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;
@@ -16,11 +15,10 @@ public partial class SettingsMenu : Control
[Export] public Button DisplaySettingsButton { get; set; }
[Export] public Button GameplaySettingsButton { get; set; }
private UIManager _uiManager;
private UIManager UIManager => UIManager.Instance;
public override void _Ready()
{
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
InputSettingsButton.Pressed += OnInputSettingsPressed;
AudioSettingsButton.Pressed += OnAudioSettingsPressed;
@@ -36,26 +34,26 @@ public partial class SettingsMenu : Control
public override void _UnhandledInput(InputEvent @event)
{
if (!@event.IsActionPressed("ui_cancel")) return;
if (_uiManager.IsScreenOnTop(SettingsMenuControl)) _uiManager.PopScreen();
if (UIManager.IsScreenOnTop(SettingsMenuControl)) UIManager.PopScreen();
}
private void OnInputSettingsPressed()
{
_uiManager.PushScreen(InputSettingsControl);
UIManager.PushScreen(InputSettingsControl);
}
private void OnAudioSettingsPressed()
{
_uiManager.PushScreen(AudioSettingsControl);
UIManager.PushScreen(AudioSettingsControl);
}
private void OnDisplaySettingsPressed()
{
_uiManager.PushScreen(DisplaySettingsControl);
UIManager.PushScreen(DisplaySettingsControl);
}
private void OnGameplaySettingsPressed()
{
_uiManager.PushScreen(GameplaySettingsControl);
UIManager.PushScreen(GameplaySettingsControl);
}
}