Add ChargeProgressBar, Credits, and GameOverScreen components for UI management
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scripts/UI/AudioSettings.cs.uid
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scripts/UI/AudioSettings.cs.uid
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uid://g61qqsymqfxd
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81
scripts/UI/ChargeProgressBar.cs
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81
scripts/UI/ChargeProgressBar.cs
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using Godot;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class ChargeProgressBar : Node
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{
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[Export] public ProgressBar ProgressBar { get; set; }
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[Export] public BrickThrowComponent ThrowComponent { get; set; }
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private ChargeThrowInputResource _throwInput;
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public override void _Ready()
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{
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Owner.ChildEnteredTree += OnNodeEntered;
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ProgressBar.Hide();
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SetupDependencies();
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}
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private void OnNodeEntered(Node node)
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{
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if (node is not BrickThrowComponent throwComponent || ThrowComponent != null) return;
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ThrowComponent = throwComponent;
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SetupDependencies();
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}
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private void SetupDependencies()
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{
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if (ThrowComponent.ThrowInputBehavior is ChargeThrowInputResource throwInput)
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{
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_throwInput = throwInput;
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}
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else
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{
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_throwInput = null;
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}
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if (_throwInput == null)
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{
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return;
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}
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if (!_throwInput.SupportsCharging())
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{
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ProgressBar.Hide();
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return;
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}
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SetupProgressBar();
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_throwInput.ChargeStarted += OnChargeStarted;
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_throwInput.ChargeStopped += OnChargeStopped;
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_throwInput.ChargeUpdated += OnChargeUpdated;
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}
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private void SetupProgressBar()
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{
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ProgressBar.MinValue = _throwInput.MinPower;
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ProgressBar.MaxValue = _throwInput.MaxPower;
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ProgressBar.Value = _throwInput.MinPower;
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ProgressBar.Step = 0.01f;
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ProgressBar.Hide();
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}
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private void OnChargeStarted()
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{
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ProgressBar.Show();
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}
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private void OnChargeStopped()
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{
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ProgressBar.Hide();
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}
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private void OnChargeUpdated(float chargeRatio)
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{
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ProgressBar.Value = chargeRatio;
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ProgressBar.Show();
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}
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}
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23
scripts/UI/Credits.cs
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scripts/UI/Credits.cs
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class Credits : Control
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{
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private UIManager _uiManager;
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public override void _Ready()
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{
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_uiManager = GetNode<UIManager>("/root/UIManager");
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (!@event.IsActionPressed("ui_cancel")) return;
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if (_uiManager != null && _uiManager.IsScreenOnTop(this))
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{
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_uiManager.PopScreen();
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}
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}
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}
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scripts/UI/GameOverScreen.cs
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scripts/UI/GameOverScreen.cs
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class GameOverScreen : Node
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{
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[Export] public Control GameOverPanel { get; set; }
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[Export] public Button RestartButton { get; set; }
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[Export] public Button MainMenuButton { get; set; }
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[Export] public PackedScene MainMenuScene { get; set; }
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private GameManager _gameManager;
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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RestartButton.Pressed += OnRestartClicked;
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MainMenuButton.Pressed += OnMainMenuClicked;
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}
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private void OnMainMenuClicked()
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{
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_gameManager.ResetPlayerState();
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GetTree().ChangeSceneToPacked(MainMenuScene);
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}
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private void OnRestartClicked()
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{
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_gameManager.RestartGame();
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}
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public void OnPlayerDeath()
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{
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if (_gameManager == null || _gameManager.GetLives() != 0) return;
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GameOverPanel.Show();
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}
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}
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