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>
This commit is contained in:
Steven Wroblewski
2026-04-17 12:22:27 +02:00
parent 13db45bb04
commit 6b0c41bbfd
9 changed files with 36 additions and 14 deletions

View File

@@ -1,5 +1,5 @@
## AudioManager — music playback with cross-fade, SFX playback, volume control.
extends Node
class_name AudioManager extends Node
const DEFAULT_MUSIC_VOLUME: float = 0.6
const CROSSFADE_DURATION: float = 1.0
@@ -31,13 +31,13 @@ func play_music(stream: AudioStream) -> void:
next_player.stream = stream
next_player.volume_db = linear_to_db(0.0)
next_player.play()
var prev_player: AudioStreamPlayer = _active_player
_active_player = next_player
var tween: Tween = create_tween()
tween.set_parallel(true)
tween.tween_property(_active_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
tween.tween_property(prev_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
tween.tween_property(next_player, "volume_db", linear_to_db(_music_volume), CROSSFADE_DURATION)
var prev_player: AudioStreamPlayer = _active_player
tween.tween_callback(prev_player.stop).set_delay(CROSSFADE_DURATION)
_active_player = next_player
tween.chain().tween_callback(prev_player.stop)
func play_sfx(stream: AudioStream) -> void: