Add FallOnDetectionComponent and CleanupOnCollisionComponent; implement falling detection and cleanup on collision
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47
scripts/components/FallOnDetectionComponent.cs
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47
scripts/components/FallOnDetectionComponent.cs
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@@ -0,0 +1,47 @@
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class FallOnDetectionComponent : Node2D
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{
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[Export] public Area2D DetectionArea { get; set; }
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[Export] public RigidBody2D TargetBody { get; set; }
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[Export] public float FallDelay { get; set; } = 0.2f;
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private bool _hasTriggered = false;
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public override void _Ready()
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{
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if (DetectionArea == null)
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{
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GD.PrintErr("FallOnDetectionComponent: DetectionArea is not set.");
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SetProcess(false);
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return;
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}
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if (TargetBody == null)
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{
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GD.PrintErr("FallOnDetectionComponent: TargetBody is not set.");
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SetProcess(false);
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return;
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}
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DetectionArea.BodyEntered += OnBodyEntered;
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}
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private async void OnBodyEntered(Node2D body)
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{
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if (_hasTriggered) return;
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_hasTriggered = true;
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if (FallDelay > 0)
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{
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await ToSignal(GetTree().CreateTimer(FallDelay), Timer.SignalName.Timeout);
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}
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if (IsInstanceValid(TargetBody))
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{
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TargetBody.GravityScale = 1.0f;
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}
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}
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}
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