Skills

Dependency Injection

Use when managing dependencies between systems, autoloads, service locators, @export...

Install

npx skills add jame581/GodotPrompter --skill dependency-injection -g -a claude-code -y
Category
Engineering
Updated
3d ago
License
MIT
Context cost
Mediumabout 2,781 tokens
Runs scripts
No, instructions only

What it does

Use when managing dependencies between systems, autoloads, service locators, @export injection, and scene injection patterns

Dependency Injection in Godot 4.3+

Patterns for wiring dependencies between systems so nodes stay loosely coupled, swappable, and testable. All examples target Godot 4.3+ with no deprecated APIs.

Related skills: godot-testing for test-friendly architecture, event-bus for signal-based decoupling, godot-project-setup for autoload registration.


1. The Problem

Tight coupling makes code hard to test, extend, and swap. The most common form in Godot is reaching directly into a global autoload from everywhere in the codebase.

# BAD, tight coupling via direct autoload access scattered everywhere

# player.gd
func take_damage(amount: int) -> void:
    health -= amount
    AudioManager.play_sfx("hurt")          # hard dependency on AudioManager
    UIManager.update_health_bar(health)    # hard dependency on UIManager
    if health <= 0:
        GameState.record_death()           # hard dependency on GameState

# enemy.gd
func attack() -> void:
    AudioManager.play_sfx("attack")        # same AudioManager dependency again
// BAD, tight coupling via direct autoload / global access scattered everywhere

// Player.cs
public partial class Player : CharacterBody3D
{
    private int _health = 100;

    public void TakeDamage(int amount)
    {
        _health -= amount;
        GetNode<AudioManager>("/root/AudioManager").PlaySfx("hurt");        // hard dependency
        GetNode<UIManager>("/root/UIManager").UpdateHealthBar(_health);     // hard dependency
        if (_health <= 0)
            GetNode<GameState>("/root/GameState").RecordDeath();            // hard dependency
    }
}

// Enemy.cs
public partial class Enemy : CharacterBody3D
{
    public void Attack()
    {
        GetNode<AudioManager>("/root/AudioManager").PlaySfx("attack");      // same dependency again
    }
}

Problems with this approach:

Read the whole SKILL.md on GitHub

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