Refactor UI components to inherit from Control and update node paths for consistency

This commit is contained in:
2025-08-26 16:20:01 +02:00
parent 1d4948e5b4
commit ca0d21e40a
84 changed files with 767 additions and 884 deletions

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@@ -0,0 +1,13 @@
using Godot;
namespace Mr.BrickAdventures.scripts.Resources;
[GlobalClass]
public partial class LevelResource : Resource
{
[Export]
public string LevelName { get; set; } = string.Empty;
[Export]
public string ScenePath { get; set; } = string.Empty;
}

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@@ -3,7 +3,7 @@ using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class AudioSettings : Node
public partial class AudioSettings : Control
{
[Export] public Slider MasterVolumeSlider { get; set; }
[Export] public Slider MusicVolumeSlider { get; set; }

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@@ -4,7 +4,7 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.UI;
public partial class ChargeProgressBar : Node
public partial class ChargeProgressBar : ProgressBar
{
[Export] public ProgressBar ProgressBar { get; set; }
[Export] public BrickThrowComponent ThrowComponent { get; set; }
@@ -27,6 +27,11 @@ public partial class ChargeProgressBar : Node
private void SetupDependencies()
{
if (ThrowComponent == null || ProgressBar == null)
{
return;
}
if (ThrowComponent.ThrowInputBehavior is ChargeThrowInputResource throwInput)
{
_throwInput = throwInput;

72
scripts/UI/DeathScreen.cs Normal file
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@@ -0,0 +1,72 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.UI;
[GlobalClass]
public partial class DeathScreen : Control
{
[Export] public LevelResource CurrentLevel { get; set; }
[Export] public Label CurrentLevelLabel { get; set; }
[Export] public Label LivesLeftLabel { get; set; }
[Export] public float TimeoutTime { get; set; } = 2.0f;
[Export] public Godot.Collections.Array<Node> NodesToDisable { get; set; } = new();
private GameManager _gameManager;
private Timer _timer;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
SetLabels();
}
private void SetLabels()
{
if (_gameManager == null) return;
if (CurrentLevel != null)
{
CurrentLevelLabel.Text = CurrentLevel.LevelName;
}
LivesLeftLabel.Text = $" x {_gameManager.GetLives()}";
}
private void SetupTimer()
{
_timer = new Timer();
_timer.WaitTime = TimeoutTime;
_timer.OneShot = true;
_timer.Timeout += OnTimeout;
AddChild(_timer);
_timer.Start();
}
private void ToggleNodes()
{
foreach (var node in NodesToDisable)
{
node.ProcessMode = node.ProcessMode == ProcessModeEnum.Disabled
? ProcessModeEnum.Inherit
: ProcessModeEnum.Disabled;
}
}
public void OnPlayerDeath()
{
if (_gameManager == null) return;
ToggleNodes();
SetLabels();
Show();
SetupTimer();
}
private void OnTimeout()
{
if (_gameManager == null || _gameManager.GetLives() == 0) return;
GetTree().ReloadCurrentScene();
}
}

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@@ -3,7 +3,7 @@ using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class GameOverScreen : Node
public partial class GameOverScreen : Control
{
[Export] public Control GameOverPanel { get; set; }
[Export] public Button RestartButton { get; set; }

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@@ -4,7 +4,7 @@ using Mr.BrickAdventures.scripts.components;
namespace Mr.BrickAdventures.scripts.UI;
public partial class Hud : Node
public partial class Hud : Control
{
[Export] public HealthComponent Health { get; set; }
[Export] public Label CoinsLabel { get; set; }

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@@ -3,7 +3,7 @@ using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class MainMenu : Node
public partial class MainMenu : Control
{
[Export] public Control MainMenuControl { get; set; }
[Export] public Button NewGameButton { get; set; }

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@@ -7,7 +7,7 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.UI;
public partial class Marketplace : Node
public partial class Marketplace : Control
{
[Export] public Array<SkillData> Skills { get; set; } = [];
[Export] public GridContainer ToUnlockGrid { get; set; }
@@ -24,6 +24,8 @@ public partial class Marketplace : Node
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
var skillsToUnlock = new List<SkillData>();
foreach (var skill in Skills) skillsToUnlock.Add(skill);

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@@ -3,7 +3,7 @@ using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class PauseMenu : Node
public partial class PauseMenu : Control
{
[Export] public Control PauseMenuControl { get; set; }
[Export] public Control SettingsControl { get; set; }

