refactor: implement singleton pattern for key managers and improve resource access
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@@ -1,5 +1,4 @@
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using Godot;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.UI;
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@@ -16,15 +15,12 @@ public partial class MainMenu : Control
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[Export] public Control SettingsControl { get; set; }
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[Export] public Control CreditsControl { get; set; }
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private SaveSystem _saveSystem;
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private GameManager _gameManager;
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private UIManager _uiManager;
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private SaveSystem SaveSystem => SaveSystem.Instance;
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private GameManager GameManager => GameManager.Instance;
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private UIManager UIManager => UIManager.Instance;
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public override void _Ready()
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{
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_saveSystem = SaveSystem.Instance;
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_gameManager = GameManager.Instance;
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_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
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NewGameButton.Pressed += OnNewGamePressed;
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ContinueButton.Pressed += OnContinuePressed;
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@@ -33,9 +29,9 @@ public partial class MainMenu : Control
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ExitButton.Pressed += OnExitPressed;
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VersionLabel.Text = $"v. {ProjectSettings.GetSetting("application/config/version")}";
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ContinueButton.Disabled = !_saveSystem.CheckSaveExists();
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ContinueButton.Disabled = !SaveSystem.CheckSaveExists();
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if (_saveSystem.CheckSaveExists())
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if (SaveSystem.CheckSaveExists())
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ContinueButton.GrabFocus();
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else
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NewGameButton.GrabFocus();
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@@ -43,26 +39,26 @@ public partial class MainMenu : Control
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private void OnExitPressed()
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{
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_gameManager.QuitGame();
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GameManager.QuitGame();
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}
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private void OnCreditsPressed()
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{
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_uiManager.PushScreen(CreditsControl);
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UIManager.PushScreen(CreditsControl);
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}
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private void OnSettingsPressed()
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{
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_uiManager.PushScreen(SettingsControl);
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UIManager.PushScreen(SettingsControl);
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}
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private void OnContinuePressed()
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{
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_gameManager.ContinueGame();
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GameManager.ContinueGame();
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}
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private void OnNewGamePressed()
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{
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_gameManager.StartNewGame();
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GameManager.StartNewGame();
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}
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}
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