refactor: Consolidate skill component logic into SkillComponentBase and update manager access to singletons.

This commit is contained in:
2026-01-31 17:35:27 +01:00
parent 425fa5b940
commit 288f0b1916
27 changed files with 212 additions and 179 deletions

View File

@@ -13,9 +13,9 @@ public partial class ConsoleManager : Node
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_gameManager = GameManager.Instance;
_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
_skillManager = SkillManager.Instance;
}
private void AddCoinsCommand(int amount)

View File

@@ -14,6 +14,18 @@ public partial class FloatingTextManager : Node
[Export] public Color CoinColor { get; set; } = new Color("#ebd320"); // Gold
[Export] public Color MessageColor { get; set; } = new Color("#ffffff"); // White
public static FloatingTextManager Instance { get; private set; }
public override void _Ready()
{
Instance = this;
}
public override void _ExitTree()
{
if (Instance == this) Instance = null;
}
public void ShowDamage(float amount, Vector2 position)
{
var text = Mathf.Round(amount * 100f).ToString(CultureInfo.InvariantCulture);

View File

@@ -30,6 +30,8 @@ public partial class GameManager : Node
/// </summary>
private GameStateStore Store => GameStateStore.Instance;
public static GameManager Instance { get; private set; }
public override void _EnterTree()
{
GetTree().NodeAdded += OnNodeAdded;
@@ -38,6 +40,7 @@ public partial class GameManager : Node
public override void _ExitTree()
{
if (Instance == this) Instance = null;
GetTree().NodeAdded -= OnNodeAdded;
GetTree().NodeRemoved -= OnNodeRemoved;
_sceneNodes.Clear();
@@ -45,6 +48,7 @@ public partial class GameManager : Node
public override void _Ready()
{
Instance = this;
_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
}
@@ -140,11 +144,9 @@ public partial class GameManager : Node
{
if (Store == null) return new Array<SkillData>();
var skills = Store.GetAllUnlockedSkills();
var result = new Array<SkillData>();
foreach (var s in Store.Player.UnlockedSkills)
result.Add(s);
foreach (var s in Store.Session.SkillsUnlocked)
if (!result.Contains(s)) result.Add(s);
foreach (var s in skills) result.Add(s);
return result;
}

View File

@@ -1,4 +1,5 @@
using Godot;
using System.Collections.Generic;
using Mr.BrickAdventures.scripts.Resources;
using Mr.BrickAdventures.scripts.State;
@@ -163,6 +164,19 @@ public partial class GameStateStore : Node
Session.SkillsUnlocked.Clear();
}
/// <summary>
/// Gets all unlocked skills from player persistence and current session.
/// </summary>
public List<SkillData> GetAllUnlockedSkills()
{
var result = new List<SkillData>(Player.UnlockedSkills);
foreach (var skill in Session.SkillsUnlocked)
{
if (!result.Contains(skill)) result.Add(skill);
}
return result;
}
#endregion
#region Reset Operations

View File

@@ -14,12 +14,24 @@ public partial class SaveSystem : Node
[Export] public string SavePath { get; set; } = "user://savegame.json";
[Export] public int Version { get; set; } = 2;
public static SaveSystem Instance { get; private set; }
private static readonly JsonSerializerOptions JsonOptions = new()
{
WriteIndented = true,
PropertyNamingPolicy = JsonNamingPolicy.CamelCase
};
public override void _Ready()
{
Instance = this;
}
public override void _ExitTree()
{
if (Instance == this) Instance = null;
}
public void SaveGame()
{
var store = GameStateStore.Instance;

View File

@@ -18,6 +18,8 @@ public partial class SkillManager : Node
public Dictionary ActiveComponents { get; private set; } = new();
public static SkillManager Instance { get; private set; }
[Signal]
public delegate void ActiveThrowSkillChangedEventHandler(BrickThrowComponent throwComponent);
[Signal]
@@ -25,9 +27,15 @@ public partial class SkillManager : Node
public override void _Ready()
{
Instance = this;
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
}
public override void _ExitTree()
{
if (Instance == this) Instance = null;
}
/// <summary>
/// Called by the PlayerController from its _Ready method to register itself with the manager.
/// </summary>
@@ -143,7 +151,6 @@ public partial class SkillManager : Node
{
if (s.Name == skillName)
{
s.IsActive = false;
break;
}
}
@@ -188,12 +195,16 @@ public partial class SkillManager : Node
return null;
}
public bool IsSkillActive(SkillData skill)
{
return skill != null && ActiveComponents.ContainsKey(skill.Name);
}
public void ActivateSkill(SkillData skill)
{
if (!ActiveComponents.ContainsKey(skill.Name))
{
AddSkill(skill);
skill.IsActive = true;
}
}
@@ -202,7 +213,6 @@ public partial class SkillManager : Node
if (ActiveComponents.ContainsKey(skill.Name))
{
RemoveSkill(skill.Name);
skill.IsActive = false;
}
}

