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La-Fabrik/.agent/skills/managers.md
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2026-04-30 13:51:39 +02:00

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Skill — Singleton Managers

Pattern

Every manager follows the exact same singleton structure:

export class SomeManager {
  private static _instance: SomeManager | null = null;

  static getInstance(): SomeManager {
    if (!SomeManager._instance) {
      SomeManager._instance = new SomeManager();
    }
    return SomeManager._instance;
  }

  private constructor() {
    // init logic
  }

  destroy(): void {
    // cleanup logic
    SomeManager._instance = null;
  }
}

Managers in this project

Manager File Role
AudioManager src/managers/AudioManager.ts Music and SFX playback.
InteractionManager src/managers/InteractionManager.ts Focus, nearby, trigger, grab, and hand-grab interaction state.
GameManager target-state only Future single source of truth for phase, zone, mission, input lock, dialogue.
CinematicManager target-state only Future GSAP timeline orchestrator.
ZoneManager target-state only Future zone entry/exit detection and LOD triggers.

Target-State GameManager

GameManager does not exist in the current implementation. The following pattern is target-state guidance only and should not be applied until the manager exists in code.

export class GameManager {
  cinematic!: CinematicManager;
  audio!: AudioManager;
  zone!: ZoneManager;

  private constructor() {
    this.cinematic = CinematicManager.getInstance();
    this.audio = AudioManager.getInstance();
    this.zone = ZoneManager.getInstance();
  }
}

When a GameManager exists, components and hooks should access other managers through it:

// Correct
GameManager.getInstance().cinematic.play("intro");

// Wrong — never import sub-managers directly in components
CinematicManager.getInstance().play("intro");

Target-State Subscribe Pattern

private listeners = new Set<() => void>()

subscribe(listener: () => void): () => void {
  this.listeners.add(listener)
  return () => this.listeners.delete(listener)
}

private emit(): void {
  this.listeners.forEach((cb) => cb())
}

In that target-state manager, every set*() method calls this.emit() to notify subscribers.

Target-State React Bridge Hook

// hooks/useGameState.ts
export function useGameState() {
  const game = GameManager.getInstance();
  const [state, setState] = useState(game.getState());

  useEffect(() => {
    return game.subscribe(() => setState({ ...game.getState() }));
  }, [game]);

  return state;
}

Rules

  • Do not add a GameManager unless the feature requires a real shared gameplay state owner.
  • Current managers may be imported directly until the target-state orchestrator exists.
  • Keep singleton managers limited to side-effect services or shared interaction state.
  • Always call destroy() on cleanup when a manager owns external resources.
  • Never create manager instances with new — always use .getInstance().