Files
przygody-pana-cegly/scripts/components/PlayerController.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

155 lines
5.0 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class PlayerController : CharacterBody2D
{
[Export] private Node MovementAbilitiesContainer { get; set; }
[ExportGroup("Movement Ability Scenes")]
[Export] public PackedScene GroundMovementScene { get; set; }
[Export] public PackedScene JumpMovementScene { get; set; }
[Export] public PackedScene GravityScene { get; set; }
[Export] public PackedScene OneWayPlatformScene { get; set; }
[Export] public PackedScene SpaceshipMovementScene { get; set; }
[Export] public PackedScene WallJumpScene { get; set; }
[Export] public PackedScene GridMovementScene { get; set; }
[Signal] public delegate void JumpInitiatedEventHandler();
[Signal] public delegate void MovementAbilitiesChangedEventHandler();
public Vector2 LastDirection { get; private set; } = Vector2.Right;
public Vector2 PreviousVelocity { get; private set; } = Vector2.Zero;
private List<MovementAbility> _abilities = [];
private PlayerInputHandler _inputHandler;
public IReadOnlyList<MovementAbility> GetActiveAbilities() => _abilities;
public override void _Ready()
{
SkillManager.Instance?.RegisterPlayer(this);
// Wire HealthComponent signals to global EventBus events
var health = GetNodeOrNull<HealthComponent>("HealthComponent");
if (health != null)
{
health.Death += () => EventBus.EmitPlayerDied(GlobalPosition);
health.HealthChanged += (delta, total) =>
{
if (delta < 0f) EventBus.EmitPlayerDamaged(Mathf.Abs(delta), total, GlobalPosition);
else EventBus.EmitPlayerHealed(delta, total, GlobalPosition);
};
}
_inputHandler = GetNode<PlayerInputHandler>("PlayerInputHandler");
foreach (var child in MovementAbilitiesContainer.GetChildren())
{
if (child is MovementAbility ability)
{
ability.Initialize(this);
_abilities.Add(ability);
}
}
_ = ConnectJumpAndGravityAbilities();
EmitSignalMovementAbilitiesChanged();
EventBus.EmitPlayerSpawned(this);
}
public override void _PhysicsProcess(double delta)
{
var velocity = Velocity;
foreach (var ability in _abilities)
{
velocity = ability.ProcessMovement(velocity, delta);
}
if (_inputHandler.MoveDirection.X != 0)
{
LastDirection = new Vector2(_inputHandler.MoveDirection.X > 0 ? 1 : -1, 0);
}
PreviousVelocity = Velocity;
Velocity = velocity;
MoveAndSlide();
}
public void AddAbility(MovementAbility ability)
{
MovementAbilitiesContainer.AddChild(ability);
ability.Initialize(this);
_abilities.Add(ability);
}
public void ClearMovementAbilities()
{
foreach (var ability in _abilities)
{
ability.QueueFree();
}
_abilities.Clear();
}
public void RemoveAbility<T>() where T : MovementAbility
{
for (var i = _abilities.Count - 1; i >= 0; i--)
{
if (_abilities[i] is T)
{
var ability = _abilities[i];
_abilities.RemoveAt(i);
ability.QueueFree();
break;
}
}
}
public void SetPlatformMovement()
{
ClearMovementAbilities();
if (GroundMovementScene != null) AddAbility(GroundMovementScene.Instantiate<MovementAbility>());
if (JumpMovementScene != null) AddAbility(JumpMovementScene.Instantiate<MovementAbility>());
if (GravityScene != null) AddAbility(GravityScene.Instantiate<MovementAbility>());
if (OneWayPlatformScene != null) AddAbility(OneWayPlatformScene.Instantiate<MovementAbility>());
_ = ConnectJumpAndGravityAbilities();
EmitSignalMovementAbilitiesChanged();
}
public void SetSpaceshipMovement()
{
ClearMovementAbilities();
if (SpaceshipMovementScene != null) AddAbility(SpaceshipMovementScene.Instantiate<MovementAbility>());
EmitSignalMovementAbilitiesChanged();
}
public void SetGridMovement()
{
ClearMovementAbilities();
if (GridMovementScene != null) AddAbility(GridMovementScene.Instantiate<MovementAbility>());
EmitSignalMovementAbilitiesChanged();
}
private async Task ConnectJumpAndGravityAbilities()
{
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
var jumpAbility = _abilities.OfType<VariableJumpAbility>().FirstOrDefault();
var gravityAbility = _abilities.OfType<GravityAbility>().FirstOrDefault();
if (jumpAbility != null && gravityAbility != null)
{
gravityAbility.AscendGravity = jumpAbility.AscendGravity;
gravityAbility.DescendGravity = jumpAbility.DescendGravity;
}
}
}