# 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
289 lines
11 KiB
C#
289 lines
11 KiB
C#
using System;
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using System.Collections;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using Core.SaveLoad;
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using Core;
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namespace Levels
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{
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/// <summary>
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/// UI overlay for confirming a level switch. Displays level info and handles confirm/cancel actions.
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/// </summary>
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public class LevelSwitchMenu : MonoBehaviour
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{
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[Header("UI References")]
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public Image mainLevelIconImage;
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public Image minigameIconImage;
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public TMP_Text mainLevelNameText;
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public TMP_Text minigameLevelNameText;
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public Button puzzleLevelConfirmButton;
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public Button puzzleLevelRestartButton;
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public Button cancelButton;
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public Button minigameConfirmButton;
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public GameObject popupConfirmMenu;
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public Button popupConfirmButton;
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public Button popupCancelButton;
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public Image tintTargetImage;
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public Color disabledTintColor = new Color(0.5f, 0.5f, 0.5f, 1f); // grey by default
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[Header("Minigame Lock")]
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public Image padlockImage;
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[Header("Scroll View")]
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public ScrollRect scrollView;
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public Button scrollToPuzzleLevelButton;
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public Button scrollToMinigameButton;
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public float scrollDuration = 1f;
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private Color _originalTintColor;
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private Color _originalMinigameIconColor;
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private Action _onRestart;
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private Coroutine _activeScrollCoroutine;
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private Action _onLevelConfirm;
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private Action _onMinigameConfirm;
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private Action _onCancel;
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private LevelSwitchData _switchData;
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/// <summary>
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/// Initialize the menu with data and callbacks.
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/// </summary>
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public void Setup(LevelSwitchData switchData, Action onLevelConfirm, Action onMinigameConfirm, Action onCancel, Action onRestart = null)
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{
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_switchData = switchData;
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_onLevelConfirm = onLevelConfirm;
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_onMinigameConfirm = onMinigameConfirm;
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_onCancel = onCancel;
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_onRestart = onRestart;
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if(switchData != null)
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{
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if (mainLevelIconImage)
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{
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mainLevelIconImage.sprite = switchData.menuSprite != null
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? switchData.menuSprite
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: switchData.mapSprite;
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}
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if (minigameIconImage)
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{
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minigameIconImage.sprite = switchData.minigameMenuSprite;
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}
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if (mainLevelNameText) mainLevelNameText.text = switchData?.targetLevelSceneName ?? "";
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if (minigameLevelNameText) minigameLevelNameText.text = switchData.targetMinigameSceneName ?? "";
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}
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else
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{
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Logging.Warning("[LevelSwitchMenu] No level data is assigned!");
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}
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// Setup button listeners
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if (puzzleLevelConfirmButton) puzzleLevelConfirmButton.onClick.AddListener(OnPuzzleLevelConfirmClicked);
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if (puzzleLevelRestartButton) puzzleLevelRestartButton.onClick.AddListener(OnRestartClicked);
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if (cancelButton) cancelButton.onClick.AddListener(OnCancelClicked);
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if (minigameConfirmButton) minigameConfirmButton.onClick.AddListener(OnMinigameConfirmClicked);
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if (scrollToPuzzleLevelButton) scrollToPuzzleLevelButton.onClick.AddListener(OnScrollToPuzzleLevelClicked);
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if (scrollToMinigameButton) scrollToMinigameButton.onClick.AddListener(OnScrollToMinigameClicked);
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if (popupConfirmButton) popupConfirmButton.onClick.AddListener(OnPopupConfirmClicked);
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if (popupCancelButton) popupCancelButton.onClick.AddListener(OnPopupCancelClicked);
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if (popupConfirmMenu) popupConfirmMenu.SetActive(false);
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if (tintTargetImage) _originalTintColor = tintTargetImage.color;
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if (minigameIconImage) _originalMinigameIconColor = minigameIconImage.color;
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// Initialize scroll view to start at left (puzzle level view)
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if (scrollView) scrollView.horizontalNormalizedPosition = 0f;
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// Initialize scroll button visibility
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if (scrollToMinigameButton) scrollToMinigameButton.gameObject.SetActive(true);
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if (scrollToPuzzleLevelButton) scrollToPuzzleLevelButton.gameObject.SetActive(false);
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// --- Minigame unlock state logic ---
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if (SaveLoadManager.Instance != null)
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{
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if (SaveLoadManager.Instance.IsSaveDataLoaded)
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{
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ApplyMinigameUnlockState();
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}
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else
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{
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SaveLoadManager.Instance.OnLoadCompleted += OnSaveDataLoadedHandler;
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}
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}
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}
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private void OnDestroy()
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{
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if (puzzleLevelConfirmButton) puzzleLevelConfirmButton.onClick.RemoveListener(OnPuzzleLevelConfirmClicked);
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if (puzzleLevelRestartButton) puzzleLevelRestartButton.onClick.RemoveListener(OnRestartClicked);
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if (cancelButton) cancelButton.onClick.RemoveListener(OnCancelClicked);
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if (minigameConfirmButton) minigameConfirmButton.onClick.RemoveListener(OnMinigameConfirmClicked);
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if (scrollToPuzzleLevelButton) scrollToPuzzleLevelButton.onClick.RemoveListener(OnScrollToPuzzleLevelClicked);
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if (scrollToMinigameButton) scrollToMinigameButton.onClick.RemoveListener(OnScrollToMinigameClicked);
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if (popupConfirmButton) popupConfirmButton.onClick.RemoveListener(OnPopupConfirmClicked);
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if (popupCancelButton) popupCancelButton.onClick.RemoveListener(OnPopupCancelClicked);
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if (_activeScrollCoroutine != null)
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{
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StopCoroutine(_activeScrollCoroutine);
