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