- 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()
68 lines
1.8 KiB
C#
68 lines
1.8 KiB
C#
using System.Collections.Generic;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.State;
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/// <summary>
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/// Persistent player data that survives across sessions.
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/// This is a POCO (Plain Old C# Object) for predictable state management.
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/// </summary>
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public class PlayerState
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{
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private const int DefaultLives = 3;
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/// <summary>
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/// Saved coins (not including current session).
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/// </summary>
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public int Coins { get; set; }
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/// <summary>
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/// Remaining lives.
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/// </summary>
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public int Lives { get; set; } = DefaultLives;
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/// <summary>
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/// Indices of completed levels.
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/// </summary>
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public List<int> CompletedLevels { get; set; } = new();
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/// <summary>
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/// Indices of levels the player can access.
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/// </summary>
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public List<int> UnlockedLevels { get; set; } = new() { 0 };
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/// <summary>
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/// Skills the player has permanently unlocked.
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/// </summary>
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public List<SkillData> UnlockedSkills { get; set; } = new();
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/// <summary>
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/// Statistics dictionary for tracking game stats.
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/// </summary>
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public Dictionary<string, int> Statistics { get; set; } = new();
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/// <summary>
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/// IDs of unlocked achievements.
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/// </summary>
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public List<string> UnlockedAchievements { get; set; } = new();
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/// <summary>
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/// Creates a fresh default player state (same as <c>new PlayerState()</c>).
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/// </summary>
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public static PlayerState CreateDefault() => new();
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/// <summary>
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/// Resets this state to default values.
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/// </summary>
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public void Reset()
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{
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Coins = 0;
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Lives = DefaultLives;
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CompletedLevels.Clear();
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UnlockedLevels.Clear();
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UnlockedLevels.Add(0);
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UnlockedSkills.Clear();
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Statistics.Clear();
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}
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}
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