View File

@@ -14,7 +14,7 @@ public partial class SkillCollectHandler : Node
public override void _Ready()
{
_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
_skillManager = SkillManager.Instance;
EventBus.Instance.SkillCollected += OnSkillCollected;
}
@@ -34,7 +34,6 @@ public partial class SkillCollectHandler : Node
GameStateStore.Instance?.UnlockSkillInSession(skill);
// Immediately activate the skill for the player
skill.IsActive = true;
skill.Level = 1;
_skillManager?.AddSkill(skill);

View File

@@ -10,11 +10,10 @@ public partial class SkillData : Resource
[Export] public string Name { get; set; } = "New Skill";
[Export] public string Description { get; set; } = "New Skill";
[Export] public Texture2D Icon { get; set; }
[Export] public bool IsActive { get; set; } = false;
[Export] public int Level { get; set; } = 1;
[Export] public SkillType Type { get; set; } = SkillType.Throw;
[Export] public PackedScene Node { get; set; }
[Export] public Array<SkillUpgrade> Upgrades { get; set; } = [];
public int MaxLevel => Upgrades.Count;
}

View File

@@ -20,7 +20,7 @@ public partial class DeathScreen : Control
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_gameManager = GameManager.Instance;
// Subscribe to lives changed event for reactive updates
EventBus.Instance.LivesChanged += OnLivesChanged;

View File

@@ -15,7 +15,7 @@ public partial class GameOverScreen : Control
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_gameManager = GameManager.Instance;
RestartButton.Pressed += OnRestartClicked;
MainMenuButton.Pressed += OnMainMenuClicked;
}

View File

@@ -16,7 +16,7 @@ public partial class Hud : Control
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_gameManager = GameManager.Instance;
}
public override void _Process(double delta)

View File

@@ -22,8 +22,8 @@ public partial class MainMenu : Control
public override void _Ready()
{
_saveSystem = GetNode<SaveSystem>(Constants.SaveSystemPath);
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_saveSystem = SaveSystem.Instance;
_gameManager = GameManager.Instance;
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
NewGameButton.Pressed += OnNewGamePressed;

View File

@@ -26,9 +26,8 @@ public partial class Marketplace : Control
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
_skillManager.SkillRemoved += OnSkillRemoved;
_gameManager = GameManager.Instance;
_skillManager = SkillManager.Instance;
Skills = _skillManager.AvailableSkills;
@@ -42,11 +41,16 @@ public partial class Marketplace : Control
foreach (var skill in unlockedSkills) CreateSkillButton(skill);
SkillUnlockerComponent.SkillUnlocked += OnSkillUnlocked;
EventBus.Instance.SkillCollected += OnGlobalSkillCollected;
}
public override void _ExitTree()
{
SkillUnlockerComponent.SkillUnlocked -= OnSkillUnlocked;
if (EventBus.Instance != null)
{
EventBus.Instance.SkillCollected -= OnGlobalSkillCollected;
}
}
public override void _Input(InputEvent @event)
@@ -81,7 +85,7 @@ public partial class Marketplace : Control
foreach (var btn in _skillButtons)
{
if (btn.Data.IsActive) btn.Activate();
if (_skillManager.IsSkillActive(btn.Data)) btn.Activate();
else btn.Deactivate();
}
}
@@ -118,7 +122,7 @@ public partial class Marketplace : Control
if (skill.Level < skill.MaxLevel)
{
SkillUnlockerComponent.TryUpgradeSkill(skill);
if (!skill.IsActive) SkillUnlockerComponent.SkillManager.ToggleSkillActivation(skill);
if (!SkillUnlockerComponent.SkillManager.IsSkillActive(skill)) SkillUnlockerComponent.SkillManager.ToggleSkillActivation(skill);
}
else
{
@@ -137,28 +141,15 @@ public partial class Marketplace : Control
foreach (var btn in _skillButtons)
{
if (btn.Data.IsActive)
if (SkillUnlockerComponent.SkillManager.IsSkillActive(btn.Data))
btn.Activate();
else
btn.Deactivate();
}
}
private void OnSkillRemoved(SkillData skill)
private void OnGlobalSkillCollected(SkillData skill, Vector2 position)
{
SkillButton buttonToRemove = null;
foreach (var button in _skillButtons)
{
if (button.Data == skill)
{
buttonToRemove = button;
break;
}
}
if (buttonToRemove != null)
{
_skillButtons.Remove(buttonToRemove);
buttonToRemove.QueueFree();
}
OnSkillUnlocked(skill);
}
}

