Files
AppleHillsProduction/Assets/Scripts/Sound/LevelAudioObject.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

82 lines
2.0 KiB
C#

using UnityEngine;
using UnityEngine.Audio;
using System;
using Core;
using Core.Lifecycle;
[Serializable]
public class LevelAudioObjectSaveData
{
public bool hasPlayed;
}
public class LevelAudioObject : ManagedBehaviour
{
[Header("Audio Settings")]
public AppleAudioSource narratorAudioSource;
public AudioResource firstNarration;
[Header("Playback Settings")]
[Tooltip("If true, the audio will only play once and never again after being played")]
public bool isOneTime;
private bool _hasPlayed;
#region ManagedBehaviour Overrides
public override bool AutoRegisterForSave => isOneTime; // Only save if one-time audio
internal override string OnSceneSaveRequested()
{
if (!isOneTime)
return null; // No need to save if not one-time
LevelAudioObjectSaveData saveData = new LevelAudioObjectSaveData
{
hasPlayed = _hasPlayed
};
return JsonUtility.ToJson(saveData);
}
internal override void OnSceneRestoreRequested(string serializedData)
{
if (!isOneTime || string.IsNullOrEmpty(serializedData))
return;
try
{
LevelAudioObjectSaveData saveData = JsonUtility.FromJson<LevelAudioObjectSaveData>(serializedData);
_hasPlayed = saveData.hasPlayed;
}
catch (Exception e)
{
Logging.Warning($"[LevelAudioObject] Failed to restore audio state: {e.Message}");
}
}
internal override void OnSceneRestoreCompleted()
{
if (isOneTime && !_hasPlayed)
{
PlayNarrationAudio();
}
}
#endregion
private void PlayNarrationAudio()
{
if (narratorAudioSource == null || firstNarration == null)
{
Logging.Warning($"[LevelAudioObject] Missing audio source or narration resource on {gameObject.name}");
return;
}
narratorAudioSource.audioSource.resource = firstNarration;
narratorAudioSource.Play(0);
_hasPlayed = true;
}
}