refactor #6
@@ -1,24 +1,22 @@
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures;
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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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/// Manages achievements using GameStateStore.
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/// </summary>
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public partial class AchievementManager : Node
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{
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[Export] private string AchievementsFolderPath = "res://achievements/";
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[Export] private PackedScene AchievementPopupScene { get; set; }
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private System.Collections.Generic.Dictionary<string, AchievementResource> _achievements = new();
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private Array<string> _unlockedAchievementIds = [];
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private GameManager _gameManager;
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
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LoadAchievementsFromFolder();
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LoadUnlockedAchievements();
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}
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private void LoadAchievementsFromFolder()
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@@ -46,6 +44,14 @@ public partial class AchievementManager : Node
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}
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}
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/// <summary>
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/// Gets the list of unlocked achievement IDs from the store.
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/// </summary>
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private System.Collections.Generic.List<string> GetUnlockedIds()
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{
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return GameStateStore.Instance?.Player.UnlockedAchievements ?? new System.Collections.Generic.List<string>();
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}
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public void UnlockAchievement(string achievementId)
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{
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if (!_achievements.TryGetValue(achievementId, out var achievement))
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@@ -54,13 +60,14 @@ public partial class AchievementManager : Node
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return;
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}
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if (_unlockedAchievementIds.Contains(achievementId))
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var unlockedIds = GetUnlockedIds();
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if (unlockedIds.Contains(achievementId))
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{
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return; // Already unlocked
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}
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// 1. Mark as unlocked internally
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_unlockedAchievementIds.Add(achievementId);
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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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// 2. Show the UI popup
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@@ -76,31 +83,19 @@ public partial class AchievementManager : Node
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{
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SteamManager.UnlockAchievement(achievement.Id);
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}
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// 4. Save progress
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SaveUnlockedAchievements();
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}
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public void LockAchievement(string achievementId)
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{
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if (_unlockedAchievementIds.Contains(achievementId))
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var unlockedIds = GetUnlockedIds();
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if (unlockedIds.Contains(achievementId))
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{
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_unlockedAchievementIds.Remove(achievementId);
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SaveUnlockedAchievements();
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unlockedIds.Remove(achievementId);
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}
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}
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private void SaveUnlockedAchievements()
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public bool IsAchievementUnlocked(string achievementId)
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{
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_gameManager.PlayerState["unlocked_achievements"] = _unlockedAchievementIds;
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// You might want to trigger a save game here, depending on your SaveSystem
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}
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private void LoadUnlockedAchievements()
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{
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if (_gameManager.PlayerState.TryGetValue("unlocked_achievements", out var unlocked))
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{
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_unlockedAchievementIds = (Array<string>)unlocked;
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}
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return GetUnlockedIds().Contains(achievementId);
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}
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}
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@@ -116,6 +116,8 @@ public partial class EventBus : Node
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[Signal] public delegate void GamePausedEventHandler();
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[Signal] public delegate void GameResumedEventHandler();
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[Signal] public delegate void GameSavedEventHandler();
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[Signal] public delegate void GameStartedEventHandler();
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[Signal] public delegate void GameContinuedEventHandler();
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public static void EmitGamePaused()
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=> Instance?.EmitSignal(SignalName.GamePaused);
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@@ -126,5 +128,24 @@ public partial class EventBus : Node
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public static void EmitGameSaved()
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=> Instance?.EmitSignal(SignalName.GameSaved);
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public static void EmitGameStarted()
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=> Instance?.EmitSignal(SignalName.GameStarted);
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public static void EmitGameContinued()
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=> Instance?.EmitSignal(SignalName.GameContinued);
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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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[Signal] public delegate void LivesChangedEventHandler(int lives);
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public static void EmitCoinsChanged(int totalCoins)
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=> Instance?.EmitSignal(SignalName.CoinsChanged, totalCoins);
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public static void EmitLivesChanged(int lives)
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=> Instance?.EmitSignal(SignalName.LivesChanged, lives);
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#endregion
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}
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@@ -1,13 +1,16 @@
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using System.Collections.Generic;
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.Resources;
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using Double = System.Double;
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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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/// </summary>
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public partial class GameManager : Node
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{
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[Export] public Array<PackedScene> LevelScenes { get; set; } = [];
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@@ -22,24 +25,10 @@ public partial class GameManager : Node
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private PlayerController _player;
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private SpeedRunManager _speedRunManager;
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[Export]
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public Dictionary PlayerState { get; set; } = new()
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{
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{ "coins", 0 },
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{ "lives", 3 },
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{ "current_level", 0 },
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{ "completed_levels", new Array<int>() },
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{ "unlocked_levels", new Array<int>() {0}},
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{ "unlocked_skills", new Array<SkillData>() }
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};
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[Export]
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public Dictionary CurrentSessionState { get; private set; } = new()
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{
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{ "coins_collected", 0 },
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{ "skills_unlocked", new Array<SkillData>() }
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};
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/// <summary>
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/// Lazy accessor for GameStateStore - avoids initialization order issues.
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/// </summary>
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private GameStateStore Store => GameStateStore.Instance;
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public override void _EnterTree()
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{
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@@ -57,7 +46,6 @@ public partial class GameManager : Node
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public override void _Ready()
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{
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_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
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}
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private void OnNodeAdded(Node node)
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@@ -74,59 +62,73 @@ public partial class GameManager : Node
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}
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}
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#region Coin Operations
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public void AddCoins(int amount)
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{
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount);
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}
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public void SetCoins(int amount) => PlayerState["coins"] = Mathf.Max(0, amount);
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public int GetCoins() => (int)PlayerState["coins"] + (int)CurrentSessionState["coins_collected"];
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public void RemoveCoins(int amount)
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if (Store != null)
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{
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var sessionCoins = (int)CurrentSessionState["coins_collected"];
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if (amount <= sessionCoins)
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{
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CurrentSessionState["coins_collected"] = sessionCoins - amount;
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Store.Player.Coins += amount;
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EventBus.EmitCoinsChanged(Store.GetTotalCoins());
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}
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else
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{
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var remaining = amount - sessionCoins;
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CurrentSessionState["coins_collected"] = 0;
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] - remaining);
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}
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"]);
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}
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public void AddLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] + amount;
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public void RemoveLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] - amount;
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public void SetLives(int amount) => PlayerState["lives"] = amount;
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public int GetLives() => (int)PlayerState["lives"];
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public bool IsSkillUnlocked(SkillData skill)
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public void SetCoins(int amount)
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{
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return ((Array)PlayerState["unlocked_skills"]).Contains(skill)
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|| ((Array)CurrentSessionState["skills_unlocked"]).Contains(skill);
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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 (!IsSkillUnlocked(skill))
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((Array)PlayerState["unlocked_skills"]).Add(skill);
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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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var arr = (Array)PlayerState["unlocked_skills"];
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foreach (SkillData s in arr)
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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 (s.Name != skillName) continue;
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arr.Remove(s);
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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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@@ -134,76 +136,79 @@ public partial class GameManager : Node
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UnlockSkill(s);
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}
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public void ResetPlayerState()
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public Array<SkillData> GetUnlockedSkills()
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{
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PlayerState = new Dictionary
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{
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{ "coins", 0 },
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{ "lives", 3 },
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{ "current_level", 0 },
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{ "completed_levels", new Array<int>() },
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{ "unlocked_levels", new Array<int>() {0}},
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{ "unlocked_skills", new Array<SkillData>() },
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{ "statistics", new Godot.Collections.Dictionary<string, Variant>()}
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};
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if (Store == null) return new Array<SkillData>();
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var result = new Array<SkillData>();
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foreach (var s in Store.Player.UnlockedSkills)
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result.Add(s);
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foreach (var s in Store.Session.SkillsUnlocked)
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if (!result.Contains(s)) result.Add(s);
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return result;
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}
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public void UnlockLevel(int levelIndex)
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{
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var unlocked = (Array)PlayerState["unlocked_levels"];
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if (!unlocked.Contains(levelIndex)) unlocked.Add(levelIndex);
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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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var next = (int)PlayerState["current_level"] + 1;
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var unlocked = (Array)PlayerState["unlocked_levels"];
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if (next < LevelScenes.Count && unlocked.Contains(next))
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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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PlayerState["current_level"] = next;
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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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public void MarkLevelComplete(int levelIndex)
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{
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UnlockLevel(levelIndex + 1);
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var completed = (Array)PlayerState["completed_levels"];
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if (!completed.Contains(levelIndex)) completed.Add(levelIndex);
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}
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#endregion
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public void ResetCurrentSessionState()
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{
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CurrentSessionState = new Dictionary
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{
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{ "coins_collected", 0 },
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{ "skills_unlocked", new Array<SkillData>() }
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};