View File

@@ -19,7 +19,7 @@ public partial class MarketplaceButton : Button
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_gameManager = GameManager.Instance;
var player = _gameManager.Player;
if (player == null) return;
@@ -29,7 +29,7 @@ public partial class MarketplaceButton : Button
_skillUnlockerComponent.SkillUnlocked += OnSkillStateChanged;
}
_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
_skillManager = SkillManager.Instance;
_skillManager.SkillRemoved += OnSkillStateChanged;
UpdateButtonState();

View File

@@ -19,7 +19,7 @@ public partial class PauseMenu : Control
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_gameManager = GameManager.Instance;
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
ResumeButton.Pressed += OnResumePressed;

View File

@@ -5,26 +5,27 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class BrickArmorSkillComponent : Node, ISkill
public partial class BrickArmorSkillComponent : SkillComponentBase
{
private HealthComponent _healthComponent;
private SkillData _skillData;
private float _armorBonus = 0;
public void Initialize(Node owner, SkillData data)
public override void Initialize(Node owner, SkillData data)
{
if (owner is not PlayerController player) return;
_healthComponent = player.GetNode<HealthComponent>("HealthComponent");
_skillData = data;
base.Initialize(owner, data);
if (Player != null)
{
_healthComponent = Player.GetNode<HealthComponent>("HealthComponent");
}
}
public void Activate()
public override void Activate()
{
if (_healthComponent == null || _skillData == null) return;
ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]);
if (_healthComponent == null || Data == null) return;
ApplyUpgrade(Data.Upgrades[Data.Level - 1]);
}
public void Deactivate()
public override void Deactivate()
{
if (_healthComponent == null) return;
_healthComponent.MaxHealth -= _armorBonus;
@@ -35,7 +36,7 @@ public partial class BrickArmorSkillComponent : Node, ISkill
_armorBonus = 0;
}
public void ApplyUpgrade(SkillUpgrade upgrade)
public override void ApplyUpgrade(SkillUpgrade upgrade)
{
if (_healthComponent == null || upgrade == null) return;

View File

@@ -7,41 +7,33 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class BrickShieldSkillComponent : Node, ISkill
public partial class BrickShieldSkillComponent : SkillComponentBase
{
[Export] public PackedScene ShieldScene { get; set; }
private PlayerController _player;
private Node2D _shieldInstance;
private SkillData _skillData;
private GameManager _gameManager;
private SkillManager _skillManager;
private HealthComponent _shieldHealth;
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
_gameManager = GameManager.Instance;
_skillManager = SkillManager.Instance;
}
public void Initialize(Node owner, SkillData data)
public override void Activate()
{
_player = owner as PlayerController;
_skillData = data;
}
public void Activate()
{
if (_player == null || ShieldScene == null || _shieldInstance != null) return;
if (Player == null || ShieldScene == null || _shieldInstance != null) return;
_shieldInstance = ShieldScene.Instantiate<Node2D>();
_player.AddChild(_shieldInstance);
Player.AddChild(_shieldInstance);
_shieldInstance.Position = Vector2.Zero;
_shieldInstance.TreeExiting += OnShieldDestroyed;
_shieldHealth = _shieldInstance.GetNode<HealthComponent>("HealthComponent");
}
public void Deactivate()
public override void Deactivate()
{
if (_shieldInstance != null && IsInstanceValid(_shieldInstance))
{
@@ -51,7 +43,7 @@ public partial class BrickShieldSkillComponent : Node, ISkill
_shieldInstance = null;
}
public void ApplyUpgrade(SkillUpgrade upgrade)
public override void ApplyUpgrade(SkillUpgrade upgrade)
{
upgrade.Properties.TryGetValue("shield_health", out var newHealth);
if (_shieldHealth != null)
@@ -63,10 +55,10 @@ public partial class BrickShieldSkillComponent : Node, ISkill
private void OnShieldDestroyed()
{
if (_gameManager != null && _skillData != null && _skillManager != null)
if (_gameManager != null && Data != null && _skillManager != null)
{
_gameManager.RemoveSkill(_skillData.Name);
_skillManager.RemoveSkill(_skillData.Name);
_gameManager.RemoveSkill(Data.Name);
_skillManager.RemoveSkill(Data.Name);
}
_shieldInstance = null;
}

