refactor (#6)
Reviewed-on: #6
This commit was merged in pull request #6.
This commit is contained in:
@@ -5,26 +5,27 @@ using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class BrickArmorSkillComponent : Node, ISkill
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public partial class BrickArmorSkillComponent : SkillComponentBase
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{
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private HealthComponent _healthComponent;
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private SkillData _skillData;
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private float _armorBonus = 0;
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public void Initialize(Node owner, SkillData data)
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public override void Initialize(Node owner, SkillData data)
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{
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if (owner is not PlayerController player) return;
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_healthComponent = player.GetNode<HealthComponent>("HealthComponent");
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_skillData = data;
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base.Initialize(owner, data);
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if (Player != null)
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{
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_healthComponent = Player.GetNode<HealthComponent>("HealthComponent");
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}
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}
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public void Activate()
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public override void Activate()
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{
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if (_healthComponent == null || _skillData == null) return;
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ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]);
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if (_healthComponent == null || Data == null) return;
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ApplyUpgrade(Data.Upgrades[Data.Level - 1]);
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}
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public void Deactivate()
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public override void Deactivate()
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{
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if (_healthComponent == null) return;
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_healthComponent.MaxHealth -= _armorBonus;
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@@ -35,7 +36,7 @@ public partial class BrickArmorSkillComponent : Node, ISkill
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_armorBonus = 0;
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}
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public void ApplyUpgrade(SkillUpgrade upgrade)
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public override void ApplyUpgrade(SkillUpgrade upgrade)
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{
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if (_healthComponent == null || upgrade == null) return;
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@@ -1,4 +1,5 @@
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using Godot;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.Resources;
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@@ -6,41 +7,33 @@ using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class BrickShieldSkillComponent : Node, ISkill
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public partial class BrickShieldSkillComponent : SkillComponentBase
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{
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[Export] public PackedScene ShieldScene { get; set; }
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private PlayerController _player;
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private Node2D _shieldInstance;
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private SkillData _skillData;
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private GameManager _gameManager;
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private SkillManager _skillManager;
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private HealthComponent _shieldHealth;
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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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_skillManager = GetNode<SkillManager>("/root/SkillManager");
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_gameManager = GameManager.Instance;
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_skillManager = SkillManager.Instance;
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}
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public void Initialize(Node owner, SkillData data)
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public override void Activate()
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{
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_player = owner as PlayerController;
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_skillData = data;
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}
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public void Activate()
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{
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if (_player == null || ShieldScene == null || _shieldInstance != null) return;
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if (Player == null || ShieldScene == null || _shieldInstance != null) return;
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_shieldInstance = ShieldScene.Instantiate<Node2D>();
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_player.AddChild(_shieldInstance);
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Player.AddChild(_shieldInstance);
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_shieldInstance.Position = Vector2.Zero;
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_shieldInstance.TreeExiting += OnShieldDestroyed;
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_shieldHealth = _shieldInstance.GetNode<HealthComponent>("HealthComponent");
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}
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public void Deactivate()
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public override void Deactivate()
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{
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if (_shieldInstance != null && IsInstanceValid(_shieldInstance))
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{
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@@ -50,7 +43,7 @@ public partial class BrickShieldSkillComponent : Node, ISkill
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_shieldInstance = null;
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}
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public void ApplyUpgrade(SkillUpgrade upgrade)
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public override void ApplyUpgrade(SkillUpgrade upgrade)
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{
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upgrade.Properties.TryGetValue("shield_health", out var newHealth);
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if (_shieldHealth != null)
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@@ -59,13 +52,13 @@ public partial class BrickShieldSkillComponent : Node, ISkill
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_shieldHealth.MaxHealth = (float)newHealth;
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}
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}
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private void OnShieldDestroyed()
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{
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if (_gameManager != null && _skillData != null && _skillManager != null)
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if (_gameManager != null && Data != null && _skillManager != null)
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{
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_gameManager.RemoveSkill(_skillData.Name);
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_skillManager.RemoveSkill(_skillData.Name);
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_gameManager.RemoveSkill(Data.Name);
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_skillManager.RemoveSkill(Data.Name);
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}
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_shieldInstance = null;
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}
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@@ -5,16 +5,14 @@ using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class BrickThrowComponent : Node, ISkill
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public partial class BrickThrowComponent : SkillComponentBase
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{
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[Export] public PackedScene BrickScene { get; set; }
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[Export] public float FireRate { get; set; } = 1.0f;
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[Export] public PlayerController PlayerController { get; set; }
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[Export] public ThrowInputResource ThrowInputBehavior { get; set; }
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private bool _canThrow = true;