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}
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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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ResetPlayerState();
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ResetCurrentSessionState();
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Store?.ResetAll();
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GetTree().ChangeSceneToPacked(LevelScenes[0]);
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GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
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}
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public void QuitGame() => GetTree().Quit();
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public void PauseGame() => Engine.TimeScale = 0;
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public void ResumeGame() => Engine.TimeScale = 1;
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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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ResetPlayerState();
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ResetCurrentSessionState();
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Store?.ResetAll();
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_speedRunManager?.StartTimer();
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GetTree().ChangeSceneToPacked(LevelScenes[0]);
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GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
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EventBus.EmitGameStarted();
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}
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public void ContinueGame()
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@@ -216,41 +221,38 @@ public partial class GameManager : Node
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return;
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}
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var idx = (int)PlayerState["current_level"];
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var idx = Store?.Session.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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EventBus.EmitGameContinued();
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}
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else
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{
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GD.PrintErr("No levels unlocked to continue.");
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}
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}
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public void OnLevelComplete()
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{
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var levelIndex = (int)PlayerState["current_level"];
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MarkLevelComplete(levelIndex);
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if (Store == null) return;
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AddCoins((int)CurrentSessionState["coins_collected"]);
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foreach (var s in (Array)CurrentSessionState["skills_unlocked"])
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UnlockSkill((SkillData)s);
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var levelIndex = Store.Session.CurrentLevel;
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Store.MarkLevelComplete(levelIndex);
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Store.CommitSessionCoins();
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Store.CommitSessionSkills();
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var completionTime = _speedRunManager?.GetCurrentLevelTime() ?? 0.0;
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EventBus.EmitLevelCompleted(levelIndex, GetTree().CurrentScene, completionTime);
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ResetCurrentSessionState();
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Store.ResetSession();
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TryToGoToNextLevel();
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GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
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}
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public Array<SkillData> GetUnlockedSkills()
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{
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var unlocked = (Array<SkillData>)PlayerState["unlocked_skills"];
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var session = (Array<SkillData>)CurrentSessionState["skills_unlocked"];
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if (session!.Count == 0) return unlocked;
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if (unlocked!.Count == 0) return session;
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var joined = new Array<SkillData>();
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joined.AddRange(unlocked);
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joined.AddRange(session);
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return joined;
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}
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#endregion
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#region Player Lookup
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public PlayerController GetPlayer()
|
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{
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@@ -269,4 +271,6 @@ public partial class GameManager : Node
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GD.PrintErr("PlayerController not found in the scene tree.");
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return null;
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}
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#endregion
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}
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||||
185
Autoloads/GameStateStore.cs
Normal file
185
Autoloads/GameStateStore.cs
Normal file
@@ -0,0 +1,185 @@
|
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using Godot;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
using Mr.BrickAdventures.scripts.State;
|
||||
|
||||
namespace Mr.BrickAdventures.Autoloads;
|
||||
|
||||
/// <summary>
|
||||
/// Central store for game state - single source of truth.
|
||||
/// Use the static Instance property for easy access.
|
||||
/// </summary>
|
||||
public partial class GameStateStore : Node
|
||||
{
|
||||
/// <summary>
|
||||
/// Singleton instance.
|
||||
/// </summary>
|
||||
public static GameStateStore Instance { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Persistent player state (saved to disk).
|
||||
/// </summary>
|
||||
public PlayerState Player { get; set; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// Current session state (transient, reset on death/level complete).
|
||||
/// </summary>
|
||||
public SessionState Session { get; set; } = new();
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
public override void _ExitTree()
|
||||
{
|
||||
if (Instance == this)
|
||||
Instance = null;
|
||||
}
|
||||
|
||||
#region Coin Operations
|
||||
|
||||
/// <summary>
|
||||
/// Gets total coins (saved + session).
|
||||
/// </summary>
|
||||
public int GetTotalCoins() => Player.Coins + Session.CoinsCollected;
|
||||
|
||||
/// <summary>
|
||||
/// Adds coins to the session (not saved until level complete).
|
||||
/// </summary>
|
||||
public void AddSessionCoins(int amount)
|
||||
{
|
||||
Session.CoinsCollected += amount;
|
||||
EventBus.EmitCoinsChanged(GetTotalCoins());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Commits session coins to player state.
|
||||
/// </summary>
|
||||
public void CommitSessionCoins()
|
||||
{
|
||||
Player.Coins += Session.CoinsCollected;
|
||||
Session.CoinsCollected = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes coins, first from session then from saved.
|
||||
/// </summary>
|
||||
public void RemoveCoins(int amount)
|
||||
{
|
||||
if (amount <= Session.CoinsCollected)
|
||||
{
|
||||
Session.CoinsCollected -= amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
var remaining = amount - Session.CoinsCollected;
|
||||
Session.CoinsCollected = 0;
|
||||
Player.Coins = Mathf.Max(0, Player.Coins - remaining);
|
||||
}
|
||||
EventBus.EmitCoinsChanged(GetTotalCoins());
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lives Operations
|
||||
|
||||
/// <summary>
|
||||
/// Decrements lives by 1.
|
||||
/// </summary>
|
||||
public void RemoveLife()
|
||||
{
|
||||
Player.Lives = Mathf.Max(0, Player.Lives - 1);
|
||||
EventBus.EmitLivesChanged(Player.Lives);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds lives.
|
||||
/// </summary>
|
||||
public void AddLives(int amount)
|
||||
{
|
||||
Player.Lives += amount;
|
||||
EventBus.EmitLivesChanged(Player.Lives);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Level Operations
|
||||
|
||||
/// <summary>
|
||||
/// Unlocks a level for access.
|
||||
/// </summary>
|
||||
public void UnlockLevel(int levelIndex)
|
||||
{
|
||||
if (!Player.UnlockedLevels.Contains(levelIndex))
|
||||
Player.UnlockedLevels.Add(levelIndex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Marks a level as completed and unlocks the next.
|
||||
/// </summary>
|
||||
public void MarkLevelComplete(int levelIndex)
|
||||
{
|
||||
if (!Player.CompletedLevels.Contains(levelIndex))
|
||||
Player.CompletedLevels.Add(levelIndex);
|
||||
UnlockLevel(levelIndex + 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a level is unlocked.
|
||||
/// </summary>
|
||||
public bool IsLevelUnlocked(int levelIndex) => Player.UnlockedLevels.Contains(levelIndex);
|
||||
|
||||
#endregion
|
||||
|
||||
#region Skill Operations
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a skill is unlocked (saved or session).
|
||||
/// </summary>
|
||||
public bool IsSkillUnlocked(SkillData skill)
|
||||
{
|
||||
return Player.UnlockedSkills.Contains(skill) || Session.SkillsUnlocked.Contains(skill);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unlocks a skill in the session.
|
||||
/// </summary>
|
||||
public void UnlockSkillInSession(SkillData skill)
|
||||
{
|
||||
if (!IsSkillUnlocked(skill))
|
||||
Session.SkillsUnlocked.Add(skill);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Commits session skills to player state.
|
||||
/// </summary>
|
||||
public void CommitSessionSkills()
|
||||
{
|
||||
foreach (var skill in Session.SkillsUnlocked)
|
||||
{
|
||||
if (!Player.UnlockedSkills.Contains(skill))
|
||||
Player.UnlockedSkills.Add(skill);
|
||||
}
|
||||
Session.SkillsUnlocked.Clear();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Reset Operations
|
||||
|
||||
/// <summary>
|
||||
/// Resets only the session state.
|
||||
/// </summary>
|
||||
public void ResetSession() => Session.Reset();
|
||||
|
||||
/// <summary>
|
||||
/// Resets everything to defaults.
|
||||
/// </summary>
|
||||
public void ResetAll()
|
||||
{
|
||||
Player.Reset();
|
||||
Session.ResetAll();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
1
Autoloads/GameStateStore.cs.uid
Normal file
1
Autoloads/GameStateStore.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bwrhkipwecytk
|
||||
@@ -1,62 +1,123 @@
|
||||
using System.Text.Json;
|
||||
using Godot;
|
||||
using Godot.Collections;
|
||||
using Mr.BrickAdventures;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
using Mr.BrickAdventures.scripts.State;
|
||||
|
||||
namespace Mr.BrickAdventures.Autoloads;
|
||||
|
||||
/// <summary>
|
||||
/// Save system that serializes POCOs directly to JSON.
|
||||
/// </summary>
|
||||
public partial class SaveSystem : Node
|
||||
{
|
||||
[Export] public string SavePath { get; set; } = "user://savegame.save";
|
||||
[Export] public int Version { get; set; } = 1;
|
||||
[Export] public string SavePath { get; set; } = "user://savegame.json";
|
||||
[Export] public int Version { get; set; } = 2; // Bumped version for new format
|
||||
|
||||
private GameManager _gameManager;
|
||||
private static readonly JsonSerializerOptions JsonOptions = new()
|
||||
{
|
||||
WriteIndented = true,
|
||||
PropertyNamingPolicy = JsonNamingPolicy.CamelCase
|
||||
};
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||
// No longer needs GameManager reference - works with GameStateStore directly
|
||||
}
|
||||
|
||||
public void SaveGame()
|
||||
{
|
||||
var saveData = new Dictionary
|
||||
var store = GameStateStore.Instance;
|
||||
if (store == null)
|
||||
{
|
||||
{ "player_state", _gameManager.PlayerState},
|
||||
{ "version", Version}
|
||||
GD.PrintErr("SaveSystem: GameStateStore not available.");
|
||||
return;
|
||||
}
|
||||
|
||||
var saveData = new SaveData
|
||||
{
|
||||
Version = Version,
|
||||
Player = store.Player,
|
||||
CurrentLevel = store.Session.CurrentLevel
|
||||
};
|
||||
|
||||
try
|
||||
{
|
||||
var json = JsonSerializer.Serialize(saveData, JsonOptions);
|
||||
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
|
||||
file.StoreVar(saveData);
|
||||
GD.Print("Game state saved to: ", SavePath);
|
||||
file.StoreString(json);
|
||||
GD.Print("Game saved to: ", SavePath);
|
||||
EventBus.EmitGameSaved();
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
GD.PrintErr($"SaveSystem: Failed to save game: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
public bool LoadGame()
|
||||
{
|
||||
if (!FileAccess.FileExists(SavePath))
|
||||
{
|
||||
GD.Print("SaveSystem: No save file found.");
|
||||