View File

@@ -5,16 +5,14 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class BrickThrowComponent : Node, ISkill
public partial class BrickThrowComponent : SkillComponentBase
{
[Export] public PackedScene BrickScene { get; set; }
[Export] public float FireRate { get; set; } = 1.0f;
[Export] public PlayerController PlayerController { get; set; }
[Export] public ThrowInputResource ThrowInputBehavior { get; set; }
private bool _canThrow = true;
private Timer _timer;
private SkillData _skillData;
public override void _Ready()
{
@@ -59,60 +57,54 @@ public partial class BrickThrowComponent : Node, ISkill
private void ThrowBrick(float powerMultiplier = 1f)
{
if (!_canThrow || PlayerController == null || BrickScene == null)
if (!_canThrow || Player == null || BrickScene == null)
return;
var instance = BrickScene.Instantiate<Node2D>();
var init = instance.GetNodeOrNull<ProjectileInitComponent>("ProjectileInitComponent");
if (init != null)
{
var @params = new ProjectileInitParams()
{
Position = PlayerController.GlobalPosition,
Rotation = PlayerController.Rotation,
Direction = PlayerController.LastDirection,
Position = Player.GlobalPosition,
Rotation = Player.Rotation,
Direction = Player.LastDirection,
PowerMultiplier = powerMultiplier,
};
init.Initialize(@params);
}
GetTree().CurrentScene.AddChild(instance);
_canThrow = false;
_timer.Start();
}
public void Initialize(Node owner, SkillData data)
public override void Initialize(Node owner, SkillData data)
{
PlayerController = owner as PlayerController;
_skillData = data;
base.Initialize(owner, data);
ThrowInputBehavior = (ThrowInputResource)ThrowInputBehavior?.Duplicate();
if (PlayerController == null)
if (Data.Level > 0 && Data.Upgrades.Count >= Data.Level)
{
GD.PushError("BrickThrowComponent: Owner is not a PlayerController.");
}
if (_skillData.Level > 0 && _skillData.Upgrades.Count >= _skillData.Level)
{
ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]);
ApplyUpgrade(Data.Upgrades[Data.Level - 1]);
}
}
public void Activate()
public override void Activate()
{
if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested += ThrowBrick;
SetProcessInput(true);
}
public void Deactivate()
public override void Deactivate()
{
if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested -= ThrowBrick;
}
public void ApplyUpgrade(SkillUpgrade upgrade)
public override void ApplyUpgrade(SkillUpgrade upgrade)
{
foreach (var property in upgrade.Properties)
{

View File

@@ -6,40 +6,25 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class DoubleJumpSkillComponent : Node, ISkill
public partial class DoubleJumpSkillComponent : SkillComponentBase
{
[Export] private PackedScene _doubleJumpAbilityScene;
private PlayerController _playerController;
public void Initialize(Node owner, SkillData data)
{
_playerController = owner as PlayerController;
if (_playerController == null)
{
GD.PrintErr("DoubleJumpSkillComponent must be a child of a PlayerController.");
}
}
public void Activate()
public override void Activate()
{
if (_playerController == null) return;
if (Player == null) return;
var hasAbility = _playerController.GetActiveAbilities().Any(ability => ability is DoubleJumpAbility);
var hasAbility = Player.GetActiveAbilities().Any(ability => ability is DoubleJumpAbility);
if (!hasAbility)
{
var abilityInstance = _doubleJumpAbilityScene.Instantiate<DoubleJumpAbility>();
_playerController.AddAbility(abilityInstance);
Player.AddAbility(abilityInstance);
}
}
public void Deactivate()
public override void Deactivate()
{
_playerController?.RemoveAbility<DoubleJumpAbility>();
}
public void ApplyUpgrade(SkillUpgrade upgrade)
{
Player?.RemoveAbility<DoubleJumpAbility>();
}
}

View File

@@ -22,7 +22,7 @@ public partial class ExitDoorComponent : Area2D, IUnlockable
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_gameManager = GameManager.Instance;
_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
BodyEntered += OnExitAreaBodyEntered;

