## 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
105 lines
3.7 KiB
C#
105 lines
3.7 KiB
C#
using UnityEditor;
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using AppleHills.Core.Settings;
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using Core;
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namespace AppleHills.Editor
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{
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/// <summary>
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/// Provides access to settings in editor (non-play) mode
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/// </summary>
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[InitializeOnLoad]
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public static class EditorSettingsProvider
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{
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private static PlayerFollowerSettings _playerFollowerSettings;
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private static InteractionSettings _interactionSettings;
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private static DivingMinigameSettings _divingMinigameSettings;
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// Static constructor will be called when Unity loads/reloads scripts
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static EditorSettingsProvider()
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{
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LoadAllSettings();
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// Set up the delegates in SettingsAccess
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AppleHills.SettingsAccess.SetupEditorProviders(
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GetPlayerStopDistance,
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GetPlayerStopDistanceDirectInteraction,
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GetPuzzlePromptRange
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);
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// Subscribe to asset changes to auto-refresh when settings are modified
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EditorApplication.delayCall += () =>
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{
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EditorApplication.projectChanged += OnProjectChanged;
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};
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}
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private static void OnProjectChanged()
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{
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// Check if any settings assets have changed
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if (HasSettingsChanged())
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{
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LoadAllSettings();
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RefreshSceneViews();
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}
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}
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private static bool HasSettingsChanged()
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{
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// Simplified check - you might want to make this more efficient
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// by checking timestamps or specific files
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return true;
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}
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public static void LoadAllSettings()
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{
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_playerFollowerSettings = AssetDatabase.LoadAssetAtPath<PlayerFollowerSettings>("Assets/Settings/PlayerFollowerSettings.asset");
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_interactionSettings = AssetDatabase.LoadAssetAtPath<InteractionSettings>("Assets/Settings/InteractionSettings.asset");
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_divingMinigameSettings = AssetDatabase.LoadAssetAtPath<DivingMinigameSettings>("Assets/Settings/MinigameSettings.asset");
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// Re-register the delegates in case they were lost
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AppleHills.SettingsAccess.SetupEditorProviders(
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GetPlayerStopDistance,
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GetPlayerStopDistanceDirectInteraction,
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GetPuzzlePromptRange
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);
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Logging.Debug("Editor settings loaded for Scene View use");
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}
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public static void RefreshSceneViews()
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{
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// Force scene views to repaint to refresh gizmos
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SceneView.RepaintAll();
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}
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// Implementation of delegate methods
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private static float GetPlayerStopDistance()
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{
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return _interactionSettings?.PlayerStopDistance ?? 6.0f;
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}
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private static float GetPlayerStopDistanceDirectInteraction()
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{
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return _interactionSettings?.PlayerStopDistanceDirectInteraction ?? 2.0f;
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}
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private static float GetPuzzlePromptRange()
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{
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return _interactionSettings?.DefaultPuzzlePromptRange ?? 3.0f;
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}
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// Other utility methods
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public static T GetSettings<T>() where T : BaseSettings
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{
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if (typeof(T) == typeof(PlayerFollowerSettings))
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return _playerFollowerSettings as T;
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else if (typeof(T) == typeof(InteractionSettings))
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return _interactionSettings as T;
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else if (typeof(T) == typeof(DivingMinigameSettings))
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return _divingMinigameSettings as T;
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return null;
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}
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}
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}
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