# 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
5.0 KiB
C#
170 lines
5.0 KiB
C#
using UnityEngine;
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using Cinematics;
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using Core;
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using Core.Lifecycle;
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using Data.CardSystem;
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using Input;
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using PuzzleS;
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namespace AppleHills.Core
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{
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/// <summary>
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/// Provides quick access to frequently used game objects, components, and manager instances.
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/// References are cached for performance and automatically invalidated on scene changes.
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/// </summary>
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public class QuickAccess : ManagedBehaviour
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{
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#region Singleton Setup
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private static QuickAccess _instance;
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/// <summary>
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/// Singleton instance of QuickAccess. No longer creates an instance if one doesn't exist.
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/// </summary>
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public static QuickAccess Instance => _instance;
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#endregion Singleton Setup
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// Very early initialization - QuickAccess should be available immediately
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public override int ManagedAwakePriority => 5;
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#region Manager Instances
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// Core Managers
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public GameManager GameManager => GameManager.Instance;
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public ItemManager ItemManager => ItemManager.Instance;
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public SceneManagerService SceneManager => SceneManagerService.Instance;
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// Other Managers
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public InputManager InputManager => InputManager.Instance;
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public PuzzleManager PuzzleManager => PuzzleManager.Instance;
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public CinematicsManager CinematicsManager => CinematicsManager.Instance;
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public CardSystemManager CardSystemManager => CardSystemManager.Instance;
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#endregion
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#region Player and Follower References
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private GameObject _playerGameObject;
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private GameObject _followerGameObject;
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private PlayerTouchController _playerController;
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private FollowerController _followerController;
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private Camera _mainCamera;
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/// <summary>
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/// Returns the player GameObject. Finds it if not already cached.
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/// </summary>
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public GameObject PlayerGameObject
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{
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get
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{
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if (_playerGameObject == null)
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{
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_playerGameObject = GameObject.FindGameObjectWithTag("Player");
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}
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return _playerGameObject;
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}
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}
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/// <summary>
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/// Returns the follower (Pulver) GameObject. Finds it if not already cached.
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/// </summary>
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public GameObject FollowerGameObject
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{
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get
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{
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if (_followerGameObject == null)
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{
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_followerGameObject = GameObject.FindGameObjectWithTag("Pulver");
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}
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return _followerGameObject;
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}
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}
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/// <summary>
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/// Returns the player controller component. Finds it if not already cached.
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/// </summary>
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public PlayerTouchController PlayerController
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{
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get
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{
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if (_playerController == null && PlayerGameObject != null)
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{
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_playerController = PlayerGameObject.GetComponent<PlayerTouchController>();
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}
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return _playerController;
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}
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}
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/// <summary>
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/// Returns the follower controller component. Finds it if not already cached.
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/// </summary>
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public FollowerController FollowerController
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{
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get
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{
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if (_followerController == null && FollowerGameObject != null)
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{
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_followerController = FollowerGameObject.GetComponent<FollowerController>();
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}
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return _followerController;
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}
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}
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/// <summary>
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/// Returns the main camera. Caches for performance.
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/// </summary>
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public Camera MainCamera
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{
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get
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{
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if (_mainCamera == null)
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{
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_mainCamera = Camera.main;
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}
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return _mainCamera;
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}
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}
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#endregion
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#region Lifecycle Methods
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private new void Awake()
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{
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base.Awake(); // CRITICAL: Register with LifecycleManager!
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// Set instance immediately so it's available before OnManagedAwake() is called
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_instance = this;
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}
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protected override void OnManagedAwake()
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{
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// QuickAccess has minimal initialization
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}
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protected override void OnSceneUnloading()
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{
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// Clear references BEFORE scene unloads for better cleanup timing
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ClearReferences();
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}
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#endregion
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#region Reference Management
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/// <summary>
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/// Clear all cached references.
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/// </summary>
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public void ClearReferences()
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{
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_playerGameObject = null;
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_followerGameObject = null;
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_playerController = null;
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_followerController = null;
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_mainCamera = null;
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}
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#endregion
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}
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}
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