View File

@@ -5,62 +5,59 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class GroundPoundSkillComponent : Node, ISkill
public partial class GroundPoundSkillComponent : SkillComponentBase
{
[Export] public float PoundForce { get; set; } = 1200f;
[Export] public PackedScene ShockwaveScene { get; set; }
private PlayerController _player;
private PlayerInputHandler _input;
private bool _isPounding = false;
public void Initialize(Node owner, SkillData data)
public override void Initialize(Node owner, SkillData data)
{
_player = owner as PlayerController;
if (_player != null)
base.Initialize(owner, data);
if (Player != null)
{
_input = _player.GetNode<PlayerInputHandler>("PlayerInputHandler");
_input = Player.GetNode<PlayerInputHandler>("PlayerInputHandler");
}
}
public override void _PhysicsProcess(double delta)
{
if (_player == null || _input == null)
if (Player == null || _input == null)
{
return;
}
// Check if we just landed from a ground pound to create the shockwave.
if (_isPounding && _player.IsOnFloor())
if (_isPounding && Player.IsOnFloor())
{
_isPounding = false;
if (ShockwaveScene != null)
{
var shockwave = ShockwaveScene.Instantiate<Node2D>();
_player.GetParent()?.AddChild(shockwave);
shockwave.GlobalPosition = _player.GlobalPosition;
Player.GetParent()?.AddChild(shockwave);
shockwave.GlobalPosition = Player.GlobalPosition;
}
}
// Check to initiate a ground pound. The player must be in the air.
if (_input.DownHeld && !_player.IsOnFloor() && !_isPounding)
if (_input.DownHeld && !Player.IsOnFloor() && !_isPounding)
{
// Apply a strong downward force, zeroing out horizontal movement.
_player.Velocity = new Vector2(0, PoundForce);
Player.Velocity = new Vector2(0, PoundForce);
_isPounding = true;
}
}
public void Activate()
public override void Activate()
{
SetPhysicsProcess(true);
}
public void Deactivate()
public override void Deactivate()
{
SetPhysicsProcess(false);
_isPounding = false;
}
public void ApplyUpgrade(SkillUpgrade upgrade) { }
}

View File

@@ -7,14 +7,12 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class MagneticSkillComponent : Node, ISkill
public partial class MagneticSkillComponent : SkillComponentBase
{
[Export] public Area2D MagneticArea { get; set; }
[Export] public float MagneticMoveDuration { get; set; } = 1.25f;
private Array<Node2D> _collectablesToPickUp = [];
private Node2D _owner;
private SkillData _skillData;
public override void _Process(double delta)
{
@@ -25,11 +23,11 @@ public partial class MagneticSkillComponent : Node, ISkill
_collectablesToPickUp.Remove(collectable);
continue;
}
MoveCollectableToOwner(collectable);
}
}
private void OnBodyEntered(Node2D body)
{
if (!HasComponentInChildren(body, "CollectableComponent")) return;
@@ -37,11 +35,11 @@ public partial class MagneticSkillComponent : Node, ISkill
if (_collectablesToPickUp.Contains(body)) return;
_collectablesToPickUp.Add(body);
}
private void OnAreaEntered(Area2D area)
{
if (!HasComponentInChildren(area, "CollectableComponent")) return;
if (_collectablesToPickUp.Contains(area)) return;
_collectablesToPickUp.Add(area);
}
@@ -49,7 +47,7 @@ public partial class MagneticSkillComponent : Node, ISkill
private bool HasComponentInChildren(Node node, string componentName)
{
if (node == null) return false;
if (node.HasNode(componentName)) return true;
foreach (var child in node.GetChildren())
@@ -59,28 +57,27 @@ public partial class MagneticSkillComponent : Node, ISkill
return true;
}
}
return false;
}
private void MoveCollectableToOwner(Node2D collectable)
{
if (!IsInstanceValid(collectable) || !IsInstanceValid(_owner)) return;
var direction = (_owner.GlobalPosition - collectable.GlobalPosition).Normalized();
if (!IsInstanceValid(collectable) || !IsInstanceValid(Player)) return;
var direction = (Player.GlobalPosition - collectable.GlobalPosition).Normalized();
var speed = direction.Length() / MagneticMoveDuration;
collectable.GlobalPosition += direction.Normalized() * speed;
}
public void Initialize(Node owner, SkillData data)
public override void Initialize(Node owner, SkillData data)
{
_owner = owner as Node2D;
_skillData = data;
if (_owner == null)
base.Initialize(owner, data);
if (Player == null)
{
GD.PushWarning("MagneticSkillComponent: Owner is not a Node2D.");
GD.PushWarning("MagneticSkillComponent: Owner is not a Player/Node2D.");
}
if (MagneticArea == null)
@@ -96,34 +93,34 @@ public partial class MagneticSkillComponent : Node, ISkill
}
}
}
if (_skillData.Level > 0 && _skillData.Upgrades.Count >= _skillData.Level)
if (Data.Level > 0 && Data.Upgrades.Count >= Data.Level)
{
ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]);
ApplyUpgrade(Data.Upgrades[Data.Level - 1]);
}
}
public void Activate()
public override void Activate()
{
if (MagneticArea == null)
{
GD.PushError("MagneticSkillComponent: MagneticArea is not set.");
return;
}
MagneticArea.BodyEntered += OnBodyEntered;
MagneticArea.AreaEntered += OnAreaEntered;
}
public void Deactivate()
public override void Deactivate()
{
if (MagneticArea == null) return;
MagneticArea.BodyEntered -= OnBodyEntered;
MagneticArea.AreaEntered -= OnAreaEntered;
}
public void ApplyUpgrade(SkillUpgrade upgrade)
public override void ApplyUpgrade(SkillUpgrade upgrade)
{
foreach (var property in upgrade.Properties)
{

