(saveData);
|
||||
}
|
||||
|
||||
public void RestoreState(string serializedData)
|
||||
internal override void OnSceneRestoreRequested(string serializedData)
|
||||
{
|
||||
if (string.IsNullOrEmpty(serializedData))
|
||||
{
|
||||
Logging.Debug("[PlayerTouchController] No saved state to restore");
|
||||
hasBeenRestored = true;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -492,7 +450,6 @@ namespace Input
|
||||
{
|
||||
transform.position = saveData.worldPosition;
|
||||
transform.rotation = saveData.worldRotation;
|
||||
hasBeenRestored = true;
|
||||
Logging.Debug($"[PlayerTouchController] Restored position: {saveData.worldPosition}");
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user