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