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ui-overhau
| Author | SHA1 | Date | |
|---|---|---|---|
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| 720df10178 | |||
| 32601e5ef8 | |||
| dba3c5a1af | |||
| 5c4b8825ee | |||
| 355c3fabc8 | |||
| 6aacd9234c |
5
.github/copilot-instructions.md
vendored
Normal file
5
.github/copilot-instructions.md
vendored
Normal file
@@ -0,0 +1,5 @@
|
||||
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.
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DOn't produce .MD documentation unless i ask you to.
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 2a80cc88c9884512b8b633110d838780, type: 3}
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||||
m_Name: Card_MorsomMursten 1
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||||
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
|
||||
Id: ad827a0d-cf57-48c5-a8c6-bc0678d79d0d
|
||||
Name: Morsom Mursten
|
||||
UseCustomFileName: 0
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CustomFileName:
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Description: Card description
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Rarity: 1
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Zone: 1
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CardImage: {fileID: 4152663935159485533, guid: 6989d9ece4c4db14db551468dfb0c72e, type: 3}
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||||
CollectionIndex: 21
|
||||
8
Assets/Data/Cards/Card_MorsomMursten 1.asset.meta
Normal file
8
Assets/Data/Cards/Card_MorsomMursten 1.asset.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 99d8e528a8f9ead438e4c88a08c6f6c0
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userData:
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assetBundleName:
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assetBundleVariant:
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23
Assets/Data/Cards/Card_MorsomMursten 2.asset
Normal file
23
Assets/Data/Cards/Card_MorsomMursten 2.asset
Normal file
@@ -0,0 +1,23 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 2a80cc88c9884512b8b633110d838780, type: 3}
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||||
m_Name: Card_MorsomMursten 2
|
||||
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
|
||||
Id: 0287251c-05fa-4cc2-8885-4632e2c25481
|
||||
Name: Morsom Mursten
|
||||
UseCustomFileName: 0
|
||||
CustomFileName:
|
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Description: Card description
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||||
Rarity: 2
|
||||
Zone: 1
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CardImage: {fileID: 4152663935159485533, guid: 6989d9ece4c4db14db551468dfb0c72e, type: 3}
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CollectionIndex: 22
|
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8
Assets/Data/Cards/Card_MorsomMursten 2.asset.meta
Normal file
8
Assets/Data/Cards/Card_MorsomMursten 2.asset.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: b7ac7081045409f469f2b28c0482aa17
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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23
Assets/Data/Cards/Card_MorsomMursten.asset
Normal file
23
Assets/Data/Cards/Card_MorsomMursten.asset
Normal file
@@ -0,0 +1,23 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 2a80cc88c9884512b8b633110d838780, type: 3}
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m_Name: Card_MorsomMursten
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m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
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Id: f7fa72a7-adab-41bc-91a7-f3bc746934bc
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Name: Morsom Mursten
|
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UseCustomFileName: 0
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CustomFileName:
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Description: Card description
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Rarity: 0
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Zone: 1
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CardImage: {fileID: 4152663935159485533, guid: 6989d9ece4c4db14db551468dfb0c72e, type: 3}
|
||||
CollectionIndex: 20
|
||||
8
Assets/Data/Cards/Card_MorsomMursten.asset.meta
Normal file
8
Assets/Data/Cards/Card_MorsomMursten.asset.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 4920deb44851b64499bcee8342ed5a13
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: c5d626da49844592981ef14524e3a308
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timeCreated: 1762332131
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||||
@@ -1,144 +0,0 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Core.Lifecycle;
|
||||
using Core.SaveLoad;
|
||||
using AppleHills.Core.Settings;
|
||||
using Bootstrap;
|
||||
|
||||
namespace Editor.Lifecycle
|
||||
{
|
||||
/// <summary>
|
||||
/// Editor-only bootstrap that ensures OnSceneReady is triggered when playing directly from a scene in Unity Editor.
