♻️ Rebuild with DI
This commit is contained in:
@@ -1,8 +1,5 @@
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[gd_scene load_steps=9 format=3 uid="uid://c22aprj452aha"]
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[gd_scene load_steps=6 format=3 uid="uid://c22aprj452aha"]
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[ext_resource type="Script" uid="uid://cudpc3w17mbsw" path="res://Scripts/System/GridManager.cs" id="1_knkkn"]
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[ext_resource type="Script" uid="uid://dfi2snip78eq6" path="res://Scripts/System/ResourceManager.cs" id="1_pl8e4"]
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[ext_resource type="Script" uid="uid://cfbj72nm0eovg" path="res://Scripts/System/BuildingRegistry.cs" id="1_sxhdm"]
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[ext_resource type="Script" uid="uid://cugfbvw70clgd" path="res://Scripts/System/NaturalResourceGenerator.cs" id="2_oss8w"]
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[ext_resource type="Script" uid="uid://bx1wj7gn6vrqe" path="res://Scripts/System/PlacementManager.cs" id="2_sxhdm"]
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[ext_resource type="PackedScene" uid="uid://doxy60afddg1m" path="res://Scenes/Entities/Player.tscn" id="3_oss8w"]
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@@ -11,29 +8,15 @@
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[node name="Root" type="Node2D"]
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[node name="ResourceSystem" type="Node" parent="."]
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script = ExtResource("1_pl8e4")
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[node name="BuildingRegistry" type="Node" parent="."]
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script = ExtResource("1_sxhdm")
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[node name="NaturalResourceGenerator" type="Node2D" parent="." node_paths=PackedStringArray("Grid", "Registry")]
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[node name="NaturalResourceGenerator" type="Node2D" parent="."]
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script = ExtResource("2_oss8w")
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Grid = NodePath("../GridSystem")
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Registry = NodePath("../BuildingRegistry")
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[node name="GridSystem" type="Node2D" parent="."]
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script = ExtResource("1_knkkn")
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[node name="PlacementSystem" type="Node2D" parent="." node_paths=PackedStringArray("Grid", "Inventory", "Registry")]
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[node name="PlacementSystem" type="Node2D" parent="."]
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script = ExtResource("2_sxhdm")
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Grid = NodePath("../GridSystem")
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Inventory = NodePath("../ResourceSystem")
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Registry = NodePath("../BuildingRegistry")
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[node name="Player" parent="." node_paths=PackedStringArray("Inventory") instance=ExtResource("3_oss8w")]
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scale = Vector2(0.35, 0.35)
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Inventory = NodePath("../ResourceSystem")
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Inventory = NodePath("")
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[node name="HUD" parent="." instance=ExtResource("8_hud_scene")]
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14
Scripts/AutoLoad/DIInitializer.cs
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14
Scripts/AutoLoad/DIInitializer.cs
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@@ -0,0 +1,14 @@
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using Godot;
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using AceFieldNewHorizon.Scripts.System;
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namespace AceFieldNewHorizon.Scripts.AutoLoad;
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public partial class DIInitializer : Node
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{
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public override void _Ready()
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{
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// Initialize the Simple Injector container as early as possible
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DependencyInjection.Initialize();
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GD.Print("[DIInitializer] Dependency Injection container initialized via AutoLoad.");
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}
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}
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1
Scripts/AutoLoad/DIInitializer.cs.uid
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1
Scripts/AutoLoad/DIInitializer.cs.uid
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@@ -0,0 +1 @@
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uid://cr2a8w6ur4uei
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@@ -20,7 +20,7 @@ public partial class Player : CharacterBody2D
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[Export] public float ZoomDecay = 0.9f;
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[Export] public float ZoomSmoothing = 10.0f;
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[Export] public ResourceManager Inventory;
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public ResourceManager Inventory { get; private set; }
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private Camera2D _camera;
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private Vector2 _cameraTargetZoom = Vector2.One;
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@@ -33,6 +33,8 @@ public partial class Player : CharacterBody2D
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_camera = GetNode<Camera2D>("Camera2D");
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_cameraTargetZoom = _camera.Zoom;
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Inventory = DependencyInjection.Container.GetInstance<ResourceManager>();
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AddToGroup(ItemPickup.PickupGroupName);
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AddToGroup(NaturalResourceGenerator.ChunkTrackerGroupName);
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}
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27
Scripts/Root.cs
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27
Scripts/Root.cs
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@@ -0,0 +1,27 @@
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using Godot;
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using AceFieldNewHorizon.Scripts.System;
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using SimpleInjector;
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namespace AceFieldNewHorizon.Scripts;
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public partial class Root : Node
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{
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public override void _Ready()
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{
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// Dependency Injection container is now initialized via AutoLoad (DIInitializer.cs).
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// Get references to the main system nodes from the scene tree
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// and inject their dependencies.
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// This assumes these nodes are direct children or easily accessible.
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// You might need to adjust paths based on your scene setup.
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// Example:
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// var resourceManager = GetNode<ResourceManager>("ResourceSystem"); // Assuming ResourceManager is a child of Root
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// DependencyInjection.Container.InjectProperties(resourceManager); // If ResourceManager had properties to inject
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// For now, we'll manually resolve and assign for the main system nodes.
