Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations
This commit is contained in:
@@ -1,17 +1,18 @@
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[gd_resource type="Resource" load_steps=4 format=3 uid="uid://dw5ee2lpeypnb"]
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[gd_resource type="Resource" load_steps=6 format=3 uid="uid://dw5ee2lpeypnb"]
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[ext_resource type="PackedScene" uid="uid://coayig4dxelo2" path="res://objects/player_skills/brick_throw_skill.tscn" id="1_5gnea"]
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[ext_resource type="Texture2D" uid="uid://dxtdwgg3po0eg" path="res://sprites/brick_power_Skill_icon.png" id="2_yimbq"]
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[ext_resource type="Script" uid="uid://dwb0e05pewcsn" path="res://scripts/Resources/SkillUpgrade.cs" id="3_lt17o"]
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[ext_resource type="Script" uid="uid://d4crrfmbgxnqf" path="res://scripts/Resources/SkillData.cs" id="3_yimbq"]
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[ext_resource type="Resource" uid="uid://d0qk7kh47b4pu" path="res://resources/skills/upgrades/brick_throw/upgrade_1.tres" id="4_nhovl"]
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[resource]
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script = ExtResource("3_yimbq")
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Name = "BRICK_POWER"
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Description = "BRICK_POWER_DESCRIPTION"
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Cost = 50
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Icon = ExtResource("2_yimbq")
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IsActive = false
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Level = 1
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MaxLevel = 3
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Type = 1
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Node = ExtResource("1_5gnea")
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Upgrades = Array[ExtResource("3_lt17o")]([ExtResource("4_nhovl")])
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@@ -1,17 +1,18 @@
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[gd_resource type="Resource" load_steps=4 format=3 uid="uid://cdp8sex36vdq2"]
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[gd_resource type="Resource" load_steps=6 format=3 uid="uid://cdp8sex36vdq2"]
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[ext_resource type="PackedScene" uid="uid://cfses3kn3y8qw" path="res://objects/player_skills/exploding_brick_throw_skill.tscn" id="2_gt8f6"]
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[ext_resource type="Script" uid="uid://dwb0e05pewcsn" path="res://scripts/Resources/SkillUpgrade.cs" id="3_txev8"]
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[ext_resource type="Texture2D" uid="uid://c0xtjfpmkfolk" path="res://sprites/explosive_brick_skill_icon.png" id="3_wkqmb"]
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[ext_resource type="Resource" uid="uid://c50advf65oi8c" path="res://resources/skills/upgrades/explosive_brick/upgrade_1.tres" id="4_1x338"]
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[ext_resource type="Script" uid="uid://d4crrfmbgxnqf" path="res://scripts/Resources/SkillData.cs" id="5_wkqmb"]
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[resource]
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script = ExtResource("5_wkqmb")
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Name = "EXPLOSIVE_BRICK"
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Description = "EXPLOSIVE_BRICK_DESCRIPTION"
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Cost = 180
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Icon = ExtResource("3_wkqmb")
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IsActive = false
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Level = 0
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MaxLevel = 1
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Type = 1
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Node = ExtResource("2_gt8f6")
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Upgrades = Array[ExtResource("3_txev8")]([ExtResource("4_1x338")])
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@@ -1,17 +1,18 @@
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[gd_resource type="Resource" load_steps=4 format=3 uid="uid://cr5lo4h8wm0jc"]
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[gd_resource type="Resource" load_steps=6 format=3 uid="uid://cr5lo4h8wm0jc"]
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[ext_resource type="PackedScene" uid="uid://dfm2you3v5ap4" path="res://objects/player_skills/fire_brick_throw_skill.tscn" id="2_d6y6i"]
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[ext_resource type="Script" uid="uid://dwb0e05pewcsn" path="res://scripts/Resources/SkillUpgrade.cs" id="3_1ooyb"]
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[ext_resource type="Texture2D" uid="uid://cocbnr38qsikt" path="res://sprites/fire_brick_skill_icon.png" id="3_w87qb"]
