Add CollectableType.None and update project settings for Godot 4.6

This commit is contained in:
2026-02-01 13:11:14 +01:00
parent bfe951939d
commit 2bf903728b
17 changed files with 211 additions and 85 deletions

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@@ -1,4 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.5.1">
<Project Sdk="Godot.NET.Sdk/4.6.0">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>

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@@ -8,6 +8,10 @@
config_version=5
[animation]
compatibility/default_parent_skeleton_in_mesh_instance_3d=true
[application]
config/name="Mr. Brick Adventures"
@@ -19,11 +23,11 @@ config/version="in-dev"
run/main_scene="uid://cl00e2ocomk3m"
config/use_custom_user_dir=true
config/custom_user_dir_name="MrBrickAdventures"
config/features=PackedStringArray("4.5", "C#", "GL Compatibility")
config/features=PackedStringArray("4.6", "C#", "GL Compatibility")
run/max_fps=180
boot_splash/bg_color=Color(0, 0, 0, 1)
boot_splash/show_image=false
boot_splash/fullsize=false
boot_splash/stretch_mode=0
boot_splash/use_filter=false
config/icon="uid://jix7wdn0isr3"
@@ -35,7 +39,7 @@ UIManager="*res://Autoloads/UIManager.cs"
ConfigFileHandler="*res://Autoloads/ConfigFileHandler.cs"
SaveSystem="*res://Autoloads/SaveSystem.cs"
ConsoleManager="*res://Autoloads/ConsoleManager.cs"
LimboConsole="*res://addons/limbo_console/limbo_console.gd"
LimboConsole="*uid://dyxornv8vwibg"
DialogueManager="*res://addons/dialogue_manager/dialogue_manager.gd"
SteamManager="*res://Autoloads/SteamManager.cs"
AchievementManager="*res://objects/achievement_manager.tscn"

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@@ -1,4 +1,4 @@
[gd_resource type="Resource" script_class="SkillData" load_steps=5 format=3 uid="uid://dghnl301o1aiy"]
[gd_resource type="Resource" script_class="SkillData" format=3 uid="uid://dghnl301o1aiy"]
[ext_resource type="PackedScene" uid="uid://cdeh7wfc62fr4" path="res://objects/player_skills/brick_armor_skill_component.tscn" id="1_aqcna"]
[ext_resource type="Script" uid="uid://d4crrfmbgxnqf" path="res://scripts/Resources/SkillData.cs" id="1_unqwr"]

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@@ -1,4 +1,4 @@
[gd_resource type="Resource" script_class="SkillData" load_steps=6 format=3 uid="uid://d12defdtmlk0u"]
[gd_resource type="Resource" script_class="SkillData" format=3 uid="uid://d12defdtmlk0u"]
[ext_resource type="Script" uid="uid://d4crrfmbgxnqf" path="res://scripts/Resources/SkillData.cs" id="1_m360g"]
[ext_resource type="PackedScene" uid="uid://blwk5qduvdnxv" path="res://objects/player_skills/brick_shield_skill_component.tscn" id="1_xjknp"]

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@@ -1,4 +1,4 @@
[gd_resource type="Resource" script_class="SkillData" load_steps=5 format=3 uid="uid://bxsgq8703qx4u"]
[gd_resource type="Resource" script_class="SkillData" format=3 uid="uid://bxsgq8703qx4u"]
[ext_resource type="Script" uid="uid://d4crrfmbgxnqf" path="res://scripts/Resources/SkillData.cs" id="1_p5qvt"]
[ext_resource type="PackedScene" uid="uid://dwaxbojb44a6l" path="res://objects/player_skills/double_jump_skill.tscn" id="1_t7o84"]

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@@ -1,4 +1,4 @@
[gd_resource type="Resource" script_class="SkillData" load_steps=5 format=3 uid="uid://cseilsspimw1n"]
[gd_resource type="Resource" script_class="SkillData" format=3 uid="uid://cseilsspimw1n"]
[ext_resource type="PackedScene" uid="uid://lu3wvpqefekn" path="res://objects/player_skills/ground_pound_skill_component.tscn" id="1_auljr"]
[ext_resource type="Script" uid="uid://d4crrfmbgxnqf" path="res://scripts/Resources/SkillData.cs" id="1_i1qac"]

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@@ -1,4 +1,4 @@
[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://dua4ns4tdknd1"]
[gd_resource type="TileSet" format=3 uid="uid://dua4ns4tdknd1"]
[ext_resource type="Texture2D" uid="uid://cysarpu6snb2y" path="res://sprites/ppc-tileset.png" id="4_ffexy"]