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// The actual injection will happen in the _Ready methods of the system nodes themselves,
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// by resolving from the static container.
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// This is a common pattern when Godot instantiates the nodes.
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}
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}
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1
Scripts/Root.cs.uid
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1
Scripts/Root.cs.uid
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@@ -0,0 +1 @@
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uid://dmint8ii0oj5g
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@@ -40,15 +40,15 @@ public record BuildingData(
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}
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}
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public partial class BuildingRegistry : Node
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public class BuildingRegistry
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{
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private Dictionary<string, BuildingData> _registry = new();
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[Export] public string JsonPath { get; set; } = "res://Data/Buildings.json";
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public override void _Ready()
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public BuildingRegistry(string jsonPath)
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{
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LoadFromJson(JsonPath);
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LoadFromJson(jsonPath);
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}
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public void LoadFromJson(string path)
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23
Scripts/System/DependencyInjection.cs
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23
Scripts/System/DependencyInjection.cs
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@@ -0,0 +1,23 @@
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using Godot;
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using Container = SimpleInjector.Container;
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namespace AceFieldNewHorizon.Scripts.System;
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public static class DependencyInjection
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{
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public static Container Container { get; private set; }
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public static void Initialize()
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{
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Container = new Container();
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// Register your system services here
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// As singletons, since they are typically unique global managers
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Container.RegisterSingleton<ResourceManager>();
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Container.RegisterSingleton<GridManager>();
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Container.RegisterSingleton(() => new BuildingRegistry("res://Data/Buildings.json"));
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Container.Verify();
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GD.Print("[DI] Simple Injector container initialized and verified.");
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}
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}
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1
Scripts/System/DependencyInjection.cs.uid
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1
Scripts/System/DependencyInjection.cs.uid
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@@ -0,0 +1 @@
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uid://hppsxnesg0ys
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@@ -13,7 +13,7 @@ public partial class Hud : CanvasLayer
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{
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_resourceDisplay = GetNode<VBoxContainer>("ResourceDisplay");
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_resourceManager = GetTree().CurrentScene.GetNode<ResourceManager>("ResourceSystem");
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_resourceManager = DependencyInjection.Container.GetInstance<ResourceManager>();
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if (_resourceManager == null)
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{
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GD.PushError("ResourceSystem not found in the scene tree!");
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@@ -12,8 +12,8 @@ public partial class NaturalResourceGenerator : Node2D
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{
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public const string ChunkTrackerGroupName = "NrgTrackingTarget";
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[Export] public GridManager Grid { get; set; }
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[Export] public BuildingRegistry Registry { get; set; }
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public GridManager Grid { get; private set; }
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public BuildingRegistry Registry { get; private set; }
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[Export] public int ChunkSize = 16;
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[Export] public int LoadDistance = 2; // Number of chunks to load in each direction
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@@ -43,6 +43,8 @@ public partial class NaturalResourceGenerator : Node2D
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public override void _Ready()
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{
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Grid = DependencyInjection.Container.GetInstance<GridManager>();
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Registry = DependencyInjection.Container.GetInstance<BuildingRegistry>();
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_rng = new RandomNumberGenerator();
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_rng.Seed = (ulong)(Seed != 0 ? Seed : (int)GD.Randi());
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@@ -8,9 +8,9 @@ namespace AceFieldNewHorizon.Scripts.System;
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public partial class PlacementManager : Node2D
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{
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[Export] public GridManager Grid { get; set; }
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[Export] public ResourceManager Inventory { get; set; }
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[Export] public BuildingRegistry Registry { get; set; }
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public GridManager Grid { get; private set; }
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public ResourceManager Inventory { get; private set; }
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public BuildingRegistry Registry { get; private set; }
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[Export] public int MaxConcurrentBuilds { get; set; } = 6; // Make it adjustable in editor
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[Export] public bool Enabled { get; set; } = true;
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@@ -30,6 +30,10 @@ public partial class PlacementManager : Node2D
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{
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base._Ready();
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Grid = DependencyInjection.Container.GetInstance<GridManager>();
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Inventory = DependencyInjection.Container.GetInstance<ResourceManager>();
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Registry = DependencyInjection.Container.GetInstance<BuildingRegistry>();
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// Setup completion sound
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_completionSound = CreateAudioPlayer("res://Sounds/Events/ConstructionComplete.wav");
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_buildingSound = CreateAudioPlayer("res://Sounds/Events/Building.wav");
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@@ -15,6 +15,11 @@ run/main_scene="uid://c22aprj452aha"
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config/features=PackedStringArray("4.4", "C#", "GL Compatibility")
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config/icon="res://icon.svg"
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[autoload]
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ResourceManager="res://Scripts/System/ResourceManager.cs"
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DiInitializer="*res://Scripts/AutoLoad/DIInitializer.cs"
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[display]
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window/size/viewport_width=1920
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@@ -88,7 +93,3 @@ anti_aliasing/quality/msaa_2d=3
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anti_aliasing/quality/msaa_3d=3
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anti_aliasing/quality/screen_space_aa=1
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anti_aliasing/quality/use_taa=true
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[autoload]
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ResourceManager="res://Scripts/System/ResourceManager.cs"
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