## ManagedBehaviour System Refactor - **Sealed `Awake()`** to prevent override mistakes that break singleton registration - **Added `OnManagedAwake()`** for early initialization (fires during registration) - **Renamed lifecycle hook:** `OnManagedAwake()` → `OnManagedStart()` (fires after boot, mirrors Unity's Awake→Start) - **40 files migrated** to new pattern (2 core, 38 components) - Eliminated all fragile `private new void Awake()` patterns - Zero breaking changes - backward compatible ## Centralized Logging System - **Automatic tagging** via `CallerMemberName` and `CallerFilePath` - logs auto-tagged as `[ClassName][MethodName] message` - **Unified API:** Single `Logging.Debug/Info/Warning/Error()` replaces custom `LogDebugMessage()` implementations - **~90 logging call sites** migrated across 10 files - **10 redundant helper methods** removed - All logs broadcast via `Logging.OnLogEntryAdded` event for real-time monitoring ## Custom Log Console (Editor Window) - **Persistent filter popups** for multi-selection (classes, methods, log levels) - windows stay open during selection - **Search** across class names, methods, and message content - **Time range filter** with MinMaxSlider - **Export** filtered logs to timestamped `.txt` files - **Right-click context menu** for quick filtering and copy actions - **Visual improvements:** White text, alternating row backgrounds, color-coded log levels - **Multiple instances** supported for simultaneous system monitoring - Open via `AppleHills > Custom Log Console` Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #56
83 lines
2.3 KiB
C#
83 lines
2.3 KiB
C#
using Core.Lifecycle;
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using Core.SaveLoad;
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using UnityEngine;
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public class BirdEyesBehavior : ManagedBehaviour
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{
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// Animator Hashes
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private static readonly int RightGuess = Animator.StringToHash("RightGuess");
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private static readonly int WrongGuess = Animator.StringToHash("WrongGuess");
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private static readonly int NoGuess = Animator.StringToHash("NoGuess");
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private static readonly int Wolterisout = Animator.StringToHash("wolterisout");
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private AppleMachine _statemachine;
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private Animator _animator;
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public bool correctItemIsIn;
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[SerializeField] private Animator bushAnimator; // Assign in Inspector
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// Save state
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private bool _wolterisoutTriggered;
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// Enable save/load participation
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public override bool AutoRegisterForSave => true;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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_statemachine = GetComponent<AppleMachine>();
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_animator = GetComponentInChildren<Animator>();
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}
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public void CorrectItem()
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{
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correctItemIsIn = true;
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_animator.SetTrigger(RightGuess);
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BirdReveal();
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}
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public void IncorrectItem()
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{
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correctItemIsIn = false;
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_animator.SetTrigger(WrongGuess);
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}
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public void NoItem()
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{
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_animator.SetTrigger(NoGuess);
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}
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public void BirdReveal()
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{
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if (bushAnimator != null)
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{
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bushAnimator.SetTrigger(Wolterisout);
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_wolterisoutTriggered = true;
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}
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_statemachine.ChangeState("BirdSpawned");
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}
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internal override void OnSceneRestoreRequested(string serializedData)
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{
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base.OnSceneRestoreRequested(serializedData);
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if (!string.IsNullOrEmpty(serializedData))
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{
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if (bool.TryParse(serializedData, out bool wasTriggered))
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{
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_wolterisoutTriggered = wasTriggered;
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// If it was triggered before, set it again on restore
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if (_wolterisoutTriggered && bushAnimator != null)
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{
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bushAnimator.SetTrigger(Wolterisout);
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}
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}
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}
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}
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internal override string OnSceneSaveRequested()
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{
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return _wolterisoutTriggered.ToString();
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}
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}
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