Add FallOnDetectionComponent and CleanupOnCollisionComponent; implement falling detection and cleanup on collision

This commit is contained in:
2025-09-13 22:04:36 +02:00
parent bc3108ea37
commit 3d8694377a
25 changed files with 1998 additions and 118 deletions

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using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class CleanupOnCollisionComponent : Node
{
[Export(PropertyHint.Range, "0, 5, 0.1")] public float CleanupDelay { get; set; } = 0.5f;
private RigidBody2D _body;
private CleanupComponent _cleanupComponent;
private bool _isCleaningUp = false;
public override void _Ready()
{
_body = Owner as RigidBody2D;
if (_body == null)
{
GD.PrintErr("CleanupOnCollisionComponent must be attached to a RigidBody2D.");
SetProcess(false);
return;
}
_cleanupComponent = Owner.GetNode<CleanupComponent>("CleanupComponent");
if (_cleanupComponent == null)
{
GD.PrintErr("CleanupOnCollisionComponent requires a CleanupComponent on the same node.");
SetProcess(false);
return;
}
_body.BodyEntered += (_) => OnBodyEntered();
}
private async void OnBodyEntered()
{
if (_isCleaningUp) return;
_isCleaningUp = true;
await ToSignal(GetTree().CreateTimer(CleanupDelay), Timer.SignalName.Timeout);
_cleanupComponent?.CleanUp();
}
}

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using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class FallOnDetectionComponent : Node2D
{
[Export] public Area2D DetectionArea { get; set; }
[Export] public RigidBody2D TargetBody { get; set; }
[Export] public float FallDelay { get; set; } = 0.2f;
private bool _hasTriggered = false;
public override void _Ready()
{
if (DetectionArea == null)
{
GD.PrintErr("FallOnDetectionComponent: DetectionArea is not set.");
SetProcess(false);
return;
}
if (TargetBody == null)
{
GD.PrintErr("FallOnDetectionComponent: TargetBody is not set.");
SetProcess(false);
return;
}
DetectionArea.BodyEntered += OnBodyEntered;
}
private async void OnBodyEntered(Node2D body)
{
if (_hasTriggered) return;
_hasTriggered = true;
if (FallDelay > 0)
{
await ToSignal(GetTree().CreateTimer(FallDelay), Timer.SignalName.Timeout);
}
if (IsInstanceValid(TargetBody))
{
TargetBody.GravityScale = 1.0f;
}
}
}

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