# 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
149 lines
5.3 KiB
C#
149 lines
5.3 KiB
C#
using System;
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using AppleHills.Core.Settings;
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using Core;
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using Input;
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using Interactions;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace Levels
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{
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/// <summary>
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/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
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/// </summary>
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public class LevelSwitch : InteractableBase
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{
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public LevelSwitchData switchData;
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private SpriteRenderer _iconRenderer;
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private IInteractionSettings _interactionSettings;
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private GameObject _menuObjectRef;
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/// <summary>
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/// Unity Awake callback. Sets up icon, interactable, and event handlers.
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/// </summary>
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protected override void Awake()
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{
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base.Awake();
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Debug.Log($"[LevelSwitch] Awake called for {gameObject.name} in scene {gameObject.scene.name}");
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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ApplySwitchData();
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}
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protected override void OnManagedAwake()
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{
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Debug.Log($"[LevelSwitch] OnManagedAwake called for {gameObject.name}");
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}
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protected override void OnSceneReady()
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{
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Debug.Log($"[LevelSwitch] OnSceneReady called for {gameObject.name}");
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
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/// </summary>
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void OnValidate()
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{
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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ApplySwitchData();
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}
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#endif
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/// <summary>
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/// Applies the switch data to the level switch (icon, name, etc).
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/// </summary>
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public void ApplySwitchData()
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{
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if (switchData != null)
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{
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if (_iconRenderer != null)
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_iconRenderer.sprite = switchData.mapSprite;
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gameObject.name = switchData.targetLevelSceneName;
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// Optionally update other fields, e.g. description
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}
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}
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/// <summary>
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/// Main interaction logic: Spawn menu and switch input mode.
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/// </summary>
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protected override bool DoInteraction()
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{
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName))
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{
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Debug.LogWarning("LevelSwitch has no valid switchData!");
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return false;
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}
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var menuPrefab = _interactionSettings?.LevelSwitchMenuPrefab;
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if (menuPrefab == null)
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{
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Debug.LogError("LevelSwitchMenu prefab not assigned in InteractionSettings!");
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return false;
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}
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// Spawn the menu overlay
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_menuObjectRef = Instantiate(menuPrefab);
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var menu = _menuObjectRef.GetComponent<LevelSwitchMenu>();
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if (menu == null)
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{
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Debug.LogError("LevelSwitchMenu component missing on prefab!");
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Destroy(_menuObjectRef);
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return false;
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}
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// Setup menu with data and callbacks
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menu.Setup(switchData, OnLevelSelectedWrapper, OnMinigameSelected, OnMenuCancel, OnRestartSelected);
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// Switch input mode to UI only
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InputManager.Instance.SetInputMode(InputMode.UI);
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return true; // Menu spawned successfully
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}
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private void OnLevelSelectedWrapper()
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{
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_ = OnLevelSelected();
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}
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private async Task OnLevelSelected()
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{
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
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}
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private async void OnMinigameSelected()
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{
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetMinigameSceneName, progress);
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}
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private async void OnRestartSelected()
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{
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// Clear all save data for the target level before reloading
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if (Core.SaveLoad.SaveLoadManager.Instance != null && !string.IsNullOrEmpty(switchData?.targetLevelSceneName))
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{
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Core.SaveLoad.SaveLoadManager.Instance.ClearLevelData(switchData.targetLevelSceneName);
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Logging.Debug($"[LevelSwitch] Cleared save data for level: {switchData.targetLevelSceneName}");
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}
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// Now reload the level with fresh state - skipSave=true prevents re-saving cleared data
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress, autoHideLoadingScreen: true, skipSave: true);
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}
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private void OnMenuCancel()
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{
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InputManager.Instance.SetInputMode(InputMode.GameAndUI);
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}
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}
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}
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