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private Timer _timer;
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private SkillData _skillData;
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public override void _Ready()
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{
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@@ -59,60 +57,54 @@ public partial class BrickThrowComponent : Node, ISkill
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private void ThrowBrick(float powerMultiplier = 1f)
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{
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if (!_canThrow || PlayerController == null || BrickScene == null)
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if (!_canThrow || Player == null || BrickScene == null)
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return;
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var instance = BrickScene.Instantiate<Node2D>();
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var init = instance.GetNodeOrNull<ProjectileInitComponent>("ProjectileInitComponent");
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if (init != null)
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{
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var @params = new ProjectileInitParams()
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{
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Position = PlayerController.GlobalPosition,
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Rotation = PlayerController.Rotation,
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Direction = PlayerController.LastDirection,
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Position = Player.GlobalPosition,
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Rotation = Player.Rotation,
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Direction = Player.LastDirection,
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PowerMultiplier = powerMultiplier,
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};
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init.Initialize(@params);
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}
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GetTree().CurrentScene.AddChild(instance);
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_canThrow = false;
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_timer.Start();
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}
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public void Initialize(Node owner, SkillData data)
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public override void Initialize(Node owner, SkillData data)
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{
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PlayerController = owner as PlayerController;
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_skillData = data;
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base.Initialize(owner, data);
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ThrowInputBehavior = (ThrowInputResource)ThrowInputBehavior?.Duplicate();
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if (PlayerController == null)
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if (Data.Level > 0 && Data.Upgrades.Count >= Data.Level)
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{
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GD.PushError("BrickThrowComponent: Owner is not a PlayerController.");
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}
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if (_skillData.Level > 0 && _skillData.Upgrades.Count >= _skillData.Level)
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{
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ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]);
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ApplyUpgrade(Data.Upgrades[Data.Level - 1]);
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}
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}
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public void Activate()
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public override void Activate()
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{
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if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested += ThrowBrick;
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SetProcessInput(true);
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}
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public void Deactivate()
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public override void Deactivate()
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{
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if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested -= ThrowBrick;
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}
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public void ApplyUpgrade(SkillUpgrade upgrade)
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public override void ApplyUpgrade(SkillUpgrade upgrade)
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{
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foreach (var property in upgrade.Properties)
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{
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@@ -1,5 +1,6 @@
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using System;
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using Godot;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.Resources;
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@@ -35,7 +36,7 @@ public partial class CollectableComponent : Node
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if (Owner.HasNode("FadeAwayComponent"))
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_hasFadeAway = true;
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_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
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_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
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}
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private async void OnArea2DBodyEntered(Node2D body)
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@@ -53,12 +54,25 @@ public partial class CollectableComponent : Node
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{
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case CollectableType.Coin:
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_floatingTextManager?.ShowCoin((int)Data.Amount, ownerNode.GlobalPosition);
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EventBus.EmitCoinCollected((int)Data.Amount, ownerNode.GlobalPosition);
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break;
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case CollectableType.Health:
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_floatingTextManager?.ShowMessage("Healed!", ownerNode.GlobalPosition);
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EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
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break;
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case CollectableType.Kid:
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_floatingTextManager?.ShowMessage("Rescued!", ownerNode.GlobalPosition);
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EventBus.EmitChildRescued(ownerNode.GlobalPosition);
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break;
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case CollectableType.Skill:
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if (Data.Skill != null)
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{
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_floatingTextManager?.ShowMessage($"{Data.Skill.Name} Unlocked!", ownerNode.GlobalPosition);
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EventBus.EmitSkillCollected(Data.Skill, ownerNode.GlobalPosition);
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}
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break;
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default:
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EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
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break;
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}
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}
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@@ -6,40 +6,25 @@ using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class DoubleJumpSkillComponent : Node, ISkill
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public partial class DoubleJumpSkillComponent : SkillComponentBase
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{
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[Export] private PackedScene _doubleJumpAbilityScene;
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private PlayerController _playerController;
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public void Initialize(Node owner, SkillData data)
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{
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_playerController = owner as PlayerController;
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if (_playerController == null)
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{
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GD.PrintErr("DoubleJumpSkillComponent must be a child of a PlayerController.");
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}
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}
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public void Activate()
