Add MainMenu and Marketplace components; implement game management and skill unlocking features
This commit is contained in:
@@ -1,5 +1,8 @@
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using System.Collections.Generic;
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using System.Linq;
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using Godot;
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using Godot;
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using Godot.Collections;
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using Godot.Collections;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.Resources;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.Autoloads;
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@@ -8,6 +11,10 @@ public partial class GameManager : Node
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{
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{
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[Export] public Array<PackedScene> LevelScenes { get; set; } = new();
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[Export] public Array<PackedScene> LevelScenes { get; set; } = new();
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public PlayerController Player { get; set; }
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private List<Node> _sceneNodes = new();
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public Dictionary PlayerState { get; set; } = new()
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public Dictionary PlayerState { get; set; } = new()
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{
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{
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{ "coins", 0 },
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{ "coins", 0 },
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@@ -24,6 +31,29 @@ public partial class GameManager : Node
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{ "skills_unlocked", new Array<SkillData>() }
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{ "skills_unlocked", new Array<SkillData>() }
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};
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};
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public override void _EnterTree()
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{
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GetTree().NodeAdded += OnNodeAdded;
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GetTree().NodeRemoved += OnNodeRemoved;
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}
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public override void _ExitTree()
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{
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GetTree().NodeAdded -= OnNodeAdded;
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GetTree().NodeRemoved -= OnNodeRemoved;
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_sceneNodes.Clear();
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}
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private void OnNodeAdded(Node node)
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{
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_sceneNodes.Add(node);
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}
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private void OnNodeRemoved(Node node)
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{
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_sceneNodes.Remove(node);
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}
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public void AddCoins(int amount)
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public void AddCoins(int amount)
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{
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{
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount);
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount);
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@@ -192,4 +222,20 @@ public partial class GameManager : Node
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joined.AddRange((Array)session ?? new Array());
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joined.AddRange((Array)session ?? new Array());
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return joined;
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return joined;
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}
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}
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public PlayerController GetPlayer()
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{
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if (Player != null) return Player;
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foreach (var node in _sceneNodes)
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{
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if (node is not PlayerController player) continue;
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Player = player;
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return Player;
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}
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GD.PrintErr("PlayerController not found in the scene tree.");
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return null;
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}
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}
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}
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1
scripts/UI/Hud.cs.uid
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1
scripts/UI/Hud.cs.uid
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@@ -0,0 +1 @@
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uid://wfj674u4486f
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67
scripts/UI/MainMenu.cs
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67
scripts/UI/MainMenu.cs
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@@ -0,0 +1,67 @@
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class MainMenu : Node
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{
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[Export] public Control MainMenuControl { get; set; }
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[Export] public Button NewGameButton { get; set; }
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[Export] public Button ContinueButton { get; set; }
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[Export] public Button SettingsButton { get; set; }
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[Export] public Button CreditsButton { get; set; }
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[Export] public Button ExitButton { get; set; }
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[Export] public Label VersionLabel { get; set; }
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[Export] public Control SettingsControl { get; set; }
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[Export] public Control CreditsControl { get; set; }
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private SaveSystem _saveSystem;
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private GameManager _gameManager;
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private UIManager _uiManager;
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public override void _Ready()
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{
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_saveSystem = GetNode<SaveSystem>("/root/SaveSystem");
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_gameManager = GetNode<GameManager>("/root/GameManager");
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_uiManager = GetNode<UIManager>("/root/UIManager");
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NewGameButton.Pressed += OnNewGamePressed;
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ContinueButton.Pressed += OnContinuePressed;
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SettingsButton.Pressed += OnSettingsPressed;
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CreditsButton.Pressed += OnCreditsPressed;
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ExitButton.Pressed += OnExitPressed;
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VersionLabel.Text = $"v. {ProjectSettings.GetSetting("application/config/version")}";
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ContinueButton.Disabled = !_saveSystem.CheckSaveExists();
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if (_saveSystem.CheckSaveExists())
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ContinueButton.GrabFocus();
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else
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NewGameButton.GrabFocus();
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}
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private void OnExitPressed()
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{
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_gameManager.QuitGame();
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}
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private void OnCreditsPressed()
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{
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_uiManager.PushScreen(CreditsControl);
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}
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private void OnSettingsPressed()
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{
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_uiManager.PushScreen(SettingsControl);
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}
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private void OnContinuePressed()
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{
