Files
AppleHillsProduction/Assets/Scripts/Levels/LevelSwitch.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

149 lines
5.3 KiB
C#

using System;
using AppleHills.Core.Settings;
using Core;
using Input;
using Interactions;
using System.Threading.Tasks;
using UnityEngine;
namespace Levels
{
/// <summary>
/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
/// </summary>
public class LevelSwitch : InteractableBase
{
public LevelSwitchData switchData;
private SpriteRenderer _iconRenderer;
private IInteractionSettings _interactionSettings;
private GameObject _menuObjectRef;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
/// </summary>
internal override void OnManagedAwake()
{
base.OnManagedAwake();
Logging.Debug($"[LevelSwitch] Awake called for {gameObject.name} in scene {gameObject.scene.name}");
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
// Initialize settings reference
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
ApplySwitchData();
}
internal override void OnManagedStart()
{
Logging.Debug($"[LevelSwitch] OnManagedStart called for {gameObject.name}");
}
internal override void OnSceneReady()
{
Logging.Debug($"[LevelSwitch] OnSceneReady called for {gameObject.name}");
}
#if UNITY_EDITOR
/// <summary>
/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
/// </summary>
void OnValidate()
{
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
ApplySwitchData();
}
#endif
/// <summary>
/// Applies the switch data to the level switch (icon, name, etc).
/// </summary>
public void ApplySwitchData()
{
if (switchData != null)
{
if (_iconRenderer != null)
_iconRenderer.sprite = switchData.mapSprite;
gameObject.name = switchData.targetLevelSceneName;
// Optionally update other fields, e.g. description
}
}
/// <summary>
/// Main interaction logic: Spawn menu and switch input mode.
/// </summary>
protected override bool DoInteraction()
{
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName))
{
Logging.Warning("LevelSwitch has no valid switchData!");
return false;
}
var menuPrefab = _interactionSettings?.LevelSwitchMenuPrefab;
if (menuPrefab == null)
{
Debug.LogError("LevelSwitchMenu prefab not assigned in InteractionSettings!");
return false;
}
// Spawn the menu overlay
_menuObjectRef = Instantiate(menuPrefab);
var menu = _menuObjectRef.GetComponent<LevelSwitchMenu>();
if (menu == null)
{
Debug.LogError("LevelSwitchMenu component missing on prefab!");
Destroy(_menuObjectRef);
return false;
}
// Setup menu with data and callbacks
menu.Setup(switchData, OnLevelSelectedWrapper, OnMinigameSelected, OnMenuCancel, OnRestartSelected);
// Switch input mode to UI only
InputManager.Instance.SetInputMode(InputMode.UI);
return true; // Menu spawned successfully
}
private void OnLevelSelectedWrapper()
{
_ = OnLevelSelected();
}
private async Task OnLevelSelected()
{
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
}
private async void OnMinigameSelected()
{
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetMinigameSceneName, progress);
}
private async void OnRestartSelected()
{
// Clear all save data for the target level before reloading
if (Core.SaveLoad.SaveLoadManager.Instance != null && !string.IsNullOrEmpty(switchData?.targetLevelSceneName))
{
Core.SaveLoad.SaveLoadManager.Instance.ClearLevelData(switchData.targetLevelSceneName);
Logging.Debug($"[LevelSwitch] Cleared save data for level: {switchData.targetLevelSceneName}");
}
// Now reload the level with fresh state - skipSave=true prevents re-saving cleared data
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress, autoHideLoadingScreen: true, skipSave: true);
}
private void OnMenuCancel()
{
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
}
}
}