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[ext_resource type="Resource" uid="uid://dmfiqqjmfa7m3" path="res://resources/skills/upgrades/fire_brick/upgrade_1.tres" id="4_aj7vs"]
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[ext_resource type="Script" uid="uid://d4crrfmbgxnqf" path="res://scripts/Resources/SkillData.cs" id="5_us7vb"]
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[resource]
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script = ExtResource("5_us7vb")
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Name = "FIRE_BRICK"
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Description = "FIRE_BIRCK_DESCRIPTION"
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Cost = 150
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Icon = ExtResource("3_w87qb")
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IsActive = false
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Level = 0
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MaxLevel = 3
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Type = 1
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Node = ExtResource("2_d6y6i")
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Upgrades = Array[ExtResource("3_1ooyb")]([ExtResource("4_aj7vs")])
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@@ -1,17 +1,18 @@
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[gd_resource type="Resource" load_steps=4 format=3 uid="uid://ceakv6oqob6m7"]
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[gd_resource type="Resource" load_steps=6 format=3 uid="uid://ceakv6oqob6m7"]
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[ext_resource type="PackedScene" uid="uid://dpmmacva7qf8j" path="res://objects/player_skills/ice_brick_throw_skill.tscn" id="2_gm1ka"]
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[ext_resource type="Texture2D" uid="uid://c1qaxspv8aemf" path="res://sprites/ice_brick_skill_icon.png" id="3_6btth"]
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[ext_resource type="Script" uid="uid://dwb0e05pewcsn" path="res://scripts/Resources/SkillUpgrade.cs" id="3_e3cb0"]
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[ext_resource type="Resource" uid="uid://myr57ylobqkn" path="res://resources/skills/upgrades/ice_brick/upgrade_1.tres" id="4_3pbub"]
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[ext_resource type="Script" uid="uid://d4crrfmbgxnqf" path="res://scripts/Resources/SkillData.cs" id="5_57pl3"]
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[resource]
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script = ExtResource("5_57pl3")
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Name = "ICE_BRICK"
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Description = "ICE_BRICK_DESCRIPTION"
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Cost = 180
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Icon = ExtResource("3_6btth")
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IsActive = false
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Level = 0
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MaxLevel = 3
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Type = 1
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Node = ExtResource("2_gm1ka")
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Upgrades = Array[ExtResource("3_e3cb0")]([ExtResource("4_3pbub")])
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@@ -1,22 +1,18 @@
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[gd_resource type="Resource" load_steps=4 format=3 uid="uid://d3bjre2etov1n"]
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[gd_resource type="Resource" load_steps=6 format=3 uid="uid://d3bjre2etov1n"]
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[ext_resource type="Texture2D" uid="uid://cvhoq7aubxlmq" path="res://sprites/ui/magnetic_skill_icon.png" id="1_16qcg"]
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[ext_resource type="PackedScene" uid="uid://cunyndudjh2he" path="res://objects/player_skills/magnetic_skill.tscn" id="1_er41s"]
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[ext_resource type="Script" uid="uid://dwb0e05pewcsn" path="res://scripts/Resources/SkillUpgrade.cs" id="3_0j4wg"]
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[ext_resource type="Script" uid="uid://d4crrfmbgxnqf" path="res://scripts/Resources/SkillData.cs" id="3_htb6q"]
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[ext_resource type="Resource" uid="uid://dte14sxesjm3y" path="res://resources/skills/upgrades/magnetic/upgrade_1.tres" id="4_0hjrs"]
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[resource]
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script = ExtResource("3_htb6q")
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Name = "MAGNETIC"
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Description = "MAGNETIC_DESCRIPTION"
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Config = Dictionary[String, Variant]({
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"magnetic_area": NodePath("MagneticArea"),
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"magnetic_move_duration": 1.25,
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"root": NodePath(".")
