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

View File

@@ -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;

View File

@@ -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()

View File

@@ -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";

View File

@@ -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;
}

View File

@@ -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;

View File

@@ -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)