|
||||
///
|
||||
/// PROBLEM: When you press Play in the editor without going through the scene manager:
|
||||
/// - CustomBoot runs and triggers OnBootCompletionTriggered (which broadcasts OnManagedAwake)
|
||||
/// - But BroadcastSceneReady is NEVER called for the initial scene
|
||||
/// - Components in the scene never receive their OnSceneReady() callback
|
||||
///
|
||||
/// SOLUTION: After boot completes, detect the active scene and broadcast OnSceneReady for it.
|
||||
/// This only runs in editor mode and mimics what SceneManagerService does during normal scene transitions.
|
||||
/// </summary>
|
||||
[InitializeOnLoad]
|
||||
public static class EditorLifecycleBootstrap
|
||||
{
|
||||
private static bool hasTriggeredInitialSceneReady = false;
|
||||
private static int framesSincePlayMode = 0;
|
||||
private const int MaxFramesToWait = 300; // 5 seconds at 60fps
|
||||
|
||||
static EditorLifecycleBootstrap()
|
||||
{
|
||||
// Subscribe to play mode state changes
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
}
|
||||
|
||||
private static void OnPlayModeStateChanged(PlayModeStateChange state)
|
||||
{
|
||||
// Reset flag when exiting play mode
|
||||
if (state == PlayModeStateChange.ExitingPlayMode || state == PlayModeStateChange.EnteredEditMode)
|
||||
{
|
||||
hasTriggeredInitialSceneReady = false;
|
||||
framesSincePlayMode = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
// When we enter play mode, wait for boot to complete then trigger scene ready
|
||||
if (state == PlayModeStateChange.EnteredPlayMode)
|
||||
{
|
||||
hasTriggeredInitialSceneReady = false;
|
||||
framesSincePlayMode = 0;
|
||||
|
||||
// Use EditorApplication.update to poll until boot completes
|
||||
EditorApplication.update += WaitForBootAndTriggerSceneReady;
|
||||
}
|
||||
}
|
||||
|
||||
private static void WaitForBootAndTriggerSceneReady()
|
||||
{
|
||||
framesSincePlayMode++;
|
||||
|
||||
// Safety timeout - if boot hasn't completed after 5 seconds, something is wrong
|
||||
if (framesSincePlayMode > MaxFramesToWait)
|
||||
{
|
||||
Debug.LogError($"[EditorLifecycleBootstrap] Timed out waiting for boot completion after {MaxFramesToWait} frames. " +
|
||||
"CustomBoot may have failed to initialize properly.");
|
||||
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if boot has completed
|
||||
if (!CustomBoot.Initialised)
|
||||
return;
|
||||
|
||||
// Check if LifecycleManager exists
|
||||
if (LifecycleManager.Instance == null)
|
||||
{
|
||||
Debug.LogWarning("[EditorLifecycleBootstrap] LifecycleManager instance not found. " +
|
||||
"Lifecycle may not be properly initialized.");
|
||||
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
|
||||
return;
|
||||
}
|
||||
|
||||
// Only trigger once per play session
|
||||
if (hasTriggeredInitialSceneReady)
|
||||
{
|
||||
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
|
||||
return;
|
||||
}
|
||||
|
||||
hasTriggeredInitialSceneReady = true;
|
||||
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
|
||||
|
||||
// Get the active scene
|
||||
Scene activeScene = SceneManager.GetActiveScene();
|
||||
|
||||
if (!activeScene.isLoaded)
|
||||
{
|
||||
Debug.LogWarning($"[EditorLifecycleBootstrap] Active scene '{activeScene.name}' is not loaded.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Skip bootstrap scene - it doesn't need scene ready
|
||||
// Note: BootstrapScene is the infrastructure scene, not a gameplay scene
|
||||
if (activeScene.name == "BootstrapScene" || activeScene.name == "Bootstrap")
|
||||
{
|
||||
Debug.Log($"[EditorLifecycleBootstrap] Skipping OnSceneReady for infrastructure scene: {activeScene.name}");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log($"<color=cyan>[EditorLifecycleBootstrap] Triggering lifecycle for initial scene: {activeScene.name}</color>");
|
||||
|
||||
// Broadcast scene ready for the initial scene
|
||||
// This mimics what SceneManagerService does during scene transitions (Phase 10)
|
||||
try
|
||||
{
|
||||
LifecycleManager.Instance.BroadcastSceneReady(activeScene.name);
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogError($"[EditorLifecycleBootstrap] Error broadcasting SceneReady: {ex.Message}\n{ex.StackTrace}");
|
||||
return;
|
||||
}
|
||||
|
||||
// Restore scene-specific data via SaveLoadManager
|
||||
// This mimics SceneManagerService Phase 11
|
||||
if (SaveLoadManager.Instance != null)
|
||||
{
|
||||
var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
|
||||
if (debugSettings.useSaveLoadSystem)
|
||||
{
|
||||
try
|
||||
{
|
||||
Debug.Log($"[EditorLifecycleBootstrap] Restoring scene data for: {activeScene.name}");
|
||||
SaveLoadManager.Instance.RestoreSceneData();
