## 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
400 lines
16 KiB
C#
400 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using AppleHills.Core.Settings;
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using Core.Lifecycle;
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using Core.SaveLoad;
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using UI;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Core
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{
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/// <summary>
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/// Singleton service for loading and unloading Unity scenes asynchronously, with events for progress and completion.
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/// </summary>
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public class SceneManagerService : ManagedBehaviour
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{
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private LoadingScreenController _loadingScreen;
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private static SceneManagerService _instance;
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/// <summary>
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/// Singleton instance of the SceneManagerService. No longer creates an instance if one doesn't exist.
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/// </summary>
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public static SceneManagerService Instance => _instance;
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// Events for scene lifecycle
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// NOTE: Most components should use lifecycle hooks (OnSceneReady, OnSceneUnloading)
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// instead of subscribing to these events. Events are primarily for orchestration.
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/// <summary>
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/// Fired when a scene starts loading. Used by loading screen orchestration.
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/// </summary>
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public event Action<string> SceneLoadStarted;
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/// <summary>
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/// Fired when a scene finishes loading.
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/// Used by loading screen orchestration and cross-scene components (e.g., PauseMenu).
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/// For component initialization, use OnSceneReady() lifecycle hook instead.
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/// </summary>
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public event Action<string> SceneLoadCompleted;
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private readonly Dictionary<string, AsyncOperation> _activeLoads = new();
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private readonly Dictionary<string, AsyncOperation> _activeUnloads = new();
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private LogVerbosity _logVerbosity = LogVerbosity.Debug;
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private const string BootstrapSceneName = "BootstrapScene";
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// ManagedBehaviour configuration
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public override int ManagedAwakePriority => 15; // Core infrastructure, after GameManager
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internal override void OnManagedAwake()
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{
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// Set instance immediately (early initialization)
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_instance = this;
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// Initialize current scene tracking - critical for scene management
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InitializeCurrentSceneTracking();
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// Ensure BootstrapScene is loaded at startup
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var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
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if (!bootstrap.isLoaded)
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{
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SceneManager.LoadScene(BootstrapSceneName, LoadSceneMode.Additive);
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}
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}
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internal override void OnManagedStart()
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{
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// Set up loading screen reference and events
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// This must happen in ManagedStart because LoadingScreenController instance needs to be set first
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_loadingScreen = LoadingScreenController.Instance;
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SetupLoadingScreenEvents();
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// Load verbosity settings
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_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().sceneLogVerbosity;
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Logging.Debug($"SceneManagerService initialized, current scene is: {CurrentGameplayScene}");
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}
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/// <summary>
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/// Initialize current scene tracking immediately in Awake
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/// This ensures scene management works correctly regardless of boot timing
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/// </summary>
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private void InitializeCurrentSceneTracking()
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{
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// Get the active scene and use it as the current gameplay scene
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Scene activeScene = SceneManager.GetActiveScene();
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if (activeScene.IsValid())
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{
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// If this is the MainMenu or another gameplay scene, track it
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if (activeScene.name != BootstrapSceneName)
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{
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CurrentGameplayScene = activeScene.name;
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Logging.Debug($"Initialized with current scene: {CurrentGameplayScene}");
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}
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// Otherwise default to MainMenu
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else
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{
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CurrentGameplayScene = "AppleHillsOverworld";
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Logging.Debug($"Initialized with default scene: {CurrentGameplayScene}");
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}
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}
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else
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{
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CurrentGameplayScene = "AppleHillsOverworld";
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Logging.Debug($"No valid active scene, defaulting to: {CurrentGameplayScene}");
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}
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}
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private void SetupLoadingScreenEvents()
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{
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if (_loadingScreen == null) return;
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SceneLoadStarted += _ => _loadingScreen.ShowLoadingScreen(() => GetAggregateLoadProgress());
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SceneLoadCompleted += _ => _loadingScreen.HideLoadingScreen();
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}
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/// <summary>
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/// Load a single scene asynchronously (additive).
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/// </summary>
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/// <param name="sceneName">Name of the scene to load.</param>
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/// <param name="progress">Optional progress reporter.</param>
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public async Task LoadSceneAsync(string sceneName, IProgress<float> progress = null)
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{
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SceneLoadStarted?.Invoke(sceneName);
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var op = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
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_activeLoads[sceneName] = op;
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while (!op.isDone)
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{
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progress?.Report(op.progress);
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await Task.Yield();
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}
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_activeLoads.Remove(sceneName);
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SceneLoadCompleted?.Invoke(sceneName);
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}
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/// <summary>
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/// Unload a single scene asynchronously.
