# 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
106 lines
3.6 KiB
C#
106 lines
3.6 KiB
C#
using Core.SaveLoad;
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using Input;
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using UnityEngine;
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using UnityEngine.Events;
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namespace StateMachines.Quarry.AnneLise
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{
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public class TakePhotoState : AppleState
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{
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public Transform playerTargetObject;
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private GameObject _playerCharacter;
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private PlayerTouchController _playerTouchController;
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private Vector3 _newPlayerPosition;
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public UnityEvent animFlash;
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public UnityEvent animStart;
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/// <summary>
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/// Called when entering this state during normal gameplay.
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/// Initiates player movement and triggers photo-taking sequence.
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/// </summary>
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public override void OnEnterState()
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{
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// Find references that are needed regardless of enter/restore
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_playerCharacter = GameObject.FindWithTag("Player");
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_playerTouchController = _playerCharacter.GetComponent<PlayerTouchController>();
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// Subscribe to player arrival event
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_playerTouchController.OnArrivedAtTarget += PlayerHasArrived;
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// Move player to photo position
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_newPlayerPosition = new Vector3(
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playerTargetObject.transform.position.x,
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playerTargetObject.transform.position.y,
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playerTargetObject.transform.position.z);
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_playerTouchController.InterruptMoveTo();
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_playerTouchController.MoveToAndNotify(_newPlayerPosition);
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// Disable input during photo sequence
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InputManager.Instance.SetInputMode(InputMode.InputDisabled);
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}
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/// <summary>
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/// Called when restoring this state from save data.
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/// Skips player movement and animations - just sets up the restored state.
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/// </summary>
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/// <param name="data">Serialized state data (currently unused for this state)</param>
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public override void OnRestoreState(string data)
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{
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// When restoring, we don't want to move the player or play animations
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// The state is restored silently - player stays where they are
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// Input mode will be restored by the input system's own save/load
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// If we needed to restore any internal state data, we'd deserialize it here
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// For now, this state has no persistent data beyond being active
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}
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/// <summary>
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/// Serialize this state's data for saving.
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/// Currently this state has no additional data to save beyond being active.
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/// </summary>
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/// <returns>Serialized state data as JSON string</returns>
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public override string SerializeState()
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{
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// This state doesn't have internal data to save
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// The fact that it's the active state is saved by AppleMachine
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return "";
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}
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// When the player has arrived at the bush do Animator.SetTrigger(Takephoto) and whatevs
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public void PhotoTaken()
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{
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ChangeState("Hidden");
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InputManager.Instance.SetInputMode(InputMode.Game);
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}
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void PlayerHasArrived()
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{
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GetComponent<Animator>().SetTrigger("TakePhoto");
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_playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
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}
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private void OnDisable()
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{
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// Cleanup: Unsubscribe from events
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if (_playerTouchController != null)
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{
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_playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
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}
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}
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public void AnimStarted()
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{
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animStart.Invoke();
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}
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public void Flash()
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{
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animFlash.Invoke();
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}
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}
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}
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