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public override void Activate()
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{
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if (_playerController == null) return;
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if (Player == null) return;
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var hasAbility = _playerController.GetActiveAbilities().Any(ability => ability is DoubleJumpAbility);
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var hasAbility = Player.GetActiveAbilities().Any(ability => ability is DoubleJumpAbility);
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if (!hasAbility)
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{
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var abilityInstance = _doubleJumpAbilityScene.Instantiate<DoubleJumpAbility>();
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_playerController.AddAbility(abilityInstance);
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Player.AddAbility(abilityInstance);
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}
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}
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public void Deactivate()
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public override void Deactivate()
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{
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_playerController?.RemoveAbility<DoubleJumpAbility>();
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}
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public void ApplyUpgrade(SkillUpgrade upgrade)
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{
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Player?.RemoveAbility<DoubleJumpAbility>();
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}
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}
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@@ -1,5 +1,6 @@
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using System.Threading.Tasks;
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.components;
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@@ -23,7 +24,7 @@ public partial class EnemyDeathComponent : Node
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GD.PushError("EnemyDeathComponent: Health is not set.");
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return;
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}
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Health.Death += OnDeath;
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}
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@@ -34,6 +35,12 @@ public partial class EnemyDeathComponent : Node
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private async Task Die()
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{
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// Emit enemy defeated event for statistics and other systems
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if (Owner is Node2D ownerNode)
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{
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EventBus.EmitEnemyDefeated(Owner, ownerNode.GlobalPosition);
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}
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CollisionShape.SetDisabled(true);
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var tween = CreateTween();
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tween.TweenProperty(Owner, "scale", Vector2.Zero, TweenDuration);
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@@ -1,6 +1,8 @@
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using Godot;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.State;
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namespace Mr.BrickAdventures.scripts.components;
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@@ -12,28 +14,30 @@ public partial class ExitDoorComponent : Area2D, IUnlockable
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[Export] public AudioStreamPlayer2D OpenDoorSfx { get; set; }
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[Export] public int OpenedDoorFrame { get; set; } = 0;
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[Export] public string AchievementId = "level_complete_1";
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[Signal] public delegate void ExitTriggeredEventHandler();
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private GameManager _gameManager;
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private AchievementManager _achievementManager;
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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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_achievementManager = GetNode<AchievementManager>("/root/AchievementManager");
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_gameManager = GameManager.Instance;
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_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
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BodyEntered += OnExitAreaBodyEntered;
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}
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private void OnExitAreaBodyEntered(Node2D body)
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{
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if (Locked) return;
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EmitSignalExitTriggered();
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_achievementManager.UnlockAchievement(AchievementId);
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_gameManager.UnlockLevel((int)_gameManager.PlayerState["current_level"] + 1);
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// Get current level from GameStateStore
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var currentLevel = GameStateStore.Instance?.Session.CurrentLevel ?? 0;
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_gameManager.UnlockLevel(currentLevel + 1);
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CallDeferred(nameof(GoToNextLevel));
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}
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@@ -5,62 +5,59 @@ using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class GroundPoundSkillComponent : Node, ISkill
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public partial class GroundPoundSkillComponent : SkillComponentBase
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{
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[Export] public float PoundForce { get; set; } = 1200f;
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[Export] public PackedScene ShockwaveScene { get; set; }
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private PlayerController _player;
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private PlayerInputHandler _input;
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private bool _isPounding = false;
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public void Initialize(Node owner, SkillData data)
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public override void Initialize(Node owner, SkillData data)
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{
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_player = owner as PlayerController;
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if (_player != null)
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base.Initialize(owner, data);
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if (Player != null)
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{
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_input = _player.GetNode<PlayerInputHandler>("PlayerInputHandler");
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_input = Player.GetNode<PlayerInputHandler>("PlayerInputHandler");
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}
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}
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public override void _PhysicsProcess(double delta)
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{
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if (_player == null || _input == null)
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if (Player == null || _input == null)
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{
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return;
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}
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// Check if we just landed from a ground pound to create the shockwave.
|
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if (_isPounding && _player.IsOnFloor())
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if (_isPounding && Player.IsOnFloor())
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{
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_isPounding = false;
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if (ShockwaveScene != null)
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{
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var shockwave = ShockwaveScene.Instantiate<Node2D>();
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_player.GetParent()?.AddChild(shockwave);
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shockwave.GlobalPosition = _player.GlobalPosition;
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Player.GetParent()?.AddChild(shockwave);
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shockwave.GlobalPosition = Player.GlobalPosition;
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}
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}
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// Check to initiate a ground pound. The player must be in the air.
