refactor: standardization round 2
- ConsoleManager: lazy GameManager/AchievementManager via Instance (fixes NullRef on console commands) - AchievementManager, GhostManager: add static Instance property - GhostEventHandler: use GhostManager.Instance, add _ExitTree unsubscription - SpeedRunManager: remove unused IsVisible guard; TimeUpdated now emits when running - SpeedRunHud: use SpeedRunManager.Instance, remove dead IsVisible binding - SaveDataDto: moved to scripts/State/SaveDataDto.cs - GameManager.AddCoins: XML doc clarifying permanent vs session coins
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@@ -6,41 +6,39 @@ namespace Mr.BrickAdventures.Autoloads;
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public partial class ConsoleManager : Node
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{
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private GameManager _gameManager;
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private GameManager GameManager => GameManager.Instance;
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private AchievementManager AchievementManager => AchievementManager.Instance;
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private SkillManager _skillManager;
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private SkillUnlockerComponent _skillUnlockerComponent;
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private AchievementManager _achievementManager;
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public override void _Ready()
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{
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_gameManager = GameManager.Instance;
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_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
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_skillManager = SkillManager.Instance;
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}
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private void AddCoinsCommand(int amount)
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{
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_gameManager.AddCoins(amount);
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GameManager.AddCoins(amount);
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}
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private void SetCoinsCommand(int amount)
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{
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_gameManager.SetCoins(amount);
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GameManager.SetCoins(amount);
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}
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private void SetLivesCommand(int amount)
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{
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_gameManager.SetLives(amount);
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GameManager.SetLives(amount);
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}
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private void AddLivesCommand(int amount)
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{
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_gameManager.AddLives(amount);
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GameManager.AddLives(amount);
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}
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private void SetHealthCommand(float amount)
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{
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var playerHealthComponent = _gameManager.Player.GetNode<HealthComponent>("HealthComponent");
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var playerHealthComponent = GameManager.Player.GetNode<HealthComponent>("HealthComponent");
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if (playerHealthComponent != null)
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{
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playerHealthComponent.Health = amount;
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@@ -49,7 +47,7 @@ public partial class ConsoleManager : Node
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private void ResetSessionCommand()
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{
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_gameManager.ResetCurrentSessionState();
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GameManager.ResetCurrentSessionState();
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}
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private void UnlockSkillCommand(string skillName)
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@@ -62,14 +60,14 @@ public partial class ConsoleManager : Node
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return;
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}
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_gameManager.UnlockSkill(skill);
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GameManager.UnlockSkill(skill);
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_skillManager.ActivateSkill(skill);
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_skillUnlockerComponent.EmitSignal(SkillUnlockerComponent.SignalName.SkillUnlocked, skill);
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}
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private bool GetSkillManagement()
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{
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var player = _gameManager.Player;
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var player = GameManager.Player;
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if (player == null || !IsInstanceValid(player))
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{
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return false;
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@@ -100,7 +98,7 @@ public partial class ConsoleManager : Node
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return;
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}
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_gameManager.RemoveSkill(skill.Name);
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GameManager.RemoveSkill(skill.Name);
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_skillManager.DeactivateSkill(skill);
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}
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@@ -110,24 +108,24 @@ public partial class ConsoleManager : Node
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foreach (var skill in _skillManager.AvailableSkills)
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{
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_gameManager.RemoveSkill(skill.Name);
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GameManager.RemoveSkill(skill.Name);
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_skillManager.DeactivateSkill(skill);
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}
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}
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private void GoToNextLevelCommand()
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{
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_gameManager.OnLevelComplete();
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GameManager.OnLevelComplete();
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}
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private void UnlockAchievementCommand(string achievementId)
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{
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_achievementManager.UnlockAchievement(achievementId);
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AchievementManager.UnlockAchievement(achievementId);
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}
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private void ResetAchievementCommand(string achievementId)
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{
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_achievementManager.LockAchievement(achievementId);
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AchievementManager.LockAchievement(achievementId);
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}
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}
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