feat: Add Rider IDE configuration files and update project settings, along with minor script and export preset modifications.
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@@ -9,14 +9,20 @@ namespace Mr.BrickAdventures.scripts.components;
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public partial class CollectableComponent : Node
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{
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private bool _hasFadeAway = false;
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[Export] public Area2D Area2D { get; set; }
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[Export] public CollisionShape2D CollisionShape { get; set; }
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[Export] public CollectableResource Data { get; set; }
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[Export] public AudioStreamPlayer2D Sfx {get; set; }
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[Export] public AudioStreamPlayer2D Sfx { get; set; }
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[Signal] public delegate void CollectedEventHandler(float amount, CollectableType type, Node2D body);
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/// <summary>
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/// Delegate for checking if collection should be allowed.
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/// Return false to prevent collection.
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/// </summary>
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public Func<Node2D, bool> CanCollect { get; set; }
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private FloatingTextManager _floatingTextManager;
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public override void _Ready()
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@@ -25,10 +31,10 @@ public partial class CollectableComponent : Node
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Area2D.BodyEntered += OnArea2DBodyEntered;
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else
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GD.PushError("Collectable node missing Area2D node.");
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if (Owner.HasNode("FadeAwayComponent"))
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_hasFadeAway = true;
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_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
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}
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@@ -38,6 +44,9 @@ public partial class CollectableComponent : Node
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{
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if (!body.HasNode("CanPickUpComponent")) return;
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// Allow components to veto collection (e.g., full health for potions)
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if (CanCollect != null && !CanCollect(body)) return;
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if (Owner is Node2D ownerNode)
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{
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switch (Data.Type)
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@@ -53,13 +62,13 @@ public partial class CollectableComponent : Node
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break;
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}
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}
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EmitSignalCollected(Data.Amount, Data.Type, body);
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CollisionShape?.CallDeferred("set_disabled", true);
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Sfx?.Play();
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if (_hasFadeAway) return;
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if (Sfx != null)
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await ToSignal(Sfx, AudioStreamPlayer2D.SignalName.Finished);
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Owner.QueueFree();
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@@ -16,16 +16,27 @@ public partial class HealComponent : Node
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GD.PushError("HealComponent: Collectable is not set.");
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return;
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}
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// Register check to prevent collecting when at full health
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Collectable.CanCollect = CanCollectHealth;
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Collectable.Collected += OnCollected;
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}
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private bool CanCollectHealth(Node2D body)
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{
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var healthComponent = body.GetNodeOrNull<HealthComponent>("HealthComponent");
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if (healthComponent == null) return true; // Allow collection if no health component
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// Prevent collection if already at full health
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return healthComponent.Health < healthComponent.MaxHealth;
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}
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private void OnCollected(float amount, CollectableType type, Node2D body)
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{
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if (type != CollectableType.Health) return;
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if (Collectable == null) return;
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var healthComponent = body.GetNodeOrNull<HealthComponent>("HealthComponent");
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if (healthComponent == null) return;
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@@ -34,14 +45,14 @@ public partial class HealComponent : Node
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{
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PlayHealFx();
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}
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Owner.QueueFree();
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}
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private void PlayHealFx()
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{
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if (HealFx == null) return;
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HealFx.Restart();
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HealFx.Emitting = true;
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}
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