Files
AppleHillsProduction/Assets/Scripts/Cinematics/SkipCinematic.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
5.3 KiB
C#

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