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/// </summary>
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/// <param name="sceneName">Name of the scene to unload.</param>
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/// <param name="progress">Optional progress reporter.</param>
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public async Task UnloadSceneAsync(string sceneName, IProgress<float> progress = null)
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{
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var scene = SceneManager.GetSceneByName(sceneName);
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if (!scene.isLoaded)
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{
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Logging.Warning($"[SceneManagerService] Attempted to unload scene '{sceneName}', but it is not loaded.");
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return;
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}
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var op = SceneManager.UnloadSceneAsync(sceneName);
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_activeUnloads[sceneName] = op;
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while (!op.isDone)
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{
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progress?.Report(op.progress);
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await Task.Yield();
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}
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_activeUnloads.Remove(sceneName);
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}
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/// <summary>
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/// Load multiple scenes asynchronously.
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/// </summary>
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/// <param name="sceneNames">Enumerable of scene names to load.</param>
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/// <param name="progress">Optional progress reporter.</param>
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public async Task LoadScenesAsync(IEnumerable<string> sceneNames, IProgress<float> progress = null)
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{
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// Show loading screen at the start of multiple scene loading
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if (_loadingScreen != null)
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{
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_loadingScreen.ShowLoadingScreen();
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}
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int total = 0;
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int done = 0;
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var ops = new List<AsyncOperation>();
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foreach (var name in sceneNames)
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{
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total++;
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var op = SceneManager.LoadSceneAsync(name, LoadSceneMode.Additive);
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_activeLoads[name] = op;
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ops.Add(op);
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SceneLoadStarted?.Invoke(name);
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}
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while (done < total)
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{
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done = 0;
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float aggregate = 0f;
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foreach (var op in ops)
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{
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if (op.isDone) done++;
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aggregate += op.progress;
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}
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float avgProgress = aggregate / total;
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progress?.Report(avgProgress);
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await Task.Yield();
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}
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foreach (var name in sceneNames)
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{
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_activeLoads.Remove(name);
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SceneLoadCompleted?.Invoke(name);
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}
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// Hide loading screen after all scenes are loaded
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if (_loadingScreen != null)
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{
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_loadingScreen.HideLoadingScreen();
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}
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}
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/// <summary>
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/// Unload multiple scenes asynchronously.
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/// </summary>
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/// <param name="sceneNames">Enumerable of scene names to unload.</param>
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/// <param name="progress">Optional progress reporter.</param>
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public async Task UnloadScenesAsync(IEnumerable<string> sceneNames, IProgress<float> progress = null)
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{
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// Show loading screen at the start of multiple scene unloading
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if (_loadingScreen != null)
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{
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_loadingScreen.ShowLoadingScreen();
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}
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int total = 0;
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int done = 0;
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var ops = new List<AsyncOperation>();
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foreach (var name in sceneNames)
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{
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total++;
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var op = SceneManager.UnloadSceneAsync(name);
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_activeUnloads[name] = op;
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ops.Add(op);
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}
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while (done < total)
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{
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done = 0;
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float aggregate = 0f;
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foreach (var op in ops)
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{
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aggregate += op.progress;
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if (op.isDone) done++;
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}
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float avg = aggregate / total;
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progress?.Report(avg);
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await Task.Yield();
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}
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foreach (var name in sceneNames)
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{
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_activeUnloads.Remove(name);
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}
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// Hide loading screen after all scenes are unloaded
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if (_loadingScreen != null)
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{
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_loadingScreen.HideLoadingScreen();
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}
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}
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// Optionally: expose current progress for all active operations
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public float GetAggregateLoadProgress()
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{
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if (_activeLoads.Count == 0) return 1f;
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float sum = 0f;
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foreach (var op in _activeLoads.Values) sum += op.progress;
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return sum / _activeLoads.Count;
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}
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public float GetAggregateUnloadProgress()
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{
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if (_activeUnloads.Count == 0) return 1f;
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float sum = 0f;
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foreach (var op in _activeUnloads.Values) sum += op.progress;
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return sum / _activeUnloads.Count;
