Files
AppleHillsProduction/Assets/Scripts/UI/LoadingScreenController.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

253 lines
9.7 KiB
C#

using System.Collections;
using System;
using Core;
using Core.Lifecycle;
using UnityEngine;
using UnityEngine.UI;
namespace UI
{
/// <summary>
/// Controls the loading screen UI display, progress updates, and timing
/// </summary>
public class LoadingScreenController : ManagedBehaviour
{
[Header("UI References")]
[SerializeField] private GameObject loadingScreenContainer;
[SerializeField] private Image progressBarImage;
[Header("Settings")]
[SerializeField] private float minimumDisplayTime = 1.0f;
[SerializeField] private float progressUpdateInterval = 0.1f;
private float _displayStartTime;
private Coroutine _progressCoroutine;
private bool _loadingComplete = false;
private bool _animationComplete = false;
private Action _onLoadingScreenFullyHidden;
private static LoadingScreenController _instance;
/// <summary>
/// Delegate for providing progress values from different sources
/// </summary>
public delegate float ProgressProvider();
/// <summary>
/// Current progress provider being used for the loading screen
/// </summary>
private ProgressProvider _currentProgressProvider;
/// <summary>
/// Default progress provider that returns 0 (or 1 if loading is complete)
/// </summary>
private float DefaultProgressProvider() => _loadingComplete ? 1f : 0f;
/// <summary>
/// Check if the loading screen is currently active
/// </summary>
public bool IsActive => loadingScreenContainer != null && loadingScreenContainer.activeSelf;
/// <summary>
/// Singleton instance of the LoadingScreenController. No longer creates an instance if one doesn't exist.
/// </summary>
public static LoadingScreenController Instance => _instance;
// ManagedBehaviour configuration
public override int ManagedAwakePriority => 45; // UI infrastructure, before UIPageController
internal override void OnManagedAwake()
{
// Set instance immediately (early initialization)
_instance = this;
// Set up container reference early
if (loadingScreenContainer == null)
loadingScreenContainer = gameObject;
// Ensure the loading screen is initially hidden
if (loadingScreenContainer != null)
{
loadingScreenContainer.SetActive(false);
}
}
internal override void OnManagedStart()
{
Logging.Debug("[LoadingScreenController] Initialized");
}
/// <summary>
/// Shows the loading screen and resets the progress bar to zero
/// </summary>
/// <param name="progressProvider">Optional delegate to provide progress values (0-1). If null, uses default provider.</param>
/// <param name="onComplete">Optional callback when loading screen is fully hidden</param>
public void ShowLoadingScreen(ProgressProvider progressProvider = null, Action onComplete = null)
{
// Store the completion callback
_onLoadingScreenFullyHidden = onComplete;
// Set the progress provider, use default if none provided
_currentProgressProvider = progressProvider ?? DefaultProgressProvider;
// Stop any existing progress coroutine
if (_progressCoroutine != null)
{
StopCoroutine(_progressCoroutine);
_progressCoroutine = null;
}
_displayStartTime = Time.time;
_loadingComplete = false;
_animationComplete = false;
if (progressBarImage != null)
{
progressBarImage.fillAmount = 0f;
}
if (loadingScreenContainer != null)
{
loadingScreenContainer.SetActive(true);
}
// Start the progress filling coroutine
_progressCoroutine = StartCoroutine(AnimateProgressBar());
}
/// <summary>
/// Animates the progress bar at a steady pace over the minimum display time,
/// while also checking actual loading progress from the current progress provider
/// </summary>
private IEnumerator AnimateProgressBar()
{
float startTime = Time.time;
// Continue until both animation and loading are complete
while (!_animationComplete)
{
// Calculate the steady progress based on elapsed time
float elapsedTime = Time.time - startTime;
float steadyProgress = Mathf.Clamp01(elapsedTime / minimumDisplayTime);
// Get the actual loading progress from the current provider
float actualProgress = _currentProgressProvider();
// If loading is complete, actualProgress should be 1.0
if (_loadingComplete)
{
actualProgress = 1.0f;
}
// Use the minimum of steady progress and actual progress
// This ensures we don't show more progress than actual loading
float displayProgress = Mathf.Min(steadyProgress, actualProgress);
// Log the progress values for debugging
Logging.Debug($"[LoadingScreen] Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
// Directly set the progress bar fill amount without smoothing
if (progressBarImage != null)
{
progressBarImage.fillAmount = displayProgress;
}
// Check if the animation has completed
// Animation is complete when we've reached the minimum display time AND we're at 100% progress
if (steadyProgress >= 1.0f && displayProgress >= 1.0f)
{
_animationComplete = true;
Logging.Debug("[LoadingScreen] Animation complete");
break;
}
// Wait for the configured interval before updating again
yield return new WaitForSeconds(progressUpdateInterval);
}
// Ensure we end at 100% progress
if (progressBarImage != null)
{
progressBarImage.fillAmount = 1.0f;
Logging.Debug("[LoadingScreen] Final progress set to 1.0");
}
// Hide the screen if loading is also complete
if (_loadingComplete)
{
if (loadingScreenContainer != null)
{
loadingScreenContainer.SetActive(false);
Logging.Debug("[LoadingScreen] Animation AND loading complete, hiding screen");
// Invoke the callback when fully hidden
_onLoadingScreenFullyHidden?.Invoke();
_onLoadingScreenFullyHidden = null;
}
}
_progressCoroutine = null;
}
/// <summary>
/// Called when the actual loading process is complete
/// </summary>
public void HideLoadingScreen()
{
Logging.Debug("[LoadingScreen] Loading complete, marking loading as finished");
// Mark that loading is complete
_loadingComplete = true;
// If animation is already complete, we can hide the screen now
if (_animationComplete)
{
if (loadingScreenContainer != null)
{
loadingScreenContainer.SetActive(false);
Logging.Debug("[LoadingScreen] Animation already complete, hiding screen immediately");
// Invoke the callback when fully hidden
_onLoadingScreenFullyHidden?.Invoke();
_onLoadingScreenFullyHidden = null;
}
}
else
{
Logging.Debug("[LoadingScreen] Animation still in progress, waiting for it to complete");
// The coroutine will handle hiding when animation completes
}
}
/// <summary>
/// Waits until the loading screen is fully hidden before continuing
/// </summary>
/// <returns>Task that completes when the loading screen is hidden</returns>
public System.Threading.Tasks.Task WaitForLoadingScreenToHideAsync()
{
var tcs = new System.Threading.Tasks.TaskCompletionSource<bool>();
// If the loading screen is not active, complete immediately
if (!IsActive)
{
tcs.SetResult(true);
return tcs.Task;
}
// Store existing callback to chain it
Action existingCallback = _onLoadingScreenFullyHidden;
// Set new callback
_onLoadingScreenFullyHidden = () => {
// Call existing callback if any
existingCallback?.Invoke();
// Complete the task
tcs.SetResult(true);
};
return tcs.Task;
}
}
}