Add marketplace button functionality and skill unlocker integration

This commit is contained in:
2025-06-05 22:50:45 +02:00
parent 87b85cae43
commit cc737f22cf
16 changed files with 167 additions and 7 deletions

View File

@@ -4,7 +4,7 @@ extends Node
@export var skill_manager: SkillManager
@onready var game_manager: GM = $"/root/GameManager"
signal skill_unlocked(skill_data: SkillData)
func has_enough_coins(amount: int) -> bool:
@@ -24,6 +24,7 @@ func try_unlock_skill(skill_data: SkillData) -> bool:
game_manager.remove_coins(skill_data.cost)
game_manager.current_session_state["skills_unlocked"].append(skill_data.name)
skill_manager.add_skill(skill_data)
skill_unlocked.emit(skill_data)
return true
@@ -33,6 +34,7 @@ func unlock_all_skills() -> void:
for skill in available_skills:
skills.append(skill.name)
skill_unlocked.emit(skill)
game_manager.unlock_skills(skills)
skill_manager.apply_unlocked_skills()

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@@ -68,6 +68,14 @@ func get_kid_nodes() -> Array[CollectableComponent]:
return kid_nodes
func get_player_node() -> Node:
for node in nodes_in_scene:
if node is PlayerController:
return node
return null
func add_coins(amount: int) -> void:
player_state["coins"] += amount
player_state["coins"] = max(0, player_state["coins"])
@@ -213,7 +221,6 @@ func on_level_complete() -> void:
SaveSystem.save_game()
func get_unlocked_skills() -> Array:
var skills_unlocked = player_state.get("unlocked_skills", [])
var skills_current_session = current_session_state.get("skills_unlocked", [])

View File

@@ -12,4 +12,7 @@ enum SkillType {
@export var config: Dictionary = {}
@export var cost: int = 0
@export var icon: Texture2D
@export var type: SkillType = SkillType.ATTACK
@export var type: SkillType = SkillType.ATTACK
@export var is_active: bool = false
@export var level: int = 1
@export var max_level: int = 1

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@@ -46,9 +46,10 @@ func get_button_text(skill: SkillData) -> String:
func create_upgrade_button(skill: SkillData):
var button := marketplace_button.instantiate() as Button
var button := marketplace_button.instantiate() as MarketplaceButton
button.text = get_button_text(skill)
button.icon = skill.icon
button.skill_data = skill
button.pressed.connect(func () -> void: _on_button_pressed(skill))

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@@ -0,0 +1,48 @@
class_name MarketplaceButton
extends Button
@export var skill_data: SkillData
@export var unlocked_skill_icon: Texture2D
@export var locked_skill_icon: Texture2D
@export var skill_level_container: Container
@onready var gm: GM = $"/root/GameManager"
func _ready() -> void:
if not skill_data:
printerr("MarketplaceButton: skill_data is not set.")
if not unlocked_skill_icon or not locked_skill_icon:
printerr("MarketplaceButton: unlocked_skill_icon or locked_skill_icon is not set.")
return
if not skill_level_container:
printerr("MarketplaceButton: skill_level_container is not set.")
return
setup()
var player := gm.get_player_node()
var skill_unlocker_component := player.get_node_or_null("SkillUnlockerComponent") as SkillUnlockerComponent
if skill_unlocker_component:
skill_unlocker_component.skill_unlocked.connect(_on_skill_unlock)
func setup() -> void:
if not skill_data:
return
for i in range(skill_data.max_level):
var _icon := TextureRect.new()
_icon.texture = unlocked_skill_icon if i < skill_data.level else locked_skill_icon
skill_level_container.add_child(_icon)
func _on_skill_unlock(skill: SkillData) -> void:
if skill.name == skill_data.name:
for i in range(skill_data.max_level):
var icon := skill_level_container.get_child(i) as TextureRect
if i < skill.level:
icon.texture = unlocked_skill_icon
else:
icon.texture = locked_skill_icon
disabled = skill.level >= skill_data.max_level

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@@ -0,0 +1 @@
uid://dx8lex40lotr5

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@@ -45,7 +45,6 @@ func _ready() -> void:
Console.console_closed.connect(_on_console_close)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("pause") and not is_console_open:
if UiManager.is_visible_on_stack(pause_menu_control):
@@ -78,6 +77,8 @@ func _on_exit_to_menu_button_pressed() -> void:
printerr("PauseMenu: Exit to menu scene not set.")
return
gm.resume_game()
gm.reset_current_session_state()
get_tree().change_scene_to_packed(exit_to_menu_scene)