This commit is contained in:
2026-01-31 16:31:36 +01:00
parent b62478bbea
commit 3f02f1d4ac
23 changed files with 711 additions and 258 deletions

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using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles coin collection events and updates the GameStateStore.
/// Replaces the manual coin logic in GameManager.
/// </summary>
public partial class CoinStateHandler : Node
{
public override void _Ready()
{
EventBus.Instance.CoinCollected += OnCoinCollected;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
{
EventBus.Instance.CoinCollected -= OnCoinCollected;
}
}
private void OnCoinCollected(int amount, Vector2 position)
{
GameStateStore.Instance?.AddSessionCoins(amount);
}
}

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using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles level completion events and updates GameStateStore.
/// </summary>
public partial class LevelStateHandler : Node
{
public override void _Ready()
{
EventBus.Instance.LevelCompleted += OnLevelCompleted;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
{
EventBus.Instance.LevelCompleted -= OnLevelCompleted;
}
}
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();
}
}

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using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles player death events and updates lives in GameStateStore.
/// </summary>
public partial class LivesStateHandler : Node
{
public override void _Ready()
{
EventBus.Instance.PlayerDied += OnPlayerDied;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
{
EventBus.Instance.PlayerDied -= OnPlayerDied;
}
}
private void OnPlayerDied(Vector2 position)
{
GameStateStore.Instance?.RemoveLife();
GameStateStore.Instance?.ResetSession();
}
}

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using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles coin collection events and updates the session state.
/// Replaces the manual signal wiring in ScoreComponent.
/// </summary>
public partial class ScoreEventHandler : Node
{
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
EventBus.Instance.CoinCollected += OnCoinCollected;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
EventBus.Instance.CoinCollected -= OnCoinCollected;
}
private void OnCoinCollected(int amount, Vector2 position)
{
var currentCoins = (int)_gameManager.CurrentSessionState["coins_collected"];
_gameManager.CurrentSessionState["coins_collected"] = currentCoins + amount;
GD.Print($"ScoreEventHandler: Collected {amount} coins. Total session coins: {currentCoins + amount}");
}
}

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