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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@@ -1,6 +1,5 @@
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[gd_scene load_steps=3 format=3 uid="uid://dx1k40qfioaas"]
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[ext_resource type="GameState" uid="uid://2gma8vvisnqo" path="res://Resources/GameState.tres" id="1_n6ace"]
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[ext_resource type="Texture2D" uid="uid://cbgn8aspf7oi0" path="res://Sprites/barbell.png" id="2_ltxro"]
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[node name="Deadlift" type="Node"]
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@@ -9,7 +8,6 @@
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bar_height = 7.0
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bar_visual = NodePath("../Barbell")
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end_pos = Vector2(0, -30)
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game_state = ExtResource("1_n6ace")
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[node name="Barbell" type="Sprite2D" parent="."]
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scale = Vector2(2, 2)
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