refactor: enhance GameStateStore integration and improve skill management
This commit is contained in:
@@ -77,6 +77,7 @@ public partial class AchievementManager : Node
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// 1. Mark as unlocked
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unlockedIds.Add(achievementId);
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GD.Print($"Achievement Unlocked: {achievement.DisplayName}");
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EventBus.EmitAchievementUnlocked(achievementId);
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// 2. Show the UI popup
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if (AchievementPopupScene != null)
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@@ -1,11 +1,11 @@
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using Godot;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.scripts.components;
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namespace Mr.BrickAdventures.Autoloads;
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public partial class ConsoleManager : Node
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{
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private GameStateStore Store => GameStateStore.Instance;
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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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@@ -18,114 +18,103 @@ public partial class ConsoleManager : Node
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private void AddCoinsCommand(int amount)
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{
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GameManager.AddCoins(amount);
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if (Store == null) return;
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Store.Player.Coins += amount;
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EventBus.EmitCoinsChanged(Store.GetTotalCoins());
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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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if (Store == null) return;
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Store.Player.Coins = Mathf.Max(0, amount);
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EventBus.EmitCoinsChanged(Store.GetTotalCoins());
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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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if (Store == null) return;
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Store.Player.Lives = amount;
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EventBus.EmitLivesChanged(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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Store?.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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}
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}
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private void ResetSessionCommand()
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{
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GameManager.ResetCurrentSessionState();
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Store?.ResetSession();
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}
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private void UnlockSkillCommand(string skillName)
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{
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if (!GetSkillManagement()) return;
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if (!EnsureSkillManagement()) return;
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var skill = _skillManager.GetSkillByName(skillName);
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if (skill == null)
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{
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return;
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}
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if (skill == null) return;
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GameManager.UnlockSkill(skill);
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Store?.UnlockSkillPermanently(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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if (player == null || !IsInstanceValid(player))
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{
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return false;
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}
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_skillUnlockerComponent ??= player.GetNode<SkillUnlockerComponent>("SkillUnlockerComponent");
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if (_skillManager != null && _skillUnlockerComponent != null) return true;
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return false;
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}
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private void UnlockAllSkillsCommand()
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{
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if (!GetSkillManagement()) return;
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if (!EnsureSkillManagement()) return;
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_skillUnlockerComponent.UnlockAllSkills();
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}
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private void RemoveSkillCommand(string skillName)
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{
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if (!GetSkillManagement()) return;
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if (!EnsureSkillManagement()) return;
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var skill = _skillManager.GetSkillByName(skillName);
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if (skill == null)
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{
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return;
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}
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if (skill == null) return;
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GameManager.RemoveSkill(skill.Name);
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Store?.RemoveUnlockedSkill(skill.Name);
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_skillManager.DeactivateSkill(skill);
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}
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private void RemoveAllSkillsCommand()
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{
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if (!GetSkillManagement()) return;
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if (!EnsureSkillManagement()) return;
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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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Store?.RemoveUnlockedSkill(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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private bool EnsureSkillManagement()
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{
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var player = GameManager?.Player;
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if (player == null || !IsInstanceValid(player)) return false;
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_skillUnlockerComponent ??= player.GetNode<SkillUnlockerComponent>("SkillUnlockerComponent");
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return _skillManager != null && _skillUnlockerComponent != null;
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}
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}
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@@ -140,6 +140,15 @@ public partial class EventBus : Node
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#endregion
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#region Achievement Events
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[Signal] public delegate void AchievementUnlockedEventHandler(string achievementId);
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public static void EmitAchievementUnlocked(string achievementId)
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=> Instance?.EmitSignal(SignalName.AchievementUnlocked, achievementId);
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#endregion
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#region State Change Events
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[Signal] public delegate void CoinsChangedEventHandler(int totalCoins);
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@@ -1,14 +1,12 @@
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.scripts.components;
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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.Autoloads;
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/// <summary>
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/// Game orchestrator - handles scene management and game flow.
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/// State is delegated to GameStateStore for better separation of concerns.
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/// Game orchestrator - handles scene transitions and game flow.
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/// State lives in GameStateStore; query it directly for reads/writes.
