# 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
243 lines
8.0 KiB
C#
243 lines
8.0 KiB
C#
using System;
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using System.Collections;
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using Data.CardSystem;
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using Pixelplacement;
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using UnityEngine;
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using UnityEngine.UI;
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namespace UI.CardSystem
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{
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/// <summary>
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/// Singleton UI component for granting booster packs from minigames.
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/// Displays a booster pack with glow effect, waits for user to click continue,
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/// then animates the pack flying to bottom-left corner before granting the reward.
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/// </summary>
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public class MinigameBoosterGiver : MonoBehaviour
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{
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public static MinigameBoosterGiver Instance { get; private set; }
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[Header("Visual References")]
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[SerializeField] private GameObject visualContainer;
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[SerializeField] private RectTransform boosterImage;
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[SerializeField] private RectTransform glowImage;
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[SerializeField] private Button continueButton;
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[Header("Animation Settings")]
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[SerializeField] private float hoverAmount = 20f;
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[SerializeField] private float hoverDuration = 1.5f;
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[SerializeField] private float glowPulseMin = 0.9f;
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[SerializeField] private float glowPulseMax = 1.1f;
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[SerializeField] private float glowPulseDuration = 1.2f;
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[Header("Disappear Animation")]
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[SerializeField] private Vector2 targetBottomLeftOffset = new Vector2(100f, 100f);
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[SerializeField] private float disappearDuration = 0.8f;
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[SerializeField] private float disappearScale = 0.2f;
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private Vector3 _boosterInitialPosition;
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private Vector3 _boosterInitialScale;
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private Vector3 _glowInitialScale;
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private Coroutine _currentSequence;
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private Action _onCompleteCallback;
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private void Awake()
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{
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// Singleton pattern
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if (Instance != null && Instance != this)
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{
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Debug.LogWarning("[MinigameBoosterGiver] Duplicate instance found. Destroying.");
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Destroy(gameObject);
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return;
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}
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Instance = this;
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// Cache initial values
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if (boosterImage != null)
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{
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_boosterInitialPosition = boosterImage.localPosition;
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_boosterInitialScale = boosterImage.localScale;
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}
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if (glowImage != null)
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{
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_glowInitialScale = glowImage.localScale;
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}
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// Setup button listener
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if (continueButton != null)
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{
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continueButton.onClick.AddListener(OnContinueClicked);
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}
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// Start hidden
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if (visualContainer != null)
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{
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visualContainer.SetActive(false);
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}
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}
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private void OnDestroy()
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{
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if (Instance == this)
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{
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Instance = null;
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}
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if (continueButton != null)
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{
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continueButton.onClick.RemoveListener(OnContinueClicked);
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}
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}
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/// <summary>
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/// Public API to give a booster pack. Displays UI, starts animations, and waits for user interaction.
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/// </summary>
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/// <param name="onComplete">Optional callback when the sequence completes and pack is granted</param>
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public void GiveBooster(Action onComplete = null)
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{
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if (_currentSequence != null)
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{
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Debug.LogWarning("[MinigameBoosterGiver] Already running a sequence. Ignoring new request.");
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return;
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}
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_onCompleteCallback = onComplete;
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_currentSequence = StartCoroutine(GiveBoosterSequence());
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}
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private IEnumerator GiveBoosterSequence()
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{
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// Show the visual
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if (visualContainer != null)
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{
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visualContainer.SetActive(true);
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}
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// Reset positions and scales
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if (boosterImage != null)
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{
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boosterImage.localPosition = _boosterInitialPosition;
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boosterImage.localScale = _boosterInitialScale;
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}
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if (glowImage != null)
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{
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glowImage.localScale = _glowInitialScale;
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}
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// Enable the continue button
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if (continueButton != null)
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{
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continueButton.interactable = true;
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}
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// Start idle hovering animation on booster (ping-pong)
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if (boosterImage != null)
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{
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Vector3 hoverTarget = _boosterInitialPosition + Vector3.up * hoverAmount;
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Tween.LocalPosition(boosterImage, hoverTarget, hoverDuration, 0f, Tween.EaseLinear, Tween.LoopType.PingPong);
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}
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// Start pulsing animation on glow (ping-pong scale)
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if (glowImage != null)
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{
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Vector3 glowPulseScale = _glowInitialScale * glowPulseMax;
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Tween.LocalScale(glowImage, glowPulseScale, glowPulseDuration, 0f, Tween.EaseOut, Tween.LoopType.PingPong);
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}
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// Wait for button click (handled by OnContinueClicked)
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yield return null;
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}
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private void OnContinueClicked()
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{
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if (_currentSequence == null)
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{
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return; // Not in a sequence
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}
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// Disable button to prevent double-clicks
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if (continueButton != null)
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{
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continueButton.interactable = false;
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}
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// Stop the ongoing animations by stopping all tweens on these objects
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if (boosterImage != null)
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{
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Tween.Stop(boosterImage.GetInstanceID());
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}
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if (glowImage != null)
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{
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Tween.Stop(glowImage.GetInstanceID());
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// Fade out the glow
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Tween.LocalScale(glowImage, Vector3.zero, disappearDuration * 0.5f, 0f, Tween.EaseInBack);
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}
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// Start disappear animation
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StartCoroutine(DisappearSequence());
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}
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private IEnumerator DisappearSequence()
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{
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if (boosterImage == null)
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{
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yield break;
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}
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// Calculate bottom-left corner position in local space
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RectTransform canvasRect = GetComponentInParent<Canvas>()?.GetComponent<RectTransform>();
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Vector3 targetPosition;
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if (canvasRect != null)
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{
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// Convert bottom-left corner with offset to local position
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Vector2 bottomLeft = new Vector2(-canvasRect.rect.width / 2f, -canvasRect.rect.height / 2f);
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targetPosition = bottomLeft + targetBottomLeftOffset;
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}
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else
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{
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// Fallback if no canvas found
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targetPosition = _boosterInitialPosition + new Vector3(-500f, -500f, 0f);
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}
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// Tween to bottom-left corner
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Tween.LocalPosition(boosterImage, targetPosition, disappearDuration, 0f, Tween.EaseInBack);
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// Scale down
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Vector3 targetScale = _boosterInitialScale * disappearScale;
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Tween.LocalScale(boosterImage, targetScale, disappearDuration, 0f, Tween.EaseInBack);
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// Wait for animation to complete
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yield return new WaitForSeconds(disappearDuration);
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// Grant the booster pack
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if (CardSystemManager.Instance != null)
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{
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CardSystemManager.Instance.AddBoosterPack(1);
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Debug.Log("[MinigameBoosterGiver] Booster pack granted!");
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}
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else
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{
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Debug.LogWarning("[MinigameBoosterGiver] CardSystemManager not found, cannot grant booster pack.");
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}
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// Hide the visual
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if (visualContainer != null)
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{
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visualContainer.SetActive(false);
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}
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// Invoke completion callback
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_onCompleteCallback?.Invoke();
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_onCompleteCallback = null;
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// Clear sequence reference
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_currentSequence = null;
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}
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}
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}
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