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogError($"[EditorLifecycleBootstrap] Error restoring scene data: {ex.Message}\n{ex.StackTrace}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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@@ -1,9 +0,0 @@
|
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fileFormatVersion: 2
|
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guid: 7f3e8a9c4d5b6e7f8a9b0c1d2e3f4a5b
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folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
|
||||
@@ -19,7 +19,6 @@ 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()
|
||||
@@ -103,15 +102,6 @@ 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)))
|
||||
{
|
||||
@@ -252,20 +242,7 @@ namespace Editor.Tools
|
||||
|
||||
foreach (var go in allObjects)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
var component = go.GetComponent(selectedSearchType);
|
||||
if (component != null)
|
||||
{
|
||||
foundComponents.Add(new ComponentInfo
|
||||
@@ -279,8 +256,7 @@ namespace Editor.Tools
|
||||
|
||||
foundComponents = foundComponents.OrderBy(c => c.hierarchyPath).ToList();
|
||||
|
||||
string searchMode = includeDerivedTypes ? "including derived types" : "exact type only";
|
||||
Debug.Log($"Found {foundComponents.Count} objects with component type '{selectedSearchType.Name}' ({searchMode})");
|
||||
Debug.Log($"Found {foundComponents.Count} objects with component type '{selectedSearchType.Name}'");
|
||||
Repaint();
|
||||
}
|
||||
|
||||
|
||||
@@ -1,31 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using Core.Lifecycle;
|
||||
|
||||
namespace Editor.Tools
|
||||
{
|
||||
/// <summary>
|
||||
/// Editor utility to debug SaveIds for all ManagedBehaviours in the scene
|
||||
/// </summary>
|
||||
public class DebugSaveIds : EditorWindow
|
||||
{
|
||||
[MenuItem("Tools/Debug/Log All SaveIds")]
|
||||
public static void LogAllSaveIds()
|
||||
{
|
||||
var allManaged = FindObjectsByType<ManagedBehaviour>(FindObjectsInactive.Include, FindObjectsSortMode.None);
|
||||
|
||||
Debug.Log($"=== 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 ===");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
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guid: a34fbba4efbb4acd85d79a99abf00a08
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timeCreated: 1762358959
|
||||
@@ -1978,11 +1978,11 @@ PrefabInstance:
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 3484825090253933040, guid: a8b0a1c6cf21352439dc24d3b03182db, type: 3}
|
||||
propertyPath: m_AnchoredPosition.x
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||||
value: 0.09
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||||
value: 1.85
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objectReference: {fileID: 0}
|
||||
- target: {fileID: 3484825090253933040, guid: a8b0a1c6cf21352439dc24d3b03182db, type: 3}
|
||||
propertyPath: m_AnchoredPosition.y
|
||||
value: 3.44
|
||||
value: 5.14
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 3484825090253933040, guid: a8b0a1c6cf21352439dc24d3b03182db, type: 3}
|
||||
propertyPath: m_LocalEulerAnglesHint.x
|
||||
|
||||
@@ -105,7 +105,7 @@ GameObject:
|
||||
- component: {fileID: 3487003259787903584}
|
||||
- component: {fileID: 2277261512137882881}
|
||||
m_Layer: 10
|
||||
m_Name: LureSpotA_Slot
|
||||
m_Name: LureSpotA
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
@@ -260,9 +260,9 @@ MonoBehaviour:
|
||||
interactionComplete:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
customSaveId:
|
||||
itemData: {fileID: 11400000, guid: aaf36cd26cf74334e9c7db6c1b03b3fb, type: 2}
|
||||
iconRenderer: {fileID: 6258593095132504700}
|
||||
slottedItemRenderer: {fileID: 4110666412151536905}
|
||||
onItemSlotted:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
@@ -314,6 +314,7 @@ MonoBehaviour:
|
||||
onForbiddenItemSlotted:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
slottedItemRenderer: {fileID: 4110666412151536905}
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||||
--- !u!114 &3487003259787903584
|
||||
MonoBehaviour:
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m_ObjectHideFlags: 0
|
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@@ -1069,7 +1069,7 @@ GameObject:
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- component: {fileID: 3093816592344978065}
|
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- component: {fileID: 8758136668472096799}
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m_Layer: 10
|
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m_Name: LureSpotB_Slot
|
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m_Name: LureSpotB
|
||||
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:
|
||||
interactionComplete:
|
||||
m_PersistentCalls:
|
||||
