Add new components: HealComponent, HitComponent, HomingMissileMotionComponent, LeverComponent, and TriggerLeverComponent
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66
scripts/components/LeverComponent.cs
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66
scripts/components/LeverComponent.cs
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using System.Threading.Tasks;
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class LeverComponent : Node
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{
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[Export] public Area2D Area { get; set; }
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[Export] public Sprite2D Sprite { get; set; }
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[Export] public int StartAnimationIndex { get; set; } = 0;
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[Export] public float AnimationDuration { get; set; } = 0.5f;
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[Export] public AudioStreamPlayer2D Sfx { get; set; }
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[Signal]
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public delegate void ActivatedEventHandler();
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public override void _Ready()
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{
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if (Area == null)
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{
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GD.PushError("LeverComponent: Area is not set.");
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return;
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}
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if (Sprite == null)
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{
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GD.PushError("LeverComponent: Sprite is not set.");
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return;
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}
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Area.BodyEntered += OnBodyEntered;
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Area.AreaEntered += OnAreaEntered;
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}
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private void OnAreaEntered(Area2D area)
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{
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HandleTriggerLogic(area);
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}
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private void OnBodyEntered(Node2D body)
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{
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HandleTriggerLogic(body);
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}
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private async Task Activate()
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{
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EmitSignalActivated();
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Sfx?.Play();
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Sprite.Frame = StartAnimationIndex + 1;
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var timer = GetTree().CreateTimer(AnimationDuration);
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await timer.ToSignal(timer, Timer.SignalName.Timeout);
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Sprite.Frame = StartAnimationIndex;
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}
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private void HandleTriggerLogic(Node2D obj)
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{
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var triggerLever = obj.GetNodeOrNull<TriggerLeverComponent>("TriggerLeverComponent");
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if (triggerLever == null)
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{
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GD.PushWarning("LeverComponent: TriggerLeverComponent not found in body.");
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return;
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}
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_ = Activate();
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}
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}
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