feat: lives and death move to the new domain (commit C of the swap)
fixes the regression commit B introduced: coins and skills lived in the Attempt ledger, but nothing discarded it, because LivesStateHandler still called the old store and HandlePlayerDeath was never invoked. Dying kept everything earned that level. Discard-on-death is the ledger's purpose, so it could not be separated from it. new AttemptFailed(remaining, runOver) event, raised after the life is spent and the ledger discarded. DeathScreen and GameOverScreen react to that instead of being wired to HealthComponent.Death by scene connections which fired *before* the life was charged - on the last life game-over saw one life left and showed nothing, then the death screen saw zero and refused to reload. 18 scene connections deleted; the race is now unrepresentable rather than fixed. DeathScreen also had two read paths for lives - a signal and a direct store read - because neither was reliable alone. Now one. Hud reads both facts from signals; only health still polls, and that belongs to the component rather than to progression. GameManager no longer touches GameStateStore or SaveSystem at all.
This commit is contained in:
@@ -1,7 +1,6 @@
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.Resources;
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using Mr.BrickAdventures.scripts.State;
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namespace Mr.BrickAdventures.scripts.UI;
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@@ -14,46 +13,49 @@ public partial class DeathScreen : Control
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[Export] public float TimeoutTime { get; set; } = 2.0f;
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[Export] public Godot.Collections.Array<Node> NodesToDisable { get; set; } = new();
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private GameManager GameManager => GameManager.Instance;
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private Timer _timer;
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private bool _runOver;
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public override void _Ready()
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{
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// Subscribe to lives changed event for reactive updates
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EventBus.Instance.LivesChanged += OnLivesChanged;
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EventBus.Instance.AttemptFailed += OnAttemptFailed;
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}
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public override void _ExitTree()
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{
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if (EventBus.Instance != null)
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{
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EventBus.Instance.LivesChanged -= OnLivesChanged;
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}
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EventBus.Instance.AttemptFailed -= OnAttemptFailed;
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}
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private void OnLivesChanged(int lives)
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/// <summary>
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/// Shows the death screen.
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/// </summary>
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/// <remarks>
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/// Driven by the settled outcome rather than by a scene connection to
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/// <c>HealthComponent.Death</c>, so the life is already spent and the count already correct. The old
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/// arrangement read <c>Lives</c> from a handler racing the one that wrote it, then read it a second
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/// time on timeout — two read paths for one fact, because neither was reliable alone.
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/// </remarks>
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private void OnAttemptFailed(int remainingLives, bool runOver)
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{
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// Update the label when lives change
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LivesLeftLabel.Text = $" x {lives}";
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}
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_runOver = runOver;
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LivesLeftLabel.Text = $" x {remainingLives}";
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private void SetLabels()
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{
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if (CurrentLevel != null)
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{
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CurrentLevelLabel.Text = CurrentLevel.LevelName;
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}
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// Read current lives from store
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var lives = GameStateStore.Instance?.Player.Lives ?? 0;
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LivesLeftLabel.Text = $" x {lives}";
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ToggleNodes();
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Show();
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SetupTimer();
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}
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private void SetupTimer()
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{
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_timer = new Timer();
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_timer.WaitTime = TimeoutTime;
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_timer.OneShot = true;
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_timer = new Timer
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{
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WaitTime = TimeoutTime,
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OneShot = true,
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};
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_timer.Timeout += OnTimeout;
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AddChild(_timer);
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_timer.Start();
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@@ -69,21 +71,11 @@ public partial class DeathScreen : Control
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}
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}
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public void OnPlayerDeath()
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{
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if (GameManager == null) return;
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ToggleNodes();
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SetLabels();
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Show();
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SetupTimer();
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}
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private void OnTimeout()
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{
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var lives = GameStateStore.Instance?.Player.Lives ?? 0;
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if (lives == 0) return;
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// Game over is the other screen's job; this one only retries.
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if (_runOver) return;
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GetTree().ReloadCurrentScene();
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}
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}
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}
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@@ -21,12 +21,17 @@ public partial class GameOverScreen : Control
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if (InputDeviceManager.Instance != null)
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InputDeviceManager.Instance.DeviceChanged += OnDeviceChanged;
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EventBus.Instance.RunEnded += OnRunEnded;
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}
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public override void _ExitTree()
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{
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if (InputDeviceManager.Instance != null)
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InputDeviceManager.Instance.DeviceChanged -= OnDeviceChanged;
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if (EventBus.Instance != null)
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EventBus.Instance.RunEnded -= OnRunEnded;
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}
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private void OnDeviceChanged(int device)
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@@ -38,7 +43,6 @@ public partial class GameOverScreen : Control
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private void OnMainMenuClicked()
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{
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GameStateStore.Instance?.ResetAll();
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SpeedRunManager.Instance?.StopTimer();
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GetTree().ChangeSceneToPacked(MainMenuScene);
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}
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@@ -48,10 +52,13 @@ public partial class GameOverScreen : Control
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GameManager.Instance?.RestartGame();
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}
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public void OnPlayerDeath()
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/// <summary>
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/// Shown when the run is actually over. Previously this read Lives from a scene connection that
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/// fired before the life was charged, so on the last life it saw one remaining and showed nothing —
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/// leaving the death screen up forever.
