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

@@ -2,7 +2,6 @@ using System.Collections.Generic;
using System.Linq;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
@@ -11,8 +10,8 @@ namespace Mr.BrickAdventures.Autoloads;
public partial class SkillManager : Node
{
private GameManager _gameManager;
private PlayerController _player;
private GameManager GameManager => GameManager.Instance;
[Export] public Array<SkillData> AvailableSkills { get; set; } = [];
@@ -28,7 +27,6 @@ public partial class SkillManager : Node
public override void _Ready()
{
Instance = this;
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
}
public override void _ExitTree()
@@ -85,21 +83,11 @@ public partial class SkillManager : Node
if (skillData.Type == SkillType.Throw)
{
var unlocked = _gameManager.GetUnlockedSkills();
foreach (var sd in unlocked)
// Remove any other active throw skill before adding the new one
foreach (var sd in AvailableSkills)
{
SkillData data = null;
foreach (var s in AvailableSkills)
{
if (s == sd)
{
data = s;
break;
}
}
// Remove other throw skills if a new one is added
if (data is { Type: SkillType.Throw })
RemoveSkill(data.Name);
if (sd != skillData && sd.Type == SkillType.Throw)
RemoveSkill(sd.Name);
}
}
@@ -146,14 +134,6 @@ public partial class SkillManager : Node
if (IsInstanceValid(inst))
inst.QueueFree();
var skills = _gameManager.GetUnlockedSkills();
foreach (var s in skills)
{
if (s.Name == skillName)
{
break;
}
}
ActiveComponents.Remove(skillName);
var sd = GetSkillByName(skillName);
if (sd != null) EmitSignalSkillRemoved(sd);
@@ -174,10 +154,11 @@ public partial class SkillManager : Node
public void ApplyUnlockedSkills()
{
if (_player == null || !IsInstanceValid(_player)) return;
if (GameManager == null) return;
foreach (var sd in AvailableSkills)
{
if (_gameManager.IsSkillUnlocked(sd))
if (GameManager.IsSkillUnlocked(sd))
{
CallDeferred(MethodName.AddSkill, sd);
}