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}
|
||||
onItemSlotted:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
@@ -1234,6 +1234,7 @@ MonoBehaviour:
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||||
onForbiddenItemSlotted:
|
||||
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: 3169137887822749614}
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- component: {fileID: 8370367816617117734}
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m_Layer: 10
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m_Name: LureSpotC_Slot
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m_Name: LureSpotC
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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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@@ -412,6 +412,7 @@ MonoBehaviour:
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onForbiddenItemSlotted:
|
||||
m_PersistentCalls:
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m_Calls: []
|
||||
slottedItemRenderer: {fileID: 3806274462998212361}
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||||
--- !u!114 &6535246856440349519
|
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--- !u!1660057539 &9223372036854775807
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||||
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||||
@@ -1,82 +1,43 @@
|
||||
using Core.Lifecycle;
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
using Pixelplacement;
|
||||
|
||||
public class BirdEyesBehavior : ManagedBehaviour
|
||||
public class BirdEyesBehavior : MonoBehaviour
|
||||
{
|
||||
// Animator Hashes
|
||||
private static readonly int RightGuess = Animator.StringToHash("RightGuess");
|
||||
private static readonly int WrongGuess = Animator.StringToHash("WrongGuess");
|
||||
private static readonly int NoGuess = Animator.StringToHash("NoGuess");
|
||||
private static readonly int Wolterisout = Animator.StringToHash("wolterisout");
|
||||
|
||||
private AppleMachine _statemachine;
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||||
private Animator _animator;
|
||||
private StateMachine statemachine;
|
||||
private Animator animator;
|
||||
public bool correctItemIsIn;
|
||||
[SerializeField] private Animator bushAnimator; // Assign in Inspector
|
||||
|
||||
// Save state
|
||||
private bool _wolterisoutTriggered;
|
||||
|
||||
// Enable save/load participation
|
||||
public override bool AutoRegisterForSave => true;
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
_statemachine = GetComponent<AppleMachine>();
|
||||
_animator = GetComponentInChildren<Animator>();
|
||||
statemachine = GetComponent<StateMachine>();
|
||||
animator = GetComponentInChildren<Animator>();
|
||||
}
|
||||
|
||||
public void CorrectItem()
|
||||
{
|
||||
correctItemIsIn = true;
|
||||
_animator.SetTrigger(RightGuess);
|
||||
animator.SetTrigger("RightGuess");
|
||||
BirdReveal();
|
||||
}
|
||||
|
||||
public void IncorrectItem()
|
||||
{
|
||||
correctItemIsIn = false;
|
||||
_animator.SetTrigger(WrongGuess);
|
||||
animator.SetTrigger("WrongGuess");
|
||||
}
|
||||
|
||||
public void NoItem()
|
||||
{
|
||||
_animator.SetTrigger(NoGuess);
|
||||
animator.SetTrigger("NoGuess");
|
||||
}
|
||||
|
||||
public void BirdReveal()
|
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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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_wolterisoutTriggered = true;
|
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bushAnimator.SetTrigger("wolterisout");
|
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statemachine.ChangeState("BirdSpawned");
|
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return;
|
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}
|
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_statemachine.ChangeState("BirdSpawned");
|
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}
|
||||
|
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protected override void OnSceneRestoreRequested(string serializedData)
|
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{
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base.OnSceneRestoreRequested(serializedData);
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if (!string.IsNullOrEmpty(serializedData))
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{
|
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if (bool.TryParse(serializedData, out bool wasTriggered))
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{
|
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_wolterisoutTriggered = wasTriggered;
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|
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// If it was triggered before, set it again on restore
