fix(core): resolve review findings in Sprint 3-4
- Fix SaveManager reset_game to use DirAccess.remove correctly - Add null check for FileAccess.open in save_game - Fix AudioManager crossfade tween callback chain - Replace fragile absolute HUD path with relative onready - Guard character position save against empty id - Add GameState.has_character_position helper - Emit room_changed signal after tween completes - Add target_floor validation in ElevatorButton - Persist audio settings via GameState - Add class_name to RoomNavigator, AudioManager, HUD Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -1,5 +1,5 @@
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## AudioManager — music playback with cross-fade, SFX playback, volume control.
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extends Node
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class_name AudioManager extends Node
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const DEFAULT_MUSIC_VOLUME: float = 0.6
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const CROSSFADE_DURATION: float = 1.0
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@@ -31,13 +31,13 @@ func play_music(stream: AudioStream) -> void:
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next_player.stream = stream
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next_player.volume_db = linear_to_db(0.0)
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next_player.play()
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var prev_player: AudioStreamPlayer = _active_player
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_active_player = next_player
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var tween: Tween = create_tween()
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tween.set_parallel(true)
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tween.tween_property(_active_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
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tween.tween_property(prev_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
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tween.tween_property(next_player, "volume_db", linear_to_db(_music_volume), CROSSFADE_DURATION)
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var prev_player: AudioStreamPlayer = _active_player
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tween.tween_callback(prev_player.stop).set_delay(CROSSFADE_DURATION)
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_active_player = next_player
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tween.chain().tween_callback(prev_player.stop)
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func play_sfx(stream: AudioStream) -> void:
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