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/// </summary>
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public partial class GameManager : Node
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{
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@@ -45,150 +43,8 @@ public partial class GameManager : Node
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player.TreeExiting += () => { if (_player == player) _player = null; };
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}
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#region Coin Operations
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/// <summary>
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/// Adds coins permanently to the player's saved total (Store.Player.Coins).
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/// Use this for out-of-gameplay grants (e.g. console commands, rewards).
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/// During active gameplay, coins collected in a level go through
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/// <see cref="GameStateStore.AddSessionCoins"/> and are only committed on level completion.
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/// </summary>
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public void AddCoins(int amount)
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{
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if (Store != null)
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{
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Store.Player.Coins += amount;
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EventBus.EmitCoinsChanged(Store.GetTotalCoins());
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}
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}
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public void SetCoins(int amount)
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{
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if (Store != null)
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{
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Store.Player.Coins = Mathf.Max(0, amount);
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EventBus.EmitCoinsChanged(Store.GetTotalCoins());
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}
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}
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public int GetCoins() => Store?.GetTotalCoins() ?? 0;
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public void RemoveCoins(int amount) => Store?.RemoveCoins(amount);
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#endregion
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#region Lives Operations
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public void AddLives(int amount) => Store?.AddLives(amount);
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public void RemoveLives(int amount) => Store?.RemoveLife();
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public void SetLives(int amount)
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{
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if (Store != null)
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{
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Store.Player.Lives = amount;
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EventBus.EmitLivesChanged(amount);
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}
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}
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public int GetLives() => Store?.Player.Lives ?? 0;
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#endregion
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#region Skill Operations
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public bool IsSkillUnlocked(SkillData skill) => Store?.IsSkillUnlocked(skill) ?? false;
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public void UnlockSkill(SkillData skill)
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{
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if (Store != null && !Store.IsSkillUnlocked(skill))
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{
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Store.Player.UnlockedSkills.Add(skill);
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}
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}
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public void RemoveSkill(string skillName)
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{
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if (Store == null) return;
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var skills = Store.Player.UnlockedSkills;
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for (int i = 0; i < skills.Count; i++)
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{
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if (skills[i].Name == skillName)
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{
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skills.RemoveAt(i);
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break;
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}
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}
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}
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public void UnlockSkills(Array<SkillData> skills)
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{
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foreach (var s in skills)
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UnlockSkill(s);
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}
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public Array<SkillData> GetUnlockedSkills()
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{
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if (Store == null) return new Array<SkillData>();
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var skills = Store.GetAllUnlockedSkills();
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var result = new Array<SkillData>();
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foreach (var s in skills) result.Add(s);
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return result;
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}
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#endregion
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#region Level Operations
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public void UnlockLevel(int levelIndex) => Store?.UnlockLevel(levelIndex);
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public void MarkLevelComplete(int levelIndex) => Store?.MarkLevelComplete(levelIndex);
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public void TryToGoToNextLevel()
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{
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if (Store == null) return;
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var next = Store.Session.CurrentLevel + 1;
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if (next < LevelScenes.Count && Store.IsLevelUnlocked(next))
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{