|
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if (_wolterisoutTriggered && bushAnimator != null)
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{
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bushAnimator.SetTrigger(Wolterisout);
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}
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||||
}
|
||||
}
|
||||
}
|
||||
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protected override string OnSceneSaveRequested()
|
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{
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return _wolterisoutTriggered.ToString();
|
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statemachine.ChangeState ("BirdSpawned");
|
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}
|
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}
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161
Assets/Scripts/Bootstrap/BootCompletionService.cs
Normal file
161
Assets/Scripts/Bootstrap/BootCompletionService.cs
Normal file
@@ -0,0 +1,161 @@
|
||||
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}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Bootstrap/BootCompletionService.cs.meta
Normal file
3
Assets/Scripts/Bootstrap/BootCompletionService.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aa0228cf33a64515bc166b7a9bc8c0b9
|
||||
timeCreated: 1760606319
|
||||
@@ -1,18 +1,18 @@
|
||||
using System;
|
||||
using System;
|
||||
using AppleHills.Core.Settings;
|
||||
using UnityEngine;
|
||||
using UI;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Cinematics;
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Bootstrap
|
||||
{
|
||||
/// <summary>
|
||||
/// Controller for the boot scene that coordinates bootstrap initialization with loading screen
|
||||
/// </summary>
|
||||
public class BootSceneController : ManagedBehaviour
|
||||
public class BootSceneController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private string mainSceneName = "AppleHillsOverworld";
|
||||
[SerializeField] private float minDelayAfterBoot = 0.5f; // Small delay after boot to ensure smooth transition
|
||||
@@ -30,32 +30,35 @@ namespace Bootstrap
|
||||
private float _sceneLoadingProgress = 0f;
|
||||
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
|
||||
|
||||
// Run very early - need to set up loading screen before other systems initialize
|
||||
public override int ManagedAwakePriority => 5;
|
||||
|
||||
protected override void Awake()
|
||||
private void Start()
|
||||
{
|
||||
base.Awake(); // Register with LifecycleManager
|
||||
LogDebugMessage("Boot scene started");
|
||||
|
||||
LogDebugMessage("BootSceneController.Awake() - Initializing loading screen DURING bootstrap");
|
||||
|
||||
// Validate loading screen exists
|
||||
// Ensure the initial loading screen exists
|
||||
if (initialLoadingScreen == null)
|
||||
{
|
||||
Debug.LogError("[BootSceneController] No InitialLoadingScreen assigned! Please assign it in the inspector.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Show the loading screen immediately with our combined progress provider
|
||||
// This needs to happen DURING bootstrap to show progress
|
||||
initialLoadingScreen.ShowLoadingScreen(GetCombinedProgress);
|
||||
|
||||
// Subscribe to loading screen completion event
|
||||
|
||||
// Subscribe to the loading screen completion event
|
||||
initialLoadingScreen.OnLoadingScreenFullyHidden += OnInitialLoadingComplete;
|
||||
|
||||
// Subscribe to boot progress for real-time updates during bootstrap
|
||||
// Show the loading screen immediately with our combined progress provider
|
||||
initialLoadingScreen.ShowLoadingScreen(GetCombinedProgress);
|
||||
|
||||
// Subscribe to boot progress events
|
||||
CustomBoot.OnBootProgressChanged += OnBootProgressChanged;
|
||||
|
||||
// Register our boot completion handler with the BootCompletionService
|
||||
// This will execute either immediately if boot is already complete,
|
||||
// or when the boot process completes
|
||||
BootCompletionService.RegisterInitAction(
|
||||
OnBootCompleted,
|
||||
50, // Higher priority (lower number)
|
||||
"BootSceneController.OnBootCompleted"
|
||||
);
|
||||
|
||||
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().bootstrapLogVerbosity;
|
||||
|
||||
// In debug mode, log additional information
|
||||
@@ -64,32 +67,6 @@ namespace Bootstrap
|
||||
InvokeRepeating(nameof(LogDebugInfo), 0.1f, 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnManagedAwake()
|
||||
{
|
||||
LogDebugMessage("BootSceneController.OnManagedAwake() - Boot is GUARANTEED complete, starting scene loading");
|
||||
|
||||
// Boot is GUARANTEED complete at this point - that's the whole point of OnManagedAwake!