return false;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Read);
|
||||
var saveDataObj = (Dictionary)file.GetVar();
|
||||
var json = file.GetAsText();
|
||||
var saveData = JsonSerializer.Deserialize<SaveData>(json, JsonOptions);
|
||||
|
||||
if (saveDataObj.ContainsKey("version") && (int)saveDataObj["version"] != Version)
|
||||
if (saveData == null)
|
||||
{
|
||||
GD.Print($"Save file version mismatch. Expected: {Version}, Found: {saveDataObj["version"]}");
|
||||
GD.PrintErr("SaveSystem: Failed to deserialize save data.");
|
||||
return false;
|
||||
}
|
||||
|
||||
GD.Print("Game state loaded from: ", SavePath);
|
||||
GD.Print("Player state: ", saveDataObj["player_state"]);
|
||||
_gameManager.PlayerState = (Dictionary)saveDataObj["player_state"];
|
||||
|
||||
var skills = new Array<SkillData>();
|
||||
foreach (var skill in (Array<SkillData>)_gameManager.PlayerState["unlocked_skills"])
|
||||
if (saveData.Version != Version)
|
||||
{
|
||||
skills.Add(skill);
|
||||
GD.PrintErr($"SaveSystem: Version mismatch. Expected {Version}, found {saveData.Version}");
|
||||
return false;
|
||||
}
|
||||
|
||||
_gameManager.UnlockSkills(skills);
|
||||
var store = GameStateStore.Instance;
|
||||
if (store == null)
|
||||
{
|
||||
GD.PrintErr("SaveSystem: GameStateStore not available.");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Apply loaded state
|
||||
store.Player = saveData.Player ?? new PlayerState();
|
||||
store.Session.CurrentLevel = saveData.CurrentLevel;
|
||||
|
||||
GD.Print("Game loaded from: ", SavePath);
|
||||
return true;
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
GD.PrintErr($"SaveSystem: Failed to load game: {e.Message}");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
|
||||
|
||||
public void DeleteSave()
|
||||
{
|
||||
if (FileAccess.FileExists(SavePath))
|
||||
{
|
||||
DirAccess.RemoveAbsolute(ProjectSettings.GlobalizePath(SavePath));
|
||||
GD.Print("Save file deleted.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Container for save data.
|
||||
/// </summary>
|
||||
public class SaveData
|
||||
{
|
||||
public int Version { get; set; }
|
||||
public PlayerState Player { get; set; }
|
||||
public int CurrentLevel { get; set; }
|
||||
}
|
||||
@@ -1,33 +1,21 @@
|
||||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
using Godot.Collections;
|
||||
using Mr.BrickAdventures;
|
||||
using Mr.BrickAdventures.scripts.State;
|
||||
|
||||
namespace Mr.BrickAdventures.Autoloads;
|
||||
|
||||
/// <summary>
|
||||
/// Manages game statistics using GameStateStore.
|
||||
/// </summary>
|
||||
public partial class StatisticsManager : Node
|
||||
{
|
||||
private GameManager _gameManager;
|
||||
private AchievementManager _achievementManager;
|
||||
private Dictionary<string, Variant> _stats = new();
|
||||
|
||||
public override void _Ready()
|
||||
/// <summary>
|
||||
/// Gets the statistics dictionary from the store.
|
||||
/// </summary>
|
||||
private Dictionary<string, int> GetStats()
|
||||
{
|
||||
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||
_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
|
||||
LoadStatistics();
|
||||
}
|
||||
|
||||
private void LoadStatistics()
|
||||
{
|
||||
if (_gameManager.PlayerState.TryGetValue("statistics", out var statsObj))
|
||||
{
|
||||
_stats = (Dictionary<string, Variant>)statsObj;
|
||||
}
|
||||
else
|
||||
{
|
||||
_stats = new Dictionary<string, Variant>();
|
||||
_gameManager.PlayerState["statistics"] = _stats;
|
||||
}
|
||||
return GameStateStore.Instance?.Player.Statistics ?? new Dictionary<string, int>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -35,45 +23,40 @@ public partial class StatisticsManager : Node
|
||||
/// </summary>
|
||||
public void IncrementStat(string statName, int amount = 1)
|
||||
{
|
||||
if (_stats.TryGetValue(statName, out var currentValue))
|
||||
var stats = GetStats();
|
||||
if (stats.TryGetValue(statName, out var currentValue))
|
||||
{
|
||||
_stats[statName] = (int)currentValue + amount;
|
||||
stats[statName] = currentValue + amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
_stats[statName] = amount;
|
||||
stats[statName] = amount;
|
||||
}
|
||||
GD.Print($"Stat '{statName}' updated to: {_stats[statName]}");
|
||||
CheckAchievementsForStat(statName);
|
||||
}
|
||||
|
||||
/// <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 Variant GetStat(string statName, Variant defaultValue = default)
|
||||
public int GetStat(string statName)
|
||||
{
|
||||
return _stats.TryGetValue(statName, out var value) ? value : defaultValue;
|
||||
var stats = GetStats();
|
||||
return stats.TryGetValue(statName, out var value) ? value : 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the updated stat meets the criteria for any achievements.
