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