fix(core): remove class_name from autoload scripts to prevent singleton conflict

Godot 4 throws "Class hides an autoload singleton" when a script declares
class_name with the same name as its registered autoload. Removed class_name
from AudioManager and RoomNavigator — both are accessible globally via their
autoload name without it. Also ignores Godot-generated *.uid files.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Steven Wroblewski
2026-04-17 12:44:31 +02:00
parent 6b0c41bbfd
commit 19d1ec1fe5
3 changed files with 3 additions and 2 deletions

1
.gitignore vendored
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@@ -3,6 +3,7 @@
# Godot generated files
.godot/
.import/
*.uid
# Godot-specific ignores
export.cfg

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@@ -1,5 +1,5 @@
## AudioManager — music playback with cross-fade, SFX playback, volume control.
class_name AudioManager extends Node
extends Node
const DEFAULT_MUSIC_VOLUME: float = 0.6
const CROSSFADE_DURATION: float = 1.0

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@@ -1,5 +1,5 @@
## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors.
class_name RoomNavigator extends Node
extends Node
signal room_changed(floor_index: int)