View File

@@ -16,7 +16,7 @@ public partial class PlayerDeathComponent : Node2D
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_gameManager = GameManager.Instance;
HealthComponent.Death += OnDeath;
}

View File

@@ -0,0 +1,29 @@
using Godot;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
/// <summary>
/// Base class for all skill components to reduce boilerplate.
/// </summary>
public abstract partial class SkillComponentBase : Node, ISkill
{
protected PlayerController Player { get; private set; }
protected SkillData Data { get; private set; }
public virtual void Initialize(Node owner, SkillData data)
{
Player = owner as PlayerController;
Data = data;
if (Player == null)
{
GD.PrintErr($"{GetType().Name} must be a child of a PlayerController.");
}
}
public abstract void Activate();
public abstract void Deactivate();
public virtual void ApplyUpgrade(SkillUpgrade upgrade) { }
}

View File

@@ -0,0 +1 @@
uid://dvuevrf5vr5jk

View File

@@ -20,8 +20,8 @@ public partial class SkillUnlockerComponent : Node
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
SkillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
_gameManager = GameManager.Instance;
SkillManager = SkillManager.Instance;
}
private bool HasEnoughCoins(int amount)
@@ -36,7 +36,6 @@ public partial class SkillUnlockerComponent : Node
if (!HasEnoughCoins(skill.Upgrades[0].Cost)) return false;
skill.Level = 1;
skill.IsActive = true;
_gameManager.RemoveCoins(skill.Upgrades[0].Cost);
// Add to session state via GameStateStore

View File

@@ -5,18 +5,19 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class XRayVisionSkillComponent : Node, ISkill
public partial class XRayVisionSkillComponent : SkillComponentBase
{
[Export(PropertyHint.Layers2DRender)] public uint SecretLayer { get; set; }
[Export] public float Duration { get; set; } = 5.0f;
private Camera2D _camera;
private Viewport _viewport;
private uint _originalVisibilityLayer;
private Timer _timer;
public void Initialize(Node owner, SkillData data)
public override void Initialize(Node owner, SkillData data)
{
base.Initialize(owner, data);
_viewport = GetViewport();
_camera = GetViewport().GetCamera2D();
_timer = new Timer { OneShot = true };
@@ -24,16 +25,16 @@ public partial class XRayVisionSkillComponent : Node, ISkill
_timer.Timeout += Deactivate;
}
public void Activate()
public override void Activate()
{
if (_camera == null) return;
_originalVisibilityLayer = _camera.VisibilityLayer;
_camera.VisibilityLayer |= SecretLayer;
_timer.Start(Duration);
}
public void Deactivate()
public override void Deactivate()
{
if (_camera != null)
{
@@ -41,7 +42,7 @@ public partial class XRayVisionSkillComponent : Node, ISkill
}
}
public void ApplyUpgrade(SkillUpgrade upgrade)
public override void ApplyUpgrade(SkillUpgrade upgrade)
{
if (upgrade.Properties.TryGetValue("duration", out var newDuration))
{