## 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
53 lines
1.2 KiB
C#
53 lines
1.2 KiB
C#
using Core;
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using UnityEngine;
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using Core.Lifecycle;
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[System.Serializable]
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public class SoundBirdSaveData
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{
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public bool canFly;
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}
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public class soundBird_CanFly : ManagedBehaviour
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{
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public bool canFly = true;
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// Enable save/load participation
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public override bool AutoRegisterForSave => true;
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public void birdCanHear(bool canhear)
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{
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canFly = canhear;
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}
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#region Save/Load Implementation
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internal override string OnSceneSaveRequested()
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{
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var saveData = new SoundBirdSaveData
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{
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canFly = this.canFly
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};
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return JsonUtility.ToJson(saveData);
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}
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internal override void OnSceneRestoreRequested(string serializedData)
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{
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if (string.IsNullOrEmpty(serializedData))
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{
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Logging.Warning($"[soundBird_CanFly] No save data to restore for {gameObject.name}");
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return;
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}
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var saveData = JsonUtility.FromJson<SoundBirdSaveData>(serializedData);
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if (saveData != null)
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{
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canFly = saveData.canFly;
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Logging.Debug($"[soundBird_CanFly] Restored canFly state: {canFly}");
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}
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}
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#endregion
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}
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