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:
14
rust/src/consts.rs
Normal file
14
rust/src/consts.rs
Normal file
@@ -0,0 +1,14 @@
|
||||
pub const EVENT_BUS_PATH: &str = "/root/GlobalEventBus";
|
||||
pub const LIFT_ACTION: &str = "lift_action";
|
||||
|
||||
pub const LIFT_EFFORT_APPLIED: &str = "lift_effort_applied";
|
||||
pub const FOCUS_RELEASED: &str = "focus_released";
|
||||
pub const FOCUS_CHANGED: &str = "focus_changed";
|
||||
pub const LIFT_COMPLETED: &str = "lift_completed";
|
||||
pub const LIFT_PROGRESS: &str = "lift_progress";
|
||||
pub const LIFT_VISUAL_HEIGHT: &str = "lift_visual_height";
|
||||
pub const CAMERA_TRAUMA: &str = "camera_trauma";
|
||||
pub const HAZARD_SPAWNED: &str = "hazard_spawned";
|
||||
pub const HAZARD_RESOLVED: &str = "hazard_resolved";
|
||||
|
||||
pub const VIGNETTE_INTENSITY_PARAM: &str = "vignette_intensity";
|
||||
Reference in New Issue
Block a user