Refactored to be controller centric; added message buss pattern with early support eent types
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class_name ControllerManager extends Node
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var controller_message_bus: ControllerMessageBus = ControllerMessageBus.new()
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func _init() -> void:
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_connect_signals()
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_bind_callables()
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func _connect_signals() -> void:
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connect("child_entered_tree", register_controller)
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connect("child_exiting_tree", unregister_controller)
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func _bind_callables() -> void:
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controller_message_bus.message = Callable(self, "message")
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controller_message_bus.message_to = Callable(self, "message_to")
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controller_message_bus.register_controller = Callable(self, "register_controller")
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controller_message_bus.unregister_controller = Callable(self, "unregister_controller")
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func _ready() -> void:
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controller_message_bus.message.call(
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GameReadyEvent.new()
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)
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func register_controller(controller: BaseController) -> void:
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controller.set_controller_message_bus(controller_message_bus)
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func unregister_controller(controller: BaseController) -> void:
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controller.unset_controller_message_bus()
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func message(event: BaseEvent):
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for controller: BaseController in get_children():
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controller._controller_message(event)
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func message_to(cname: String, event: BaseEvent):
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get_node(cname)._controller_message(event)
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func message_to_selected(cnames: Array[String], event: BaseEvent):
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var results: Array = Array()
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for cname: String in cnames:
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results.append(
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controller_message_bus.message_to.call(name, event)
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)
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return results
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