# 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
105 lines
2.8 KiB
C#
105 lines
2.8 KiB
C#
using UnityEngine;
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using Pixelplacement;
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using System.Collections;
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using Core;
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using Core.SaveLoad;
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using UnityEngine.Audio;
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public class PicnicBehaviour : MonoBehaviour
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{
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[Header("Random Call Settings")]
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public float getDistractedMin = 2f;
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public float getDistractedMax = 5f;
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public float getFlirtyMin = 1f;
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public float getFlirtyMax = 3f;
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private AppleMachine stateMachine;
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private Animator animator;
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[Header("The FakeChocolate to destroy!")]
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[SerializeField] private GameObject fakeChocolate; // Assign in Inspector
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private AppleAudioSource _audioSource;
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public AudioResource distractedAudioClips;
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public AudioResource angryAudioClips;
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public AudioResource feederClips;
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public AudioResource moanerClips;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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StartCoroutine(StateCycleRoutine());
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}
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void Awake()
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{
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stateMachine = GetComponent<AppleMachine>();
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animator = GetComponent<Animator>();
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_audioSource = GetComponent<AppleAudioSource>();
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}
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private IEnumerator StateCycleRoutine()
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{
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while (true)
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{
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// Distracted state
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float distractedWait = Random.Range(getDistractedMin, getDistractedMax);
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stateMachine.ChangeState("Picnic PPL Distracted");
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animator.SetBool("theyDistracted", true);
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_audioSource.Stop();
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yield return new WaitForSeconds(distractedWait);
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// Chilling state
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float chillingWait = Random.Range(getFlirtyMin, getFlirtyMax);
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stateMachine.ChangeState("Picnic PPL Chilling");
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animator.SetBool("theyDistracted", false);
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_audioSource.Stop();
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yield return new WaitForSeconds(chillingWait);
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}
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}
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void StopAudio()
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{
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_audioSource.Stop();
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}
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public void triedToStealChocolate()
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{
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_audioSource.Stop();
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animator.SetTrigger("theyAngry");
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//stateMachine.ChangeState("Picnic PPL Angry");
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Logging.Debug("Hey! Don't steal my chocolate!");
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_audioSource.audioSource.resource = angryAudioClips;
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_audioSource.Play(0);
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}
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public void destroyFakeChocolate()
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{
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if (fakeChocolate != null)
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{
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Destroy(fakeChocolate);
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fakeChocolate = null; // Optional: clear reference
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}
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}
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public void PlayFeederAudio()
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{
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_audioSource.audioSource.resource = feederClips;
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_audioSource.Play(0);
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}
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public void PlayMoanerAudio()
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{
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_audioSource.audioSource.resource = moanerClips;
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_audioSource.Play(0);
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}
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public void PlayDistractedAudio()
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{
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_audioSource.audioSource.resource = distractedAudioClips;
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_audioSource.Play(0);
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}
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}
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