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}
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// Tracks the currently loaded gameplay scene (not persistent/bootstrapper)
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public string CurrentGameplayScene { get; set; } = "AppleHillsOverworld";
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public async Task ReloadCurrentScene(IProgress<float> progress = null, bool autoHideLoadingScreen = true, bool skipSave = false)
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{
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await SwitchSceneAsync(CurrentGameplayScene, progress, autoHideLoadingScreen, skipSave);
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}
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/// <summary>
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/// Switches from current gameplay scene to a new one
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/// </summary>
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/// <param name="newSceneName">Name of the scene to load</param>
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/// <param name="progress">Optional progress reporter</param>
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/// <param name="autoHideLoadingScreen">Whether to automatically hide the loading screen when complete. If false, caller must hide it manually.</param>
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/// <param name="skipSave">If true, skips saving scene data during transition. Useful for level restart to prevent re-saving cleared data.</param>
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public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null, bool autoHideLoadingScreen = true, bool skipSave = false)
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{
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string oldSceneName = CurrentGameplayScene;
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// PHASE 1: Show loading screen at the start
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// Use explicit progress provider to combine unload + load progress
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if (_loadingScreen != null)
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{
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_loadingScreen.ShowLoadingScreen(() => GetAggregateLoadProgress());
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}
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// PHASE 2: Broadcast scene unloading - notify components to cleanup
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Logging.Debug($"Broadcasting OnSceneUnloading for: {oldSceneName}");
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LifecycleManager.Instance?.BroadcastSceneUnloading(oldSceneName);
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// PHASE 3: Save scene-specific data via SaveLoadManager (unless skipSave is true)
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if (!skipSave && SaveLoadManager.Instance != null)
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{
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var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
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if (debugSettings.useSaveLoadSystem)
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{
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Logging.Debug($"Saving scene data for: {oldSceneName}");
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SaveLoadManager.Instance.SaveSceneData();
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}
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}
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else if (skipSave)
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{
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Logging.Debug($"Skipping save for: {oldSceneName} (skipSave=true)");
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}
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// PHASE 4: Clear PuzzleManager state before scene transition
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if (PuzzleS.PuzzleManager.Instance != null)
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{
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Logging.Debug($"Clearing puzzle state before scene transition");
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PuzzleS.PuzzleManager.Instance.ClearPuzzleState();
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}
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// PHASE 5: Remove all AstarPath (A* Pathfinder) singletons before loading the new scene
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var astarPaths = FindObjectsByType<AstarPath>(FindObjectsSortMode.None);
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foreach (var astar in astarPaths)
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{
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if (Application.isPlaying)
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Destroy(astar.gameObject);
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else
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DestroyImmediate(astar.gameObject);
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}
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// PHASE 6: Unload previous gameplay scene (Unity will call OnDestroy → OnManagedDestroy)
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if (!string.IsNullOrEmpty(oldSceneName) && oldSceneName != BootstrapSceneName)
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{
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var prevScene = SceneManager.GetSceneByName(oldSceneName);
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if (prevScene.isLoaded)
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{
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await UnloadSceneAsync(oldSceneName);
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}
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else
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{
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Logging.Warning($"Previous scene '{oldSceneName}' is not loaded, skipping unload.");
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}
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}
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// PHASE 7: Ensure BootstrapScene is loaded before loading new scene
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var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
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if (!bootstrap.isLoaded)
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{
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SceneManager.LoadScene(BootstrapSceneName, LoadSceneMode.Additive);
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}
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// PHASE 8: Begin scene loading mode - enables priority-ordered component initialization
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Logging.Debug($"Beginning scene load for: {newSceneName}");
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LifecycleManager.Instance?.BeginSceneLoad(newSceneName);
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// PHASE 9: Load new gameplay scene
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await LoadSceneAsync(newSceneName, progress);
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CurrentGameplayScene = newSceneName;
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// PHASE 10: Broadcast scene ready - processes batched components in priority order, then calls OnSceneReady
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Logging.Debug($"Broadcasting OnSceneReady for: {newSceneName}");
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LifecycleManager.Instance?.BroadcastSceneReady(newSceneName);
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// PHASE 11: Restore scene-specific data via SaveLoadManager
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if (!skipSave && SaveLoadManager.Instance != null)
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{
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var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
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if (debugSettings.useSaveLoadSystem)
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{
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Logging.Debug($"Restoring scene data for: {newSceneName}");
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SaveLoadManager.Instance.RestoreSceneData();
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}
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}
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else if (skipSave)
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{
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SaveLoadManager.Instance.RestoreSceneData();
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Logging.Debug($"Skipping restore for: {newSceneName} (skipSave=true)");
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}
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// PHASE 12: Only hide the loading screen if autoHideLoadingScreen is true
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if (autoHideLoadingScreen && _loadingScreen != null)
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{
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_loadingScreen.HideLoadingScreen();
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}
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}
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}
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}
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