Refactor systems to use EventBus for communication
- Removed direct dependencies on GameState in multiple systems, replacing them with EventBus for event-driven architecture. - Updated CameraShakeSystem to handle focus changes and trauma through EventBus. - Modified DeadliftSystem to manage lift efforts and hazards using EventBus. - Refactored GameManager to handle lift results and day transitions via EventBus. - Adjusted HazardController and HazardSystem to publish and respond to hazard events through EventBus. - Enhanced PlayerInputSystem to publish lift efforts and focus releases using EventBus. - Updated SoundManager to handle various audio events through EventBus, improving sound management. - Refined TunnelSystem to manage focus changes and lift efforts using EventBus. - Adjusted LiftProgressBar to update progress based on events from EventBus. - Enhanced LiftSyncController to synchronize animations based on lift efforts and focus events via EventBus.
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@@ -12,3 +12,5 @@ macos.debug = "res://../rust/target/debug/libmax_effort_lib.dylib"
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macos.release = "res://../rust/target/release/libmax_effort_lib.dylib"
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macos.debug.arm64 = "res://../rust/target/debug/libmax_effort_lib.dylib"
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macos.release.arm64 = "res://../rust/target/release/libmax_effort_lib.dylib"
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web.debug.wasm32 = "res://../rust/target/wasm32-unknown-emscripten/debug/libmax_effort_lib.wasm"
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web.release.wasm32 = "res://../rust/target/wasm32-unknown-emscripten/release/libmax_effort_lib.wasm"
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