# 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
83 lines
2.3 KiB
C#
83 lines
2.3 KiB
C#
using Core.Lifecycle;
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using Core.SaveLoad;
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using UnityEngine;
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public class BirdEyesBehavior : ManagedBehaviour
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{
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// Animator Hashes
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private static readonly int RightGuess = Animator.StringToHash("RightGuess");
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private static readonly int WrongGuess = Animator.StringToHash("WrongGuess");
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private static readonly int NoGuess = Animator.StringToHash("NoGuess");
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private static readonly int Wolterisout = Animator.StringToHash("wolterisout");
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private AppleMachine _statemachine;
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private Animator _animator;
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public bool correctItemIsIn;
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[SerializeField] private Animator bushAnimator; // Assign in Inspector
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// Save state
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private bool _wolterisoutTriggered;
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// Enable save/load participation
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public override bool AutoRegisterForSave => true;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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_statemachine = GetComponent<AppleMachine>();
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_animator = GetComponentInChildren<Animator>();
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}
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public void CorrectItem()
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{
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correctItemIsIn = true;
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_animator.SetTrigger(RightGuess);
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BirdReveal();
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}
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public void IncorrectItem()
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{
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correctItemIsIn = false;
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_animator.SetTrigger(WrongGuess);
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}
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public void NoItem()
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{
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_animator.SetTrigger(NoGuess);
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}
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public void BirdReveal()
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{
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if (bushAnimator != null)
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{
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bushAnimator.SetTrigger(Wolterisout);
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_wolterisoutTriggered = true;
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}
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_statemachine.ChangeState("BirdSpawned");
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}
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protected override void OnSceneRestoreRequested(string serializedData)
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{
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base.OnSceneRestoreRequested(serializedData);
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if (!string.IsNullOrEmpty(serializedData))
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{
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if (bool.TryParse(serializedData, out bool wasTriggered))
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{
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_wolterisoutTriggered = wasTriggered;
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// If it was triggered before, set it again on restore
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if (_wolterisoutTriggered && bushAnimator != null)
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{
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bushAnimator.SetTrigger(Wolterisout);
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}
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}
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}
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}
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protected override string OnSceneSaveRequested()
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{
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return _wolterisoutTriggered.ToString();
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}
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}
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