Files
przygody-pana-cegly/Autoloads/SpeedRunManager.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

67 lines
2.0 KiB
C#

using System.Collections.Generic;
using Godot;
namespace Mr.BrickAdventures.Autoloads;
public partial class SpeedRunManager : Node
{
public static SpeedRunManager Instance { get; private set; }
public override void _EnterTree() => Instance = this;
public override void _ExitTree() { if (Instance == this) Instance = null; }
public bool IsRunning { get; private set; } = false;
public bool IsVisible { get; private set; } = false;
private double _startTime;
private double _levelStartTime;
private List<double> _splits = [];
[Signal] public delegate void TimeUpdatedEventHandler(double totalTime, double levelTime);
public override void _Process(double delta)
{
if (!IsRunning || !IsVisible) return;
EmitSignalTimeUpdated(GetCurrentTotalTime(), GetCurrentLevelTime());
}
public void StartTimer()
{
_startTime = Time.GetTicksMsec() / 1000.0;
_levelStartTime = _startTime;
_splits.Clear();
IsRunning = true;
GD.Print("Speedrun timer started.");
}
public void StopTimer()
{
if (!IsRunning) return;
IsRunning = false;
var finalTime = GetCurrentTotalTime();
GD.Print($"Speedrun finished. Final time: {FormatTime(finalTime)}");
// Save personal best if applicable
}
public void Split()
{
if (!IsRunning) return;
var now = Time.GetTicksMsec() / 1000.0;
var splitTime = now - _levelStartTime;
_splits.Add(splitTime);
_levelStartTime = now;
GD.Print($"Split recorded: {FormatTime(splitTime)}");
}
public double GetCurrentTotalTime() => IsRunning ? (Time.GetTicksMsec() / 1000.0) - _startTime : 0;
public double GetCurrentLevelTime() => IsRunning ? (Time.GetTicksMsec() / 1000.0) - _levelStartTime : 0;
public static string FormatTime(double time)
{
var span = System.TimeSpan.FromSeconds(time);
return $"{(int)span.TotalMinutes:00}:{span.Seconds:00}.{span.Milliseconds:000}";
}
}