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

@@ -1,11 +1,10 @@
using Godot;
using Godot.Collections;
namespace Mr.BrickAdventures.Autoloads;
public partial class UIManager : Node
{
[Export] public Array<Control> UiStack { get; set; } = new();
private readonly System.Collections.Generic.List<Control> UiStack = new();
[Signal] public delegate void ScreenPushedEventHandler(Control screen);
[Signal] public delegate void ScreenPoppedEventHandler(Control screen);
@@ -34,19 +33,19 @@ public partial class UIManager : Node
return;
}
var top = (Control)UiStack[^1];
var top = UiStack[^1];
UiStack.RemoveAt(UiStack.Count - 1);
top.Hide();
top.SetProcessInput(false);
EmitSignalScreenPopped(top);
top.AcceptEvent();
if (UiStack.Count > 0) ((Control)UiStack[^1]).GrabFocus();
if (UiStack.Count > 0) UiStack[^1].GrabFocus();
}
public Control TopScreen() => UiStack.Count > 0 ? (Control)UiStack[^1] : null;
public bool IsScreenOnTop(Control screen) => UiStack.Count > 0 && (Control)UiStack[^1] == screen;
public Control TopScreen() => UiStack.Count > 0 ? UiStack[^1] : null;
public bool IsScreenOnTop(Control screen) => UiStack.Count > 0 && UiStack[^1] == screen;
public bool IsVisibleOnStack(Control screen) => UiStack.Contains(screen) && screen.Visible;