# 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
170 lines
5.3 KiB
C#
170 lines
5.3 KiB
C#
using Core;
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using Core.Lifecycle;
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using Input;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Cinematics
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{
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public class SkipCinematic : ManagedBehaviour, ITouchInputConsumer
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{
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[Header("Configuration")]
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[SerializeField] private float holdDuration = 2.0f;
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[SerializeField] private Image radialProgressBar;
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private float _holdStartTime;
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private bool _isHolding;
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private bool _skipPerformed;
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private bool _initialized = false;
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public override int ManagedAwakePriority => 180; // Cinematic UI
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protected override void OnManagedAwake()
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{
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// Reset the progress bar
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if (radialProgressBar != null)
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{
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radialProgressBar.fillAmount = 0f;
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}
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// Subscribe to CinematicsManager events now that boot is complete
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SubscribeToCinematicsEvents();
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Logging.Debug("[SkipCinematic] Initialized");
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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// Clean up subscriptions
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UnsubscribeFromCinematicsEvents();
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}
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private void SubscribeToCinematicsEvents()
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{
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if (CinematicsManager.Instance == null) return;
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// First unsubscribe to prevent duplicate subscriptions
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UnsubscribeFromCinematicsEvents();
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// Now subscribe
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CinematicsManager.Instance.OnCinematicStarted += HandleCinematicStarted;
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CinematicsManager.Instance.OnCinematicStopped += HandleCinematicStopped;
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// Check if a cinematic is already playing
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if (CinematicsManager.Instance.IsCinematicPlaying)
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HandleCinematicStarted();
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Logging.Debug("[SkipCinematic] Subscribed to cinematics events");
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}
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private void UnsubscribeFromCinematicsEvents()
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{
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if (CinematicsManager.Instance != null)
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{
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CinematicsManager.Instance.OnCinematicStarted -= HandleCinematicStarted;
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CinematicsManager.Instance.OnCinematicStopped -= HandleCinematicStopped;
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Logging.Debug("[SkipCinematic] Unsubscribed from cinematics events");
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}
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// If still registered as an input override consumer, unregister
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if (InputManager.Instance != null)
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{
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InputManager.Instance.UnregisterOverrideConsumer(this);
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Logging.Debug("[SkipCinematic] Unregistered as input override consumer");
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}
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}
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private void HandleCinematicStarted()
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{
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if (InputManager.Instance != null)
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{
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InputManager.Instance.RegisterOverrideConsumer(this);
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}
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}
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private void HandleCinematicStopped()
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{
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if (InputManager.Instance != null)
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{
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InputManager.Instance.UnregisterOverrideConsumer(this);
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}
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}
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void Update()
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{
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// Only process while cinematic is playing and we're holding
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if (_isHolding && CinematicsManager.Instance.IsCinematicPlaying)
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{
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float holdTime = Time.time - _holdStartTime;
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float progress = Mathf.Clamp01(holdTime / holdDuration);
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// Update progress bar
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if (radialProgressBar != null)
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{
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radialProgressBar.fillAmount = progress;
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}
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// Check if we've held long enough to skip
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if (progress >= 1.0f && !_skipPerformed)
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{
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_skipPerformed = true;
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DoSkipCinematic();
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}
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}
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}
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private void DoSkipCinematic()
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{
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CinematicsManager.Instance.SkipCurrentCinematic();
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Logging.Debug("Cinematic skipped via touch hold");
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// Reset UI
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if (radialProgressBar != null)
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{
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radialProgressBar.fillAmount = 0f;
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}
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// Remember to clear up input override
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InputManager.Instance.UnregisterOverrideConsumer(this);
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}
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#region ITouchInputConsumer Implementation
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public void OnTap(Vector2 position)
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{
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// Not using tap for skipping
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}
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public void OnHoldStart(Vector2 position)
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{
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// Start tracking hold time
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_isHolding = true;
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_skipPerformed = false;
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_holdStartTime = Time.time;
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Logging.Debug("Starting cinematic skip gesture");
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}
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public void OnHoldMove(Vector2 position)
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{
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// Hold movement is tracked in Update method
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}
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public void OnHoldEnd(Vector2 position)
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{
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// Reset state when hold ends
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_isHolding = false;
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// Reset UI
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if (radialProgressBar != null)
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{
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radialProgressBar.fillAmount = 0f;
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}
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Logging.Debug("Cinematic skip gesture canceled");
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}
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#endregion
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}
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}
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