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if (_input.DownHeld && !_player.IsOnFloor() && !_isPounding)
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if (_input.DownHeld && !Player.IsOnFloor() && !_isPounding)
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{
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// Apply a strong downward force, zeroing out horizontal movement.
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_player.Velocity = new Vector2(0, PoundForce);
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Player.Velocity = new Vector2(0, PoundForce);
|
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_isPounding = true;
|
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}
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}
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||||
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||||
public void Activate()
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||||
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||||
public override void Activate()
|
||||
{
|
||||
SetPhysicsProcess(true);
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}
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||||
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||||
public void Deactivate()
|
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public override void Deactivate()
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{
|
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SetPhysicsProcess(false);
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_isPounding = false;
|
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}
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||||
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||||
public void ApplyUpgrade(SkillUpgrade upgrade) { }
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}
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@@ -1,5 +1,6 @@
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using System.Threading.Tasks;
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using Godot;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.Autoloads;
|
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namespace Mr.BrickAdventures.scripts.components;
|
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@@ -11,22 +12,22 @@ public partial class HealthComponent : Node2D
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||||
[Export] public float MaxHealth { get; set; } = 1.0f;
|
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[Export] public AudioStreamPlayer2D HurtSfx { get; set; }
|
||||
[Export] public AudioStreamPlayer2D HealSfx { get; set; }
|
||||
|
||||
|
||||
[Signal] public delegate void HealthChangedEventHandler(float delta, float totalHealth);
|
||||
[Signal] public delegate void DeathEventHandler();
|
||||
|
||||
|
||||
private FloatingTextManager _floatingTextManager;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
|
||||
_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
|
||||
}
|
||||
|
||||
|
||||
public void SetHealth(float newValue)
|
||||
{
|
||||
_ = ApplyHealthChange(newValue);
|
||||
}
|
||||
|
||||
|
||||
public void IncreaseHealth(float delta)
|
||||
{
|
||||
_ = ApplyHealthChange(Health + delta);
|
||||
@@ -46,7 +47,7 @@ public partial class HealthComponent : Node2D
|
||||
|
||||
if (delta == 0.0f)
|
||||
return;
|
||||
|
||||
|
||||
if (delta < 0.0f)
|
||||
_floatingTextManager?.ShowDamage(Mathf.Abs(delta), GlobalPosition);
|
||||
else
|
||||
@@ -64,16 +65,27 @@ public partial class HealthComponent : Node2D
|
||||
await HurtSfx.ToSignal(HurtSfx, AudioStreamPlayer2D.SignalName.Finished);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Health = newHealth;
|
||||
|
||||
if (Health <= 0f)
|
||||
{
|
||||
EmitSignalDeath();
|
||||
// Emit global event if this is the player
|
||||
if (Owner is PlayerController)
|
||||
EventBus.EmitPlayerDied(GlobalPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
EmitSignalHealthChanged(delta, Health);
|
||||
// Emit global events if this is the player
|
||||
if (Owner is PlayerController)
|
||||
{
|
||||
if (delta < 0f)
|
||||
EventBus.EmitPlayerDamaged(Mathf.Abs(delta), Health, GlobalPosition);
|
||||
else