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/// </summary>
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private void OnRunEnded()
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{
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if (GameStateStore.Instance?.Player.Lives != 0) return;
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GameOverPanel.Show();
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if (InputDeviceManager.Instance?.IsPointerless == true)
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RestartButton.GrabFocus();
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@@ -12,29 +12,36 @@ public partial class Hud : Control
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[Export] public ProgressBar HealthBar { get; set; }
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[Export] public Label LivesLabel { get; set; }
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private GameStateStore Store => GameStateStore.Instance;
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public override void _Ready()
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{
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if (EventBus.Instance != null)
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{
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EventBus.Instance.CoinsChanged += OnCoinsChanged;
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EventBus.Instance.LivesChanged += OnLivesChanged;
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}
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SetCoinsLabel(ProgressionRoot.Instance?.TotalCoins.Value ?? 0);
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var progression = ProgressionRoot.Instance;
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SetCoinsLabel(progression?.TotalCoins.Value ?? 0);
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SetLivesLabel(progression?.Lives.Value ?? 0);
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}
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public override void _ExitTree()
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{
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if (EventBus.Instance != null)
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{
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EventBus.Instance.CoinsChanged -= OnCoinsChanged;
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EventBus.Instance.LivesChanged -= OnLivesChanged;
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}
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}
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// Lives still polls the old store; it moves with the death path in the next commit.
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// Health belongs to the component on the player, not to progression, so it stays a direct read.
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public override void _Process(double delta)
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{
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SetHealthBar();
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SetLivesLabel();
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}
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private void OnLivesChanged(int lives) => SetLivesLabel(lives);
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private void OnCoinsChanged(int totalCoins) => SetCoinsLabel(totalCoins);
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private void SetCoinsLabel(int totalCoins)
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@@ -42,9 +49,9 @@ public partial class Hud : Control
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CoinsLabel.Text = Tr("COINS_LABEL") + ": " + totalCoins;
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}
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private void SetLivesLabel()
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private void SetLivesLabel(int lives)
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{
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LivesLabel.Text = Tr("LIVES_LABEL") + ": " + (Store?.Player.Lives ?? 0);
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LivesLabel.Text = Tr("LIVES_LABEL") + ": " + lives;
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}
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private void SetHealthBar()
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@@ -15,7 +15,6 @@ public partial class MainMenu : Control
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[Export] public Control SettingsControl { get; set; }
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[Export] public Control CreditsControl { get; set; }
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private SaveSystem SaveSystem => SaveSystem.Instance;
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private GameManager GameManager => GameManager.Instance;
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private UIManager UIManager => UIManager.Instance;
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@@ -34,7 +33,7 @@ public partial class MainMenu : Control
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ExitButton.Pressed += OnExitPressed;
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VersionLabel.Text = $"v. {ProjectSettings.GetSetting("application/config/version")}";
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ContinueButton.Disabled = !SaveSystem.CheckSaveExists();
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ContinueButton.Disabled = !(ProgressionRoot.Instance?.HasSavedPlaythrough ?? false);
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if (InputDeviceManager.Instance != null)
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InputDeviceManager.Instance.DeviceChanged += OnDeviceChanged;
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@@ -66,7 +65,7 @@ public partial class MainMenu : Control
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private void GrabFirstFocus()
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{
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if (SaveSystem.CheckSaveExists())
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if (ProgressionRoot.Instance?.HasSavedPlaythrough ?? false)
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ContinueButton.GrabFocus();
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else
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NewGameButton.GrabFocus();
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@@ -83,7 +83,7 @@ public partial class PauseMenu : Control
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private void OnMainMenuPressed()
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{
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GameManager.ResumeGame();
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GameStateStore.Instance?.ResetSession();
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ProgressionRoot.Instance?.AbandonAttempt();
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// The run is over once you leave to the menu; otherwise the timer keeps ticking there.
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SpeedRunManager.Instance?.StopTimer();
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GetTree().ChangeSceneToPacked(MainMenuScene);
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