Add skill management system with unlocker and save functionality

This commit is contained in:
2025-04-27 14:15:03 +02:00
parent f880d1a811
commit 49a652a5b1
16 changed files with 294 additions and 32 deletions

View File

@@ -4,6 +4,9 @@ extends Node
@export var damage: float = 0.25
@export var area2d: Area2D
@export var status_effect_data: StatusEffectDataResource
@export var damage_timer: Timer
var current_target: Node = null
signal effect_inflicted(target: Node2D, effect: StatusEffectDataResource)
@@ -13,13 +16,34 @@ func _ready() -> void:
return
area2d.body_entered.connect(on_area2d_body_entered)
area2d.body_exited.connect(on_area2d_body_exited)
area2d.area_entered.connect(on_area2d_area_entered)
if damage_timer:
damage_timer.timeout.connect(on_damage_timer_timeout)
func _process(_delta: float) -> void:
if not current_target:
return
if damage_timer:
return
process_entity_and_apply_damage(current_target)
func deal_damage(target: HealthComponent) -> void:
target.decrease_health(damage)
func on_area2d_body_entered(body: Node2D) -> void:
func on_damage_timer_timeout() -> void:
if not current_target:
return
process_entity_and_apply_damage(current_target)
func process_entity_and_apply_damage(body: Node2D) -> void:
if body.has_node("HealthComponent"):
var health_component: HealthComponent = body.get_node("HealthComponent")
var invulnerability_component: InvulnerabilityComponent = body.get_node_or_null("InvulnerabilityComponent")
@@ -34,3 +58,27 @@ func on_area2d_body_entered(body: Node2D) -> void:
if invulnerability_component:
invulnerability_component.activate()
func on_area2d_body_entered(body: Node2D) -> void:
current_target = body
if damage_timer:
damage_timer.start()
process_entity_and_apply_damage(body)
func on_area2d_body_exited(body: Node2D) -> void:
if body == current_target:
current_target = null
if damage_timer:
damage_timer.stop()
func on_area2d_area_entered(area: Area2D) -> void:
if area == area2d:
return
var parent := area.get_parent()
if parent.has_node("DamageComponent"):
process_entity_and_apply_damage(parent)

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@@ -0,0 +1,34 @@
class_name SkillUnlockerComponent
extends Node
@export var skill_manager: SkillManager
@onready var game_manager: GM = $"/root/GameManager"
func try_unlock_skill(skill_data: SkillData) -> void:
if not game_manager:
return
if game_manager.is_skill_unlocked(skill_data.name):
return
if game_manager.get_coins() < skill_data.cost:
return
game_manager.remove_coins(skill_data.cost)
game_manager.unlock_skill(skill_data.name)
skill_manager.add_skill(skill_data)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("unlock_skills"):
var available_skills: Array[SkillData] = skill_manager.available_skills
var skills: Array[String] = []
for skill in available_skills:
skills.append(skill.name)
game_manager.unlock_skills(skills)
skill_manager.apply_unlocked_skills()
print("Unlocked skills: ", skills)

View File

@@ -4,6 +4,7 @@ extends Node
var player_state = {
"coins": 0,
"lives": 3,
"unlocked_skills": [],
}
@@ -36,4 +37,18 @@ func set_lives(amount: int) -> void:
func get_lives() -> int:
return player_state["lives"]
return player_state["lives"]
func is_skill_unlocked(skill_name: String) -> bool:
return skill_name in player_state["unlocked_skills"]
func unlock_skill(skill_name: String) -> void:
if not is_skill_unlocked(skill_name):
player_state["unlocked_skills"].append(skill_name)
func unlock_skills(skill_names: Array[String]) -> void:
for skill_name in skill_names:
unlock_skill(skill_name)

View File

@@ -0,0 +1,9 @@
class_name SkillData
extends Resource
@export var name: String = ""
@export var description: String = ""
@export var node: PackedScene
@export var config: Dictionary = {}
@export var cost: int = 0
@export var icon: Texture2D

32
scripts/save_system.gd Normal file
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@@ -0,0 +1,32 @@
class_name SaveSystem
extends Node
@export var save_path: String = "user://savegame.save"
@export var version: int = 1
@onready var gm: GM = $"/root/GameManager"
func save_game():
var save_data := {
"player_state": gm.player_state,
"version": version,
}
var file := FileAccess.open(save_path, FileAccess.WRITE)
file.store_var(save_data)
file.close()
func load_game():
if not FileAccess.file_exists(save_path):
return
var file := FileAccess.open(save_path, FileAccess.READ)
var save_data: Dictionary = file.get_var()
file.close()
if save_data.has("version") and save_data["version"] != version:
print("Save file version mismatch. Expected: ", version, ", Found: ", save_data["version"])
return
gm.player_state = save_data["player_state"]
gm.unlock_skills(gm.player_state["unlocked_skills"])

57
scripts/skill_manager.gd Normal file
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@@ -0,0 +1,57 @@
class_name SkillManager
extends Node
@export var available_skills: Array[SkillData] = []
@onready var gm: GM = $"/root/GameManager"
var active_components: Dictionary = {}
func _ready() -> void:
apply_unlocked_skills()
func add_skill(skill_data: SkillData) -> void:
if active_components.has(skill_data.name):
return
var skill_instance := skill_data.node.instantiate()
for key in skill_data.config.keys():
if key in skill_instance:
var value = skill_data.config[key]
var parent := get_parent()
if value is NodePath:
if parent.has_node(value):
value = parent.get_node(value)
elif skill_instance.has_node(value):
value = skill_instance.get_node(value)
else:
print("NodePath not found: ", value)
continue
skill_instance[key] = value
add_child(skill_instance)
active_components[skill_data.name] = skill_instance
func remove_skill(skill_name: String) -> void:
if not active_components.has(skill_name):
return
var skill_instance = active_components[skill_name]
if is_instance_valid(skill_instance):
skill_instance.queue_free()
active_components.erase(skill_name)
func apply_unlocked_skills() -> void:
for skill_data in available_skills:
if gm.is_skill_unlocked(skill_data.name):
print("Applying skill: ", skill_data.name)
add_skill(skill_data)
else:
remove_skill(skill_data.name)