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

@@ -11,7 +11,7 @@ public partial class DamageComponent : Node
[Export] public StatusEffectDataResource StatusEffectData { get; set; }
[Export] public Timer DamageTimer { get; set; }
private Node _currentTarget = null;
private readonly System.Collections.Generic.HashSet<Node> _currentTargets = new();
private KnockbackComponent _knockbackComponent = null;
[Signal] public delegate void EffectInflictedEventHandler(Node2D target, StatusEffectDataResource effect);
@@ -35,10 +35,11 @@ public partial class DamageComponent : Node
public override void _Process(double delta)
{
if (_currentTarget == null) return;
if (_currentTargets.Count == 0) return;
if (DamageTimer != null) return;
ProcessEntityAndApplyDamage(_currentTarget as Node2D);
foreach (var target in _currentTargets)
ProcessEntityAndApplyDamage(target as Node2D);
}
public void DealDamage(HealthComponent target) => target.DecreaseHealth(Damage);
@@ -56,28 +57,28 @@ public partial class DamageComponent : Node
private void OnAreaBodyExited(Node2D body)
{
if (body != _currentTarget) return;
_currentTarget = null;
DamageTimer?.Stop();
_currentTargets.Remove(body);
if (_currentTargets.Count == 0)
DamageTimer?.Stop();
}
private void OnAreaBodyEntered(Node2D body)
{
_currentTarget = body;
_currentTargets.Add(body);
if (!CheckIfProcessingIsOn())
return;
DamageTimer?.Start();
if (_currentTargets.Count == 1)
DamageTimer?.Start();
ProcessEntityAndApplyDamage(body);
}
private void OnDamageTimerTimeout()
{
if (_currentTarget == null) return;
ProcessEntityAndApplyDamage(_currentTarget as Node2D);
foreach (var target in _currentTargets)
ProcessEntityAndApplyDamage(target as Node2D);
}
private void ProcessEntityAndApplyDamage(Node2D body)