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Store.Session.CurrentLevel = next;
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GetTree().ChangeSceneToPacked(LevelScenes[next]);
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EventBus.EmitLevelStarted(next, GetTree().CurrentScene);
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}
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}
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#endregion
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#region State Reset
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public void ResetPlayerState() => Store?.ResetAll();
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public void ResetCurrentSessionState() => Store?.ResetSession();
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#endregion
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#region Game Flow
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public void RestartGame()
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{
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Store?.ResetAll();
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GetTree().ChangeSceneToPacked(LevelScenes[0]);
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SaveSystem.Instance.SaveGame();
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}
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public void QuitGame() => GetTree().Quit();
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public void PauseGame()
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{
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Engine.TimeScale = 0;
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EventBus.EmitGamePaused();
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}
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public void ResumeGame()
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{
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Engine.TimeScale = 1;
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EventBus.EmitGameResumed();
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}
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public void StartNewGame()
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{
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Store?.ResetAll();
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@@ -208,7 +64,7 @@ public partial class GameManager : Node
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return;
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}
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var idx = Store?.Session.CurrentLevel ?? 0;
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var idx = Store?.Player.CurrentLevel ?? 0;
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if (idx < LevelScenes.Count)
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{
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GetTree().ChangeSceneToPacked(LevelScenes[idx]);
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@@ -220,11 +76,18 @@ public partial class GameManager : Node
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}
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}
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public void RestartGame()
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{
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Store?.ResetAll();
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GetTree().ChangeSceneToPacked(LevelScenes[0]);
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SaveSystem.Instance.SaveGame();
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}
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public void OnLevelComplete()
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{
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if (Store == null) return;
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var levelIndex = Store.Session.CurrentLevel;
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var levelIndex = Store.Player.CurrentLevel;
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Store.MarkLevelComplete(levelIndex);
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Store.CommitSessionCoins();
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Store.CommitSessionSkills();
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@@ -237,6 +100,33 @@ public partial class GameManager : Node
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SaveSystem.Instance.SaveGame();
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}
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public void TryToGoToNextLevel()
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{
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if (Store == null) return;
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var next = Store.Player.CurrentLevel + 1;
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if (next < LevelScenes.Count && Store.IsLevelUnlocked(next))
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{
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Store.Player.CurrentLevel = next;
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GetTree().ChangeSceneToPacked(LevelScenes[next]);
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EventBus.EmitLevelStarted(next, GetTree().CurrentScene);
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}
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}
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public void PauseGame()
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{
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Engine.TimeScale = 0;
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EventBus.EmitGamePaused();
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}
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public void ResumeGame()
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{
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Engine.TimeScale = 1;
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EventBus.EmitGameResumed();
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}
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public void QuitGame() => GetTree().Quit();
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#endregion
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#region Player Lookup
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@@ -249,4 +139,4 @@ public partial class GameManager : Node
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}
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#endregion
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}
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}
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@@ -143,7 +143,7 @@ public partial class GameStateStore : Node
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}
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/// <summary>
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/// Unlocks a skill in the session.
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/// Unlocks a skill in the session (lost on death, committed on level complete).
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/// </summary>
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public void UnlockSkillInSession(SkillData skill)
