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

View File

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using Godot;
namespace PhantomCamera;
public enum TransitionType
{
Linear,
Sine,
Quint,
Quart,
Quad,
Expo,
Elastic,
Cubic,
Circ,
Bounce,
Back
}
public enum EaseType
{
EaseIn,
EaseOut,
EaseInOut,
EaseOutIn
}
public static class PhantomCameraTweenExtensions
{
public static PhantomCameraTween AsPhantomCameraTween(this Resource resource)
{
return new PhantomCameraTween(resource);
}
}
public class PhantomCameraTween(Resource tweenResource)
{
public Resource Resource { get; } = tweenResource;
public float Duration
{
get => (float)Resource.Get(PropertyName.Duration);
set => Resource.Set(PropertyName.Duration, value);
}
public TransitionType Transition
{
get => (TransitionType)(int)Resource.Get(PropertyName.Transition);
set => Resource.Set(PropertyName.Transition, (int)value);
}
public EaseType Ease
{
get => (EaseType)(int)Resource.Get(PropertyName.Ease);
set => Resource.Set(PropertyName.Ease, (int)value);
}
public static class PropertyName
{
public const string Duration = "duration";
public const string Transition = "transition";
public const string Ease = "ease";
}
}