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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@@ -1,33 +1,64 @@
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using Godot;
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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.Resources;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class ChargeProgressBar : Node
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public partial class ChargeProgressBar : ProgressBar
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{
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[Export] public ProgressBar ProgressBar { get; set; }
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[Export] public BrickThrowComponent ThrowComponent { get; set; }
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[Export] private SkillManager _skillManager;
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private BrickThrowComponent _throwComponent;
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private ChargeThrowInputResource _throwInput;
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public override void _Ready()
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{
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Owner.ChildEnteredTree += OnNodeEntered;
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ProgressBar.Hide();
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if (_skillManager == null)
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{
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return;
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}
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_skillManager.ActiveThrowSkillChanged += OnActiveThrowSkillChanged;
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SetupDependencies();
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}
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private void OnActiveThrowSkillChanged(BrickThrowComponent throwComponent)
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{
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OnOwnerExiting();
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if (throwComponent == null) return;
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_throwComponent = throwComponent;
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_throwComponent.TreeExiting += OnOwnerExiting;
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SetupDependencies();
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}
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private void OnNodeEntered(Node node)
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private void OnOwnerExiting()
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{
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if (node is not BrickThrowComponent throwComponent || ThrowComponent != null) return;
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ThrowComponent = throwComponent;
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SetupDependencies();
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if (_throwInput != null)
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{
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_throwInput.ChargeStarted -= OnChargeStarted;
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_throwInput.ChargeStopped -= OnChargeStopped;
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_throwInput.ChargeUpdated -= OnChargeUpdated;
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_throwInput = null;
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}
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_throwComponent = null;
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}
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private void SetupDependencies()
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{
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if (ThrowComponent.ThrowInputBehavior is ChargeThrowInputResource throwInput)
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if (_throwComponent == null || ProgressBar == null)
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{
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return;
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}
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if (_throwComponent.ThrowInputBehavior is ChargeThrowInputResource throwInput)
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{
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_throwInput = throwInput;
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}
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