e27bb7bfb6afd9a504953bd22f85cba0518874c2
# 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
Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51)
Apple Hills
Apple Hills is a Unity-based adventure game featuring interactive puzzle mechanics, dialogue systems, and item interactions.
Project Overview
Apple Hills provides a unique gaming experience with:
- Node-based dialogue system for interactive NPC conversations
- Puzzle mechanics with condition-based progression
- Item pickup, combination, and interaction systems
- Custom Universal Render Pipeline setup
Repository Structure
AppleHills/
├── Assets/ # Unity asset files
│ ├── Art/ # Visual assets, models, textures
│ ├── Dialogue/ # Dialogue system and dialogue data
│ ├── Scripts/ # C# code for game systems
│ │ ├── Core/ # Core managers and services
│ │ ├── Dialogue/ # Dialogue system implementation
│ │ ├── Input/ # Input handling systems
│ │ ├── Interactions/ # Object interaction systems
│ │ ├── Movement/ # Character movement controllers
│ │ ├── PuzzleS/ # Puzzle mechanics and systems
│ │ └── UI/ # User interface components
│ ├── Scenes/ # Game scenes and levels
│ ├── Prefabs/ # Reusable game objects
│ └── ... # Other asset folders
├── Packages/ # Unity package dependencies
├── ProjectSettings/ # Unity project settings
└── docs/ # Project documentation
├── media/ # Images and other media for documentation
└── dialogue_readme.md # Detailed documentation about the dialogue system
Code Structure
Scripts Organization
The game's codebase is organized into several key modules:
| Module | Purpose |
|---|---|
| Animation | Animation controllers and state machines |
| Bootstrap | Game initialization and scene loading |
| Core | Core game managers and services |
| Dialogue | Dialogue tree implementation and text handling |
| Input | Player input processing and mapping |
| Interactions | Interactive object behaviors and triggers |
| Movement | Character controllers and navigation |
| Pooling | Object pooling for performance optimization |
| PuzzleS | Puzzle mechanics, conditions, and validators |
| Settings | Configurable game parameters and constants |
| UI | User interface elements and controllers |
| Utilities | Helper classes and extension methods |
Core Systems Highlight
The Assets/Scripts/Core directory contains critical managers that orchestrate the game's systems:
Key Managers
- GameManager: Central hub managing game state, scene transitions, and system coordination
- ItemManager: Handles inventory system, item pickup, combination, and usage logic
- SceneManagerService: Controls scene loading, unloading, and transitions
Settings Framework
The Core/Settings system provides a robust configuration framework:
- ServiceLocator: Dependency injection system for accessing game services
- SettingsProvider: Central access point for game configuration values
- BaseSettings/BaseDeveloperSettings: Foundation for creating configurable parameters
- InteractionSettings: Configuration for player-object interactions
- MovementModeTypes: Movement parameters for different locomotion modes
Documentation
Detailed documentation about specific systems can be found in the docs folder:
Development
The project is structured using standard Unity practices. Key components:
- Universal Render Pipeline for consistent visuals
- Input System for configurable controls
- Addressable Assets for asset management
Description
Languages
C#
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