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})
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Cost = 70
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Icon = ExtResource("1_16qcg")
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IsActive = false
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Level = 1
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MaxLevel = 1
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Type = 2
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Node = ExtResource("1_er41s")
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Upgrades = Array[ExtResource("3_0j4wg")]([ExtResource("4_0hjrs")])
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12
resources/skills/upgrades/brick_throw/upgrade_1.tres
Normal file
12
resources/skills/upgrades/brick_throw/upgrade_1.tres
Normal file
@@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="SkillUpgrade" load_steps=2 format=3 uid="uid://d0qk7kh47b4pu"]
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[ext_resource type="Script" uid="uid://dwb0e05pewcsn" path="res://scripts/Resources/SkillUpgrade.cs" id="1_1l84l"]
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[resource]
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script = ExtResource("1_1l84l")
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Cost = 50
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Description = "Upgrade Description"
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Properties = Dictionary[String, Variant]({
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"FireRate": 0.6
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})
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metadata/_custom_type_script = "uid://dwb0e05pewcsn"
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12
resources/skills/upgrades/explosive_brick/upgrade_1.tres
Normal file
12
resources/skills/upgrades/explosive_brick/upgrade_1.tres
Normal file
@@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="SkillUpgrade" load_steps=2 format=3 uid="uid://c50advf65oi8c"]
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[ext_resource type="Script" uid="uid://dwb0e05pewcsn" path="res://scripts/Resources/SkillUpgrade.cs" id="1_0hsac"]
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[resource]
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script = ExtResource("1_0hsac")
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Cost = 240
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Description = "Upgrade Description"
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Properties = Dictionary[String, Variant]({
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"FireRate": 0.6
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})
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metadata/_custom_type_script = "uid://dwb0e05pewcsn"
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12
resources/skills/upgrades/fire_brick/upgrade_1.tres
Normal file
12
resources/skills/upgrades/fire_brick/upgrade_1.tres
Normal file
@@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="SkillUpgrade" load_steps=2 format=3 uid="uid://dmfiqqjmfa7m3"]
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[ext_resource type="Script" uid="uid://dwb0e05pewcsn" path="res://scripts/Resources/SkillUpgrade.cs" id="1_fyb20"]
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[resource]
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script = ExtResource("1_fyb20")
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Cost = 150
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Description = "Upgrade Description"
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Properties = Dictionary[String, Variant]({
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"FireRate": 0.6
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})
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metadata/_custom_type_script = "uid://dwb0e05pewcsn"
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12
resources/skills/upgrades/ice_brick/upgrade_1.tres
Normal file
12
resources/skills/upgrades/ice_brick/upgrade_1.tres
Normal file
@@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="SkillUpgrade" load_steps=2 format=3 uid="uid://myr57ylobqkn"]
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[ext_resource type="Script" uid="uid://dwb0e05pewcsn" path="res://scripts/Resources/SkillUpgrade.cs" id="1_bfa1e"]
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[resource]
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script = ExtResource("1_bfa1e")
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Cost = 140
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Description = "Upgrade Description"
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Properties = Dictionary[String, Variant]({
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"FireRate": 0.6
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})
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metadata/_custom_type_script = "uid://dwb0e05pewcsn"
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12
resources/skills/upgrades/magnetic/upgrade_1.tres
Normal file
12
resources/skills/upgrades/magnetic/upgrade_1.tres
Normal file
@@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="SkillUpgrade" load_steps=2 format=3 uid="uid://dte14sxesjm3y"]
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[ext_resource type="Script" uid="uid://dwb0e05pewcsn" path="res://scripts/Resources/SkillUpgrade.cs" id="1_dkk4n"]
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[resource]
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script = ExtResource("1_dkk4n")
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Cost = 70
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Description = "Upgrade Description"
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Properties = Dictionary[String, Variant]({
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"FireRate": 0.6
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})
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metadata/_custom_type_script = "uid://dwb0e05pewcsn"
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@@ -8,11 +8,12 @@ public partial class SkillData : Resource
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{
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[Export] public string Name { get; set; } = "New Skill";
