Files
przygody-pana-cegly/scripts/Events/LevelStateHandler.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

30 lines
835 B
C#

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)
{
// State mutations (commit coins/skills, reset session) are handled by GameManager.OnLevelComplete
// before this event fires. This handler is reserved for future level-specific side-effects.
}
}