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## ManagedBehaviour System Refactor - **Sealed `Awake()`** to prevent override mistakes that break singleton registration - **Added `OnManagedAwake()`** for early initialization (fires during registration) - **Renamed lifecycle hook:** `OnManagedAwake()` → `OnManagedStart()` (fires after boot, mirrors Unity's Awake→Start) - **40 files migrated** to new pattern (2 core, 38 components) - Eliminated all fragile `private new void Awake()` patterns - Zero breaking changes - backward compatible ## Centralized Logging System - **Automatic tagging** via `CallerMemberName` and `CallerFilePath` - logs auto-tagged as `[ClassName][MethodName] message` - **Unified API:** Single `Logging.Debug/Info/Warning/Error()` replaces custom `LogDebugMessage()` implementations - **~90 logging call sites** migrated across 10 files - **10 redundant helper methods** removed - All logs broadcast via `Logging.OnLogEntryAdded` event for real-time monitoring ## Custom Log Console (Editor Window) - **Persistent filter popups** for multi-selection (classes, methods, log levels) - windows stay open during selection - **Search** across class names, methods, and message content - **Time range filter** with MinMaxSlider - **Export** filtered logs to timestamped `.txt` files - **Right-click context menu** for quick filtering and copy actions - **Visual improvements:** White text, alternating row backgrounds, color-coded log levels - **Multiple instances** supported for simultaneous system monitoring - Open via `AppleHills > Custom Log Console` Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #56
Apple Hills
Apple Hills is a Unity-based adventure game featuring interactive puzzle mechanics, dialogue systems, and item interactions.
Project Overview
Apple Hills provides a unique gaming experience with:
- Node-based dialogue system for interactive NPC conversations
- Puzzle mechanics with condition-based progression
- Item pickup, combination, and interaction systems
- Custom Universal Render Pipeline setup
Repository Structure
AppleHills/
├── Assets/ # Unity asset files
│ ├── Art/ # Visual assets, models, textures
│ ├── Dialogue/ # Dialogue system and dialogue data
│ ├── Scripts/ # C# code for game systems
│ │ ├── Core/ # Core managers and services
│ │ ├── Dialogue/ # Dialogue system implementation
│ │ ├── Input/ # Input handling systems
│ │ ├── Interactions/ # Object interaction systems
│ │ ├── Movement/ # Character movement controllers
│ │ ├── PuzzleS/ # Puzzle mechanics and systems
│ │ └── UI/ # User interface components
│ ├── Scenes/ # Game scenes and levels
│ ├── Prefabs/ # Reusable game objects
│ └── ... # Other asset folders
├── Packages/ # Unity package dependencies
├── ProjectSettings/ # Unity project settings
└── docs/ # Project documentation
├── media/ # Images and other media for documentation
└── dialogue_readme.md # Detailed documentation about the dialogue system
Code Structure
Scripts Organization
The game's codebase is organized into several key modules:
| Module | Purpose |
|---|---|
| Animation | Animation controllers and state machines |
| Bootstrap | Game initialization and scene loading |
| Core | Core game managers and services |
| Dialogue | Dialogue tree implementation and text handling |
| Input | Player input processing and mapping |
| Interactions | Interactive object behaviors and triggers |
| Movement | Character controllers and navigation |
| Pooling | Object pooling for performance optimization |
| PuzzleS | Puzzle mechanics, conditions, and validators |
| Settings | Configurable game parameters and constants |
| UI | User interface elements and controllers |
| Utilities | Helper classes and extension methods |
Core Systems Highlight
The Assets/Scripts/Core directory contains critical managers that orchestrate the game's systems:
Key Managers
- GameManager: Central hub managing game state, scene transitions, and system coordination
- ItemManager: Handles inventory system, item pickup, combination, and usage logic
- SceneManagerService: Controls scene loading, unloading, and transitions
Settings Framework
The Core/Settings system provides a robust configuration framework:
- ServiceLocator: Dependency injection system for accessing game services
- SettingsProvider: Central access point for game configuration values
- BaseSettings/BaseDeveloperSettings: Foundation for creating configurable parameters
- InteractionSettings: Configuration for player-object interactions
- MovementModeTypes: Movement parameters for different locomotion modes
Documentation
Detailed documentation about specific systems can be found in the docs folder:
Development
The project is structured using standard Unity practices. Key components:
- Universal Render Pipeline for consistent visuals
- Input System for configurable controls
- Addressable Assets for asset management
Description
Languages
C#
99.6%
ShaderLab
0.4%