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[Export] public string Description { get; set; } = "New Skill";
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[Export] public int Cost { get; set; } = 0;
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[Export] public Texture2D Icon { get; set; }
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[Export] public bool IsActive { get; set; } = false;
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[Export] public int Level { get; set; } = 1;
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[Export] public int MaxLevel { get; set; } = 1;
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[Export] public SkillType Type { get; set; } = SkillType.Throw;
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[Export] public PackedScene Node { get; set; }
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[Export] public Array<SkillUpgrade> Upgrades { get; set; } = [];
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public int MaxLevel => Upgrades.Count;
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}
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12
scripts/Resources/SkillUpgrade.cs
Normal file
12
scripts/Resources/SkillUpgrade.cs
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@@ -0,0 +1,12 @@
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using Godot;
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using Godot.Collections;
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namespace Mr.BrickAdventures.scripts.Resources;
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[GlobalClass]
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public partial class SkillUpgrade : Resource
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{
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[Export] public int Cost { get; set; } = 50;
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[Export(PropertyHint.MultilineText)] public string Description { get; set; } = "Upgrade Description";
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[Export] public Dictionary<string, Variant> Properties { get; set; } = new();
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}
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1
scripts/Resources/SkillUpgrade.cs.uid
Normal file
1
scripts/Resources/SkillUpgrade.cs.uid
Normal file
@@ -0,0 +1 @@
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uid://dwb0e05pewcsn
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@@ -46,7 +46,7 @@ public partial class SkillManager : Node
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var instance = skillData.Node.Instantiate();
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if (instance is ISkill skill)
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{
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skill.Initialize(Owner);
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skill.Initialize(Owner, skillData);
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skill.Activate();
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}
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else
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@@ -35,12 +35,12 @@ public partial class Marketplace : Control
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var unlockedSkills = _gameManager.GetUnlockedSkills();
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foreach (var skill in unlockedSkills) CreateSkillButton(skill);
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SkillUnlockerComponent.SkillUnlocked += OnSkillUnlocker;
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SkillUnlockerComponent.SkillUnlocked += OnSkillUnlocked;
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}
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public override void _ExitTree()
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{
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SkillUnlockerComponent.SkillUnlocked -= OnSkillUnlocker;
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SkillUnlockerComponent.SkillUnlocked -= OnSkillUnlocked;
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}
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public override void _Input(InputEvent @event)
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@@ -59,21 +59,24 @@ public partial class Marketplace : Control
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}
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}
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private string GetButtonText(SkillData skill)
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private void OnSkillUnlocked(SkillData skill)
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{
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return $"{Tr(skill.Name)} {skill.Cost}";
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}
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private void OnSkillUnlocker(SkillData skill)
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{
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if (_skillButtons.Count == 0) CreateSkillButton(skill);
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var buttonExists = false;
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foreach (var existingButton in _skillButtons)
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{
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if (existingButton.Name == skill.Name)
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{
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buttonExists = true;
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break;
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}
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}
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if (!buttonExists) CreateSkillButton(skill);
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foreach (var btn in _skillButtons)
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{
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if (btn.Data.IsActive)
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btn.Activate();
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else
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btn.Deactivate();
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if (btn.Data.IsActive) btn.Activate();
