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.
This commit is contained in:
2026-01-24 18:15:34 +01:00
parent 140e0f1cff
commit 266fa4ac1d
24 changed files with 738 additions and 540 deletions

View File

@@ -1,12 +1,9 @@
[gd_scene load_steps=2 format=3 uid="uid://bqxc62tofqger"]
[ext_resource type="GameState" uid="uid://2gma8vvisnqo" path="res://Resources/GameState.tres" id="1_strkh"]
[gd_scene format=3 uid="uid://bqxc62tofqger"]
[node name="HazardAnimated" type="HazardController" node_paths=PackedStringArray("anim_sprite", "click_area", "click_shape")]
anim_sprite = NodePath("AnimatedSprite2D")
click_area = NodePath("Area2D")
click_shape = NodePath("Area2D/CollisionShape2D")
game_state = ExtResource("1_strkh")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]