Complete C# rewrite with working game in Editor (#6)
* Refactor collectable components to C# and update resource scripts for consistency * Update resource paths and refactor properties for consistency * Refactor UI components to inherit from Control and update node paths for consistency * Update node paths and group assignments for consistency across scenes * Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling * Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration * Refactor skill components and update resource paths for consistency; enhance skill management in scenes * Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling * Add next level command and refactor player retrieval in GameManager; update scene files for consistency * Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations * Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states * Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions * Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
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@@ -9,12 +9,17 @@ namespace Mr.BrickAdventures.Autoloads;
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public partial class GameManager : Node
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{
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[Export] public Array<PackedScene> LevelScenes { get; set; } = new();
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[Export] public Array<PackedScene> LevelScenes { get; set; } = [];
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public PlayerController Player { get; set; }
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public PlayerController Player {
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get => GetPlayer();
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private set => _player = value;
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}
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private List<Node> _sceneNodes = new();
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private List<Node> _sceneNodes = [];
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private PlayerController _player;
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[Export]
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public Dictionary PlayerState { get; set; } = new()
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{
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{ "coins", 0 },
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@@ -24,7 +29,8 @@ public partial class GameManager : Node
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{ "unlocked_levels", new Array<int>() {0}},
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{ "unlocked_skills", new Array<SkillData>() }
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};
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[Export]
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public Dictionary CurrentSessionState { get; private set; } = new()
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{
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{ "coins_collected", 0 },
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@@ -225,14 +231,14 @@ public partial class GameManager : Node
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public PlayerController GetPlayer()
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{
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if (Player != null) return Player;
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if (_player != null) return _player;
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foreach (var node in _sceneNodes)
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{
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if (node is not PlayerController player) continue;
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Player = player;
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return Player;
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_player = player;
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return _player;
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}
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GD.PrintErr("PlayerController not found in the scene tree.");
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