|
||||
/// Gets a copy of all statistics.
|
||||
/// </summary>
|
||||
private void CheckAchievementsForStat(string statName)
|
||||
public Dictionary<string, int> GetAllStats()
|
||||
{
|
||||
switch (statName)
|
||||
{
|
||||
case "enemies_defeated":
|
||||
if ((int)GetStat(statName, 0) >= 100)
|
||||
{
|
||||
_achievementManager.UnlockAchievement("slayer_100_enemies");
|
||||
}
|
||||
break;
|
||||
case "jumps_made":
|
||||
if ((int)GetStat(statName, 0) >= 1000)
|
||||
{
|
||||
_achievementManager.UnlockAchievement("super_jumper");
|
||||
}
|
||||
break;
|
||||
}
|
||||
return new Dictionary<string, int>(GetStats());
|
||||
}
|
||||
}
|
||||
@@ -29,7 +29,6 @@ config/icon="uid://jix7wdn0isr3"
|
||||
|
||||
[autoload]
|
||||
|
||||
GameManager="*res://objects/game_manager.tscn"
|
||||
PhantomCameraManager="*res://addons/phantom_camera/scripts/managers/phantom_camera_manager.gd"
|
||||
AudioController="*res://objects/audio_controller.tscn"
|
||||
UIManager="*res://Autoloads/UIManager.cs"
|
||||
@@ -46,8 +45,12 @@ EventBus="*res://Autoloads/EventBus.cs"
|
||||
StatisticsManager="*res://Autoloads/StatisticsManager.cs"
|
||||
SpeedRunManager="res://Autoloads/SpeedRunManager.cs"
|
||||
GhostManager="res://objects/ghost_manager.tscn"
|
||||
ScoreEventHandler="*res://scripts/Events/ScoreEventHandler.cs"
|
||||
StatisticsEventHandler="*res://scripts/Events/StatisticsEventHandler.cs"
|
||||
CoinStateHandler="*res://scripts/Events/CoinStateHandler.cs"
|
||||
LevelStateHandler="*res://scripts/Events/LevelStateHandler.cs"
|
||||
LivesStateHandler="*res://scripts/Events/LivesStateHandler.cs"
|
||||
GameStateStore="*res://Autoloads/GameStateStore.cs"
|
||||
GameManager="*res://objects/game_manager.tscn"
|
||||
|
||||
[debug]
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@ public static class Constants
|
||||
// Autoload paths
|
||||
public const string EventBusPath = "/root/EventBus";
|
||||
public const string GameManagerPath = "/root/GameManager";
|
||||
public const string GameStateStorePath = "/root/GameStateStore";
|
||||
public const string SaveSystemPath = "/root/SaveSystem";
|
||||
public const string SpeedRunManagerPath = "/root/SpeedRunManager";
|
||||
public const string GhostManagerPath = "/root/GhostManager";
|
||||
|
||||
29
scripts/Events/CoinStateHandler.cs
Normal file
29
scripts/Events/CoinStateHandler.cs
Normal file
@@ -0,0 +1,29 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Handles coin collection events and updates the GameStateStore.
|
||||
/// Replaces the manual coin logic in GameManager.
|
||||
/// </summary>
|
||||
public partial class CoinStateHandler : Node
|
||||
{
|
||||
public override void _Ready()
|
||||
{
|
||||
EventBus.Instance.CoinCollected += OnCoinCollected;
|
||||
}
|
||||
|
||||
public override void _ExitTree()
|
||||
{
|
||||
if (EventBus.Instance != null)
|
||||
{
|
||||
EventBus.Instance.CoinCollected -= OnCoinCollected;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnCoinCollected(int amount, Vector2 position)
|
||||
{
|
||||
GameStateStore.Instance?.AddSessionCoins(amount);
|
||||
}
|
||||
}
|
||||
1
scripts/Events/CoinStateHandler.cs.uid
Normal file
1
scripts/Events/CoinStateHandler.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://1qg3q53kkh0k
|
||||
39
scripts/Events/LevelStateHandler.cs
Normal file
39
scripts/Events/LevelStateHandler.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Handles level completion events and updates GameStateStore.
