refactor: fix bugs and improve architecture

- Fix double-execution bug in LevelStateHandler (coins/skills were committed twice per level)
- Fix DamageComponent to track multiple targets via HashSet instead of single node
- Fix HealthComponent: update health immediately, decouple from PlayerController via signal wiring in PlayerController
- Remove dead loop in SkillManager.RemoveSkill; simplify O(n²) throw skill loop
- Replace GetNode<T>(path) with .Instance across managers; add Instance to StatisticsManager/SpeedRunManager
- GameManager.GetPlayer() now uses EventBus.PlayerSpawned instead of scanning all scene nodes
- UIManager.UiStack: remove [Export], use private List<Control>
- PlayerState: extract DefaultLives constant, simplify CreateDefault()
This commit is contained in:
2026-03-19 01:41:14 +01:00
parent 427bef6509
commit 321905e68e
11 changed files with 85 additions and 161 deletions

View File

@@ -1,4 +1,3 @@
using System.Collections.Generic;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures.scripts.components;
@@ -21,7 +20,6 @@ public partial class GameManager : Node
private set => _player = value;
}
private List<Node> _sceneNodes = [];
private PlayerController _player;
private SpeedRunManager _speedRunManager;
@@ -32,38 +30,24 @@ public partial class GameManager : Node
public static GameManager Instance { get; private set; }
public override void _EnterTree()
public override void _Ready()
{
GetTree().NodeAdded += OnNodeAdded;
GetTree().NodeRemoved += OnNodeRemoved;
Instance = this;
_speedRunManager = SpeedRunManager.Instance;
EventBus.Instance.PlayerSpawned += OnPlayerSpawned;
}
public override void _ExitTree()
{
if (Instance == this) Instance = null;
GetTree().NodeAdded -= OnNodeAdded;
GetTree().NodeRemoved -= OnNodeRemoved;
_sceneNodes.Clear();
if (EventBus.Instance != null)
EventBus.Instance.PlayerSpawned -= OnPlayerSpawned;
}
public override void _Ready()
private void OnPlayerSpawned(PlayerController player)
{
Instance = this;
_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
}
private void OnNodeAdded(Node node)
{
_sceneNodes.Add(node);
}
private void OnNodeRemoved(Node node)
{
_sceneNodes.Remove(node);
if (node == _player)
{
_player = null;
}
_player = player;
player.TreeExiting += () => { if (_player == player) _player = null; };
}
#region Coin Operations
@@ -187,7 +171,7 @@ public partial class GameManager : Node
{
Store?.ResetAll();
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
SaveSystem.Instance.SaveGame();
}
public void QuitGame() => GetTree().Quit();
@@ -209,13 +193,13 @@ public partial class GameManager : Node
Store?.ResetAll();
_speedRunManager?.StartTimer();
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
SaveSystem.Instance.SaveGame();
EventBus.EmitGameStarted();
}
public void ContinueGame()
{
var save = GetNode<SaveSystem>(Constants.SaveSystemPath);
var save = SaveSystem.Instance;
if (!save.LoadGame())
{
GD.PrintErr("Failed to load game. Starting a new game instead.");
@@ -249,7 +233,7 @@ public partial class GameManager : Node
Store.ResetSession();
TryToGoToNextLevel();
GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
SaveSystem.Instance.SaveGame();
}
#endregion
@@ -259,18 +243,7 @@ public partial class GameManager : Node
public PlayerController GetPlayer()
{
if (_player != null && IsInstanceValid(_player)) return _player;
_player = null;
foreach (var node in _sceneNodes)
{
if (node is not PlayerController player) continue;
_player = player;
return _player;
}
GD.PrintErr("PlayerController not found in the scene tree.");
return null;
}