|
||||
EventBus.EmitPlayerHealed(delta, Health, GlobalPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Threading.Tasks;
|
||||
using Godot;
|
||||
using Mr.BrickAdventures;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
@@ -15,25 +16,25 @@ public partial class LeverComponent : Node
|
||||
|
||||
[Signal]
|
||||
public delegate void ActivatedEventHandler();
|
||||
|
||||
|
||||
private FloatingTextManager _floatingTextManager;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
|
||||
|
||||
_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
|
||||
|
||||
if (Area == null)
|
||||
{
|
||||
GD.PushError("LeverComponent: Area is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (Sprite == null)
|
||||
{
|
||||
GD.PushError("LeverComponent: Sprite is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
Area.BodyEntered += OnBodyEntered;
|
||||
Area.AreaEntered += OnAreaEntered;
|
||||
}
|
||||
@@ -58,7 +59,7 @@ public partial class LeverComponent : Node
|
||||
await timer.ToSignal(timer, Timer.SignalName.Timeout);
|
||||
Sprite.Frame = StartAnimationIndex;
|
||||
}
|
||||
|
||||
|
||||
private void HandleTriggerLogic(Node2D obj)
|
||||
{
|
||||
var triggerLever = obj.GetNodeOrNull<TriggerLeverComponent>("TriggerLeverComponent");
|
||||
|
||||
@@ -7,14 +7,12 @@ using Mr.BrickAdventures.scripts.Resources;
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
[GlobalClass]
|
||||
public partial class MagneticSkillComponent : Node, ISkill
|
||||
public partial class MagneticSkillComponent : SkillComponentBase
|
||||
{
|
||||
[Export] public Area2D MagneticArea { get; set; }
|
||||
[Export] public float MagneticMoveDuration { get; set; } = 1.25f;
|
||||
|
||||
private Array<Node2D> _collectablesToPickUp = [];
|
||||
private Node2D _owner;
|
||||
private SkillData _skillData;
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
@@ -25,11 +23,11 @@ public partial class MagneticSkillComponent : Node, ISkill
|
||||
_collectablesToPickUp.Remove(collectable);
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
MoveCollectableToOwner(collectable);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void OnBodyEntered(Node2D body)
|
||||
{
|
||||
if (!HasComponentInChildren(body, "CollectableComponent")) return;
|
||||
@@ -37,11 +35,11 @@ public partial class MagneticSkillComponent : Node, ISkill
|
||||
if (_collectablesToPickUp.Contains(body)) return;
|
||||
_collectablesToPickUp.Add(body);
|
||||
}
|
||||
|
||||
|
||||
private void OnAreaEntered(Area2D area)
|
||||
{
|
||||
if (!HasComponentInChildren(area, "CollectableComponent")) return;
|
||||
|
||||
|
||||
if (_collectablesToPickUp.Contains(area)) return;
|
||||
_collectablesToPickUp.Add(area);
|
||||
}
|
||||
@@ -49,7 +47,7 @@ public partial class MagneticSkillComponent : Node, ISkill
|
||||
private bool HasComponentInChildren(Node node, string componentName)
|
||||
{
|
||||
if (node == null) return false;
|
||||
|
||||
|
||||
if (node.HasNode(componentName)) return true;
|
||||
|
||||
foreach (var child in node.GetChildren())
|
||||
@@ -59,28 +57,27 @@ public partial class MagneticSkillComponent : Node, ISkill
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void MoveCollectableToOwner(Node2D collectable)
|
||||
{
|
||||
if (!IsInstanceValid(collectable) || !IsInstanceValid(_owner)) return;
|
||||
|
||||
var direction = (_owner.GlobalPosition - collectable.GlobalPosition).Normalized();
|
||||
if (!IsInstanceValid(collectable) || !IsInstanceValid(Player)) return;
|
||||
|
||||
var direction = (Player.GlobalPosition - collectable.GlobalPosition).Normalized();
|
||||
var speed = direction.Length() / MagneticMoveDuration;
|
||||
|
||||
collectable.GlobalPosition += direction.Normalized() * speed;
|
||||
}
|
||||
|
||||
public void Initialize(Node owner, SkillData data)
|
||||
public override void Initialize(Node owner, SkillData data)
|
||||
{
|
||||
_owner = owner as Node2D;
|
||||
_skillData = data;
|
||||
|
||||
if (_owner == null)
|
||||
base.Initialize(owner, data);
|
||||
|
||||
if (Player == null)
|
||||
{
|
||||
GD.PushWarning("MagneticSkillComponent: Owner is not a Node2D.");
|
||||
GD.PushWarning("MagneticSkillComponent: Owner is not a Player/Node2D.");
|
||||
}
|
||||
|
||||
if (MagneticArea == null)
