# 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
278 lines
10 KiB
C#
278 lines
10 KiB
C#
using UnityEngine;
|
|
using UnityEngine.Audio;
|
|
using AppleHills.Core;
|
|
using AppleHills.Core.Interfaces;
|
|
using System.Collections.Generic;
|
|
using AudioSourceEvents;
|
|
using System;
|
|
using Core.Lifecycle;
|
|
|
|
public class AudioManager : ManagedBehaviour, IPausable
|
|
{
|
|
/// <summary>
|
|
/// Play all audio, just music or no audio at all when the game is paused.
|
|
/// </summary>
|
|
public enum PauseBehavior
|
|
{ PlayAllAudio, MusicOnly, NoAudio }
|
|
|
|
public PauseBehavior currentPauseBehavior;
|
|
|
|
public AudioMixer audioMixer;
|
|
private AudioListener _audioListener;
|
|
public AppleAudioSource currentlyPlayingVO;
|
|
|
|
|
|
private static AudioManager _instance;
|
|
private GameObject _player;
|
|
|
|
public List<AppleAudioSource> criticalVOSources;
|
|
public List<AppleAudioSource> VOSources;
|
|
public List<AppleAudioSource> musicSources;
|
|
public List<AppleAudioSource> ambienceSources;
|
|
public List<AppleAudioSource> SFXSources;
|
|
|
|
private IAudioEventSource _eventSource;
|
|
private bool wasInterrupted;
|
|
|
|
/// <summary>
|
|
/// Singleton instance of the AudioManager.
|
|
/// </summary>
|
|
public static AudioManager Instance => _instance;
|
|
|
|
// ManagedBehaviour configuration
|
|
public override int ManagedAwakePriority => 30; // Audio infrastructure
|
|
public override bool AutoRegisterPausable => true; // Auto-register as IPausable
|
|
|
|
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()
|
|
{
|
|
// Auto-registration with GameManager handled by ManagedBehaviour
|
|
}
|
|
|
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
|
void Start()
|
|
{
|
|
_player = QuickAccess.Instance.PlayerGameObject;
|
|
_audioListener = QuickAccess.Instance.MainCamera.GetComponent<AudioListener>();
|
|
foreach (AppleAudioSource _audioSource in criticalVOSources)
|
|
{
|
|
Debug.Log("Found source: " + _audioSource.name);
|
|
}
|
|
}
|
|
|
|
public void SetAudioPauseBehavior(PauseBehavior newPauseBehavior)
|
|
{
|
|
switch (newPauseBehavior)
|
|
{
|
|
case PauseBehavior.PlayAllAudio:
|
|
audioMixer.updateMode = AudioMixerUpdateMode.UnscaledTime;
|
|
AudioListener.pause = false;
|
|
break;
|
|
case PauseBehavior.MusicOnly:
|
|
audioMixer.updateMode = AudioMixerUpdateMode.UnscaledTime; break;
|
|
//TODO: Pause all audio mixers except music mixer
|
|
case PauseBehavior.NoAudio:
|
|
audioMixer.updateMode = AudioMixerUpdateMode.Normal;
|
|
AudioListener.pause = true;
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
public LevelAudioObject GetCurrentLevelAudioObject()
|
|
{
|
|
Debug.Log("Audio objects: " + FindObjectsByType<LevelAudioObject>(FindObjectsInactive.Include, FindObjectsSortMode.None).Length);
|
|
if (FindObjectsByType<LevelAudioObject>(FindObjectsInactive.Include, FindObjectsSortMode.None).Length > 1)
|
|
{
|
|
Debug.LogWarning("Warning! More than one LevelAudioObject in the level! Using the first one found");
|
|
return FindObjectsByType<LevelAudioObject>(FindObjectsInactive.Include, FindObjectsSortMode.None)[0];
|
|
}
|
|
