Files
przygody-pana-cegly/scripts/State/PlayerState.cs
Gabriel Kaszewski 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

68 lines
1.8 KiB
C#

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
{
private const int DefaultLives = 3;
/// <summary>
/// Saved coins (not including current session).
/// </summary>
public int Coins { get; set; }
/// <summary>
/// Remaining lives.
/// </summary>
public int Lives { get; set; } = DefaultLives;
/// <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 (same as <c>new PlayerState()</c>).
/// </summary>
public static PlayerState CreateDefault() => new();
/// <summary>
/// Resets this state to default values.
/// </summary>
public void Reset()
{
Coins = 0;
Lives = DefaultLives;
CompletedLevels.Clear();
UnlockedLevels.Clear();
UnlockedLevels.Add(0);
UnlockedSkills.Clear();
Statistics.Clear();
}
}