|
||||
@@ -96,34 +93,34 @@ public partial class MagneticSkillComponent : Node, ISkill
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (_skillData.Level > 0 && _skillData.Upgrades.Count >= _skillData.Level)
|
||||
|
||||
if (Data.Level > 0 && Data.Upgrades.Count >= Data.Level)
|
||||
{
|
||||
ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]);
|
||||
ApplyUpgrade(Data.Upgrades[Data.Level - 1]);
|
||||
}
|
||||
}
|
||||
|
||||
public void Activate()
|
||||
public override void Activate()
|
||||
{
|
||||
if (MagneticArea == null)
|
||||
{
|
||||
GD.PushError("MagneticSkillComponent: MagneticArea is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
MagneticArea.BodyEntered += OnBodyEntered;
|
||||
MagneticArea.AreaEntered += OnAreaEntered;
|
||||
}
|
||||
|
||||
public void Deactivate()
|
||||
public override void Deactivate()
|
||||
{
|
||||
if (MagneticArea == null) return;
|
||||
|
||||
|
||||
MagneticArea.BodyEntered -= OnBodyEntered;
|
||||
MagneticArea.AreaEntered -= OnAreaEntered;
|
||||
}
|
||||
|
||||
public void ApplyUpgrade(SkillUpgrade upgrade)
|
||||
public override void ApplyUpgrade(SkillUpgrade upgrade)
|
||||
{
|
||||
foreach (var property in upgrade.Properties)
|
||||
{
|
||||
|
||||
@@ -2,6 +2,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using Godot;
|
||||
using Mr.BrickAdventures;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
@@ -10,7 +11,7 @@ namespace Mr.BrickAdventures.scripts.components;
|
||||
public partial class PlayerController : CharacterBody2D
|
||||
{
|
||||
[Export] private Node MovementAbilitiesContainer { get; set; }
|
||||
|
||||
|
||||
[ExportGroup("Movement Ability Scenes")]
|
||||
[Export] public PackedScene GroundMovementScene { get; set; }
|
||||
[Export] public PackedScene JumpMovementScene { get; set; }
|
||||
@@ -19,23 +20,23 @@ public partial class PlayerController : CharacterBody2D
|
||||
[Export] public PackedScene SpaceshipMovementScene { get; set; }
|
||||
[Export] public PackedScene WallJumpScene { get; set; }
|
||||
[Export] public PackedScene GridMovementScene { get; set; }
|
||||
|
||||
|
||||
[Signal] public delegate void JumpInitiatedEventHandler();
|
||||
[Signal] public delegate void MovementAbilitiesChangedEventHandler();
|
||||
|
||||
|
||||
public Vector2 LastDirection { get; private set; } = Vector2.Right;
|
||||
public Vector2 PreviousVelocity { get; private set; } = Vector2.Zero;
|
||||
|
||||
|
||||
private List<MovementAbility> _abilities = [];
|
||||
private PlayerInputHandler _inputHandler;
|
||||
|
||||
|
||||
public IReadOnlyList<MovementAbility> GetActiveAbilities() => _abilities;
|
||||
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
var skillManager = GetNodeOrNull<SkillManager>("/root/SkillManager");
|
||||
var skillManager = GetNodeOrNull<SkillManager>(Constants.SkillManagerPath);
|
||||
skillManager?.RegisterPlayer(this);
|
||||
|
||||
|
||||
_inputHandler = GetNode<PlayerInputHandler>("PlayerInputHandler");
|
||||
foreach (var child in MovementAbilitiesContainer.GetChildren())
|
||||
{
|
||||
@@ -45,20 +46,20 @@ public partial class PlayerController : CharacterBody2D
|
||||
_abilities.Add(ability);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
_ = ConnectJumpAndGravityAbilities();
|
||||
EmitSignalMovementAbilitiesChanged();
|
||||
}
|
||||
|
||||
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
var velocity = Velocity;
|
||||
|
||||
|
||||
foreach (var ability in _abilities)
|
||||
{
|
||||
velocity = ability.ProcessMovement(velocity, delta);
|
||||
}
|
||||
|
||||
|
||||
if (_inputHandler.MoveDirection.X != 0)
|
||||
{
|
||||
LastDirection = new Vector2(_inputHandler.MoveDirection.X > 0 ? 1 : -1, 0);
|
||||
@@ -68,14 +69,14 @@ public partial class PlayerController : CharacterBody2D
|
||||
Velocity = velocity;
|
||||
MoveAndSlide();
|
||||
}
|
||||
|
||||
|
||||
public void AddAbility(MovementAbility ability)
|
||||
{
|
||||
MovementAbilitiesContainer.AddChild(ability);
|
||||
ability.Initialize(this);
|
||||
_abilities.Add(ability);
|
||||
}
|
||||
|
||||
|
||||
public void ClearMovementAbilities()
|
||||
{
|
||||
foreach (var ability in _abilities)
|
||||
@@ -84,7 +85,7 @@ public partial class PlayerController : CharacterBody2D
|
||||
}
|
||||