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{
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@@ -151,6 +151,30 @@ public partial class GameStateStore : Node
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Session.SkillsUnlocked.Add(skill);
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}
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/// <summary>
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/// Permanently unlocks a skill directly in player state (bypasses session, e.g. console commands).
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/// </summary>
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public void UnlockSkillPermanently(SkillData skill)
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{
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if (!Player.UnlockedSkills.Contains(skill))
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Player.UnlockedSkills.Add(skill);
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}
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/// <summary>
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/// Removes a permanently unlocked skill from player state by name.
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/// </summary>
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public void RemoveUnlockedSkill(string skillName)
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{
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for (int i = 0; i < Player.UnlockedSkills.Count; i++)
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{
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if (Player.UnlockedSkills[i].Name == skillName)
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{
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Player.UnlockedSkills.RemoveAt(i);
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return;
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}
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}
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}
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/// <summary>
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/// Commits session skills to player state.
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/// </summary>
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@@ -179,6 +203,26 @@ public partial class GameStateStore : Node
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#endregion
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#region Statistics Operations
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public void IncrementStat(string name, int amount = 1)
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{
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if (Player.Statistics.TryGetValue(name, out var current))
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Player.Statistics[name] = current + amount;
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else
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Player.Statistics[name] = amount;
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}
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public void SetStat(string name, int value) => Player.Statistics[name] = value;
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public int GetStat(string name) =>
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Player.Statistics.TryGetValue(name, out var value) ? value : 0;
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public System.Collections.Generic.Dictionary<string, int> GetAllStats() =>
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new(Player.Statistics);
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#endregion
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#region Reset Operations
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/// <summary>
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@@ -1,7 +1,8 @@
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using System.Collections.Generic;
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using System.Text.Json;
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.scripts;
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using Mr.BrickAdventures.scripts.State;
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namespace Mr.BrickAdventures.Autoloads;
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@@ -24,14 +25,14 @@ public partial class GhostManager : Node
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public void StartRecording(int levelIndex)
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{
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if (!IsPlaybackEnabled) return;
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_currentLevelIndex = levelIndex;
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_currentRecording.Clear();
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_startTime = Time.GetTicksMsec() / 1000.0;
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IsRecording = true;
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GD.Print("Ghost recording started.");
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}
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public void StopRecording(bool levelCompleted, double finalTime)
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{
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if (!IsRecording) return;
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@@ -48,23 +49,22 @@ public partial class GhostManager : Node
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}
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_currentRecording.Clear();
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}
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public void RecordFrame(Vector2 position)
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{
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if (!IsRecording) return;
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var frame = new GhostFrame
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_currentRecording.Add(new GhostFrame
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{
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Timestamp = (Time.GetTicksMsec() / 1000.0) - _startTime,
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Position = position
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};
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_currentRecording.Add(frame);
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});
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}
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public void SpawnGhostPlayer(int levelIndex, Node parent)
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{
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if (!IsPlaybackEnabled || GhostPlayerScene == null) return;
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var ghostData = LoadGhostData(levelIndex);
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if (ghostData.Count > 0)
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{
|
||||
@@ -74,44 +74,63 @@ public partial class GhostManager : Node
|
||||
