using Godot; using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.scripts.State; namespace Mr.BrickAdventures.scripts.Events; /// /// Handles game events and updates statistics accordingly. /// public partial class StatisticsEventHandler : Node { public override void _Ready() { EventBus.Instance.CoinCollected += OnCoinCollected; EventBus.Instance.EnemyDefeated += OnEnemyDefeated; EventBus.Instance.PlayerDied += OnPlayerDied; EventBus.Instance.LevelCompleted += OnLevelCompleted; EventBus.Instance.ChildRescued += OnChildRescued; } public override void _ExitTree() { if (EventBus.Instance == null) return; EventBus.Instance.CoinCollected -= OnCoinCollected; EventBus.Instance.EnemyDefeated -= OnEnemyDefeated; EventBus.Instance.PlayerDied -= OnPlayerDied; EventBus.Instance.LevelCompleted -= OnLevelCompleted; EventBus.Instance.ChildRescued -= OnChildRescued; } private void OnCoinCollected(int amount, Vector2 position) => GameStateStore.Instance?.IncrementStat(StatNames.CoinsCollected, amount); private void OnEnemyDefeated(Node enemy, Vector2 position) => GameStateStore.Instance?.IncrementStat(StatNames.EnemiesDefeated); private void OnPlayerDied(Vector2 position) => GameStateStore.Instance?.IncrementStat(StatNames.Deaths); private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime) => GameStateStore.Instance?.IncrementStat(StatNames.LevelsCompleted); private void OnChildRescued(Vector2 position) => GameStateStore.Instance?.IncrementStat(StatNames.ChildrenRescued); }