refactor (#6)
Reviewed-on: #6
This commit was merged in pull request #6.
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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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