Commit Graph

9 Commits

Author SHA1 Message Date
360f73ba24 feat: coins and skills move to the new domain (commit B of the swap)
atomic pair - purchasing couples them, so neither moves alone.

SkillData.Level is gone. It was an [Export] on a cached Resource: one
instance per process, so the level never persisted, leaked between save
slots, and made "unowned" indistinguishable from "level 1". Level now
comes from the Playthrough and is passed to ISkill.Initialize.

SkillManager reconciles from SkillSetChanged instead of being told by
each caller. The old shape was "record it, then tell SkillManager" as two
calls at four sites; AddSkill's early return when no player is registered
left the skill owned but inert. Reconciliation also tracks the level each
component was built at, so an upgrade rebuilds it rather than being
patched in from outside.

SkillUnlockerComponent collapses to one TryBuy - unlock and upgrade were
two methods each doing affordability, debit, level mutation and manager
notification in order.

The guard three components copy-pasted around Upgrades[Level - 1] - and
which BrickArmor omitted - now lives once in SkillComponentBase.

Hud reads coins from CoinsChanged instead of rebuilding translated
strings every frame. Lives still polls; it moves with the death path.
2026-07-28 20:13:24 +02:00
a1c9042652 feat: level progression moves to the new domain (slice 10b, step 1)
narrowest safe step: only level identity and progression move. Coins,
lives, skills and death stay entirely on GameStateStore and behave as
before, so nothing is tracked in two places.

GameManager addresses levels by stable LevelId via the catalogue;
LevelScenes is gone, so reordering levels no longer invalidates saves.
Every level entry goes through EnterLevel, which fixes LevelStarted never
firing on the first level or after Continue - ghost recording and splits
have been dead outside mid-campaign.

GoTo announces after a frame, once the incoming scene is actually
current. ChangeSceneToPacked is deferred, so the old code handed
GhostEventHandler the scene being torn down.

FinishLevel takes LevelTime? - GetCurrentLevelTime can legitimately be 0
and inventing a value is exactly the bad data LevelTime refuses.

Continue distinguishes absent from corrupt and refuses to overwrite a
corrupt save. Statistics move to the Profile. 69 tests.
2026-07-28 19:57:01 +02:00
eeefca4d4e refactor: enhance GameStateStore integration and improve skill management 2026-03-19 02:33:07 +01:00
1e9814a9d8 refactor: replace direct manager instances with lazy accessors for improved performance 2026-03-19 02:10:36 +01:00
470b0c3a8c refactor: implement singleton pattern for key managers and improve resource access 2026-03-19 02:00:56 +01:00
cfef49fbc7 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
2026-03-19 01:50:20 +01:00
321905e68e refactor: fix bugs and improve architecture
- Fix double-execution bug in LevelStateHandler (coins/skills were committed twice per level)
- Fix DamageComponent to track multiple targets via HashSet instead of single node
- Fix HealthComponent: update health immediately, decouple from PlayerController via signal wiring in PlayerController
- Remove dead loop in SkillManager.RemoveSkill; simplify O(n²) throw skill loop
- Replace GetNode<T>(path) with .Instance across managers; add Instance to StatisticsManager/SpeedRunManager
- GameManager.GetPlayer() now uses EventBus.PlayerSpawned instead of scanning all scene nodes
- UIManager.UiStack: remove [Export], use private List<Control>
- PlayerState: extract DefaultLives constant, simplify CreateDefault()
2026-03-19 01:41:14 +01:00
bfe951939d refactor (#6)
Reviewed-on: #6
2026-02-01 11:47:40 +00:00
dfc9201f62 Add EventBus, SpeedRunManager, and GhostManager; implement ghost recording and playback features 2025-09-13 03:30:15 +02:00