refactor: replace direct manager instances with lazy accessors for improved performance

This commit is contained in:
2026-03-19 02:10:36 +01:00
parent 470b0c3a8c
commit 1e9814a9d8
6 changed files with 20 additions and 36 deletions

View File

@@ -21,11 +21,7 @@ public partial class GameManager : Node
}
private PlayerController _player;
private SpeedRunManager _speedRunManager;
/// <summary>
/// Lazy accessor for GameStateStore - avoids initialization order issues.
/// </summary>
private SpeedRunManager SpeedRunManager => SpeedRunManager.Instance;
private GameStateStore Store => GameStateStore.Instance;
public static GameManager Instance { get; private set; }
@@ -33,7 +29,6 @@ public partial class GameManager : Node
public override void _Ready()
{
Instance = this;
_speedRunManager = SpeedRunManager.Instance;
EventBus.Instance.PlayerSpawned += OnPlayerSpawned;
}
@@ -197,7 +192,7 @@ public partial class GameManager : Node
public void StartNewGame()
{
Store?.ResetAll();
_speedRunManager?.StartTimer();
SpeedRunManager?.StartTimer();
GetTree().ChangeSceneToPacked(LevelScenes[0]);
SaveSystem.Instance.SaveGame();
EventBus.EmitGameStarted();
@@ -234,7 +229,7 @@ public partial class GameManager : Node
Store.CommitSessionCoins();
Store.CommitSessionSkills();
var completionTime = _speedRunManager?.GetCurrentLevelTime() ?? 0.0;
var completionTime = SpeedRunManager?.GetCurrentLevelTime() ?? 0.0;
EventBus.EmitLevelCompleted(levelIndex, GetTree().CurrentScene, completionTime);
Store.ResetSession();

View File

@@ -10,11 +10,10 @@ namespace Mr.BrickAdventures.scripts.Events;
/// </summary>
public partial class SkillCollectHandler : Node
{
private SkillManager _skillManager;
private SkillManager SkillManager => SkillManager.Instance;
public override void _Ready()
{
_skillManager = SkillManager.Instance;
EventBus.Instance.SkillCollected += OnSkillCollected;
}
@@ -35,7 +34,7 @@ public partial class SkillCollectHandler : Node
// Immediately activate the skill for the player
skill.Level = 1;
_skillManager?.AddSkill(skill);
SkillManager?.AddSkill(skill);
// Emit skill unlocked event for UI/achievements
EventBus.EmitSkillUnlocked(skill.Name, skill.Level);

View File

@@ -9,12 +9,10 @@ namespace Mr.BrickAdventures.scripts.Events;
/// </summary>
public partial class StatisticsEventHandler : Node
{
private StatisticsManager _statisticsManager;
private StatisticsManager StatisticsManager => StatisticsManager.Instance;
public override void _Ready()
{
_statisticsManager = StatisticsManager.Instance;
// Subscribe to events
EventBus.Instance.CoinCollected += OnCoinCollected;
EventBus.Instance.EnemyDefeated += OnEnemyDefeated;
@@ -36,26 +34,26 @@ public partial class StatisticsEventHandler : Node
private void OnCoinCollected(int amount, Vector2 position)
{
_statisticsManager.IncrementStat("coins_collected", amount);
StatisticsManager.IncrementStat("coins_collected", amount);
}
private void OnEnemyDefeated(Node enemy, Vector2 position)
{
_statisticsManager.IncrementStat("enemies_defeated");
StatisticsManager.IncrementStat("enemies_defeated");
}
private void OnPlayerDied(Vector2 position)
{
_statisticsManager.IncrementStat("deaths");
StatisticsManager.IncrementStat("deaths");
}
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
{
_statisticsManager.IncrementStat("levels_completed");
StatisticsManager.IncrementStat("levels_completed");
}
private void OnChildRescued(Vector2 position)
{
_statisticsManager.IncrementStat("children_rescued");
StatisticsManager.IncrementStat("children_rescued");
}
}

View File

@@ -1,5 +1,4 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
@@ -18,7 +17,7 @@ public partial class ChargeProgressBar : ProgressBar
{
ProgressBar.Hide();
_skillManager = GetNodeOrNull<SkillManager>(Constants.SkillManagerPath);
_skillManager = SkillManager.Instance;
if (_skillManager == null)
{
GD.PrintErr("ChargeProgressBar: SkillManager autoload not found.");

View File

@@ -1,5 +1,4 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.Resources;
using Mr.BrickAdventures.scripts.State;
@@ -15,13 +14,11 @@ public partial class DeathScreen : Control
[Export] public float TimeoutTime { get; set; } = 2.0f;
[Export] public Godot.Collections.Array<Node> NodesToDisable { get; set; } = new();
private GameManager _gameManager;
private GameManager GameManager => GameManager.Instance;
private Timer _timer;
public override void _Ready()
{
_gameManager = GameManager.Instance;
// Subscribe to lives changed event for reactive updates
EventBus.Instance.LivesChanged += OnLivesChanged;
}
@@ -74,7 +71,7 @@ public partial class DeathScreen : Control
public void OnPlayerDeath()
{
if (_gameManager == null) return;
if (GameManager == null) return;
ToggleNodes();
SetLabels();

View File

@@ -1,7 +1,6 @@
using System.Collections.Generic;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
@@ -19,17 +18,14 @@ public partial class Marketplace : Control
[Export] public PackedScene MarketplaceButtonScene { get; set; }
[Export] public PackedScene SkillButtonScene { get; set; }
private GameManager _gameManager;
private SkillManager _skillManager;
private GameManager GameManager => GameManager.Instance;
private SkillManager SkillManager => SkillManager.Instance;
private readonly List<Button> _unlockButtons = [];
private readonly List<SkillButton> _skillButtons = [];
public override void _Ready()
{
_gameManager = GameManager.Instance;
_skillManager = SkillManager.Instance;
Skills = _skillManager.AvailableSkills;
Skills = SkillManager.AvailableSkills;
var skillsToUnlock = new List<SkillData>();
@@ -37,7 +33,7 @@ public partial class Marketplace : Control
foreach (var skill in skillsToUnlock) CreateUpgradeButton(skill);
var unlockedSkills = _gameManager.GetUnlockedSkills();
var unlockedSkills = GameManager.GetUnlockedSkills();
foreach (var skill in unlockedSkills) CreateSkillButton(skill);
SkillUnlockerComponent.SkillUnlocked += OnSkillUnlocked;
@@ -85,7 +81,7 @@ public partial class Marketplace : Control
foreach (var btn in _skillButtons)
{
if (_skillManager.IsSkillActive(btn.Data)) btn.Activate();
if (SkillManager.IsSkillActive(btn.Data)) btn.Activate();
else btn.Deactivate();
}
}
@@ -117,7 +113,7 @@ public partial class Marketplace : Control
private void OnUpgradeButtonPressed(SkillData skill)
{
if (_gameManager.IsSkillUnlocked(skill))
if (GameManager.IsSkillUnlocked(skill))
{
if (skill.Level < skill.MaxLevel)
{