refactor: enhance GameStateStore integration and improve skill management

This commit is contained in:
2026-03-19 02:33:07 +01:00
parent 3e36e48e97
commit eeefca4d4e
31 changed files with 260 additions and 419 deletions

View File

@@ -1,11 +1,11 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.components;
namespace Mr.BrickAdventures.Autoloads;
public partial class ConsoleManager : Node
{
private GameStateStore Store => GameStateStore.Instance;
private GameManager GameManager => GameManager.Instance;
private AchievementManager AchievementManager => AchievementManager.Instance;
private SkillManager _skillManager;
@@ -18,114 +18,103 @@ public partial class ConsoleManager : Node
private void AddCoinsCommand(int amount)
{
GameManager.AddCoins(amount);
if (Store == null) return;
Store.Player.Coins += amount;
EventBus.EmitCoinsChanged(Store.GetTotalCoins());
}
private void SetCoinsCommand(int amount)
{
GameManager.SetCoins(amount);
if (Store == null) return;
Store.Player.Coins = Mathf.Max(0, amount);
EventBus.EmitCoinsChanged(Store.GetTotalCoins());
}
private void SetLivesCommand(int amount)
{
GameManager.SetLives(amount);
if (Store == null) return;
Store.Player.Lives = amount;
EventBus.EmitLivesChanged(amount);
}
private void AddLivesCommand(int amount)
{
GameManager.AddLives(amount);
Store?.AddLives(amount);
}
private void SetHealthCommand(float amount)
{
var playerHealthComponent = GameManager.Player.GetNode<HealthComponent>("HealthComponent");
var playerHealthComponent = GameManager?.Player?.GetNode<HealthComponent>("HealthComponent");
if (playerHealthComponent != null)
{
playerHealthComponent.Health = amount;
}
}
private void ResetSessionCommand()
{
GameManager.ResetCurrentSessionState();
Store?.ResetSession();
}
private void UnlockSkillCommand(string skillName)
{
if (!GetSkillManagement()) return;
if (!EnsureSkillManagement()) return;
var skill = _skillManager.GetSkillByName(skillName);
if (skill == null)
{
return;
}
if (skill == null) return;
GameManager.UnlockSkill(skill);
Store?.UnlockSkillPermanently(skill);
_skillManager.ActivateSkill(skill);
_skillUnlockerComponent.EmitSignal(SkillUnlockerComponent.SignalName.SkillUnlocked, skill);
}
private bool GetSkillManagement()
{
var player = GameManager.Player;
if (player == null || !IsInstanceValid(player))
{
return false;
}
_skillUnlockerComponent ??= player.GetNode<SkillUnlockerComponent>("SkillUnlockerComponent");
if (_skillManager != null && _skillUnlockerComponent != null) return true;
return false;
}
private void UnlockAllSkillsCommand()
{
if (!GetSkillManagement()) return;
if (!EnsureSkillManagement()) return;
_skillUnlockerComponent.UnlockAllSkills();
}
private void RemoveSkillCommand(string skillName)
{
if (!GetSkillManagement()) return;
if (!EnsureSkillManagement()) return;
var skill = _skillManager.GetSkillByName(skillName);
if (skill == null)
{
return;
}
if (skill == null) return;
GameManager.RemoveSkill(skill.Name);
Store?.RemoveUnlockedSkill(skill.Name);
_skillManager.DeactivateSkill(skill);
}
private void RemoveAllSkillsCommand()
{
if (!GetSkillManagement()) return;
if (!EnsureSkillManagement()) return;
foreach (var skill in _skillManager.AvailableSkills)
{
GameManager.RemoveSkill(skill.Name);
Store?.RemoveUnlockedSkill(skill.Name);
_skillManager.DeactivateSkill(skill);
}
}
private void GoToNextLevelCommand()
{
GameManager.OnLevelComplete();
GameManager?.OnLevelComplete();
}
private void UnlockAchievementCommand(string achievementId)
{
AchievementManager.UnlockAchievement(achievementId);
AchievementManager?.UnlockAchievement(achievementId);
}
private void ResetAchievementCommand(string achievementId)
{
AchievementManager.LockAchievement(achievementId);
AchievementManager?.LockAchievement(achievementId);
}
}
private bool EnsureSkillManagement()
{
var player = GameManager?.Player;
if (player == null || !IsInstanceValid(player)) return false;
_skillUnlockerComponent ??= player.GetNode<SkillUnlockerComponent>("SkillUnlockerComponent");
return _skillManager != null && _skillUnlockerComponent != null;
}
}