Files
AppleHillsProduction/Assets/Scripts/StateMachines/Quarry/AnneLise/TakePhotoState.cs
tschesky e27bb7bfb6 Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51)
# 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
2025-11-07 15:38:31 +00:00

106 lines
3.6 KiB
C#

using Core.SaveLoad;
using Input;
using UnityEngine;
using UnityEngine.Events;
namespace StateMachines.Quarry.AnneLise
{
public class TakePhotoState : AppleState
{
public Transform playerTargetObject;
private GameObject _playerCharacter;
private PlayerTouchController _playerTouchController;
private Vector3 _newPlayerPosition;
public UnityEvent animFlash;
public UnityEvent animStart;
/// <summary>
/// Called when entering this state during normal gameplay.
/// Initiates player movement and triggers photo-taking sequence.
/// </summary>
public override void OnEnterState()
{
// Find references that are needed regardless of enter/restore
_playerCharacter = GameObject.FindWithTag("Player");
_playerTouchController = _playerCharacter.GetComponent<PlayerTouchController>();
// Subscribe to player arrival event
_playerTouchController.OnArrivedAtTarget += PlayerHasArrived;
// Move player to photo position
_newPlayerPosition = new Vector3(
playerTargetObject.transform.position.x,
playerTargetObject.transform.position.y,
playerTargetObject.transform.position.z);
_playerTouchController.InterruptMoveTo();
_playerTouchController.MoveToAndNotify(_newPlayerPosition);
// Disable input during photo sequence
InputManager.Instance.SetInputMode(InputMode.InputDisabled);
}
/// <summary>
/// Called when restoring this state from save data.
/// Skips player movement and animations - just sets up the restored state.
/// </summary>
/// <param name="data">Serialized state data (currently unused for this state)</param>
public override void OnRestoreState(string data)
{
// When restoring, we don't want to move the player or play animations
// The state is restored silently - player stays where they are
// Input mode will be restored by the input system's own save/load
// If we needed to restore any internal state data, we'd deserialize it here
// For now, this state has no persistent data beyond being active
}
/// <summary>
/// Serialize this state's data for saving.
/// Currently this state has no additional data to save beyond being active.
/// </summary>
/// <returns>Serialized state data as JSON string</returns>
public override string SerializeState()
{
// This state doesn't have internal data to save
// The fact that it's the active state is saved by AppleMachine
return "";
}
// When the player has arrived at the bush do Animator.SetTrigger(Takephoto) and whatevs
public void PhotoTaken()
{
ChangeState("Hidden");
InputManager.Instance.SetInputMode(InputMode.Game);
}
void PlayerHasArrived()
{
GetComponent<Animator>().SetTrigger("TakePhoto");
_playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
}
private void OnDisable()
{
// Cleanup: Unsubscribe from events
if (_playerTouchController != null)
{
_playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
}
}
public void AnimStarted()
{
animStart.Invoke();
}
public void Flash()
{
animFlash.Invoke();
}
}
}