|
||||
// No need to subscribe to OnBootCompleted or check CustomBoot.Initialised
|
||||
_bootComplete = true;
|
||||
_currentPhase = LoadingPhase.SceneLoading;
|
||||
|
||||
// Start loading the main scene after a small delay
|
||||
// This prevents jerky transitions if boot happens very quickly
|
||||
Invoke(nameof(StartLoadingMainMenu), minDelayAfterBoot);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Manual cleanup for events
|
||||
if (initialLoadingScreen != null)
|
||||
{
|
||||
initialLoadingScreen.OnLoadingScreenFullyHidden -= OnInitialLoadingComplete;
|
||||
}
|
||||
CustomBoot.OnBootProgressChanged -= OnBootProgressChanged;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the initial loading screen is fully hidden
|
||||
@@ -102,10 +79,12 @@ namespace Bootstrap
|
||||
if (CinematicsManager.Instance != null)
|
||||
{
|
||||
LogDebugMessage("Attempting to play intro cinematic");
|
||||
|
||||
|
||||
// Use LoadAndPlayCinematic to play the intro sequence
|
||||
CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence");
|
||||
|
||||
CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence", false);
|
||||
CinematicsManager.Instance.ChangeCinematicBackgroundColour(new Color(0f, 0f, 0f, 1f));
|
||||
//PlayerHudManager.Instance.ResizeCinematicPlayer();
|
||||
|
||||
// Immediately unload the StartingScene - no need to wait for cinematic to finish
|
||||
// since CinematicsManager is bootstrapped and won't be unloaded
|
||||
UnloadStartingScene();
|
||||
@@ -117,6 +96,23 @@ 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>
|
||||
@@ -151,7 +147,19 @@ namespace Bootstrap
|
||||
$"Scene: {_sceneLoadingProgress:P0}, Combined: {GetCombinedProgress():P0}, Boot Complete: {_bootComplete}");
|
||||
}
|
||||
|
||||
|
||||
private void OnBootCompleted()
|
||||
{
|
||||
// Unsubscribe to prevent duplicate calls
|
||||
CustomBoot.OnBootCompleted -= OnBootCompleted;
|
||||
|
||||
LogDebugMessage("Boot process completed");
|
||||
_bootComplete = true;
|
||||
|
||||
// After a small delay, start loading the main menu
|
||||
// This prevents jerky transitions if boot happens very quickly
|
||||
Invoke(nameof(StartLoadingMainMenu), minDelayAfterBoot);
|
||||
}
|
||||
|
||||
private void StartLoadingMainMenu()
|
||||
{
|
||||
if (_hasStartedLoading)
|
||||
@@ -201,17 +209,6 @@ namespace Bootstrap
|
||||
// Ensure progress is complete
|
||||
_sceneLoadingProgress = 1f;
|
||||
|
||||
// CRITICAL: Broadcast lifecycle events so components get their OnSceneReady callbacks
|
||||
LogDebugMessage($"Broadcasting OnSceneReady for: {mainSceneName}");
|
||||
LifecycleManager.Instance?.BroadcastSceneReady(mainSceneName);
|
||||
|
||||
