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