Add skill management system with unlocker and save functionality
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@@ -4,6 +4,9 @@ extends Node
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@export var damage: float = 0.25
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@export var area2d: Area2D
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@export var status_effect_data: StatusEffectDataResource
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@export var damage_timer: Timer
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var current_target: Node = null
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signal effect_inflicted(target: Node2D, effect: StatusEffectDataResource)
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@@ -13,13 +16,34 @@ func _ready() -> void:
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return
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area2d.body_entered.connect(on_area2d_body_entered)
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area2d.body_exited.connect(on_area2d_body_exited)
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area2d.area_entered.connect(on_area2d_area_entered)
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if damage_timer:
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damage_timer.timeout.connect(on_damage_timer_timeout)
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func _process(_delta: float) -> void:
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if not current_target:
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return
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if damage_timer:
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return
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process_entity_and_apply_damage(current_target)
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func deal_damage(target: HealthComponent) -> void:
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target.decrease_health(damage)
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func on_area2d_body_entered(body: Node2D) -> void:
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func on_damage_timer_timeout() -> void:
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if not current_target:
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return
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process_entity_and_apply_damage(current_target)
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func process_entity_and_apply_damage(body: Node2D) -> void:
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if body.has_node("HealthComponent"):
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var health_component: HealthComponent = body.get_node("HealthComponent")
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var invulnerability_component: InvulnerabilityComponent = body.get_node_or_null("InvulnerabilityComponent")
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@@ -34,3 +58,27 @@ func on_area2d_body_entered(body: Node2D) -> void:
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if invulnerability_component:
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invulnerability_component.activate()
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func on_area2d_body_entered(body: Node2D) -> void:
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current_target = body
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if damage_timer:
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damage_timer.start()
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process_entity_and_apply_damage(body)
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func on_area2d_body_exited(body: Node2D) -> void:
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if body == current_target:
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current_target = null
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if damage_timer:
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damage_timer.stop()
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func on_area2d_area_entered(area: Area2D) -> void:
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if area == area2d:
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return
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var parent := area.get_parent()
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if parent.has_node("DamageComponent"):
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process_entity_and_apply_damage(parent)
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34
scripts/components/skill_unlocker_component.gd
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34
scripts/components/skill_unlocker_component.gd
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@@ -0,0 +1,34 @@
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class_name SkillUnlockerComponent
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extends Node
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@export var skill_manager: SkillManager
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@onready var game_manager: GM = $"/root/GameManager"
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func try_unlock_skill(skill_data: SkillData) -> void:
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if not game_manager:
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return
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if game_manager.is_skill_unlocked(skill_data.name):
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return
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if game_manager.get_coins() < skill_data.cost:
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return
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game_manager.remove_coins(skill_data.cost)
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game_manager.unlock_skill(skill_data.name)
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skill_manager.add_skill(skill_data)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("unlock_skills"):
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var available_skills: Array[SkillData] = skill_manager.available_skills
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var skills: Array[String] = []
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for skill in available_skills:
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skills.append(skill.name)
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game_manager.unlock_skills(skills)
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skill_manager.apply_unlocked_skills()
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print("Unlocked skills: ", skills)
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