Refactor GameManager session state handling and add new components: CanBeLaunchedComponent, IceEffectComponent, JumpPadComponent, KillPlayerOutOfScreenComponent, KnockbackComponent, LifetimeComponent, MagneticSkillComponent, OutOfScreenComponent, PeriodicShootingComponent, PlayerDeathComponent, ProgressiveDamageComponent, ProjectileComponent, ProjectileInitComponent, RequirementComponent, ScoreComponent, ShipMovementComponent, ShipShooterComponent, and SideToSideMovementComponent

This commit is contained in:
2025-08-12 03:38:23 +02:00
parent 0e41c811e4
commit a859ff9fe7
28 changed files with 869 additions and 145 deletions

View File

@@ -15,7 +15,7 @@ public partial class PlayerController : Node2D
[Export]
public Sprite2D ShipSprite { get; set; }
private IMovement _currentMovement = null;
public IMovement CurrentMovement = null;
[Signal]
public delegate void MovementSwitchedEventHandler(string movementType);
@@ -48,20 +48,20 @@ public partial class PlayerController : Node2D
private void SwitchMovement(string movementType)
{
if (_currentMovement != null)
if (CurrentMovement != null)
{
_currentMovement.Enabled = false;
CurrentMovement.Enabled = false;
}
if (MovementTypes.TryGetValue(movementType, out var movement))
{
_currentMovement = GetNodeOrNull<IMovement>(movement);
if (_currentMovement == null)
CurrentMovement = GetNodeOrNull<IMovement>(movement);
if (CurrentMovement == null)
{
GD.PushError($"Movement type '{movementType}' not found in MovementTypes.");
return;
}
_currentMovement.Enabled = true;
CurrentMovement.Enabled = true;
EmitSignalMovementSwitched(movementType);
}
else
@@ -69,7 +69,7 @@ public partial class PlayerController : Node2D
GD.PushError($"Movement type '{movementType}' not found in MovementTypes.");
}
if (_currentMovement == null)
if (CurrentMovement == null)
{
GD.PushError("No current movement set after switching.");
}
@@ -78,7 +78,7 @@ public partial class PlayerController : Node2D
private string GetNextMovementType()
{
var keys = new List<string>(MovementTypes.Keys);
var currentIndex = keys.IndexOf(_currentMovement?.MovementType);
var currentIndex = keys.IndexOf(CurrentMovement?.MovementType);
if (currentIndex == -1)
{