Add new components: ExplosiveComponent, FadeAwayComponent, FireEffectComponent, FlipComponent, GravityMotionComponent, LaunchComponent, and update PlatformMovement with LastDirection property
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81
scripts/components/ExplosiveComponent.cs
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81
scripts/components/ExplosiveComponent.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class ExplosiveComponent : Node2D
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{
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[Export] public DamageComponent Damage { get; set; }
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[Export] public Area2D Area { get; set; }
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[Export] public Area2D ExplodeArea { get; set; }
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[Export] public PackedScene ExplosionEffect { get; set; }
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[Export] public float TimeToExplode { get; set; } = 9f;
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[Signal] public delegate void OnExplosionEventHandler(Node2D body);
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private Timer _timer;
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public override void _Ready()
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{
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if (Damage != null)
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{
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GD.PushError("ExplosiveComponent: DamageComponent is not set.");
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return;
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}
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if (ExplodeArea != null)
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{
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GD.PushError("ExplosiveComponent: ExplodeArea is not set.");
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return;
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}
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Area.BodyEntered += OnAreaBodyEntered;
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Area.AreaEntered += OnAreaAreaEntered;
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}
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private void OnAreaAreaEntered(Area2D area)
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{
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Explode();
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}
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private void OnAreaBodyEntered(Node2D body)
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{
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Explode();
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}
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private void PrepareTimer()
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{
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_timer = new Timer();
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_timer.SetWaitTime(TimeToExplode);
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_timer.OneShot = true;
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_timer.Autostart = true;
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_timer.Timeout += Explode;
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AddChild(_timer);
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}
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private void Explode()
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{
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_timer.Stop();
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if (ExplosionEffect != null)
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{
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var explosionInstance = ExplosionEffect.Instantiate<GpuParticles2D>();
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if (Owner is Node2D root) explosionInstance.SetGlobalPosition(root.GlobalPosition);
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GetTree().CurrentScene.AddChild(explosionInstance);
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explosionInstance.SetEmitting(true);
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}
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var bodies = ExplodeArea.GetOverlappingBodies();
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foreach (var body in bodies)
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{
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var health = body.GetNodeOrNull<HealthComponent>("HealthComponent");
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if (Damage != null && health != null)
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{
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Damage.DealDamage(health);
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}
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EmitSignalOnExplosion(body);
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}
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Owner.QueueFree();
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}
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}
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