_abilities.Clear();
|
||||
}
|
||||
|
||||
|
||||
public void RemoveAbility<T>() where T : MovementAbility
|
||||
{
|
||||
for (var i = _abilities.Count - 1; i >= 0; i--)
|
||||
@@ -102,20 +103,20 @@ public partial class PlayerController : CharacterBody2D
|
||||
public void SetPlatformMovement()
|
||||
{
|
||||
ClearMovementAbilities();
|
||||
|
||||
|
||||
if (GroundMovementScene != null) AddAbility(GroundMovementScene.Instantiate<MovementAbility>());
|
||||
if (JumpMovementScene != null) AddAbility(JumpMovementScene.Instantiate<MovementAbility>());
|
||||
if (GravityScene != null) AddAbility(GravityScene.Instantiate<MovementAbility>());
|
||||
if (OneWayPlatformScene != null) AddAbility(OneWayPlatformScene.Instantiate<MovementAbility>());
|
||||
|
||||
|
||||
_ = ConnectJumpAndGravityAbilities();
|
||||
EmitSignalMovementAbilitiesChanged();
|
||||
}
|
||||
|
||||
|
||||
public void SetSpaceshipMovement()
|
||||
{
|
||||
ClearMovementAbilities();
|
||||
|
||||
|
||||
if (SpaceshipMovementScene != null) AddAbility(SpaceshipMovementScene.Instantiate<MovementAbility>());
|
||||
EmitSignalMovementAbilitiesChanged();
|
||||
}
|
||||
@@ -130,10 +131,10 @@ public partial class PlayerController : CharacterBody2D
|
||||
private async Task ConnectJumpAndGravityAbilities()
|
||||
{
|
||||
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
|
||||
|
||||
|
||||
var jumpAbility = _abilities.OfType<VariableJumpAbility>().FirstOrDefault();
|
||||
var gravityAbility = _abilities.OfType<GravityAbility>().FirstOrDefault();
|
||||
|
||||
|
||||
if (jumpAbility != null && gravityAbility != null)
|
||||
{
|
||||
gravityAbility.AscendGravity = jumpAbility.AscendGravity;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
@@ -10,12 +11,12 @@ public partial class PlayerDeathComponent : Node2D
|
||||
[Export] public PackedScene DeathEffect { get; set; }
|
||||
[Export] public HealthComponent HealthComponent { get; set; }
|
||||
[Export] public Vector2 EffectScale { get; set; } = new Vector2(1.5f, 1.5f);
|
||||
|
||||
|
||||
private GameManager _gameManager;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
||||
_gameManager = GameManager.Instance;
|
||||
HealthComponent.Death += OnDeath;
|
||||
}
|
||||
|
||||
@@ -30,8 +31,8 @@ public partial class PlayerDeathComponent : Node2D
|
||||
effect.GlobalPosition = GlobalPosition;
|
||||
effect.Scale = EffectScale;
|
||||
}
|
||||
|
||||
_gameManager.RemoveLives(1);
|
||||
_gameManager.ResetCurrentSessionState();
|
||||
|
||||
// Lives are now decremented by LivesStateHandler via PlayerDied event
|
||||
// Session state is reset by LivesStateHandler as well
|
||||
}
|
||||
}
|
||||
@@ -1,43 +0,0 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
[GlobalClass]
|
||||
public partial class ScoreComponent : Node
|
||||
{
|
||||
private GameManager _gameManager;
|
||||
private const string CoinsGroupName = "coins";
|
||||
|
||||
public override async void _Ready()
|
||||
{
|
||||
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
|
||||
|
||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
||||
if (_gameManager == null)
|
||||
{
|
||||
GD.PrintErr("GameManager not found in the scene tree.");
|
||||
return;
|
||||
}
|
||||
|
||||
var coins = GetTree().GetNodesInGroup(CoinsGroupName);
|
||||
foreach (var coin in coins)
|
||||
{
|
||||
var c = coin.GetNodeOrNull<CollectableComponent>("CollectableComponent");
|
||||
if (c != null)
|
||||
{
|
||||
c.Collected += OnCollected;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnCollected(float amount, CollectableType type, Node2D body)
|
||||
{
|
||||
if (type != CollectableType.Coin) return;
|
||||
|
||||
var coinAmount = (int)amount;
|
||||
var currentCoins = (int)_gameManager.CurrentSessionState["coins_collected"];
|
||||
_gameManager.CurrentSessionState["coins_collected"] = currentCoins + coinAmount;
|
||||
}
|
||||
}
|
||||
@@ -1 +0,0 @@
|
||||
uid://ccqb8kd5m0eh7
|
||||
29
scripts/components/SkillComponentBase.cs
Normal file
29
scripts/components/SkillComponentBase.cs
Normal file
@@ -0,0 +1,29 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.scripts.interfaces;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
/// <summary>
|
||||
/// Base class for all skill components to reduce boilerplate.