// Restore scene data for the main menu
|
||||
if (SaveLoadManager.Instance != null)
|
||||
{
|
||||
LogDebugMessage($"Restoring scene data for: {mainSceneName}");
|
||||
SaveLoadManager.Instance.RestoreSceneData();
|
||||
}
|
||||
|
||||
// Step 2: Scene is fully loaded, now hide the loading screen
|
||||
// This will trigger OnInitialLoadingComplete via the event when animation completes
|
||||
initialLoadingScreen.HideLoadingScreen();
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
using System.Threading.Tasks;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||
@@ -40,10 +39,6 @@ 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;
|
||||
|
||||
@@ -102,14 +97,12 @@ namespace Bootstrap
|
||||
OnBootProgressChanged?.Invoke(1f);
|
||||
OnBootCompleted?.Invoke();
|
||||
|
||||
// Notify the LifecycleManager that boot is complete
|
||||
// Notify the BootCompletionService that boot is complete
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
LogDebugMessage("Calling LifecycleManager.OnBootCompletionTriggered()");
|
||||
if (LifecycleManager.Instance != null)
|
||||
{
|
||||
LifecycleManager.Instance.OnBootCompletionTriggered();
|
||||
}
|
||||
// Direct call to boot completion service
|
||||
LogDebugMessage("Calling BootCompletionService.HandleBootCompleted()");
|
||||
BootCompletionService.HandleBootCompleted();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -124,14 +117,12 @@ namespace Bootstrap
|
||||
OnBootProgressChanged?.Invoke(1f);
|
||||
OnBootCompleted?.Invoke();
|
||||
|
||||
// Notify the LifecycleManager that boot is complete
|
||||
// Notify the BootCompletionService that boot is complete
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
LogDebugMessage("Calling LifecycleManager.OnBootCompletionTriggered()");
|
||||
if (LifecycleManager.Instance != null)
|
||||
{
|
||||
LifecycleManager.Instance.OnBootCompletionTriggered();
|
||||
}
|
||||
// Direct call to boot completion service
|
||||
LogDebugMessage("Calling BootCompletionService.HandleBootCompleted()");
|
||||
BootCompletionService.HandleBootCompleted();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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 : ManagedBehaviour
|
||||
public class CinematicsManager : MonoBehaviour
|
||||
{
|
||||
public event System.Action OnCinematicStarted;
|
||||
public event System.Action OnCinematicStopped;
|
||||
@@ -37,21 +37,20 @@ namespace Cinematics
|
||||
|
||||
public PlayableDirector playableDirector;
|
||||
|
||||
public override int ManagedAwakePriority => 170; // Cinematic systems
|
||||
|
||||
private new void Awake()
|
||||
private void Awake()
|
||||
{
|
||||
base.Awake(); // CRITICAL: Register with LifecycleManager!