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else btn.Deactivate();
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}
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}
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@@ -93,7 +96,6 @@ public partial class Marketplace : Control
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private void CreateUpgradeButton(SkillData skill)
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{
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var button = MarketplaceButtonScene.Instantiate<MarketplaceButton>();
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button.Text = GetButtonText(skill);
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button.Data = skill;
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button.Icon = skill.Icon;
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button.Pressed += () => OnUpgradeButtonPressed(skill);
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@@ -123,18 +125,6 @@ public partial class Marketplace : Control
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}
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}
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private void RemoveButton(SkillData skill)
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{
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foreach (var node in ToUnlockGrid.GetChildren())
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{
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var child = (Button)node;
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if (child.Text != GetButtonText(skill)) continue;
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child.QueueFree();
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break;
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}
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}
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private void OnSkillButtonPressed(SkillButton button)
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{
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SkillUnlockerComponent.SkillManager.ToggleSkillActivation(button.Data);
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@@ -18,45 +18,73 @@ public partial class MarketplaceButton : Button
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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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Setup();
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var player = _gameManager.Player;
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var skillUnlockerComponent = player?.GetNodeOrNull<SkillUnlockerComponent>("SkillUnlockerComponent");
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if (skillUnlockerComponent == null) return;
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if (player == null) return;
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skillUnlockerComponent.SkillUnlocked += OnSkillUnlock;
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_skillUnlockerComponent = player.GetNodeOrNull<SkillUnlockerComponent>("SkillUnlockerComponent");
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if (_skillUnlockerComponent != null)
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{
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_skillUnlockerComponent.SkillUnlocked += OnSkillStateChanged;
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}
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UpdateButtonState();
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}
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public override void _ExitTree()
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{
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_skillUnlockerComponent.SkillUnlocked -= OnSkillUnlock;
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if (_skillUnlockerComponent != null)
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{
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_skillUnlockerComponent.SkillUnlocked -= OnSkillStateChanged;
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}
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}
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private void OnSkillStateChanged(SkillData skill)
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{
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if (skill.Name == Data.Name)
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{
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UpdateButtonState();
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}
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}
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private void Setup()
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private void UpdateButtonState()
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{
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if (Data == null) return;
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if (Data == null || Data.Upgrades.Count == 0)
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{
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Visible = false;
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return;
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}
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var isUnlocked = _gameManager.IsSkillUnlocked(Data);
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for (var i = 0; i < SkillLevelContainer.GetChildCount(); i++)
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{
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SkillLevelContainer.GetChild(i).QueueFree();
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}
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for (var i = 0; i < Data.MaxLevel; i++)
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{
|
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var icon = new TextureRect()
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{
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Texture = i < Data.Level ? UnlockedSkillIcon : LockedSkillIcon,
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Texture = (isUnlocked && i < Data.Level) ? UnlockedSkillIcon : LockedSkillIcon,
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ExpandMode = TextureRect.ExpandModeEnum.FitWidthProportional
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};