|
||||
/// </summary>
|
||||
public abstract partial class SkillComponentBase : Node, ISkill
|
||||
{
|
||||
protected PlayerController Player { get; private set; }
|
||||
protected SkillData Data { get; private set; }
|
||||
|
||||
public virtual void Initialize(Node owner, SkillData data)
|
||||
{
|
||||
Player = owner as PlayerController;
|
||||
Data = data;
|
||||
|
||||
if (Player == null)
|
||||
{
|
||||
GD.PrintErr($"{GetType().Name} must be a child of a PlayerController.");
|
||||
}
|
||||
}
|
||||
|
||||
public abstract void Activate();
|
||||
public abstract void Deactivate();
|
||||
public virtual void ApplyUpgrade(SkillUpgrade upgrade) { }
|
||||
}
|
||||
1
scripts/components/SkillComponentBase.cs.uid
Normal file
1
scripts/components/SkillComponentBase.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dvuevrf5vr5jk
|
||||
@@ -1,8 +1,10 @@
|
||||
using Godot;
|
||||
using Godot.Collections;
|
||||
using Mr.BrickAdventures;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
using Mr.BrickAdventures.scripts.interfaces;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
using Mr.BrickAdventures.scripts.State;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
@@ -18,8 +20,8 @@ public partial class SkillUnlockerComponent : Node
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
||||
SkillManager = GetNode<SkillManager>("/root/SkillManager");
|
||||
_gameManager = GameManager.Instance;
|
||||
SkillManager = SkillManager.Instance;
|
||||
}
|
||||
|
||||
private bool HasEnoughCoins(int amount)
|
||||
@@ -34,11 +36,10 @@ public partial class SkillUnlockerComponent : Node
|
||||
if (!HasEnoughCoins(skill.Upgrades[0].Cost)) return false;
|
||||
|
||||
skill.Level = 1;
|
||||
skill.IsActive = true;
|
||||
_gameManager.RemoveCoins(skill.Upgrades[0].Cost);
|
||||
|
||||
var skillsUnlocked = (Array<SkillData>)_gameManager.CurrentSessionState["skills_unlocked"];
|
||||
skillsUnlocked.Add(skill);
|
||||
// Add to session state via GameStateStore
|
||||
GameStateStore.Instance?.UnlockSkillInSession(skill);
|
||||
SkillManager.AddSkill(skill);
|
||||
EmitSignalSkillUnlocked(skill);
|
||||
|
||||
|
||||
@@ -5,18 +5,19 @@ using Mr.BrickAdventures.scripts.Resources;
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
[GlobalClass]
|
||||
public partial class XRayVisionSkillComponent : Node, ISkill
|
||||
public partial class XRayVisionSkillComponent : SkillComponentBase
|
||||
{
|
||||
[Export(PropertyHint.Layers2DRender)] public uint SecretLayer { get; set; }
|
||||
[Export] public float Duration { get; set; } = 5.0f;
|
||||
|
||||
|
||||
private Camera2D _camera;
|
||||
private Viewport _viewport;
|
||||
private uint _originalVisibilityLayer;
|
||||
private Timer _timer;
|
||||
|
||||
public void Initialize(Node owner, SkillData data)
|
||||
|
||||
public override void Initialize(Node owner, SkillData data)
|
||||
{
|
||||
base.Initialize(owner, data);
|
||||
_viewport = GetViewport();
|
||||
_camera = GetViewport().GetCamera2D();
|
||||
_timer = new Timer { OneShot = true };
|
||||
@@ -24,16 +25,16 @@ public partial class XRayVisionSkillComponent : Node, ISkill
|
||||
_timer.Timeout += Deactivate;
|
||||
}
|
||||
|
||||
public void Activate()
|
||||
public override void Activate()
|
||||
{
|
||||
if (_camera == null) return;
|
||||
|
||||
|
||||
_originalVisibilityLayer = _camera.VisibilityLayer;
|
||||
_camera.VisibilityLayer |= SecretLayer;
|
||||
_timer.Start(Duration);
|
||||
}
|
||||
|
||||
public void Deactivate()
|
||||
public override void Deactivate()
|
||||
{
|
||||
if (_camera != null)
|
||||
{
|
||||
@@ -41,7 +42,7 @@ public partial class XRayVisionSkillComponent : Node, ISkill
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyUpgrade(SkillUpgrade upgrade)
|
||||
public override void ApplyUpgrade(SkillUpgrade upgrade)
|
||||
{
|
||||
if (upgrade.Properties.TryGetValue("duration", out var newDuration))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user