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;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.State;
@@ -17,14 +16,8 @@ public partial class ExitDoorComponent : Area2D, IUnlockable
[Signal] public delegate void ExitTriggeredEventHandler();
private GameManager _gameManager;
private AchievementManager _achievementManager;
public override void _Ready()
{
_gameManager = GameManager.Instance;
_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
BodyEntered += OnExitAreaBodyEntered;
}
@@ -34,10 +27,9 @@ public partial class ExitDoorComponent : Area2D, IUnlockable
if (Locked) return;
EmitSignalExitTriggered();
_achievementManager.UnlockAchievement(AchievementId);
// Get current level from GameStateStore
AchievementManager.Instance?.UnlockAchievement(AchievementId);
var currentLevel = GameStateStore.Instance?.Session.CurrentLevel ?? 0;
_gameManager.UnlockLevel(currentLevel + 1);
GameManager.Instance?.UnlockLevel(currentLevel + 1);
CallDeferred(nameof(GoToNextLevel));
}
@@ -54,6 +46,6 @@ public partial class ExitDoorComponent : Area2D, IUnlockable
private void GoToNextLevel()
{
_gameManager.OnLevelComplete();
GameManager.Instance?.OnLevelComplete();
}
}