Files
AppleHillsProduction/Assets/Scripts/Core/QuickAccess.cs
tschesky 0aa2270e1a Lifecycle System Refactor & Logging Centralization (#56)
## 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
2025-11-11 08:48:29 +00:00

168 lines
4.9 KiB
C#

using UnityEngine;
using Cinematics;
using Core;
using Core.Lifecycle;
using Data.CardSystem;
using Input;
using PuzzleS;
namespace AppleHills.Core
{
/// <summary>
/// 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 : ManagedBehaviour
{
#region Singleton Setup
private static QuickAccess _instance;
/// <summary>
/// Singleton instance of QuickAccess. No longer creates an instance if one doesn't exist.
/// </summary>
public static QuickAccess Instance => _instance;
#endregion Singleton Setup
// Very early initialization - QuickAccess should be available immediately
public override int ManagedAwakePriority => 5;
#region Manager Instances
// Core Managers
public GameManager GameManager => GameManager.Instance;
public ItemManager ItemManager => ItemManager.Instance;
public SceneManagerService SceneManager => SceneManagerService.Instance;
// Other Managers
public InputManager InputManager => InputManager.Instance;
public PuzzleManager PuzzleManager => PuzzleManager.Instance;
public CinematicsManager CinematicsManager => CinematicsManager.Instance;
public CardSystemManager CardSystemManager => CardSystemManager.Instance;
#endregion
#region Player and Follower References
private GameObject _playerGameObject;
private GameObject _followerGameObject;
private PlayerTouchController _playerController;
private FollowerController _followerController;
private Camera _mainCamera;
/// <summary>
/// Returns the player GameObject. Finds it if not already cached.
/// </summary>
public GameObject PlayerGameObject
{
get
{
if (_playerGameObject == null)
{
_playerGameObject = GameObject.FindGameObjectWithTag("Player");
}
return _playerGameObject;
}
}
/// <summary>
/// Returns the follower (Pulver) GameObject. Finds it if not already cached.
/// </summary>
public GameObject FollowerGameObject
{
get
{
if (_followerGameObject == null)
{
_followerGameObject = GameObject.FindGameObjectWithTag("Pulver");
}
return _followerGameObject;
}
}
/// <summary>
/// Returns the player controller component. Finds it if not already cached.
/// </summary>
public PlayerTouchController PlayerController
{
get
{
if (_playerController == null && PlayerGameObject != null)
{
_playerController = PlayerGameObject.GetComponent<PlayerTouchController>();
}
return _playerController;
}
}
/// <summary>
/// Returns the follower controller component. Finds it if not already cached.
/// </summary>
public FollowerController FollowerController
{
get
{
if (_followerController == null && FollowerGameObject != null)
{
_followerController = FollowerGameObject.GetComponent<FollowerController>();
}
return _followerController;
}
}
/// <summary>
/// Returns the main camera. Caches for performance.
/// </summary>
public Camera MainCamera
{
get
{
if (_mainCamera == null)
{
_mainCamera = Camera.main;
}
return _mainCamera;
}
}
#endregion
#region Lifecycle Methods
internal override void OnManagedAwake()
{
// Set instance immediately (early initialization)
_instance = this;
}
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>
public void ClearReferences()
{
_playerGameObject = null;
_followerGameObject = null;
_playerController = null;
_followerController = null;
_mainCamera = null;
}
#endregion
}
}