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

@@ -23,17 +23,7 @@ public partial class LevelStateHandler : Node
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
{
var store = GameStateStore.Instance;
if (store == null) return;
// Mark level complete and unlock next
store.MarkLevelComplete(levelIndex);
// Commit session data to persistent state
store.CommitSessionCoins();
store.CommitSessionSkills();
// Reset session for next level
store.ResetSession();
// State mutations (commit coins/skills, reset session) are handled by GameManager.OnLevelComplete
// before this event fires. This handler is reserved for future level-specific side-effects.
}
}