# 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
223 lines
7.8 KiB
C#
223 lines
7.8 KiB
C#
using System.Collections.Generic;
|
|
using Core;
|
|
using Core.Lifecycle;
|
|
using UI;
|
|
using UnityEngine;
|
|
using UnityEngine.AddressableAssets;
|
|
using UnityEngine.ResourceManagement.AsyncOperations;
|
|
using UnityEngine.Playables;
|
|
using UnityEngine.UI;
|
|
using UI.Core;
|
|
|
|
namespace Cinematics
|
|
{
|
|
/// <summary>
|
|
/// Handles loading, playing and unloading cinematics
|
|
/// </summary>
|
|
public class CinematicsManager : ManagedBehaviour
|
|
{
|
|
public event System.Action OnCinematicStarted;
|
|
public event System.Action OnCinematicStopped;
|
|
private static CinematicsManager _instance;
|
|
private Image _cinematicSprites;
|
|
public GameObject cinematicSpritesGameObject;
|
|
private bool _isCinematicPlaying = false;
|
|
public bool IsCinematicPlaying => _isCinematicPlaying;
|
|
public GameObject cinematicBackground;
|
|
public DivingGameOverScreen divingGameOverScreen;
|
|
|
|
// Dictionary to track addressable handles by PlayableDirector
|
|
private Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>> _addressableHandles
|
|
= new Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>>();
|
|
|
|
/// <summary>
|
|
/// Singleton instance of the CinematicsManager. No longer creates an instance if one doesn't exist.
|
|
/// </summary>
|
|
public static CinematicsManager Instance => _instance;
|
|
|
|
public PlayableDirector playableDirector;
|
|
|
|
public override int ManagedAwakePriority => 170; // Cinematic systems
|
|
|
|
private new void Awake()
|
|
{
|
|
base.Awake(); // CRITICAL: Register with LifecycleManager!
|
|
|
|
// Set instance immediately so it's available before OnManagedAwake() is called
|
|
_instance = this;
|
|
}
|
|
|
|
protected override void OnManagedAwake()
|
|
{
|
|
Logging.Debug("[CinematicsManager] Initialized");
|
|
}
|
|
|
|
|
|
private void OnEnable()
|
|
{
|
|
// Subscribe to application quit event to ensure cleanup
|
|
Application.quitting += OnApplicationQuit;
|
|
}
|
|
|
|
private void OnDisable()
|
|
{
|
|
// Unsubscribe from application quit event
|
|
Application.quitting -= OnApplicationQuit;
|
|
|
|
// Clean up any remaining addressable handles when disabled
|
|
ReleaseAllHandles();
|
|
}
|
|
|
|
private void OnApplicationQuit()
|
|
{
|
|
ReleaseAllHandles();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initializes required components for the CinematicsManager
|
|
/// </summary>
|
|
private void InitializeComponents()
|
|
{
|
|
// Initialize PlayableDirector if not set
|
|
if (playableDirector == null)
|
|
{
|
|
playableDirector = GetComponent<PlayableDirector>();
|
|
|
|
// If still null, try to add the component
|
|
if (playableDirector == null)
|
|
{
|
|
playableDirector = gameObject.AddComponent<PlayableDirector>();
|
|
Debug.Log("[CinematicsManager] Added missing PlayableDirector component");
|
|
}
|
|
}
|
|
|
|
// Initialize _cinematicSprites if not set
|
|
if (_cinematicSprites == null)
|
|
{
|
|
// First try to find in children
|
|
_cinematicSprites = GetComponentInChildren<Image>(true);
|
|
|
|
// If still null, create a new UI Image for cinematics
|
|
if (_cinematicSprites == null)
|
|
{
|
|
Debug.LogWarning("[CinematicsManager] No Image found for cinematics display. Cinematics may not display correctly.");
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Plays a cinematic from an object reference and returns the PlayableDirector playing the timeline