|
||||
/// </summary>
|
||||
public partial class LevelStateHandler : Node
|
||||
{
|
||||
public override void _Ready()
|
||||
{
|
||||
EventBus.Instance.LevelCompleted += OnLevelCompleted;
|
||||
}
|
||||
|
||||
public override void _ExitTree()
|
||||
{
|
||||
if (EventBus.Instance != null)
|
||||
{
|
||||
EventBus.Instance.LevelCompleted -= OnLevelCompleted;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
|
||||
{
|
||||
var store = GameStateStore.Instance;
|
||||
if (store == null) return;
|
||||
|
||||
// Mark level complete and unlock next
|
||||
store.MarkLevelComplete(levelIndex);
|
||||
|
||||
// Commit session data to persistent state
|
||||
store.CommitSessionCoins();
|
||||
store.CommitSessionSkills();
|
||||
|
||||
// Reset session for next level
|
||||
store.ResetSession();
|
||||
}
|
||||
}
|
||||
1
scripts/Events/LevelStateHandler.cs.uid
Normal file
1
scripts/Events/LevelStateHandler.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://gx5vn7viphv
|
||||
29
scripts/Events/LivesStateHandler.cs
Normal file
29
scripts/Events/LivesStateHandler.cs
Normal file
@@ -0,0 +1,29 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Handles player death events and updates lives in GameStateStore.
|
||||
/// </summary>
|
||||
public partial class LivesStateHandler : Node
|
||||
{
|
||||
public override void _Ready()
|
||||
{
|
||||
EventBus.Instance.PlayerDied += OnPlayerDied;
|
||||
}
|
||||
|
||||
public override void _ExitTree()
|
||||
{
|
||||
if (EventBus.Instance != null)
|
||||
{
|
||||
EventBus.Instance.PlayerDied -= OnPlayerDied;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPlayerDied(Vector2 position)
|
||||
{
|
||||
GameStateStore.Instance?.RemoveLife();
|
||||
GameStateStore.Instance?.ResetSession();
|
||||
}
|
||||
}
|
||||
1
scripts/Events/LivesStateHandler.cs.uid
Normal file
1
scripts/Events/LivesStateHandler.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://b4ocg7g8vmtvp
|
||||
@@ -1,34 +0,0 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Handles coin collection events and updates the session state.
|
||||
/// Replaces the manual signal wiring in ScoreComponent.
|
||||
/// </summary>
|
||||
public partial class ScoreEventHandler : Node
|
||||
{
|
||||
private GameManager _gameManager;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||
|
||||
EventBus.Instance.CoinCollected += OnCoinCollected;
|
||||
}
|
||||
|
||||
public override void _ExitTree()
|
||||
{
|
||||
if (EventBus.Instance != null)
|
||||
EventBus.Instance.CoinCollected -= OnCoinCollected;
|
||||
}
|
||||
|
||||
private void OnCoinCollected(int amount, Vector2 position)
|
||||
{
|
||||
var currentCoins = (int)_gameManager.CurrentSessionState["coins_collected"];
|
||||
_gameManager.CurrentSessionState["coins_collected"] = currentCoins + amount;
|
||||
GD.Print($"ScoreEventHandler: Collected {amount} coins. Total session coins: {currentCoins + amount}");
|
||||
}
|
||||
}
|
||||
@@ -1 +0,0 @@
|
||||
uid://cs4cfk7g5vh2v
|
||||
73
scripts/State/PlayerState.cs
Normal file
73
scripts/State/PlayerState.cs
Normal file
@@ -0,0 +1,73 @@
|
||||
using System.Collections.Generic;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.State;
|
||||
|
||||
/// <summary>
|
||||
/// Persistent player data that survives across sessions.
|
||||
/// This is a POCO (Plain Old C# Object) for predictable state management.
|
||||
/// </summary>
|
||||
public class PlayerState
|
||||
{
|
||||
/// <summary>
|
||||
/// Saved coins (not including current session).
|
||||
/// </summary>
|
||||
public int Coins { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Remaining lives.
|
||||
/// </summary>
|
||||
public int Lives { get; set; } = 3;
|
||||
|
||||
/// <summary>
|
||||
/// Indices of completed levels.
|
||||
/// </summary>
|
||||
public List<int> CompletedLevels { get; set; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// Indices of levels the player can access.
|
||||
/// </summary>
|
||||
public List<int> UnlockedLevels { get; set; } = new() { 0 };
|
||||
|
||||
/// <summary>
|
||||
/// Skills the player has permanently unlocked.
