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
This commit is contained in:
2025-08-27 01:12:26 +02:00
committed by GitHub
parent d84f7d1740
commit d786ef4c22
532 changed files with 22009 additions and 6630 deletions

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using Godot;
#nullable enable
namespace PhantomCamera;
public enum InterpolationMode
{
Auto,
Idle,
Physics
}
public static class PhantomCameraHostExtensions
{
public static PhantomCameraHost AsPhantomCameraHost(this Node node)
{
return new PhantomCameraHost(node);
}
}
public class PhantomCameraHost()
{
public Node Node { get; } = null!;
public PhantomCameraHost(Node node) : this()
{
Node = node;
_callablePCamBecameActive = Callable.From<Node>(pCam => PCamBecameActive?.Invoke(pCam));
_callablePCamBecameInactive = Callable.From<Node>(pCam => PCamBecameInactive?.Invoke(pCam));
Node.Connect(SignalName.PCamBecameActive, _callablePCamBecameActive);
Node.Connect(SignalName.PCamBecameInactive, _callablePCamBecameInactive);
}
~PhantomCameraHost()
{
Node.Disconnect(SignalName.PCamBecameActive, _callablePCamBecameActive);
Node.Disconnect(SignalName.PCamBecameInactive, _callablePCamBecameInactive);
}
public delegate void PCamBecameActiveEventHandler(Node pCam);
public delegate void PCamBecameInactiveEventHandler(Node pCam);
public event PCamBecameActiveEventHandler? PCamBecameActive;
public event PCamBecameInactiveEventHandler? PCamBecameInactive;
private readonly Callable _callablePCamBecameActive;
private readonly Callable _callablePCamBecameInactive;
// For when Godot becomes the minimum version
// public InterpolationMode InterpolationMode
// {
// get => (InterpolationMode)(int)Node.Call(MethodName.GetInterpolationMode);
// set => Node.Call(MethodName.SetInterpolationMode, (int)value);
// }
public int HostLayers
{
get => (int)Node.Call(PhantomCamera.MethodName.GetHostLayers);
set => Node.Call(PhantomCamera.MethodName.SetHostLayers, value);
}
public void SetHostLayersValue(int layer, bool value) => Node.Call(MethodName.SetHostLayersValue, layer, value);
public Camera2D? Camera2D => (Camera2D?)Node.Get(PropertyName.Camera2D);
public Camera3D? Camera3D => (Camera3D?)Node.Get(PropertyName.Camera3D);
public InterpolationMode InterpolationMode
{
get => (InterpolationMode)(int)Node.Call(MethodName.GetInterpolationMode);
set => Node.Call(MethodName.SetInterpolationMode, (int)value);
}
public bool TriggerPhantomCameraTween => (bool)Node.Call(MethodName.GetTriggerPhantomCameraTween);
public ActivePhantomCameraQueryResult? GetActivePhantomCamera()
{
var result = Node.Call(MethodName.GetActivePhantomCamera);
return result.VariantType == Variant.Type.Nil ? null : new ActivePhantomCameraQueryResult(result.AsGodotObject());
}
public static class PropertyName
{
public const string Camera2D = "camera_2d";
public const string Camera3D = "camera_3d";
}
public static class MethodName
{
public const string GetActivePhantomCamera = "get_active_pcam";
public const string GetTriggerPhantomCameraTween = "get_trigger_pcam_tween";
public const string GetInterpolationMode = "get_interpolation_mode";
public const string SetInterpolationMode = "set_interpolation_mode";
public const string SetHostLayersValue = "set_host_layers_value";
}
public static class SignalName
{
public const string PCamBecameActive = "pcam_became_active";
public const string PCamBecameInactive = "pcam_became_inactive";
}
}
public class ActivePhantomCameraQueryResult(GodotObject godotObject)
{
public bool Is2D => godotObject.IsClass("Node2D") || ((Node)godotObject).Name.ToString().Contains("PhantomCamera2D")
|| ((Node)godotObject).Name.ToString().Contains("PCam2D")
|| ((Node)godotObject).Name.ToString().Contains("2D");
public bool Is3D => godotObject.IsClass("Node3D") || ((Node)godotObject).Name.ToString().Contains("PhantomCamera3D")
|| ((Node)godotObject).Name.ToString().Contains("PCam3D")
|| ((Node)godotObject).Name.ToString().Contains("3D");
public PhantomCamera2D? AsPhantomCamera2D()
{
return Is2D ? new PhantomCamera2D(godotObject) : null;
}
public PhantomCamera3D? AsPhantomCamera3D()
{
return Is3D ? new PhantomCamera3D(godotObject) : null;
}
}

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uid://cr8brwrls2nn3