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_activeScrollCoroutine = null;
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}
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if (SaveLoadManager.Instance != null)
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{
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SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
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}
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}
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private void OnPuzzleLevelConfirmClicked()
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{
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_onLevelConfirm?.Invoke();
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Destroy(gameObject);
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}
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private void OnMinigameConfirmClicked()
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{
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_onMinigameConfirm?.Invoke();
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Destroy(gameObject);
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}
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private void OnCancelClicked()
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{
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_onCancel?.Invoke();
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Destroy(gameObject);
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}
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private void OnRestartClicked()
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{
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if (popupConfirmMenu) popupConfirmMenu.SetActive(true);
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if (tintTargetImage) tintTargetImage.color = disabledTintColor;
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}
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private void OnPopupCancelClicked()
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{
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if (popupConfirmMenu) popupConfirmMenu.SetActive(false);
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if (tintTargetImage) tintTargetImage.color = _originalTintColor;
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}
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private void OnPopupConfirmClicked()
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{
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_onRestart?.Invoke();
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if (popupConfirmMenu) popupConfirmMenu.SetActive(false);
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if (tintTargetImage) tintTargetImage.color = _originalTintColor;
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Destroy(gameObject);
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}
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private void OnScrollToMinigameClicked()
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{
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if (_activeScrollCoroutine != null)
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{
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StopCoroutine(_activeScrollCoroutine);
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}
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_activeScrollCoroutine = StartCoroutine(ScrollToMinigameCoroutine());
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}
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private void OnScrollToPuzzleLevelClicked()
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{
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if (_activeScrollCoroutine != null)
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{
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StopCoroutine(_activeScrollCoroutine);
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}
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_activeScrollCoroutine = StartCoroutine(ScrollToPuzzleLevelCoroutine());
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}
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private IEnumerator ScrollToMinigameCoroutine()
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{
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// Hide the scroll to minigame button
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if (scrollToMinigameButton) scrollToMinigameButton.gameObject.SetActive(false);
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// Scroll to the right (normalized position 0.95)
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float elapsed = 0f;
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float startPos = scrollView.horizontalNormalizedPosition;
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float targetPos = 0.9f;
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while (elapsed < scrollDuration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / scrollDuration);
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// Use SmoothStep for a smoother animation
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float smoothT = Mathf.SmoothStep(0f, 1f, t);
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scrollView.horizontalNormalizedPosition = Mathf.Lerp(startPos, targetPos, smoothT);
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yield return null;
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}
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// Ensure we're at the final position
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scrollView.horizontalNormalizedPosition = targetPos;
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// Show the scroll to puzzle level button
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if (scrollToPuzzleLevelButton) scrollToPuzzleLevelButton.gameObject.SetActive(true);
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_activeScrollCoroutine = null;
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}
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private IEnumerator ScrollToPuzzleLevelCoroutine()
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{
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// Hide the scroll to puzzle level button
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if (scrollToPuzzleLevelButton) scrollToPuzzleLevelButton.gameObject.SetActive(false);
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// Scroll to the left (normalized position 0)
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float elapsed = 0f;
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float startPos = scrollView.horizontalNormalizedPosition;
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float targetPos = 0f;
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while (elapsed < scrollDuration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / scrollDuration);
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// Use SmoothStep for a smoother animation
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float smoothT = Mathf.SmoothStep(0f, 1f, t);
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scrollView.horizontalNormalizedPosition = Mathf.Lerp(startPos, targetPos, smoothT);
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yield return null;
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}
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// Ensure we're at the final position
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scrollView.horizontalNormalizedPosition = targetPos;
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// Show the scroll to minigame button
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if (scrollToMinigameButton) scrollToMinigameButton.gameObject.SetActive(true);
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_activeScrollCoroutine = null;
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}
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private void ApplyMinigameUnlockState()
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{
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if (_switchData == null)
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return;
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// Use the new public API to check unlock status
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string minigameName = _switchData.targetMinigameSceneName;
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bool unlocked = SaveLoadManager.Instance != null && SaveLoadManager.Instance.IsMinigameUnlocked(minigameName);
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// Show/hide padlock
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if (padlockImage) padlockImage.gameObject.SetActive(!unlocked);
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// Tint minigame icon if locked
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if (minigameIconImage)
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{
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minigameIconImage.color = unlocked ? _originalMinigameIconColor : disabledTintColor;
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}
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// Enable/disable minigame confirm button
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if (minigameConfirmButton)
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{
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minigameConfirmButton.interactable = unlocked;
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}
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}
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private void OnSaveDataLoadedHandler(string slot)
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{
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ApplyMinigameUnlockState();
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if (SaveLoadManager.Instance != null)
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{
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SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
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}
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}
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}
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}
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