if (FindObjectsByType<LevelAudioObject>(FindObjectsInactive.Include, FindObjectsSortMode.None).Length == 0)
|
|
{
|
|
Debug.LogWarning("Error! No LevelAudioObject found, AudioManager might not function properly!");
|
|
return null;
|
|
}
|
|
else
|
|
return FindFirstObjectByType<LevelAudioObject>();
|
|
}
|
|
|
|
|
|
|
|
public void Pause()
|
|
{
|
|
SetAudioPauseBehavior(PauseBehavior.NoAudio);
|
|
}
|
|
|
|
public void DoResume()
|
|
{
|
|
SetAudioPauseBehavior(PauseBehavior.PlayAllAudio);
|
|
}
|
|
|
|
public void RegisterNewAudioSource(AppleAudioSource newAudioSource)
|
|
{
|
|
switch (newAudioSource.audioSourceType)
|
|
{
|
|
case AppleAudioSource.AudioSourceType.CriticalVO:
|
|
criticalVOSources.Add(newAudioSource);
|
|
break;
|
|
case AppleAudioSource.AudioSourceType.VO:
|
|
VOSources.Add(newAudioSource);
|
|
break;
|
|
case AppleAudioSource.AudioSourceType.SFX:
|
|
SFXSources.Add(newAudioSource);
|
|
break;
|
|
case AppleAudioSource.AudioSourceType.Ambience:
|
|
ambienceSources.Add(newAudioSource);
|
|
break;
|
|
case AppleAudioSource.AudioSourceType.Music:
|
|
musicSources.Add(newAudioSource);
|
|
break;
|
|
}
|
|
|
|
}
|
|
/// <summary>
|
|
/// Request playing a VO line. Returns true if whatever is playing is not critical, or weight of requested VO line is lower.
|
|
/// </summary>
|
|
public bool RequestPlayVO(AppleAudioSource requestedAudioSource)
|
|
{
|
|
//Debug.Log($"[AUDIOMANAGER] CurrentVO source prio: {currentlyPlayingVO.sourcePriority}, clip prio: {currentlyPlayingVO.clipPriority} requested VO prio: {requestedAudioSource.sourcePriority}, clip prio: {clipPriority}");
|
|
// If nothing is playing, let the requested audio source play
|
|
if (currentlyPlayingVO == null)
|
|
{
|
|
SetupNewAudioSource(requestedAudioSource);
|
|
Debug.Log($"[AUDIOMANAGER] Playing {currentlyPlayingVO.name} as nothing is currently playing.");
|
|
return true;
|
|
}
|
|
|
|
// If the requested audio is not critical, and the currently playing audio is, tell the request to get bent
|
|
if (requestedAudioSource.audioSourceType == AppleAudioSource.AudioSourceType.VO && currentlyPlayingVO.audioSourceType == AppleAudioSource.AudioSourceType.CriticalVO)
|
|
{
|
|
return false;
|
|
}
|
|
// If the requested audio source is the same, interrupt and trigger it again
|
|
if (currentlyPlayingVO == requestedAudioSource)
|
|
{
|
|
InterruptAudioSource(requestedAudioSource);
|
|
SetupNewAudioSource(requestedAudioSource);
|
|
Debug.Log($"[AUDIOMANAGER] {currentlyPlayingVO.name} is the same as {requestedAudioSource.name}. Triggering it again.");
|
|
return true;
|
|
|
|
}
|
|
// if the currently playing audio source is not critical, interrupt it and play the requested audio source
|
|
if (currentlyPlayingVO.audioSourceType != AppleAudioSource.AudioSourceType.CriticalVO)
|
|
{
|
|
|
|
InterruptAudioSource(requestedAudioSource);
|
|
SetupNewAudioSource(requestedAudioSource);
|
|
Debug.Log($"[AUDIOMANAGER] {currentlyPlayingVO.name} is not critical. Playing {requestedAudioSource.name} instead because it is critical.");
|
|
return true;
|
|
}
|
|
// If the requested audio source has the same priority as currently playing source, check the priority of the requested clip
