# 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
82 lines
2.9 KiB
C#
82 lines
2.9 KiB
C#
using UnityEngine;
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using Unity.Cinemachine;
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using System.Collections;
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using Core.SaveLoad;
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using Pixelplacement;
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public class cameraSwitcher : MonoBehaviour
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{
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[SerializeField] private CinemachineCamera virtualCamera;
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[SerializeField] private CinemachineConfiner2D confiner2D;
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[SerializeField] private float zoomOutOrthoSize = 27f;
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[SerializeField] private float normalOrthoSize = 20f;
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[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
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[SerializeField] private soundBird_FlyingBehaviour flyingBehaviour;
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[SerializeField] private soundBird_TakeOffBehaviour takeOffBehaviour; // New reference
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[SerializeField] private AppleMachine birdStateMachine;
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private int playerInsideCount = 0;
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private Coroutine zoomCoroutine;
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (other.CompareTag("Player"))
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{
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playerInsideCount++;
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if (playerInsideCount == 1 && virtualCamera != null)
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{
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if (zoomCoroutine != null) StopCoroutine(zoomCoroutine);
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zoomCoroutine = StartCoroutine(SmoothOrthoSize(virtualCamera, zoomOutOrthoSize, transitionDuration));
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}
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}
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}
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private void OnTriggerExit2D(Collider2D other)
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{
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if (!gameObject.activeInHierarchy)
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return;
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if (other.CompareTag("Player"))
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{
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playerInsideCount--;
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if (playerInsideCount == 0 && virtualCamera != null)
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{
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if (zoomCoroutine != null) StopCoroutine(zoomCoroutine);
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zoomCoroutine = StartCoroutine(SmoothOrthoSize(virtualCamera, normalOrthoSize, transitionDuration));
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if (birdStateMachine.currentState != null)
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{
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if (birdStateMachine.currentState.name == "SoundBirdFlyAround" && flyingBehaviour != null)
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{
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flyingBehaviour.StartLanding();
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}
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else if (birdStateMachine.currentState.name == "SoundBirdTakeoff" && takeOffBehaviour != null)
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{
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takeOffBehaviour.StartLanding();
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}
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}
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}
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}
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}
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private IEnumerator SmoothOrthoSize(CinemachineCamera cam, float targetSize, float duration)
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{
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float startSize = cam.Lens.OrthographicSize;
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float elapsed = 0f;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
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if (confiner2D != null)
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{
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confiner2D.InvalidateBoundingShapeCache();
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}
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yield return null;
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}
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cam.Lens.OrthographicSize = targetSize;
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if (confiner2D != null)
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{
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confiner2D.InvalidateBoundingShapeCache();
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}
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}
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}
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