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

@@ -4,13 +4,16 @@ namespace Mr.BrickAdventures.Autoloads;
public partial class ConfigFileHandler : Node
{
public static ConfigFileHandler Instance { get; private set; }
private ConfigFile _settingsConfig = new();
public const string SettingsPath = "user://settings.ini";
public ConfigFile SettingsConfig => _settingsConfig;
public override void _Ready()
{
Instance = this;
if (!FileAccess.FileExists(SettingsPath))
{
var err = _settingsConfig.Save(SettingsPath);
@@ -24,4 +27,9 @@ public partial class ConfigFileHandler : Node
GD.PushError($"Failed to load settings file at {SettingsPath}: {err}");
}
}
public override void _ExitTree()
{
if (Instance == this) Instance = null;
}
}

View File

@@ -141,7 +141,7 @@ public partial class SaveSystem : Node
var skills = new List<SkillData>();
if (skillNames == null) return skills;
var skillManager = GetNodeOrNull<SkillManager>(Constants.SkillManagerPath);
var skillManager = SkillManager.Instance;
if (skillManager == null)
{
GD.PrintErr("SaveSystem: SkillManager not available to resolve skill names.");

View File

@@ -4,7 +4,19 @@ namespace Mr.BrickAdventures.Autoloads;
public partial class UIManager : Node
{
public static UIManager Instance { get; private set; }
private readonly System.Collections.Generic.List<Control> UiStack = new();
public override void _Ready()
{
Instance = this;
}
public override void _ExitTree()
{
if (Instance == this) Instance = null;
}
[Signal] public delegate void ScreenPushedEventHandler(Control screen);
[Signal] public delegate void ScreenPoppedEventHandler(Control screen);

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@@ -1,4 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.6.0">
<Project Sdk="Godot.NET.Sdk/4.6.1">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>

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@@ -32,7 +32,7 @@ point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_7b7mt"]
curve = SubResource("Curve_82d6e")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_85ofa"]
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_sktot"]
resource_local_to_scene = true
lifetime_randomness = 1.0
particle_flag_disable_z = true
@@ -114,7 +114,7 @@ script = ExtResource("13_sktot")
metadata/_custom_type_script = "uid://6foetukqmyoe"
[node name="HitParticles" parent="Brick Player" index="23"]
process_material = SubResource("ParticleProcessMaterial_85ofa")
process_material = SubResource("ParticleProcessMaterial_sktot")
[connection signal="Death" from="Brick Player/HealthComponent" to="UI Layer/DeathScreen" method="OnPlayerDeath"]
[connection signal="Death" from="Brick Player/HealthComponent" to="UI Layer/GameOverScreen" method="OnPlayerDeath"]

View File

@@ -1,5 +1,4 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
@@ -7,17 +6,18 @@ namespace Mr.BrickAdventures.scripts.Events;
[GlobalClass]
public partial class SpeedRunEventHandler : Node
{
private SpeedRunManager _speedRunManager;
public override void _Ready()
{
_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
EventBus.Instance.LevelCompleted += OnLevelCompleted;
}
public override void _ExitTree()
{
EventBus.Instance.LevelCompleted -= OnLevelCompleted;
}
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
{
_speedRunManager.Split();
SpeedRunManager.Instance?.Split();
}
}

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@@ -1,5 +1,4 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
@@ -12,13 +11,11 @@ public partial class AudioSettings : Control
[Export] public Control AudioSettingsControl { get; set; }
[Export] public float MuteThreshold { get; set; } = -20f;
private UIManager _uiManager;
private ConfigFileHandler _configFileHandler;
private UIManager UIManager => UIManager.Instance;
private ConfigFileHandler ConfigFileHandler => ConfigFileHandler.Instance;
public override void _Ready()
{
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
_configFileHandler = GetNode<ConfigFileHandler>(Constants.ConfigFileHandlerPath);
Initialize();
MasterVolumeSlider.ValueChanged += OnMasterVolumeChanged;
MusicVolumeSlider.ValueChanged += OnMusicVolumeChanged;
@@ -35,10 +32,10 @@ public partial class AudioSettings : Control
public override void _UnhandledInput(InputEvent @event)
{
if (!@event.IsActionReleased("ui_cancel")) return;
if (!_uiManager.IsScreenOnTop(AudioSettingsControl)) return;
if (!UIManager.IsScreenOnTop(AudioSettingsControl)) return;
SaveSettings();
_uiManager.PopScreen();
UIManager.PopScreen();
}
private void OnSfxVolumeChanged(double value)
@@ -84,7 +81,7 @@ public partial class AudioSettings : Control
private void SaveSettings()
{
var settingsConfig = _configFileHandler.SettingsConfig;
var settingsConfig = ConfigFileHandler.SettingsConfig;
settingsConfig.SetValue("audio_settings", "master_volume", MasterVolumeSlider.Value);
settingsConfig.SetValue("audio_settings", "music_volume", MusicVolumeSlider.Value);
settingsConfig.SetValue("audio_settings", "sfx_volume", SfxVolumeSlider.Value);
@@ -94,7 +91,7 @@ public partial class AudioSettings : Control
private void LoadSettings()
{
var settingsConfig = _configFileHandler.SettingsConfig;
var settingsConfig = ConfigFileHandler.SettingsConfig;
if (!settingsConfig.HasSection("audio_settings")) return;
var masterVolume = (float)settingsConfig.GetValue("audio_settings", "master_volume", MasterVolumeSlider.Value);