|
|
/// </summary>
|
|
public PlayableDirector PlayCinematic(PlayableAsset assetToPlay)
|
|
{
|
|
// Ensure components are initialized before playing
|
|
InitializeComponents();
|
|
|
|
if (_cinematicSprites != null)
|
|
{
|
|
_cinematicSprites.enabled = true;
|
|
cinematicSpritesGameObject.SetActive(true);
|
|
}
|
|
|
|
playableDirector.stopped += OnPlayableDirectorStopped;
|
|
playableDirector.Play(assetToPlay);
|
|
Logging.Debug("Playing cinematic " + assetToPlay.name);
|
|
_isCinematicPlaying = true;
|
|
OnCinematicStarted?.Invoke();
|
|
return playableDirector;
|
|
}
|
|
|
|
void OnPlayableDirectorStopped(PlayableDirector director)
|
|
{
|
|
_cinematicSprites.enabled = false;
|
|
cinematicSpritesGameObject.SetActive(false);
|
|
Logging.Debug("Cinematic stopped!");
|
|
_isCinematicPlaying = false;
|
|
OnCinematicStopped?.Invoke();
|
|
// Release the addressable handle associated with this director
|
|
ReleaseAddressableHandle(director);
|
|
ShowCinematicBackground(false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loads a playable from an asset path and plays it as a cinematic
|
|
/// </summary>
|
|
public PlayableDirector LoadAndPlayCinematic(string key)
|
|
{
|
|
// Load the asset via addressables
|
|
var handle = Addressables.LoadAssetAsync<PlayableAsset>(key);
|
|
var result = handle.WaitForCompletion();
|
|
|
|
// Store the handle for later release
|
|
_addressableHandles[playableDirector] = handle;
|
|
|
|
Logging.Debug($"[CinematicsManager] Loaded addressable cinematic: {key}");
|
|
|
|
return PlayCinematic(result);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Skips the currently playing cinematic if one is active
|
|
/// </summary>
|
|
public void SkipCurrentCinematic()
|
|
{
|
|
if (playableDirector != null && playableDirector.state == PlayState.Playing)
|
|
{
|
|
Logging.Debug("Skipping current cinematic");
|
|
playableDirector.Stop();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Releases the addressable handle associated with a specific PlayableDirector
|
|
/// </summary>
|
|
private void ReleaseAddressableHandle(PlayableDirector director)
|
|
{
|
|
if (_addressableHandles.TryGetValue(director, out var handle))
|
|
{
|
|
Logging.Debug($"[CinematicsManager] Releasing addressable handle for cinematic");
|
|
Addressables.Release(handle);
|
|
_addressableHandles.Remove(director);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Releases all active addressable handles
|
|
/// </summary>
|
|
private void ReleaseAllHandles()
|
|
{
|
|
foreach (var handle in _addressableHandles.Values)
|
|
{
|
|
if (handle.IsValid())
|
|
{
|
|
Addressables.Release(handle);
|
|
}
|
|
}
|
|
_addressableHandles.Clear();
|
|
}
|
|
|
|
public void ShowCinematicBackground(bool shouldBeActive)
|
|
{
|
|
cinematicBackground.SetActive(shouldBeActive);
|
|
}
|
|
|
|
public void ShowGameOverScreen()
|
|
{
|
|
if (divingGameOverScreen != null && UIPageController.Instance != null)
|
|
{
|
|
UIPageController.Instance.PushPage(divingGameOverScreen);
|
|
}
|
|
else if (divingGameOverScreen != null)
|
|
{
|
|
// Fallback if UIPageController is not available
|
|
divingGameOverScreen.gameObject.SetActive(true);
|
|
Logging.Warning("[CinematicsManager] UIPageController not found, falling back to simple activation.");
|
|
}
|
|
else
|
|
{
|
|
Logging.Warning("[CinematicsManager] DivingGameOverScreen reference is not set!");
|
|
}
|
|
}
|
|
}
|
|
}
|