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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@@ -4,6 +4,6 @@ namespace Mr.BrickAdventures.scripts.Resources;
public partial class CollectableResource : Resource
{
[Export] public Variant Amount { get; set; } = 0.0;
[Export] public float Amount { get; set; } = 0.0f;
[Export] public CollectableType Type { get; set; }
}

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@@ -0,0 +1,13 @@
using Godot;
namespace Mr.BrickAdventures.scripts.Resources;
[GlobalClass]
public partial class LevelResource : Resource
{
[Export]
public string LevelName { get; set; } = string.Empty;
[Export]
public string ScenePath { get; set; } = string.Empty;
}

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@@ -0,0 +1 @@
uid://c2h0pqhxiqswe

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@@ -8,12 +8,12 @@ public partial class SkillData : Resource
{
[Export] public string Name { get; set; } = "New Skill";
[Export] public string Description { get; set; } = "New Skill";
[Export] public Dictionary<string, Variant> Config { get; set; } = new();
[Export] public int Cost { get; set; } = 0;
[Export] public Texture2D Icon { get; set; }
[Export] public bool IsActive { get; set; } = false;
[Export] public int Level { get; set; } = 1;
[Export] public int MaxLevel { get; set; } = 1;
[Export] public SkillType Type { get; set; } = SkillType.Throw;
[Export] public PackedScene Node { get; set; }
[Export] public Array<SkillUpgrade> Upgrades { get; set; } = [];
public int MaxLevel => Upgrades.Count;
}

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@@ -0,0 +1,12 @@
using Godot;
using Godot.Collections;
namespace Mr.BrickAdventures.scripts.Resources;
[GlobalClass]
public partial class SkillUpgrade : Resource
{
[Export] public int Cost { get; set; } = 50;
[Export(PropertyHint.MultilineText)] public string Description { get; set; } = "Upgrade Description";
[Export] public Dictionary<string, Variant> Properties { get; set; } = new();
}

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@@ -0,0 +1 @@
uid://dwb0e05pewcsn

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@@ -1,13 +1,13 @@
using Godot;
using Mr.BrickAdventures.scripts.interfaces;
namespace Mr.BrickAdventures.scripts.Resources;
public partial class TapThrowInputResource : ThrowInputResource
{
public override void Update(double delta)
public override void ProcessInput(InputEvent @event)
{
if (Input.IsActionPressed("attack"))
if (@event.IsActionPressed("attack"))
{
EmitSignalThrowRequested(1f);
}

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@@ -9,16 +9,14 @@ public abstract partial class ThrowInputResource : Resource, IThrowInput
public virtual void ProcessInput(InputEvent @event)
{
throw new System.NotImplementedException();
}
public virtual void Update(double delta)
{
throw new System.NotImplementedException();
}
public virtual bool SupportsCharging()
{
throw new System.NotImplementedException();
return false;
}
}