# 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
225 lines
7.1 KiB
C#
225 lines
7.1 KiB
C#
using Core.Lifecycle;
|
|
using Data.CardSystem;
|
|
using Pixelplacement;
|
|
using Pixelplacement.TweenSystem;
|
|
using TMPro;
|
|
using UnityEngine;
|
|
|
|
namespace UI.CardSystem
|
|
{
|
|
/// <summary>
|
|
/// Manages a notification dot that displays a count (e.g., booster packs)
|
|
/// Can be reused across different UI elements that need to show numeric notifications
|
|
/// Automatically syncs with CardSystemManager to display booster pack count
|
|
/// </summary>
|
|
public class BoosterNotificationDot : ManagedBehaviour
|
|
{
|
|
[Header("UI References")]
|
|
[SerializeField] private GameObject dotBackground;
|
|
[SerializeField] private TextMeshProUGUI countText;
|
|
|
|
[Header("Settings")]
|
|
[SerializeField] private bool hideWhenZero = true;
|
|
[SerializeField] private bool useAnimation = false;
|
|
[SerializeField] private string textPrefix = "";
|
|
[SerializeField] private string textSuffix = "";
|
|
[SerializeField] private Color textColor = Color.white;
|
|
|
|
[Header("Animation")]
|
|
[SerializeField] private bool useTween = true;
|
|
[SerializeField] private float pulseDuration = 0.3f;
|
|
[SerializeField] private float pulseScale = 1.2f;
|
|
|
|
// Optional animator reference
|
|
[SerializeField] private Animator animator;
|
|
[SerializeField] private string animationTrigger = "Update";
|
|
|
|
// Current count value
|
|
private int _currentCount;
|
|
private Vector3 _originalScale;
|
|
|
|
private TweenBase _activeTween;
|
|
|
|
protected override void OnManagedAwake()
|
|
{
|
|
base.OnManagedAwake();
|
|
|
|
// Store original scale for pulse animation
|
|
if (dotBackground != null)
|
|
{
|
|
_originalScale = dotBackground.transform.localScale;
|
|
}
|
|
|
|
// Apply text color
|
|
if (countText != null)
|
|
{
|
|
countText.color = textColor;
|
|
}
|
|
|
|
// Subscribe to CardSystemManager events (managers are guaranteed to be initialized)
|
|
if (CardSystemManager.Instance != null)
|
|
{
|
|
CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged;
|
|
|
|
// Poll initial count and display it
|
|
int initialCount = CardSystemManager.Instance.GetBoosterPackCount();
|
|
SetCount(initialCount);
|
|
}
|
|
else
|
|
{
|
|
// If CardSystemManager isn't available yet, set to default count
|
|
SetCount(_currentCount);
|
|
}
|
|
}
|
|
|
|
protected override void OnDestroy()
|
|
{
|
|
// Unsubscribe from CardSystemManager events to prevent memory leaks
|
|
if (CardSystemManager.Instance != null)
|
|
{
|
|
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
|
|
}
|
|
|
|
// Call base implementation
|
|
base.OnDestroy();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Callback when booster count changes in CardSystemManager
|
|
/// </summary>
|
|
private void OnBoosterCountChanged(int newCount)
|
|
{
|
|
SetCount(newCount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the count displayed on the notification dot
|
|
/// Also handles visibility based on settings
|
|
/// </summary>
|
|
public void SetCount(int count)
|
|
{
|
|
bool countChanged = count != _currentCount;
|
|
_currentCount = count;
|
|
|
|
// Update text
|
|
if (countText != null)
|
|
{
|
|
countText.text = textPrefix + count.ToString() + textSuffix;
|
|
}
|
|
|
|
// Handle visibility
|
|
if (hideWhenZero)
|
|
{
|
|
SetVisibility(count > 0);
|
|
}
|
|
|
|
// Play animation if value changed and animation is enabled
|
|
if (countChanged && count > 0)
|
|
{
|
|
if (useAnimation)
|
|
{
|
|
Animate();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the current count value
|
|
/// </summary>
|
|
public int GetCount()
|
|
{
|
|
return _currentCount;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set text formatting options
|
|
/// </summary>
|
|
public void SetFormatting(string prefix, string suffix, Color color)
|
|
{
|
|
textPrefix = prefix;
|
|
textSuffix = suffix;
|
|
textColor = color;
|
|
|
|
if (countText != null)
|
|
{
|
|
countText.color = color;
|
|
// Update text with new formatting
|
|
countText.text = textPrefix + _currentCount.ToString() + textSuffix;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Explicitly control the notification dot visibility
|
|
/// </summary>
|
|
public void SetVisibility(bool isVisible)
|
|
{
|
|
if (dotBackground != null)
|
|
{
|
|
dotBackground.SetActive(isVisible);
|
|
}
|
|
|
|
if (countText != null)
|
|
{
|
|
countText.gameObject.SetActive(isVisible);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Show the notification dot
|
|
/// </summary>
|
|
public void Show()
|
|
{
|
|
SetVisibility(true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Hide the notification dot
|
|
/// </summary>
|
|
public void Hide()
|
|
{
|
|
SetVisibility(false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Play animation manually - either using Animator or Tween
|
|
/// </summary>
|
|
public void Animate()
|
|
{
|
|
if (useAnimation)
|
|
{
|
|
if (animator != null)
|
|
{
|
|
animator.SetTrigger(animationTrigger);
|
|
}
|
|
else if (useTween && dotBackground != null)
|
|
{
|
|
// Cancel any existing tweens on this transform
|
|
if(_activeTween != null)
|
|
_activeTween.Cancel();
|
|
|
|
// Reset to original scale
|
|
dotBackground.transform.localScale = _originalScale;
|
|
|
|
// Pulse animation using Tween
|
|
_activeTween = Tween.LocalScale(dotBackground.transform,
|
|
_originalScale * pulseScale,
|
|
pulseDuration/2,
|
|
0,
|
|
Tween.EaseOut,
|
|
Tween.LoopType.None,
|
|
null,
|
|
() => {
|
|
// Scale back to original size
|
|
Tween.LocalScale(dotBackground.transform,
|
|
_originalScale,
|
|
pulseDuration/2,
|
|
0,
|
|
Tween.EaseIn);
|
|
},
|
|
obeyTimescale: false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|