View File

@@ -1,24 +1,18 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class Credits : Control
{
private UIManager _uiManager;
public override void _Ready()
{
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
}
private UIManager UIManager => UIManager.Instance;
public override void _UnhandledInput(InputEvent @event)
{
if (!@event.IsActionPressed("ui_cancel")) return;
if (_uiManager != null && _uiManager.IsScreenOnTop(this))
if (UIManager != null && UIManager.IsScreenOnTop(this))
{
_uiManager.PopScreen();
UIManager.PopScreen();
}
}
}

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();
}
}

View File

@@ -1,5 +1,4 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
@@ -14,13 +13,11 @@ public partial class PauseMenu : Control
[Export] public Button SettingsButton { get; set; }
[Export] public PackedScene MainMenuScene { get; set; }
private GameManager _gameManager;
private UIManager _uiManager;
private GameManager GameManager => GameManager.Instance;
private UIManager UIManager => UIManager.Instance;
public override void _Ready()
{
_gameManager = GameManager.Instance;
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
ResumeButton.Pressed += OnResumePressed;
MainMenuButton.Pressed += OnMainMenuPressed;
@@ -33,36 +30,36 @@ public partial class PauseMenu : Control
public override void _UnhandledInput(InputEvent @event)
{
if (!@event.IsActionPressed("pause")) return;
if (_uiManager.IsVisibleOnStack(PauseMenuControl))
if (UIManager.IsVisibleOnStack(PauseMenuControl))
OnResumePressed();
else
{
_uiManager.PushScreen(PauseMenuControl);
_gameManager.PauseGame();
UIManager.PushScreen(PauseMenuControl);
GameManager.PauseGame();
}
}
private void OnSettingsPressed()
{
_uiManager.PushScreen(SettingsControl);
_gameManager.PauseGame();
UIManager.PushScreen(SettingsControl);
GameManager.PauseGame();
}
private void OnQuitPressed()
{
_gameManager.QuitGame();
GameManager.QuitGame();
}
private void OnMainMenuPressed()
{
_gameManager.ResumeGame();
_gameManager.ResetCurrentSessionState();
GameManager.ResumeGame();
GameManager.ResetCurrentSessionState();
GetTree().ChangeSceneToPacked(MainMenuScene);
}
private void OnResumePressed()
{
_uiManager.PopScreen();
_gameManager.ResumeGame();
UIManager.PopScreen();
GameManager.ResumeGame();
}
}

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@@ -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);
}
}

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@@ -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();
}
}

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@@ -1,6 +1,5 @@
using System.Threading.Tasks;
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components;
@@ -17,12 +16,8 @@ public partial class LeverComponent : Node
[Signal]
public delegate void ActivatedEventHandler();
private FloatingTextManager _floatingTextManager;
public override void _Ready()
{
_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
if (Area == null)
{
GD.PushError("LeverComponent: Area is not set.");
@@ -52,7 +47,7 @@ public partial class LeverComponent : Node
private async Task Activate()
{
EmitSignalActivated();
_floatingTextManager?.ShowMessage("Activated!", ((Node2D)Owner).GlobalPosition);
FloatingTextManager.Instance?.ShowMessage("Activated!", ((Node2D)Owner).GlobalPosition);
Sfx?.Play();
Sprite.Frame = StartAnimationIndex + 1;
var timer = GetTree().CreateTimer(AnimationDuration);

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