feat: Implement a comprehensive global event bus with new event handlers and integrate player health and collection events.
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@@ -1,5 +1,6 @@
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using System;
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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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using Mr.BrickAdventures.scripts.Resources;
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@@ -35,7 +36,7 @@ public partial class CollectableComponent : Node
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if (Owner.HasNode("FadeAwayComponent"))
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_hasFadeAway = true;
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_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
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_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
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}
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private async void OnArea2DBodyEntered(Node2D body)
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@@ -53,12 +54,18 @@ public partial class CollectableComponent : Node
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{
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case CollectableType.Coin:
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_floatingTextManager?.ShowCoin((int)Data.Amount, ownerNode.GlobalPosition);
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EventBus.EmitCoinCollected((int)Data.Amount, ownerNode.GlobalPosition);
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break;
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case CollectableType.Health:
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_floatingTextManager?.ShowMessage("Healed!", ownerNode.GlobalPosition);
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EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
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break;
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case CollectableType.Kid:
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_floatingTextManager?.ShowMessage("Rescued!", ownerNode.GlobalPosition);
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EventBus.EmitChildRescued(ownerNode.GlobalPosition);
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break;
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default:
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EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
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break;
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}
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}
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@@ -1,5 +1,6 @@
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using System.Threading.Tasks;
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.components;
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@@ -23,7 +24,7 @@ public partial class EnemyDeathComponent : Node
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GD.PushError("EnemyDeathComponent: Health is not set.");
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return;
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}
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Health.Death += OnDeath;
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}
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@@ -34,6 +35,12 @@ public partial class EnemyDeathComponent : Node
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private async Task Die()
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{
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// Emit enemy defeated event for statistics and other systems
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if (Owner is Node2D ownerNode)
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{
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EventBus.EmitEnemyDefeated(Owner, ownerNode.GlobalPosition);
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}
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CollisionShape.SetDisabled(true);
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var tween = CreateTween();
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tween.TweenProperty(Owner, "scale", Vector2.Zero, TweenDuration);
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@@ -1,5 +1,6 @@
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using System.Threading.Tasks;
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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.components;
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@@ -11,22 +12,22 @@ public partial class HealthComponent : Node2D
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[Export] public float MaxHealth { get; set; } = 1.0f;
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[Export] public AudioStreamPlayer2D HurtSfx { get; set; }
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[Export] public AudioStreamPlayer2D HealSfx { get; set; }
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[Signal] public delegate void HealthChangedEventHandler(float delta, float totalHealth);
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[Signal] public delegate void DeathEventHandler();
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private FloatingTextManager _floatingTextManager;
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public override void _Ready()
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{
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_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
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_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
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}
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public void SetHealth(float newValue)
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{
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_ = ApplyHealthChange(newValue);
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}
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public void IncreaseHealth(float delta)
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{
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_ = ApplyHealthChange(Health + delta);
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@@ -46,7 +47,7 @@ public partial class HealthComponent : Node2D
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if (delta == 0.0f)
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return;
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if (delta < 0.0f)
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_floatingTextManager?.ShowDamage(Mathf.Abs(delta), GlobalPosition);
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else
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@@ -64,16 +65,27 @@ public partial class HealthComponent : Node2D
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await HurtSfx.ToSignal(HurtSfx, AudioStreamPlayer2D.SignalName.Finished);
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}
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}
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Health = newHealth;
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if (Health <= 0f)
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{
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EmitSignalDeath();
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// Emit global event if this is the player
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if (Owner is PlayerController)
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EventBus.EmitPlayerDied(GlobalPosition);
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}
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else
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{
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EmitSignalHealthChanged(delta, Health);
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// Emit global events if this is the player
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if (Owner is PlayerController)
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{
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if (delta < 0f)
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EventBus.EmitPlayerDamaged(Mathf.Abs(delta), Health, GlobalPosition);
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else
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EventBus.EmitPlayerHealed(delta, Health, GlobalPosition);
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}
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}
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}
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}
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