Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem
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47
scripts/components/CageComponent.cs
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47
scripts/components/CageComponent.cs
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using System.Threading.Tasks;
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class CageComponent : Node
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{
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[Export] public LeverComponent Lever { get; set; }
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[Export] public Vector2 MoveValue { get; set; } = new(0, -100f);
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[Export] public float TweenDuration { get; set; } = 0.5f;
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[Export] public bool ShouldFree { get; set; } = true;
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private const string LeverGroupName = "levers";
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public override async void _Ready()
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{
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await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
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if (Lever == null)
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{
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var leverNodes = GetTree().GetNodesInGroup(LeverGroupName);
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foreach (var leverNode in leverNodes)
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{
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var lever = leverNode.GetNodeOrNull<LeverComponent>("LeverComponent");
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if (lever != null) lever.Activated += OnLeverActivated;
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}
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}
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}
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private void OnLeverActivated()
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{
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var tween = CreateTween();
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if (Owner is Node2D root)
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{
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var endPosition = root.Position + MoveValue;
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tween.TweenProperty(root, "position", endPosition, TweenDuration);
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}
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tween.TweenCallback(Callable.From(OnTweenCompleted));
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}
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private void OnTweenCompleted()
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{
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if (!ShouldFree) return;
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Owner.QueueFree();
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}
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}
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