## 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
99 lines
2.9 KiB
C#
99 lines
2.9 KiB
C#
using AudioSourceEvents;
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using System;
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using System.Diagnostics.Tracing;
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using UnityEngine;
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using UnityEngine.Audio;
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using Core;
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using Core.Lifecycle;
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/// <summary>
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/// We automatically add the AudioSource component here so we can control it. Do not add it manually!
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/// </summary>
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[RequireComponent(typeof(AudioSource))]
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public class AppleAudioSource : ManagedBehaviour
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{
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public enum AudioSourceType{CriticalVO,VO,Ambience,SFX,Music}
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public AudioSourceType audioSourceType;
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[HideInInspector] public AudioSource audioSource;
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private AudioMixer _audioMixer;
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[HideInInspector ] public int clipPriority;
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public int sourcePriority;
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internal override void OnManagedAwake()
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{
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audioSource = GetComponent<AudioSource>();
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}
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internal override void OnManagedStart()
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{
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AudioManager.Instance.RegisterNewAudioSource(this);
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_audioMixer = AudioManager.Instance.audioMixer;
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InitializeAudioSource();
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audioSource.playOnAwake = false;
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}
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public void InitializeAudioSource()
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{
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// Route the audio to the correct bus depending on type
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switch (audioSourceType)
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{
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case AppleAudioSource.AudioSourceType.CriticalVO:
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audioSource.outputAudioMixerGroup = _audioMixer.FindMatchingGroups("Critical VO")[0];
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break;
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case AppleAudioSource.AudioSourceType.VO:
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audioSource.outputAudioMixerGroup = _audioMixer.FindMatchingGroups("Flavor VO")[0];
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break;
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case AppleAudioSource.AudioSourceType.SFX:
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audioSource.outputAudioMixerGroup = _audioMixer.FindMatchingGroups("SFX")[0];
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break;
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case AppleAudioSource.AudioSourceType.Ambience:
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audioSource.outputAudioMixerGroup = _audioMixer.FindMatchingGroups("Ambience")[0];
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break;
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case AppleAudioSource.AudioSourceType.Music:
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audioSource.outputAudioMixerGroup = _audioMixer.FindMatchingGroups("Music")[0];
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break;
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}
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}
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public void Play(int requestedClipPriority)
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{
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if (audioSource == null)
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{
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audioSource = GetComponent<AudioSource>();
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}
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clipPriority = requestedClipPriority;
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if (audioSourceType == AudioSourceType.CriticalVO || audioSourceType == AudioSourceType.VO)
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{
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if (AudioManager.Instance.RequestPlayVO(this))
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{
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audioSource.Play();
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}
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else
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{
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Logging.Debug("[AUDIOMANAGER] AppleAudioSource " + name + " was suppressed because something more important is playing");
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}
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}
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else
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{
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audioSource.Play();
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}
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}
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public void InterruptAudio(string nameOfInterruptingAudio)
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{
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Stop();
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}
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public void Stop()
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{
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clipPriority = 0;
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audioSource.Stop();
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}
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}
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