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_gameManager.ContinueGame();
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}
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private void OnNewGamePressed()
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{
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_gameManager.StartNewGame();
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}
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}
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1
scripts/UI/MainMenu.cs.uid
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1
scripts/UI/MainMenu.cs.uid
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@@ -0,0 +1 @@
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uid://bna3ggr6n7ycr
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113
scripts/UI/Marketplace.cs
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113
scripts/UI/Marketplace.cs
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@@ -0,0 +1,113 @@
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using System.Collections.Generic;
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class Marketplace : Node
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{
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[Export] public Array<SkillData> Skills { get; set; } = [];
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[Export] public GridContainer ToUnlockGrid { get; set; }
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[Export] public GridContainer UnlockedGrid { get; set; }
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[Export] public Font Font { get; set; }
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[Export] public SkillUnlockedComponent SkillUnlockedComponent { get; set; }
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[Export] public Array<Node> ComponentsToDisable { get; set; } = [];
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[Export] public PackedScene MarketplaceButtonScene { get; set; }
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[Export] public PackedScene SkillButtonScene { get; set; }
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private GameManager _gameManager;
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private List<Button> _unlockButtons = [];
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private List<Button> _skillButtons = [];
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public override void _Ready()
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{
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var skillsToUnlock = new List<SkillData>();
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foreach (var skill in Skills) skillsToUnlock.Add(skill);
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foreach (var skill in skillsToUnlock) CreateUpgradeButton(skill);
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var unlockedSkills = _gameManager.GetUnlockedSkills();
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foreach (var skill in unlockedSkills) CreateSkillButton(skill);
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SkillUnlockedComponent.SkillUnlocked += OnSkillUnlocked;
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}
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public override void _ExitTree()
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{
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SkillUnlockedComponent.SkillUnlocked -= OnSkillUnlocked;
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}
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public override void _Input(InputEvent @event)
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{
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var root = Owner as Control;
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if (!@event.IsActionPressed("show_marketplace")) return;
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if (root != null && root.IsVisible())
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{
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root.Hide();
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foreach (var c in ComponentsToDisable) c.ProcessMode = ProcessModeEnum.Inherit;
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}
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else
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{
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root?.Show();
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foreach (var c in ComponentsToDisable) c.ProcessMode = ProcessModeEnum.Disabled;
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}
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}
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private string GetButtonText(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 OnSkillUnlocked(SkillData skill)
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{
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if (_skillButtons.Count == 0) CreateSkillButton(skill);
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foreach (var btn in _skillButtons)
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{
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}
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}
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private void CreateSkillButton(Variant skill)
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{
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throw new System.NotImplementedException();
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}
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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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_skillButtons.Add(button);
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UnlockedGrid.AddChild(button);
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UnlockedGrid.QueueSort();
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}
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private void OnUpgradeButtonPressed(SkillData skill) {}
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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(SkillData skill)
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{
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}
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}
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1
scripts/UI/Marketplace.cs.uid
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1
scripts/UI/Marketplace.cs.uid
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@@ -0,0 +1 @@
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uid://bnc16gndpl87i
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62
scripts/UI/MarketplaceButton.cs
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62
scripts/UI/MarketplaceButton.cs
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@@ -0,0 +1,62 @@
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class MarketplaceButton : Button
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{
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[Export] public SkillData Data { get; set; }
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[Export] public Texture2D UnlockedSkillIcon { get; set; }
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[Export] public Texture2D LockedSkillIcon { get; set; }
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[Export] public Container SkillLevelContainer { get; set; }
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private GameManager _gameManager;
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private SkillUnlockedComponent _skillUnlockedComponent;
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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<SkillUnlockedComponent>("SkillUnlockerComponent");
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if (skillUnlockerComponent == null) return;
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skillUnlockerComponent.SkillUnlocked += OnSkillUnlock;
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}
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public override void _ExitTree()
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{
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_skillUnlockedComponent.SkillUnlocked -= OnSkillUnlock;
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}
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private void Setup()
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{
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if (Data == null) return;
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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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};
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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++)
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{
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var icon = SkillLevelContainer.GetChildOrNull<TextureRect>(i);
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if (icon == null) continue;
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icon.Texture = i < Data.Level ? UnlockedSkillIcon : LockedSkillIcon;
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Disabled = i >= Data.Level;
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}
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}
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}
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1
scripts/UI/MarketplaceButton.cs.uid
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1
scripts/UI/MarketplaceButton.cs.uid
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@@ -0,0 +1 @@
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uid://vokgv56bjpf1
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Reference in New Issue
Block a user