refactor: Replace hardcoded node paths with constants and remove ScoreComponent.

This commit is contained in:
2026-01-31 15:35:04 +01:00
parent 62bdf1ba39
commit b62478bbea
27 changed files with 183 additions and 202 deletions

View File

@@ -1,5 +1,6 @@
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads;
@@ -8,14 +9,14 @@ public partial class AchievementManager : Node
{
[Export] private string AchievementsFolderPath = "res://achievements/";
[Export] private PackedScene AchievementPopupScene { get; set; }
private System.Collections.Generic.Dictionary<string, AchievementResource> _achievements = new();
private Array<string> _unlockedAchievementIds = [];
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
LoadAchievementsFromFolder();
LoadUnlockedAchievements();
}
@@ -44,7 +45,7 @@ public partial class AchievementManager : Node
fileName = dir.GetNext();
}
}
public void UnlockAchievement(string achievementId)
{
if (!_achievements.TryGetValue(achievementId, out var achievement))
@@ -75,11 +76,11 @@ public partial class AchievementManager : Node
{
SteamManager.UnlockAchievement(achievement.Id);
}
// 4. Save progress
SaveUnlockedAchievements();
}
public void LockAchievement(string achievementId)
{
if (_unlockedAchievementIds.Contains(achievementId))
@@ -88,7 +89,7 @@ public partial class AchievementManager : Node
SaveUnlockedAchievements();
}
}
private void SaveUnlockedAchievements()
{
_gameManager.PlayerState["unlocked_achievements"] = _unlockedAchievementIds;

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.components;
namespace Mr.BrickAdventures.Autoloads;
@@ -12,9 +13,9 @@ public partial class ConsoleManager : Node
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_achievementManager = GetNode<AchievementManager>("/root/AchievementManager");
_skillManager = GetNode<SkillManager>("/root/SkillManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
}
private void AddCoinsCommand(int amount)
@@ -88,7 +89,7 @@ public partial class ConsoleManager : Node
_skillUnlockerComponent.UnlockAllSkills();
}
private void RemoveSkillCommand(string skillName)
{
if (!GetSkillManagement()) return;
@@ -102,28 +103,28 @@ public partial class ConsoleManager : Node
_gameManager.RemoveSkill(skill.Name);
_skillManager.DeactivateSkill(skill);
}
private void RemoveAllSkillsCommand()
{
if (!GetSkillManagement()) return;
foreach (var skill in _skillManager.AvailableSkills)
{
_gameManager.RemoveSkill(skill.Name);
_skillManager.DeactivateSkill(skill);
}
}
private void GoToNextLevelCommand()
{
_gameManager.OnLevelComplete();
}
private void UnlockAchievementCommand(string achievementId)
{
_achievementManager.UnlockAchievement(achievementId);
}
private void ResetAchievementCommand(string achievementId)
{
_achievementManager.LockAchievement(achievementId);

View File

@@ -1,6 +1,7 @@
using System.Collections.Generic;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
using Double = System.Double;
@@ -55,7 +56,7 @@ public partial class GameManager : Node
public override void _Ready()
{
_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager");
_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
}
@@ -186,7 +187,7 @@ public partial class GameManager : Node
ResetPlayerState();
ResetCurrentSessionState();
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
}
public void QuitGame() => GetTree().Quit();
@@ -202,12 +203,12 @@ public partial class GameManager : Node
_speedRunManager?.StartTimer();
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
}
public void ContinueGame()
{
var save = GetNode<SaveSystem>("/root/SaveSystem");
var save = GetNode<SaveSystem>(Constants.SaveSystemPath);
if (!save.LoadGame())
{
GD.PrintErr("Failed to load game. Starting a new game instead.");
@@ -236,7 +237,7 @@ public partial class GameManager : Node
ResetCurrentSessionState();
TryToGoToNextLevel();
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
}
public Array<SkillData> GetUnlockedSkills()