GD.Print($"Ghost player spawned for level {levelIndex}.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void SaveGhostData(int levelIndex, double time)
|
||||
{
|
||||
var path = $"user://ghost_level_{levelIndex}.dat";
|
||||
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Write);
|
||||
|
||||
var dataToSave = new Godot.Collections.Dictionary
|
||||
var path = $"user://ghost_level_{levelIndex}.json";
|
||||
var saveData = new GhostSaveData { BestTime = time };
|
||||
foreach (var frame in _currentRecording)
|
||||
saveData.Frames.Add(new GhostFrameDto { Timestamp = frame.Timestamp, X = frame.Position.X, Y = frame.Position.Y });
|
||||
|
||||
try
|
||||
{
|
||||
{ "time", time },
|
||||
{ "frames", _currentRecording.ToArray() }
|
||||
};
|
||||
file.StoreVar(dataToSave);
|
||||
var json = JsonSerializer.Serialize(saveData, SaveSystem.JsonOptions);
|
||||
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Write);
|
||||
file.StoreString(json);
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
GD.PrintErr($"GhostManager: Failed to save ghost data: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private List<GhostFrame> LoadGhostData(int levelIndex)
|
||||
{
|
||||
var path = $"user://ghost_level_{levelIndex}.dat";
|
||||
var path = $"user://ghost_level_{levelIndex}.json";
|
||||
if (!FileAccess.FileExists(path)) return [];
|
||||
|
||||
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
|
||||
var savedData = (Dictionary)file.GetVar();
|
||||
var framesArray = (Array)savedData["frames"];
|
||||
|
||||
var frames = new List<GhostFrame>();
|
||||
foreach (var obj in framesArray)
|
||||
try
|
||||
{
|
||||
frames.Add((GhostFrame)obj);
|
||||
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
|
||||
var saveData = JsonSerializer.Deserialize<GhostSaveData>(file.GetAsText(), SaveSystem.JsonOptions);
|
||||
if (saveData == null) return [];
|
||||
|
||||
var frames = new List<GhostFrame>();
|
||||
foreach (var dto in saveData.Frames)
|
||||
frames.Add(new GhostFrame { Timestamp = dto.Timestamp, Position = new Vector2(dto.X, dto.Y) });
|
||||
return frames;
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
GD.PrintErr($"GhostManager: Failed to load ghost data: {e.Message}");
|
||||
return [];
|
||||
}
|
||||
return frames;
|
||||
}
|
||||
|
||||
|
||||
private double LoadBestTime(int levelIndex)
|
||||
{
|
||||
var path = $"user://ghost_level_{levelIndex}.dat";
|
||||
var path = $"user://ghost_level_{levelIndex}.json";
|
||||
if (!FileAccess.FileExists(path)) return double.MaxValue;
|
||||
|
||||
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
|
||||
var data = (Dictionary)file.GetVar();
|
||||
return (double)data["time"];
|
||||
try
|
||||
{
|
||||
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
|
||||
var saveData = JsonSerializer.Deserialize<GhostSaveData>(file.GetAsText(), SaveSystem.JsonOptions);
|
||||
return saveData?.BestTime ?? double.MaxValue;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return double.MaxValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,7 +16,7 @@ public partial class SaveSystem : Node
|
||||
|
||||
public static SaveSystem Instance { get; private set; }
|
||||
|
||||
private static readonly JsonSerializerOptions JsonOptions = new()
|
||||
internal static readonly JsonSerializerOptions JsonOptions = new()
|
||||
{
|
||||
WriteIndented = true,
|
||||
PropertyNamingPolicy = JsonNamingPolicy.CamelCase
|
||||
@@ -47,7 +47,7 @@ public partial class SaveSystem : Node
|
||||
Version = Version,
|
||||
Coins = store.Player.Coins,
|
||||
Lives = store.Player.Lives,
|
||||
CurrentLevel = store.Session.CurrentLevel,
|
||||
CurrentLevel = store.Player.CurrentLevel,
|
||||
CompletedLevels = [.. store.Player.CompletedLevels],
|
||||
UnlockedLevels = new List<int>(store.Player.UnlockedLevels),
|
||||
UnlockedSkillNames = GetSkillNames(store.Player.UnlockedSkills),
|
||||
@@ -105,7 +105,7 @@ public partial class SaveSystem : Node
|
||||
// Apply loaded state
|
||||
store.Player.Coins = saveData.Coins;
|
||||
store.Player.Lives = saveData.Lives;
|
||||
store.Session.CurrentLevel = saveData.CurrentLevel;
|
||||
store.Player.CurrentLevel = saveData.CurrentLevel;
|
||||
|
||||
store.Player.CompletedLevels = saveData.CompletedLevels ?? new List<int>();
|
||||
store.Player.UnlockedLevels = saveData.UnlockedLevels ?? new List<int> { 0 };
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace Mr.BrickAdventures.Autoloads;
|
||||
public partial class SkillManager : Node
|
||||
{
|
||||
private PlayerController _player;
|
||||
private GameManager GameManager => GameManager.Instance;
|
||||
private GameStateStore Store => GameStateStore.Instance;
|
||||
|
||||
[Export] public Array<SkillData> AvailableSkills { get; set; } = [];
|
||||
|
||||
@@ -154,18 +154,14 @@ public partial class SkillManager : Node
|
||||
public void ApplyUnlockedSkills()
|
||||
{
|
||||
if (_player == null || !IsInstanceValid(_player)) return;
|
||||
if (GameManager == null) return;
|
||||
if (Store == null) return;
|
||||
|
||||
foreach (var sd in AvailableSkills)
|
||||
{
|
||||
if (GameManager.IsSkillUnlocked(sd))
|
||||
{
|
||||
if (Store.IsSkillUnlocked(sd))
|
||||
CallDeferred(MethodName.AddSkill, sd);
|
||||
}
|
||||
else
|
||||
{
|
||||
RemoveSkill(sd.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,66 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.scripts.State;
|
||||
|
||||
namespace Mr.BrickAdventures.Autoloads;
|
||||
|
||||
/// <summary>
|
||||
/// Manages game statistics using GameStateStore.
|
||||
/// </summary>
|
||||
public partial class StatisticsManager : Node
|
||||
{
|
||||
public static StatisticsManager Instance { get; private set; }
|
||||
|
||||
public override void _Ready() => Instance = this;
|
||||
public override void _ExitTree() { if (Instance == this) Instance = null; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the statistics dictionary from the store.
|
||||
/// </summary>
|
||||
private Dictionary<string, int> GetStats()
|
||||
{
|
||||
return GameStateStore.Instance?.Player.Statistics ?? new Dictionary<string, int>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Increases a numerical statistic by a given amount.
|
||||
/// </summary>
|
||||
public void IncrementStat(string statName, int amount = 1)
|
||||
{
|
||||
var stats = GetStats();
|
||||
if (stats.TryGetValue(statName, out var currentValue))
|
||||
{
|
||||
stats[statName] = currentValue + amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
stats[statName] = amount;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a statistic to a specific value.
|
||||
/// </summary>
|
||||
public void SetStat(string statName, int value)
|
||||
{
|
||||
var stats = GetStats();
|
||||
stats[statName] = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the value of a statistic.
|
||||
/// </summary>
|
||||
public int GetStat(string statName)
|
||||
{
|
||||
var stats = GetStats();
|
||||
return stats.TryGetValue(statName, out var value) ? value : 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a copy of all statistics.
|
||||
/// </summary>
|
||||
public Dictionary<string, int> GetAllStats()
|
||||
{
|
||||
return new Dictionary<string, int>(GetStats());
|
||||
}
|
||||
}
|
||||
@@ -1 +0,0 @@
|
||||
uid://c5p3l2mhkw0p4
|
||||
Reference in New Issue
Block a user