|
||||
|
||||
// Set instance immediately so it's available before OnManagedAwake() is called
|
||||
_instance = this;
|
||||
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
}
|
||||
|
||||
protected override void OnManagedAwake()
|
||||
private void InitializePostBoot()
|
||||
{
|
||||
Logging.Debug("[CinematicsManager] Initialized");
|
||||
// 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");
|
||||
}
|
||||
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
@@ -81,28 +80,30 @@ namespace Cinematics
|
||||
// Initialize PlayableDirector if not set
|
||||
if (playableDirector == null)
|
||||
{
|
||||
playableDirector = GetComponent<PlayableDirector>();
|
||||
playableDirector = PlayerHudManager.Instance.playableDirector;
|
||||
|
||||
// If still null, try to add the component
|
||||
if (playableDirector == null)
|
||||
{
|
||||
playableDirector = gameObject.AddComponent<PlayableDirector>();
|
||||
Debug.Log("[CinematicsManager] Added missing PlayableDirector component");
|
||||
Debug.Log("[CinematicsManager] Could not find Playable Director on the PlayerHudManager");
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize _cinematicSprites if not set
|
||||
if (_cinematicSprites == null)
|
||||
{
|
||||
// First try to find in children
|
||||
_cinematicSprites = GetComponentInChildren<Image>(true);
|
||||
// First try to find in children in the PlayerHud
|
||||
_cinematicSprites = PlayerHudManager.Instance.cinematicSprites;
|
||||
|
||||
// If still null, create a new UI Image for cinematics
|
||||
// If still null, return error
|
||||
if (_cinematicSprites == null)
|
||||
{
|
||||
Debug.LogWarning("[CinematicsManager] No Image found for cinematics display. Cinematics may not display correctly.");
|
||||
}
|
||||
}
|
||||
|
||||
cinematicSpritesGameObject = PlayerHudManager.Instance.currentCinematicPlayer;
|
||||
cinematicBackground = PlayerHudManager.Instance.CinematicBackground;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -118,6 +119,7 @@ namespace Cinematics
|
||||
_cinematicSprites.enabled = true;
|
||||
cinematicSpritesGameObject.SetActive(true);
|
||||
}
|
||||
cinematicBackground.SetActive(true);
|
||||
|
||||
playableDirector.stopped += OnPlayableDirectorStopped;
|
||||
playableDirector.Play(assetToPlay);
|
||||
@@ -142,7 +144,7 @@ namespace Cinematics
|
||||
/// <summary>
|
||||
/// Loads a playable from an asset path and plays it as a cinematic
|
||||
/// </summary>
|
||||
public PlayableDirector LoadAndPlayCinematic(string key)
|
||||
public PlayableDirector LoadAndPlayCinematic(string key, bool playPortraitMode)
|
||||
{
|
||||
// Load the asset via addressables
|
||||
var handle = Addressables.LoadAssetAsync<PlayableAsset>(key);
|
||||
@@ -153,6 +155,7 @@ namespace Cinematics
|
||||
|
||||
Logging.Debug($"[CinematicsManager] Loaded addressable cinematic: {key}");
|
||||
|
||||
PlayerHudManager.Instance.SetPortraitMode(playPortraitMode);
|
||||
return PlayCinematic(result);
|
||||
}
|
||||
|
||||
@@ -198,7 +201,7 @@ namespace Cinematics
|
||||
|
||||
public void ShowCinematicBackground(bool shouldBeActive)
|
||||
{
|
||||
cinematicBackground.SetActive(shouldBeActive);
|
||||
cinematicBackground.SetActive(shouldBeActive);
|
||||
}
|
||||
|
||||
public void ShowGameOverScreen()
|
||||
@@ -218,5 +221,12 @@ namespace Cinematics
|
||||
Logging.Warning("[CinematicsManager] DivingGameOverScreen reference is not set!");
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeCinematicBackgroundColour(Color clr)
|
||||
{
|
||||
PlayerHudManager.Instance.cinematicBackgroundSprites.color = clr;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
using Bootstrap;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Input;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Cinematics
|
||||
{
|
||||
public class SkipCinematic : ManagedBehaviour, ITouchInputConsumer
|
||||
public class SkipCinematic : MonoBehaviour, ITouchInputConsumer
|
||||
{
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private float holdDuration = 2.0f;
|
||||
@@ -17,28 +17,39 @@ namespace Cinematics
|
||||
private bool _skipPerformed;
|
||||
private bool _initialized = false;
|
||||
|
||||
public override int ManagedAwakePriority => 180; // Cinematic UI
|
||||
void Awake()
|
||||
{
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
}
|
||||
|
||||
protected override void OnManagedAwake()
|
||||
void Start()
|
||||
{
|
||||
// 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] Initialized");
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
// Clean up subscriptions
|
||||
UnsubscribeFromCinematicsEvents();
|
||||
Logging.Debug("[SkipCinematic] Post-boot initialization complete");
|
||||
}
|
||||
|
||||
private void SubscribeToCinematicsEvents()
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user