View File

@@ -1,5 +1,6 @@
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads;
@@ -13,7 +14,7 @@ public partial class SaveSystem : Node
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
}
public void SaveGame()
@@ -46,16 +47,16 @@ public partial class SaveSystem : Node
GD.Print("Game state loaded from: ", SavePath);
GD.Print("Player state: ", saveDataObj["player_state"]);
_gameManager.PlayerState = (Dictionary)saveDataObj["player_state"];
var skills = new Array<SkillData>();
foreach (var skill in (Array<SkillData>)_gameManager.PlayerState["unlocked_skills"])
{
skills.Add(skill);
}
_gameManager.UnlockSkills(skills);
return true;
}
public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
}

View File

@@ -2,6 +2,7 @@ using System.Collections.Generic;
using System.Linq;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
@@ -14,19 +15,19 @@ public partial class SkillManager : Node
private PlayerController _player;
[Export] public Array<SkillData> AvailableSkills { get; set; } = [];
public Dictionary ActiveComponents { get; private set; } = new();
[Signal]
public delegate void ActiveThrowSkillChangedEventHandler(BrickThrowComponent throwComponent);
[Signal]
public delegate void SkillRemovedEventHandler(SkillData skillData);
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
}
/// <summary>
/// Called by the PlayerController from its _Ready method to register itself with the manager.
/// </summary>
@@ -39,7 +40,7 @@ public partial class SkillManager : Node
{
UnregisterPlayer();
}
_player = player;
if (_player != null)
{
@@ -61,7 +62,7 @@ public partial class SkillManager : Node
}
_player = null;
}
public void AddSkill(SkillData skillData)
{
// Ensure a valid player is registered before adding a skill.
@@ -70,7 +71,7 @@ public partial class SkillManager : Node
GD.Print("SkillManager: Player not available to add skill.");
return;
}
if (ActiveComponents.ContainsKey(skillData.Name))
return;
@@ -98,9 +99,9 @@ public partial class SkillManager : Node
if (instance is ISkill skill)
{
// Initialize the skill with the registered player instance.
skill.Initialize(_player, skillData);
skill.Initialize(_player, skillData);
skill.Activate();
}
}
else
{
GD.PrintErr($"Skill scene for '{skillData.Name}' does not implement ISkill!");
@@ -111,18 +112,18 @@ public partial class SkillManager : Node
// Add the skill node as a child of the player.
_player.AddChild(instance);
ActiveComponents[skillData.Name] = instance;
if (instance is BrickThrowComponent btc)
{
EmitSignalActiveThrowSkillChanged(btc);
EmitSignalActiveThrowSkillChanged(btc);
}
}
public void RemoveSkill(string skillName)
{
if (!ActiveComponents.TryGetValue(skillName, out var component))
return;
if (component.AsGodotObject() is BrickThrowComponent)
{
EmitSignalActiveThrowSkillChanged(null);
@@ -133,7 +134,7 @@ public partial class SkillManager : Node
{
skill.Deactivate();
}
if (IsInstanceValid(inst))
inst.QueueFree();
@@ -150,7 +151,7 @@ public partial class SkillManager : Node
var sd = GetSkillByName(skillName);
if (sd != null) EmitSignalSkillRemoved(sd);
}
private void RemoveAllActiveSkills()
{
// Create a copy of keys to avoid modification during iteration

View File

@@ -1,5 +1,6 @@
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
namespace Mr.BrickAdventures.Autoloads;
@@ -11,8 +12,8 @@ public partial class StatisticsManager : Node
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_achievementManager = GetNode<AchievementManager>("/root/AchievementManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
LoadStatistics();
}
@@ -28,7 +29,7 @@ public partial class StatisticsManager : Node
_gameManager.PlayerState["statistics"] = _stats;
}
}
/// <summary>
/// Increases a numerical statistic by a given amount.
/// </summary>