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@@ -3,7 +3,7 @@ using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class SettingsMenu : Node
public partial class SettingsMenu : Control
{
[Export] public Control InputSettingsControl { get; set; }
[Export] public Control AudioSettingsControl { get; set; }

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@@ -16,16 +16,13 @@ public partial class DamageComponent : Node
public override void _Ready()
{
if (Area == null)
if (Area != null)
{
GD.PushError($"DamageComponent: Area2D node is not set.");
return;
Area.BodyEntered += OnAreaBodyEntered;
Area.BodyExited += OnAreaBodyExited;
Area.AreaEntered += OnAreaAreaEntered;
}
Area.BodyEntered += OnAreaBodyEntered;
Area.BodyExited += OnAreaBodyExited;
Area.AreaEntered += OnAreaAreaEntered;
if (DamageTimer != null)
{
DamageTimer.Timeout += OnDamageTimerTimeout;

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@@ -18,6 +18,8 @@ public partial class ExitDoorComponent : Node, IUnlockable
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
if (ExitArea == null)
{
GD.PushError("ExitDoorComponent: ExitArea is not set.");
@@ -26,12 +28,15 @@ public partial class ExitDoorComponent : Node, IUnlockable
ExitArea.BodyEntered += OnExitAreaBodyEntered;
_gameManager = GetNode<GameManager>("/root/gameManager");
}
private void OnExitAreaBodyEntered(Node2D body)
{
throw new System.NotImplementedException();
if (Locked) return;
EmitSignalExitTriggered();
_gameManager.UnlockLevel((int)_gameManager.PlayerState["CurrentLevel"] + 1);
CallDeferred(nameof(GoToNextLevel));
}
public void Unlock()

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@@ -4,7 +4,7 @@ using Mr.BrickAdventures.scripts.interfaces;
namespace Mr.BrickAdventures.scripts.components;
public partial class PlayerController : Node2D
public partial class PlayerController : CharacterBody2D
{
[Export]
public string DefaultMovementType { get; set; } = "platform";

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@@ -14,7 +14,7 @@ public partial class PlayerDeathComponent : Node2D
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/gameManager");
_gameManager = GetNode<GameManager>("/root/GameManager");
HealthComponent.Death += OnDeath;
}

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@@ -20,10 +20,12 @@ public partial class ScoreComponent : Node
return;
}
var coins = GetTree().GetNodesInGroup("Coins");
var coins = GetTree().GetNodesInGroup("coins");
GD.Print($"Found {coins.Count} coins in the scene.");
foreach (var coin in coins)
{
var c = coin.GetNodeOrNull<CollectableComponent>("CollectableComponent");
GD.Print(c == null ? "CollectableComponent not found on coin." : "CollectableComponent found on coin.");
if (c != null)
{
c.Collected += OnCollected;
@@ -31,6 +33,17 @@ public partial class ScoreComponent : Node
}
}
public override void _Process(double delta)
{
GetCoinsInScene();
}
private void GetCoinsInScene()
{
var coins = GetTree().GetNodesInGroup("Coins");
GD.Print($"Found {coins.Count} coins in the scene.");
}
private void OnCollected(float amount, CollectableType type, Node2D body)
{
if (type != CollectableType.Coin) return;

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@@ -2,9 +2,8 @@ using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class TooltipComponent : Node
public partial class TooltipComponent : Area2D
{
[Export] public Area2D Area { get; set; }
[Export] public Control UiRoot { get; set; }
[Export] public string Text { get; set; } = string.Empty;
[Export] public Label TooltipLabel { get; set; }
@@ -13,8 +12,8 @@ public partial class TooltipComponent : Node
{
TooltipLabel.Text = Text;
UiRoot.Visible = false;
Area.BodyEntered += OnBodyEntered;
Area.BodyExited += OnBodyExited;
BodyEntered += OnBodyEntered;
BodyExited += OnBodyExited;
}
private void OnBodyEntered(Node2D body)

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@@ -1,5 +0,0 @@
class_name LevelResource
extends Resource
@export var level_name: String
@export var scene_path: String

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@@ -1 +0,0 @@
uid://cp68km8bykymb

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@@ -48,4 +48,4 @@ func set_health_progressbar() -> void:
return
health_progressbar.value = player_health.health
health_progressbar.max_value = player_health.max_health
health_progressbar.max_value = player_health.max_health