Add next level command and refactor player retrieval in GameManager; update scene files for consistency
This commit is contained in:
@@ -29,7 +29,7 @@ public partial class MagneticSkillComponent : Node, ISkill
|
||||
|
||||
private void OnBodyEntered(Node2D body)
|
||||
{
|
||||
if (!HasComponentInChildren(body, "Collectable")) return;
|
||||
if (!HasComponentInChildren(body, "CollectableComponent")) return;
|
||||
|
||||
if (_collectablesToPickUp.Contains(body)) return;
|
||||
_collectablesToPickUp.Add(body);
|
||||
@@ -37,7 +37,7 @@ public partial class MagneticSkillComponent : Node, ISkill
|
||||
|
||||
private void OnAreaEntered(Area2D area)
|
||||
{
|
||||
if (!HasComponentInChildren(area, "Collectable")) return;
|
||||
if (!HasComponentInChildren(area, "CollectableComponent")) return;
|
||||
|
||||
if (_collectablesToPickUp.Contains(area)) return;
|
||||
_collectablesToPickUp.Add(area);
|
||||
@@ -77,16 +77,38 @@ public partial class MagneticSkillComponent : Node, ISkill
|
||||
{
|
||||
GD.PushWarning("MagneticSkillComponent: Owner is not a Node2D.");
|
||||
}
|
||||
|
||||
if (MagneticArea == null)
|
||||
{
|
||||
if (owner is Area2D area2D) MagneticArea = area2D;
|
||||
else
|
||||
{
|
||||
MagneticArea = owner.GetNodeOrNull<Area2D>("MagneticArea");
|
||||
if (MagneticArea == null)
|
||||
{
|
||||
GD.PushError("MagneticSkillComponent: MagneticArea is not set.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Activate()
|
||||
{
|
||||
if (MagneticArea == null)
|
||||
{
|
||||
GD.PushError("MagneticSkillComponent: MagneticArea is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
MagneticArea.BodyEntered += OnBodyEntered;
|
||||
MagneticArea.AreaEntered += OnAreaEntered;
|
||||
}
|
||||
|
||||
public void Deactivate()
|
||||
{
|
||||
if (MagneticArea == null) return;
|
||||
|
||||
MagneticArea.BodyEntered -= OnBodyEntered;
|
||||
MagneticArea.AreaEntered -= OnAreaEntered;
|
||||
}
|
||||
|
Reference in New Issue
Block a user