# 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
84 lines
2.2 KiB
C#
84 lines
2.2 KiB
C#
using Core.SaveLoad;
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using Pixelplacement;
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using Pixelplacement.TweenSystem;
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using UnityEngine;
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public class soundBird_LandingBehaviour1 : MonoBehaviour
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{
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public Spline FlightSpline;
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public Transform SoundBirdObject;
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public float flightDuration;
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public float flightDelay;
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public soundBird_FlyingBehaviour flyingBehaviour;
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private AppleMachine stateMachine;
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private Animator animator;
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private TweenBase objectTween;
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private float lastX;
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private bool facingRight = true;
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void Awake()
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{
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stateMachine = GetComponentInParent<AppleMachine>();
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animator = GetComponentInParent<Animator>();
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}
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private void OnEnable()
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{
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Transform anchorB = transform.Find("AnchorB");
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if (anchorB != null)
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{
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anchorB.position = flyingBehaviour.midFlightPosition;
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}
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objectTween = Tween.Spline(FlightSpline, SoundBirdObject, 0, 1, false, flightDuration, flightDelay, Tween.EaseOut, Tween.LoopType.None, HandleTweenStarted, HandleTweenFinished);
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// Initialize lastX for flipping logic
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if (SoundBirdObject != null)
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{
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lastX = SoundBirdObject.position.x;
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}
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}
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void HandleTweenStarted()
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{
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}
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void HandleTweenFinished()
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{
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if (SoundBirdObject != null)
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{
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objectTween.Cancel(); // Stop the spline tween for this object
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}
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//Logging.Debug("Tween finished!");
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if (stateMachine != null)
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{
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animator.SetBool("isScared", false);
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stateMachine.ChangeState(0); // Change to the desired state name
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}
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}
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void Update()
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{
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if (SoundBirdObject == null) return;
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float currentX = SoundBirdObject.position.x;
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if (currentX > lastX && !facingRight)
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{
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Flip(true);
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}
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else if (currentX < lastX && facingRight)
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{
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Flip(false);
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}
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lastX = currentX;
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}
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private void Flip(bool faceRight)
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{
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Vector3 scale = SoundBirdObject.localScale;
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scale.x = Mathf.Abs(scale.x) * (faceRight ? 1 : -1);
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SoundBirdObject.localScale = scale;
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facingRight = faceRight;
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}
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}
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