refactor: implement singleton pattern for key managers and improve resource access

This commit is contained in:
2026-03-19 02:00:56 +01:00
parent cfef49fbc7
commit 470b0c3a8c
14 changed files with 72 additions and 83 deletions

View File

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