Files
AppleHillsProduction/Assets/Scripts/Core/QuickAccess.cs
tschesky e27bb7bfb6 Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51)
# Lifecycle Management & Save System Revamp

## Overview
Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems.

## Core Architecture

### New Lifecycle System
- **`LifecycleManager`**: Centralized coordinator for all managed objects
- **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns
  - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier)
  - `OnSceneReady()`: Scene-specific setup after managers ready
  - Replaces `BootCompletionService` (deleted)
- **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100)
- **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode

### Unified SaveID System
- Consistent format: `{ParentName}_{ComponentType}`
- Auto-registration via `AutoRegisterForSave = true`
- New `DebugSaveIds` editor tool for inspection

## Save/Load Improvements

### Enhanced State Management
- **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy
- **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring
- **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state
- **Fixed race conditions**: Proper initialization ordering prevents data corruption

## Interactable & Pickup System

- Migrated to `OnManagedAwake()` for consistent initialization
- Template method pattern for state restoration (`RestoreInteractionState()`)
- Fixed combination item save/load bugs (items in slots vs. follower hand)
- Dynamic spawning support for combined items on load
- **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead

##  UI System Changes

- **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour`
- **Fixed menu persistence bug**: Menus no longer reappear after scene transitions
- **Pause Menu**: Now reacts to all scene loads (not just first scene)
- **Orientation Enforcer**: Enforces per-scene via `SceneManagementService`
- **Loading Screen**: Integrated with new lifecycle

## ⚠️ Breaking Changes

1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority
2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead
3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently
4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour`

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #51
2025-11-07 15:38:31 +00:00

170 lines
5.0 KiB
C#

using UnityEngine;
using Cinematics;
using Core;
using Core.Lifecycle;
using Data.CardSystem;
using Input;
using PuzzleS;
namespace AppleHills.Core
{
/// <summary>
/// Provides quick access to frequently used game objects, components, and manager instances.
/// References are cached for performance and automatically invalidated on scene changes.
/// </summary>
public class QuickAccess : ManagedBehaviour
{
#region Singleton Setup
private static QuickAccess _instance;
/// <summary>
/// Singleton instance of QuickAccess. No longer creates an instance if one doesn't exist.
/// </summary>
public static QuickAccess Instance => _instance;
#endregion Singleton Setup
// Very early initialization - QuickAccess should be available immediately
public override int ManagedAwakePriority => 5;
#region Manager Instances
// Core Managers
public GameManager GameManager => GameManager.Instance;
public ItemManager ItemManager => ItemManager.Instance;
public SceneManagerService SceneManager => SceneManagerService.Instance;
// Other Managers
public InputManager InputManager => InputManager.Instance;
public PuzzleManager PuzzleManager => PuzzleManager.Instance;
public CinematicsManager CinematicsManager => CinematicsManager.Instance;
public CardSystemManager CardSystemManager => CardSystemManager.Instance;
#endregion
#region Player and Follower References
private GameObject _playerGameObject;
private GameObject _followerGameObject;
private PlayerTouchController _playerController;
private FollowerController _followerController;
private Camera _mainCamera;
/// <summary>
/// Returns the player GameObject. Finds it if not already cached.
/// </summary>
public GameObject PlayerGameObject
{
get
{
if (_playerGameObject == null)
{
_playerGameObject = GameObject.FindGameObjectWithTag("Player");
}
return _playerGameObject;
}
}
/// <summary>
/// Returns the follower (Pulver) GameObject. Finds it if not already cached.
/// </summary>
public GameObject FollowerGameObject
{
get
{
if (_followerGameObject == null)
{
_followerGameObject = GameObject.FindGameObjectWithTag("Pulver");
}
return _followerGameObject;
}
}
/// <summary>
/// Returns the player controller component. Finds it if not already cached.
/// </summary>
public PlayerTouchController PlayerController
{
get
{
if (_playerController == null && PlayerGameObject != null)
{
_playerController = PlayerGameObject.GetComponent<PlayerTouchController>();
}
return _playerController;
}
}
/// <summary>
/// Returns the follower controller component. Finds it if not already cached.
/// </summary>
public FollowerController FollowerController
{
get
{
if (_followerController == null && FollowerGameObject != null)
{
_followerController = FollowerGameObject.GetComponent<FollowerController>();
}
return _followerController;
}
}
/// <summary>
/// Returns the main camera. Caches for performance.
/// </summary>
public Camera MainCamera
{
get
{
if (_mainCamera == null)
{
_mainCamera = Camera.main;
}
return _mainCamera;
}
}
#endregion
#region Lifecycle Methods
private new void Awake()
{
base.Awake(); // CRITICAL: Register with LifecycleManager!
// Set instance immediately so it's available before OnManagedAwake() is called
_instance = this;
}
protected override void OnManagedAwake()
{
// QuickAccess has minimal initialization
}
protected override void OnSceneUnloading()
{
// Clear references BEFORE scene unloads for better cleanup timing
ClearReferences();
}
#endregion
#region Reference Management
/// <summary>
/// Clear all cached references.
/// </summary>
public void ClearReferences()
{
_playerGameObject = null;
_followerGameObject = null;
_playerController = null;
_followerController = null;
_mainCamera = null;
}
#endregion
}
}