Files
AppleHillsProduction/Assets/Scripts/PuzzleS/BirdGameStats.cs
tschesky 0aa2270e1a Lifecycle System Refactor & Logging Centralization (#56)
## ManagedBehaviour System Refactor

- **Sealed `Awake()`** to prevent override mistakes that break singleton registration
- **Added `OnManagedAwake()`** for early initialization (fires during registration)
- **Renamed lifecycle hook:** `OnManagedAwake()` → `OnManagedStart()` (fires after boot, mirrors Unity's Awake→Start)
- **40 files migrated** to new pattern (2 core, 38 components)
- Eliminated all fragile `private new void Awake()` patterns
- Zero breaking changes - backward compatible

## Centralized Logging System

- **Automatic tagging** via `CallerMemberName` and `CallerFilePath` - logs auto-tagged as `[ClassName][MethodName] message`
- **Unified API:** Single `Logging.Debug/Info/Warning/Error()` replaces custom `LogDebugMessage()` implementations
- **~90 logging call sites** migrated across 10 files
- **10 redundant helper methods** removed
- All logs broadcast via `Logging.OnLogEntryAdded` event for real-time monitoring

## Custom Log Console (Editor Window)

- **Persistent filter popups** for multi-selection (classes, methods, log levels) - windows stay open during selection
- **Search** across class names, methods, and message content
- **Time range filter** with MinMaxSlider
- **Export** filtered logs to timestamped `.txt` files
- **Right-click context menu** for quick filtering and copy actions
- **Visual improvements:** White text, alternating row backgrounds, color-coded log levels
- **Multiple instances** supported for simultaneous system monitoring
- Open via `AppleHills > Custom Log Console`

Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #56
2025-11-11 08:48:29 +00:00

75 lines
1.9 KiB
C#

using System;
using Core;
using Core.Lifecycle;
using UnityEngine;
namespace PuzzleS
{
/// <summary>
/// Tracks bird discovery progress in the bird finding minigame.
/// Saves scene-specific progress using the ManagedBehaviour lifecycle system.
/// </summary>
public class BirdGameStats : ManagedBehaviour
{
public int birdsFoundInLevel;
// Save system configuration
public override bool AutoRegisterForSave => true;
internal override void OnManagedStart()
{
// Initialize after all managers are ready
}
public void BirdFound()
{
birdsFoundInLevel += 1;
}
#region Save/Load Lifecycle Hooks
internal override string OnSceneSaveRequested()
{
// Save scene-specific progress
var state = new BirdGameState
{
birdsFoundInLevel = this.birdsFoundInLevel
};
return JsonUtility.ToJson(state);
}
internal override void OnSceneRestoreRequested(string serializedData)
{
if (string.IsNullOrEmpty(serializedData))
{
// No saved data, keep default values
return;
}
try
{
var state = JsonUtility.FromJson<BirdGameState>(serializedData);
if (state != null)
{
birdsFoundInLevel = state.birdsFoundInLevel;
}
}
catch (Exception ex)
{
Logging.Warning($"[BirdGameStats] Failed to restore state: {ex.Message}");
}
}
#endregion
}
/// <summary>
/// Serializable state for bird game progress
/// </summary>
[Serializable]
public class BirdGameState
{
public int birdsFoundInLevel;
}
}