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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@@ -1,6 +1,8 @@
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts;
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@@ -9,9 +11,12 @@ public partial class SkillManager : Node
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{
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private GameManager _gameManager;
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[Export] public Array<SkillData> AvailableSkills { get; set; } = [];
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public Dictionary ActiveComponents { get; private set; } = new();
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[Signal]
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public delegate void ActiveThrowSkillChangedEventHandler(BrickThrowComponent throwComponent);
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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@@ -26,56 +31,60 @@ public partial class SkillManager : Node
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if (skillData.Type == SkillType.Throw)
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{
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var unlocked = _gameManager.GetUnlockedSkills();
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foreach (var skill in unlocked)
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foreach (var sd in unlocked)
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{
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SkillData data = null;
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foreach (var s in AvailableSkills)
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{
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if (s == (SkillData)skill)
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if (s == sd)
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{
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data = s;
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break;
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}
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}
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if (data != null && data.Type == SkillType.Throw)
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if (data is { Type: SkillType.Throw })
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RemoveSkill(data.Name);
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}
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}
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var instance = skillData.Node.Instantiate();
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foreach (var key in skillData.Config.Keys)
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if (instance is ISkill skill)
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{
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if (instance.HasMethod("get")) // rough presence check
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{
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var value = skillData.Config[key];
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var parent = GetParent();
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if (value.VariantType == Variant.Type.NodePath)
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{
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var np = (NodePath)value;
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if (parent.HasNode(np))
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value = parent.GetNode(np);
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else if (instance.HasNode(np))
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value = instance.GetNode(np);
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else
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continue;
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}
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// Set via property if exists
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instance.Set(key, value);
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}
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skill.Initialize(Owner, skillData);
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skill.Activate();
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}
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else
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{
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GD.PrintErr($"Skill scene for '{skillData.Name}' does not implement ISkill!");
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instance.QueueFree();
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return;
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}
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Owner.AddChild(instance);
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ActiveComponents[skillData.Name] = instance;
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if (instance is BrickThrowComponent btc)
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{
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EmitSignalActiveThrowSkillChanged(btc);
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}
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}
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public void RemoveSkill(string skillName)
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{
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if (!ActiveComponents.TryGetValue(skillName, out var component))
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return;
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if (component.AsGodotObject() is BrickThrowComponent)
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{
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EmitSignalActiveThrowSkillChanged(null);
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}
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var inst = (Node)component;
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if (inst is ISkill skill)
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{
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skill.Deactivate();
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}
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if (IsInstanceValid(inst))
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inst.QueueFree();
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@@ -97,7 +106,6 @@ public partial class SkillManager : Node
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{
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if (_gameManager.IsSkillUnlocked(sd))
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{
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GD.Print("Applying skill: ", sd.Name);
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CallDeferred(MethodName.AddSkill, sd);
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}
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else
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