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@@ -1,4 +1,4 @@
[gd_resource type="TileSet" load_steps=23 format=3 uid="uid://bc5a20s6kuy8e"]
[gd_resource type="TileSet" format=3 uid="uid://bc5a20s6kuy8e"]
[ext_resource type="Texture2D" uid="uid://djifxc5x0dyrw" path="res://sprites/ppc_tileset.png" id="1_ej5iv"]
[ext_resource type="PackedScene" uid="uid://54w4wisfj8v8" path="res://objects/entities/coin.tscn" id="2_31a0q"]

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@@ -1,4 +1,4 @@
[gd_resource type="TileSet" load_steps=9 format=3 uid="uid://bbppo0irxdmqy"]
[gd_resource type="TileSet" format=3 uid="uid://bbppo0irxdmqy"]
[ext_resource type="Texture2D" uid="uid://djifxc5x0dyrw" path="res://sprites/ppc_tileset.png" id="1_6ec4i"]
[ext_resource type="Texture2D" uid="uid://cw42lvnqxubq2" path="res://sprites/PS_Tileset_10_nes.png" id="2_0dgh6"]

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@@ -1,4 +1,4 @@
[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://ccffmjebvuoaj"]
[gd_resource type="TileSet" format=3 uid="uid://ccffmjebvuoaj"]
[ext_resource type="Texture2D" uid="uid://dxvevrm15uus1" path="res://sprites/flowers_tileset.png" id="1_6pkiv"]

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@@ -1,4 +1,4 @@
[gd_resource type="TileSet" load_steps=11 format=3 uid="uid://cu2sx7qigrqnv"]
[gd_resource type="TileSet" format=3 uid="uid://cu2sx7qigrqnv"]
[ext_resource type="Texture2D" uid="uid://do6m4ry8ss01e" path="res://sprites/PS_Tileset_12_nes.png" id="1_2p3w4"]
[ext_resource type="Texture2D" uid="uid://cw42lvnqxubq2" path="res://sprites/PS_Tileset_10_nes.png" id="2_43n76"]

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@@ -2,6 +2,7 @@ namespace Mr.BrickAdventures.scripts.Resources;
public enum CollectableType
{
None, // when no collectable type is specified
Coin,
Kid,
Health,

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@@ -18,6 +18,11 @@ public partial class RequirementComponent : Node
public override void _Ready()
{
if (RequirementType == CollectableType.None)
{
EmitSignalRequirementMet(RequirementType);
}
var collectables = GetTree().GetNodesInGroup(CollectableGroupName);
foreach (var collectable in collectables)
{

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@@ -13,6 +13,11 @@ public partial class UnlockOnRequirementComponent : Node
public override void _Ready()
{
RequirementComponent.RequirementMet += OnRequirementMet;
if (RequirementComponent.RequirementType == CollectableType.None)
{
OnRequirementMet(RequirementComponent.RequirementType);
}
}
private void OnRequirementMet(CollectableType requirementType)

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@@ -1,4 +1,4 @@
[gd_resource type="VisualShader" load_steps=5 format=3 uid="uid://bs4xvm4qkurpr"]
[gd_resource type="VisualShader" format=3 uid="uid://bs4xvm4qkurpr"]
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_m0j3m"]
parameter_name = "tint"
@@ -15,51 +15,6 @@ default_input_values = [0, 0.0, 1, 1.0, 2, 1e-05, 3, Vector3(0, 0, 0), 4, Vector
input_name = "color"
[resource]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform bool enabled = false;
uniform vec4 tint : source_color = vec4(1.000000, 1.000000, 1.000000, 1.000000);
void fragment() {
// BooleanParameter:3
bool n_out3p0 = enabled;
// ColorParameter:2
vec4 n_out2p0 = tint;
// Input:5
vec4 n_out5p0 = COLOR;
vec3 n_out4p0;
// If:4
float n_in4p1 = 1.00000;
float n_in4p2 = 0.00001;
if(abs((n_out3p0 ? 1.0 : 0.0) - n_in4p1) < n_in4p2)
{
n_out4p0 = vec3(n_out2p0.xyz);
}
else if((n_out3p0 ? 1.0 : 0.0) < n_in4p1)
{
n_out4p0 = vec3(n_out5p0.xyz);
}
else
{
n_out4p0 = vec3(n_out5p0.xyz);
}
// Output:0
COLOR.rgb = n_out4p0;
}
"
mode = 1
flags/light_only = false
nodes/fragment/0/position = Vector2(740, 560)