Refactor FlipComponent to use PlayerController and remove ProgressiveDamageComponent from scene
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@@ -6,13 +6,13 @@ public partial class FlipComponent : Node2D
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{
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[Export] public Sprite2D LeftEye { get; set; }
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[Export] public Sprite2D RightEye { get; set; }
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[Export] public PlatformMovementComponent PlatformMovement { get; set; }
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[Export] public PlayerController PlayerController { get; set; }
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public override void _Process(double delta)
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{
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if (PlatformMovement == null) return;
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if (PlayerController == null) return;
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var velocity = PlatformMovement.LastDirection;
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var velocity = PlayerController.LastDirection;
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switch (velocity.X)
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{
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case < 0f:
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@@ -1,65 +0,0 @@
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class ProgressiveDamageComponent : Node
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{
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[Export] public HealthComponent HealthComponent { get; set; }
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[Export] public Sprite2D Sprite { get; set; }
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[Export] public PlatformMovementComponent PlatformMovement { get; set; }
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[Export] public float MinJumpHeight { get; set; } = 60f;
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[Export] public float JumpReductionPercentage { get; set; } = 0.1f; // this is a percentage of the jump height per hit
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private float _maxHealth;
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private float _ogJumpHeight;
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public override void _Ready()
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{
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_maxHealth = HealthComponent.MaxHealth;
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HealthComponent.HealthChanged += OnHealthChanged;
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if (PlatformMovement != null)
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{
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_ogJumpHeight = PlatformMovement.JumpHeight;
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}
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}
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private void OnHealthChanged(float delta, float totalHealth)
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{
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var frame = GetDamageFrame();
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if (frame < 0 || frame >= Sprite.GetHframes()) return;
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Sprite.Frame = frame;
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if (PlatformMovement != null)
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{
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PlatformMovement.JumpHeight = GetJumpHeight();
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}
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}
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private int GetDamageFrame()
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{
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if (Sprite == null || HealthComponent == null) return 0;
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var framesCount = Sprite.GetHframes();
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if (framesCount == 0) return 0;
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var currentHealth = HealthComponent.Health;
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var healthRatio = currentHealth / _maxHealth;
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return (int)(framesCount * (1f - healthRatio));
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}
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private float GetJumpHeight()
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{
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if (PlatformMovement == null) return 0f;
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var jumpHeight = _ogJumpHeight;
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if (jumpHeight <= 0f) return 0f;
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var damageFrame = GetDamageFrame();
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if (damageFrame < 0 || damageFrame >= Sprite.GetHframes()) return jumpHeight;
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var reduction = JumpReductionPercentage * jumpHeight;
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var calculatedJumpHeight = jumpHeight - (damageFrame * reduction);
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return Mathf.Max(calculatedJumpHeight, MinJumpHeight);
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}
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}
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@@ -1 +0,0 @@
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uid://3qy7rm28q66a
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