|
||||
/// </summary>
|
||||
public List<SkillData> UnlockedSkills { get; set; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// Statistics dictionary for tracking game stats.
|
||||
/// </summary>
|
||||
public Dictionary<string, int> Statistics { get; set; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// IDs of unlocked achievements.
|
||||
/// </summary>
|
||||
public List<string> UnlockedAchievements { get; set; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// Creates a fresh default player state.
|
||||
/// </summary>
|
||||
public static PlayerState CreateDefault() => new()
|
||||
{
|
||||
Coins = 0,
|
||||
Lives = 3,
|
||||
CompletedLevels = new List<int>(),
|
||||
UnlockedLevels = new List<int> { 0 },
|
||||
UnlockedSkills = new List<SkillData>(),
|
||||
Statistics = new Dictionary<string, int>()
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Resets this state to default values.
|
||||
/// </summary>
|
||||
public void Reset()
|
||||
{
|
||||
Coins = 0;
|
||||
Lives = 3;
|
||||
CompletedLevels.Clear();
|
||||
UnlockedLevels.Clear();
|
||||
UnlockedLevels.Add(0);
|
||||
UnlockedSkills.Clear();
|
||||
Statistics.Clear();
|
||||
}
|
||||
}
|
||||
1
scripts/State/PlayerState.cs.uid
Normal file
1
scripts/State/PlayerState.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://gtr1e60jq7iv
|
||||
55
scripts/State/SessionState.cs
Normal file
55
scripts/State/SessionState.cs
Normal file
@@ -0,0 +1,55 @@
|
||||
using System.Collections.Generic;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.State;
|
||||
|
||||
/// <summary>
|
||||
/// Data for the current gameplay session.
|
||||
/// Reset when player dies or completes a level.
|
||||
/// </summary>
|
||||
public class SessionState
|
||||
{
|
||||
/// <summary>
|
||||
/// Current level index being played.
|
||||
/// </summary>
|
||||
public int CurrentLevel { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Coins collected during this session (not yet saved).
|
||||
/// </summary>
|
||||
public int CoinsCollected { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Skills unlocked during this session (not yet saved).
|
||||
/// </summary>
|
||||
public List<SkillData> SkillsUnlocked { get; set; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// Creates a fresh session state.
|
||||
/// </summary>
|
||||
public static SessionState CreateDefault() => new()
|
||||
{
|
||||
CurrentLevel = 0,
|
||||
CoinsCollected = 0,
|
||||
SkillsUnlocked = new List<SkillData>()
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Resets session state to defaults.
|
||||
/// </summary>
|
||||
public void Reset()
|
||||
{
|
||||
CoinsCollected = 0;
|
||||
SkillsUnlocked.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets completely including level.
|
||||
/// </summary>
|
||||
public void ResetAll()
|
||||
{
|
||||
CurrentLevel = 0;
|
||||
CoinsCollected = 0;
|
||||
SkillsUnlocked.Clear();
|
||||
}
|
||||
}
|
||||
1
scripts/State/SessionState.cs.uid
Normal file
1
scripts/State/SessionState.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://chqsdleqrnl7b
|
||||
@@ -2,6 +2,7 @@ using Godot;
|
||||
using Mr.BrickAdventures;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
using Mr.BrickAdventures.scripts.interfaces;
|
||||
using Mr.BrickAdventures.scripts.State;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
@@ -34,7 +35,9 @@ public partial class ExitDoorComponent : Area2D, IUnlockable
|
||||
|
||||
EmitSignalExitTriggered();
|
||||
_achievementManager.UnlockAchievement(AchievementId);
|
||||
_gameManager.UnlockLevel((int)_gameManager.PlayerState["current_level"] + 1);
|
||||
// Get current level from GameStateStore
|
||||
var currentLevel = GameStateStore.Instance?.Session.CurrentLevel ?? 0;
|
||||
_gameManager.UnlockLevel(currentLevel + 1);
|
||||
CallDeferred(nameof(GoToNextLevel));
|
||||
}
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@ using Mr.BrickAdventures;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
using Mr.BrickAdventures.scripts.interfaces;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
using Mr.BrickAdventures.scripts.State;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
@@ -38,8 +39,8 @@ public partial class SkillUnlockerComponent : Node
|
||||
skill.IsActive = true;
|
||||
_gameManager.RemoveCoins(skill.Upgrades[0].Cost);
|
||||
|
||||
var skillsUnlocked = (Array<SkillData>)_gameManager.CurrentSessionState["skills_unlocked"];
|
||||
skillsUnlocked.Add(skill);
|
||||
// Add to session state via GameStateStore
|
||||
GameStateStore.Instance?.UnlockSkillInSession(skill);
|
||||
SkillManager.AddSkill(skill);
|
||||
EmitSignalSkillUnlocked(skill);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user