# 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
121 lines
3.6 KiB
C#
121 lines
3.6 KiB
C#
using UnityEngine;
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namespace Interactions
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{
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/// <summary>
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/// Base class for interactables that participate in the save/load system.
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/// Provides common save ID generation and serialization infrastructure.
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/// </summary>
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public abstract class SaveableInteractable : InteractableBase
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{
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[Header("Save System")]
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[SerializeField]
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// Save system configuration
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public override bool AutoRegisterForSave => true;
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/// <summary>
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/// Flag to indicate we're currently restoring from save data.
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/// Child classes can check this to skip initialization logic during load.
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/// </summary>
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protected bool IsRestoringFromSave { get; private set; }
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#region Save/Load Lifecycle Hooks
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protected override string OnSceneSaveRequested()
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{
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object stateData = GetSerializableState();
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if (stateData == null)
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{
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return "{}";
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}
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return JsonUtility.ToJson(stateData);
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}
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protected override void OnSceneRestoreRequested(string serializedData)
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{
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if (string.IsNullOrEmpty(serializedData))
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{
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Debug.LogWarning($"[SaveableInteractable] Empty save data for {SaveId}");
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return;
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}
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// OnSceneRestoreRequested is guaranteed by the lifecycle system to only fire during actual restoration
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// No need to check IsRestoringState - the lifecycle manager handles timing deterministically
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IsRestoringFromSave = true;
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try
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{
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ApplySerializableState(serializedData);
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}
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catch (System.Exception e)
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{
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Debug.LogError($"[SaveableInteractable] Failed to restore state for {SaveId}: {e.Message}");
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}
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finally
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{
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IsRestoringFromSave = false;
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}
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}
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#endregion
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#region Virtual Methods for Child Classes
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/// <summary>
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/// Child classes override this to return their serializable state data.
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/// Return an object that can be serialized with JsonUtility.
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/// </summary>
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protected abstract object GetSerializableState();
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/// <summary>
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/// Child classes override this to apply restored state data.
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/// Should NOT trigger events or re-initialize logic that already happened.
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/// </summary>
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/// <param name="serializedData">JSON string containing the saved state</param>
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protected abstract void ApplySerializableState(string serializedData);
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#endregion
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#region Editor Helpers
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#if UNITY_EDITOR
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[ContextMenu("Log Save ID")]
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private void LogSaveId()
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{
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Debug.Log($"Save ID: {SaveId}");
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}
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[ContextMenu("Test Serialize/Deserialize")]
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private void TestSerializeDeserialize()
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{
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string serialized = OnSceneSaveRequested();
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Debug.Log($"Serialized state: {serialized}");
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OnSceneRestoreRequested(serialized);
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Debug.Log("Deserialization test complete");
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}
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#endif
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#endregion
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}
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#region Common Save Data Structures
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/// <summary>
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/// Base save data for all interactables.
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/// Can be extended by child classes.
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/// </summary>
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[System.Serializable]
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public class InteractableBaseSaveData
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{
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public bool isActive;
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public Vector3 worldPosition;
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public Quaternion worldRotation;
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}
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#endregion
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}
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