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SkillLevelContainer.AddChild(icon);
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}
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||||
}
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private void OnSkillUnlock(SkillData skill)
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{
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if (skill.Name != Data.Name) return;
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|
||||
for (var i = 0; i < Data.MaxLevel; i++)
|
||||
if (!isUnlocked)
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||||
{
|
||||
var icon = SkillLevelContainer.GetChildOrNull<TextureRect>(i);
|
||||
if (icon == null) continue;
|
||||
icon.Texture = i < Data.Level ? UnlockedSkillIcon : LockedSkillIcon;
|
||||
Disabled = i >= Data.Level;
|
||||
Text = $"{Tr(Data.Name)} ({Data.Upgrades[0].Cost})";
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||||
Disabled = false;
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||||
}
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||||
else if (Data.Level < Data.MaxLevel)
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||||
{
|
||||
Text = $"{Tr(Data.Name)} ({Data.Upgrades[Data.Level].Cost})";
|
||||
Disabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
Text = $"{Tr(Data.Name)} (MAX)";
|
||||
Disabled = true;
|
||||
}
|
||||
}
|
||||
}
|
@@ -13,6 +13,7 @@ public partial class BrickThrowComponent : Node, ISkill
|
||||
|
||||
private bool _canThrow = true;
|
||||
private Timer _timer;
|
||||
private SkillData _skillData;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
@@ -81,13 +82,20 @@ public partial class BrickThrowComponent : Node, ISkill
|
||||
_timer.Start();
|
||||
}
|
||||
|
||||
public void Initialize(Node owner)
|
||||
public void Initialize(Node owner, SkillData data)
|
||||
{
|
||||
PlayerController = owner as PlayerController;
|
||||
_skillData = data;
|
||||
|
||||
if (PlayerController == null)
|
||||
{
|
||||
GD.PushError("BrickThrowComponent: Owner is not a PlayerController.");
|
||||
}
|
||||
|
||||
if (_skillData.Level > 0 && _skillData.Upgrades.Count >= _skillData.Level)
|
||||
{
|
||||
ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]);
|
||||
}
|
||||
}
|
||||
|
||||
public void Activate()
|
||||
@@ -99,4 +107,12 @@ public partial class BrickThrowComponent : Node, ISkill
|
||||
{
|
||||
if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested -= ThrowBrick;
|
||||
}
|
||||
|
||||
public void ApplyUpgrade(SkillUpgrade upgrade)
|
||||
{
|
||||
foreach (var property in upgrade.Properties)
|
||||
{
|
||||
Set(property.Key, property.Value);
|
||||
}
|
||||
}
|
||||
}
|
@@ -2,6 +2,7 @@ using System;
|
||||
using Godot;
|
||||
using Godot.Collections;
|
||||
using Mr.BrickAdventures.scripts.interfaces;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
@@ -12,6 +13,7 @@ public partial class MagneticSkillComponent : Node, ISkill
|
||||
|
||||
private Array<Node2D> _collectablesToPickUp = [];
|
||||
private Node2D _owner;
|
||||
private SkillData _skillData;
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
@@ -70,9 +72,11 @@ public partial class MagneticSkillComponent : Node, ISkill
|
||||
collectable.GlobalPosition += direction.Normalized() * speed;
|
||||
}
|
||||
|
||||
public void Initialize(Node owner)
|
||||
public void Initialize(Node owner, SkillData data)
|
||||
{
|
||||
_owner = owner as Node2D;
|
||||
_skillData = data;
|
||||
|
||||
if (_owner == null)
|
||||
{
|
||||
GD.PushWarning("MagneticSkillComponent: Owner is not a Node2D.");
|
||||
@@ -91,6 +95,11 @@ public partial class MagneticSkillComponent : Node, ISkill
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (_skillData.Level > 0 && _skillData.Upgrades.Count >= _skillData.Level)
|
||||
{
|
||||
ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]);
|
||||
}
|
||||
}
|
||||
|
||||
public void Activate()
|
||||
@@ -112,4 +121,12 @@ public partial class MagneticSkillComponent : Node, ISkill
|
||||
MagneticArea.BodyEntered -= OnBodyEntered;
|
||||
MagneticArea.AreaEntered -= OnAreaEntered;
|
||||
}
|
||||
|
||||
public void ApplyUpgrade(SkillUpgrade upgrade)
|
||||
{
|
||||
foreach (var property in upgrade.Properties)
|
||||
{
|
||||
Set(property.Key, property.Value);
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,6 +1,7 @@
|
||||
using Godot;
|
||||
using Godot.Collections;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
using Mr.BrickAdventures.scripts.interfaces;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
@@ -28,11 +29,11 @@ public partial class SkillUnlockerComponent : Node
|
||||
{
|
||||
if (_gameManager == null) return false;
|
||||
if (_gameManager.IsSkillUnlocked(skill)) return false;
|
||||
if (!HasEnoughCoins(skill.Cost)) return false;
|
||||
if (!HasEnoughCoins(skill.Upgrades[0].Cost)) return false;
|
||||
|
||||
skill.Level = 1;
|
||||
skill.IsActive = true;
|
||||
_gameManager.RemoveCoins(skill.Cost);
|
||||
_gameManager.RemoveCoins(skill.Upgrades[0].Cost);
|
||||
|
||||
var skillsUnlocked = (Array<SkillData>)_gameManager.CurrentSessionState["skills_unlocked"];
|
||||
skillsUnlocked.Add(skill);
|
||||
@@ -59,11 +60,19 @@ public partial class SkillUnlockerComponent : Node
|
||||
{
|
||||
if (_gameManager == null) return false;
|
||||
if (!_gameManager.IsSkillUnlocked(skill)) return false;
|
||||
if (!HasEnoughCoins(skill.Cost)) return false;
|
||||
if (skill.Level >= skill.MaxLevel) return false;
|
||||
if (!HasEnoughCoins(skill.Upgrades[skill.Level].Cost)) return false;
|
||||
|
||||
_gameManager.RemoveCoins(skill.Cost);
|
||||
_gameManager.RemoveCoins(skill.Upgrades[skill.Level].Cost);
|
||||
skill.Level++;
|
||||
if (SkillManager.ActiveComponents.TryGetValue(skill.Name, out Variant componentVariant))
|
||||
{
|
||||
var component = componentVariant.AsGodotObject();
|
||||
if (component is ISkill skillInstance)
|
||||
{
|
||||
skillInstance.ApplyUpgrade(skill.Upgrades[skill.Level - 1]);
|
||||
}
|
||||
}
|
||||
EmitSignalSkillUnlocked(skill);
|
||||
return true;
|
||||
}
|
||||
|
@@ -1,11 +1,13 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.interfaces;
|
||||
|
||||
public interface ISkill
|
||||
{
|
||||
void Initialize(Node owner);
|
||||
void Initialize(Node owner, SkillData data);
|
||||
|
||||
void Activate();
|
||||
void Deactivate();
|
||||
void ApplyUpgrade(SkillUpgrade upgrade);
|
||||
}
|
Reference in New Issue
Block a user