Files
AppleHillsProduction/Assets/Scripts/Animation/BirdEyesBehavior.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

83 lines
2.3 KiB
C#

using Core.Lifecycle;
using Core.SaveLoad;
using UnityEngine;
public class BirdEyesBehavior : ManagedBehaviour
{
// Animator Hashes
private static readonly int RightGuess = Animator.StringToHash("RightGuess");
private static readonly int WrongGuess = Animator.StringToHash("WrongGuess");
private static readonly int NoGuess = Animator.StringToHash("NoGuess");
private static readonly int Wolterisout = Animator.StringToHash("wolterisout");
private AppleMachine _statemachine;
private Animator _animator;
public bool correctItemIsIn;
[SerializeField] private Animator bushAnimator; // Assign in Inspector
// Save state
private bool _wolterisoutTriggered;
// Enable save/load participation
public override bool AutoRegisterForSave => true;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
_statemachine = GetComponent<AppleMachine>();
_animator = GetComponentInChildren<Animator>();
}
public void CorrectItem()
{
correctItemIsIn = true;
_animator.SetTrigger(RightGuess);
BirdReveal();
}
public void IncorrectItem()
{
correctItemIsIn = false;
_animator.SetTrigger(WrongGuess);
}
public void NoItem()
{
_animator.SetTrigger(NoGuess);
}
public void BirdReveal()
{
if (bushAnimator != null)
{
bushAnimator.SetTrigger(Wolterisout);
_wolterisoutTriggered = true;
}
_statemachine.ChangeState("BirdSpawned");
}
internal override void OnSceneRestoreRequested(string serializedData)
{
base.OnSceneRestoreRequested(serializedData);
if (!string.IsNullOrEmpty(serializedData))
{
if (bool.TryParse(serializedData, out bool wasTriggered))
{
_wolterisoutTriggered = wasTriggered;
// If it was triggered before, set it again on restore
if (_wolterisoutTriggered && bushAnimator != null)
{
bushAnimator.SetTrigger(Wolterisout);
}
}
}
}
internal override string OnSceneSaveRequested()
{
return _wolterisoutTriggered.ToString();
}
}