|
|
if (currentlyPlayingVO.audioSourceType == AppleAudioSource.AudioSourceType.CriticalVO && currentlyPlayingVO.sourcePriority == requestedAudioSource.sourcePriority)
|
|
{
|
|
if (currentlyPlayingVO.clipPriority > requestedAudioSource.clipPriority)
|
|
{
|
|
InterruptAudioSource(requestedAudioSource);
|
|
SetupNewAudioSource(requestedAudioSource);
|
|
Debug.Log($"[AUDIOMANAGER] Interrupted {currentlyPlayingVO.name} because it has same priority as {requestedAudioSource.name} but the requested clip has higher priority");
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
// If the requested audio source has higher priority than the currently playing source, interrupt the current source and let the requested one play
|
|
if (currentlyPlayingVO.audioSourceType == AppleAudioSource.AudioSourceType.CriticalVO && currentlyPlayingVO.sourcePriority > requestedAudioSource.sourcePriority)
|
|
{
|
|
currentlyPlayingVO.InterruptAudio(requestedAudioSource.name);
|
|
Debug.Log($"[AUDIOMANAGER] Interrupted {currentlyPlayingVO.name} because {requestedAudioSource.name} has higher priority");
|
|
InterruptAudioSource(requestedAudioSource);
|
|
SetupNewAudioSource(requestedAudioSource);
|
|
return true;
|
|
}
|
|
// If the requested audio source didn't clear any of the above cases, tell it to get rekt.
|
|
else
|
|
{
|
|
Debug.Log($"[AUDIOMANAGER] {currentlyPlayingVO.name} is still playing. {requestedAudioSource.name} has lower priority");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private void OnApplicationQuit()
|
|
{
|
|
// TODO: Release the handles safely ReleaseAllHandles();
|
|
}
|
|
|
|
private void SetupNewAudioSource(AppleAudioSource audioSource)
|
|
{
|
|
if (audioSource.audioSource.resource == null)
|
|
{
|
|
Debug.Log($"[AUDIOMANAGER] Faled to setup {audioSource.name}. Invalid resource");
|
|
}
|
|
else
|
|
{
|
|
currentlyPlayingVO = audioSource;
|
|
_eventSource = audioSource.audioSource.RequestEventHandlers();
|
|
_eventSource.AudioStopped += OnAudioStopped;
|
|
_eventSource.AudioStarted += OnAudioStarted;
|
|
}
|
|
}
|
|
|
|
private void OnAudioStopped(object sender, EventArgs e)
|
|
{
|
|
if (wasInterrupted)
|
|
{
|
|
ResetAudioSource();
|
|
}
|
|
else
|
|
{
|
|
currentlyPlayingVO = null;
|
|
ResetAudioSource();
|
|
}
|
|
}
|
|
|
|
private void OnAudioStarted(object sender, EventArgs e)
|
|
{
|
|
|
|
}
|
|
|
|
private void ResetAudioSource()
|
|
{
|
|
_eventSource.AudioStopped -= OnAudioStopped;
|
|
_eventSource.AudioStarted -= OnAudioStarted;
|
|
wasInterrupted = false;
|
|
}
|
|
|
|
private void InterruptAudioSource(AppleAudioSource newAudioSource)
|
|
{
|
|
wasInterrupted = true;
|
|
//currentlyPlayingVO.InterruptAudio(newAudioSource.name);
|
|
InterruptAllVOSources();
|
|
ResetAudioSource();
|
|
currentlyPlayingVO = newAudioSource;
|
|
}
|
|
|
|
private void InterruptAllVOSources()
|
|
{
|
|
foreach (AppleAudioSource source in criticalVOSources)
|
|
{
|
|
source.InterruptAudio("GlobalInterrupt");
|
|
|
|
}
|
|
foreach (AppleAudioSource source in VOSources)
|
|
{
|
|
source.InterruptAudio("GlobalInterrupt");
|
|
|
|
}
|
|
}
|
|
}
|