Refactor pause handling; implement GameBus for pause state management and update event popup behavior
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@@ -50,7 +50,7 @@ public partial class EventManager : Node
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private void FireEvent(EventDefinition eventDef)
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{
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GetTree().Paused = true;
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GameBus.Instance.SetPause(true);
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var popup = _eventPopupScene.Instantiate<EventPopup>();
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_eventPopupContainer.AddChild(popup);
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@@ -1,4 +1,5 @@
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using Godot;
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using ParasiticGod.Scripts.Singletons;
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namespace ParasiticGod.Scripts.Components;
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@@ -13,17 +14,30 @@ public partial class PauseManager : CanvasLayer
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ProcessMode = ProcessModeEnum.Always;
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_pauseMenu.Hide();
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_pauseButton.Pressed += TogglePause;
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GameBus.Instance.PauseStateChanged += OnPauseStateChanged;
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}
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public override void _Input(InputEvent @event)
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{
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if (@event.IsActionPressed("pause")) TogglePause();
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}
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public override void _ExitTree()
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{
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if (GameBus.Instance != null)
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{
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GameBus.Instance.PauseStateChanged -= OnPauseStateChanged;
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}
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}
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private void TogglePause()
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{
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var isPaused = !GetTree().Paused;
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GetTree().Paused = isPaused;
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GameBus.Instance.SetPause(!GetTree().Paused);
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}
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private void OnPauseStateChanged(bool isPaused)
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{
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_pauseMenu.Visible = isPaused;
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}
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}
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@@ -32,6 +32,7 @@ public partial class GameBus : Node
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public event Action PopulationVisualsUpdated;
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public event Action<string> AgeAdvanced;
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public event Action GameWon;
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public event Action<bool> PauseStateChanged;
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public override void _EnterTree()
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{
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@@ -133,12 +134,18 @@ public partial class GameBus : Node
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{
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effect.Execute(_gameState);
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}
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GetTree().Paused = false;
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SetPause(false);
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}
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public void SubscribeToStat(Stat stat, Action<double> listener) => _gameState.Subscribe(stat, listener);
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public void UnsubscribeFromStat(Stat stat, Action<double> listener) => _gameState.Unsubscribe(stat, listener);
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public void SetPause(bool isPaused)
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{
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GetTree().Paused = isPaused;
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PauseStateChanged?.Invoke(isPaused);
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}
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public GameState CurrentState => _gameState;
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[ConsoleCommand("set_stat", "Sets the value of a specified stat.")]
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@@ -16,7 +16,12 @@ public partial class EventPopup : PanelContainer
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private EventDefinition _eventDef;
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private Timer _timeoutTimer;
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private readonly RandomNumberGenerator _rng = new();
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public override void _Ready()
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{
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ProcessMode = ProcessModeEnum.Always;
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}
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public void DisplayEvent(EventDefinition eventDef)
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{
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_eventDef = eventDef;
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