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