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

View File

@@ -7,13 +7,13 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.UI;
public partial class Marketplace : Node
public partial class Marketplace : Control
{
[Export] public Array<SkillData> Skills { get; set; } = [];
[Export] public GridContainer ToUnlockGrid { get; set; }
[Export] public GridContainer UnlockedGrid { get; set; }
[Export] public Font Font { get; set; }
[Export] public SkillUnlockedComponent SkillUnlockedComponent { get; set; }
[Export] public SkillUnlockerComponent SkillUnlockerComponent { get; set; }
[Export] public Array<Node> ComponentsToDisable { get; set; } = [];
[Export] public PackedScene MarketplaceButtonScene { get; set; }
[Export] public PackedScene SkillButtonScene { get; set; }
@@ -24,6 +24,8 @@ public partial class Marketplace : Node
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
var skillsToUnlock = new List<SkillData>();
foreach (var skill in Skills) skillsToUnlock.Add(skill);
@@ -33,47 +35,48 @@ public partial class Marketplace : Node
var unlockedSkills = _gameManager.GetUnlockedSkills();
foreach (var skill in unlockedSkills) CreateSkillButton(skill);
SkillUnlockedComponent.SkillUnlocked += OnSkillUnlocked;
SkillUnlockerComponent.SkillUnlocked += OnSkillUnlocked;
}
public override void _ExitTree()
{
SkillUnlockedComponent.SkillUnlocked -= OnSkillUnlocked;
SkillUnlockerComponent.SkillUnlocked -= OnSkillUnlocked;
}
public override void _Input(InputEvent @event)
{
var root = Owner as Control;
if (!@event.IsActionPressed("show_marketplace")) return;
if (root != null && root.IsVisible())
if (IsVisible())
{
root.Hide();
Hide();
foreach (var c in ComponentsToDisable) c.ProcessMode = ProcessModeEnum.Inherit;
}
else
{
root?.Show();
Show();
foreach (var c in ComponentsToDisable) c.ProcessMode = ProcessModeEnum.Disabled;
}
}
private string GetButtonText(SkillData skill)
{
return $"{Tr(skill.Name)} {skill.Cost}";
}
private void OnSkillUnlocked(SkillData skill)
{
if (_skillButtons.Count == 0) CreateSkillButton(skill);
var buttonExists = false;
foreach (var existingButton in _skillButtons)
{
if (existingButton.Name == skill.Name)
{
buttonExists = true;
break;
}
}
if (!buttonExists) CreateSkillButton(skill);
foreach (var btn in _skillButtons)
{
if (btn.Data.IsActive)
btn.Activate();
else
btn.Deactivate();
if (btn.Data.IsActive) btn.Activate();
else btn.Deactivate();
}
}
@@ -93,14 +96,13 @@ public partial class Marketplace : Node
private void CreateUpgradeButton(SkillData skill)
{
var button = MarketplaceButtonScene.Instantiate<MarketplaceButton>();
button.Text = GetButtonText(skill);
button.Data = skill;
button.Icon = skill.Icon;
button.Pressed += () => OnUpgradeButtonPressed(skill);
_unlockButtons.Add(button);
UnlockedGrid.AddChild(button);
UnlockedGrid.QueueSort();
ToUnlockGrid.AddChild(button);
ToUnlockGrid.QueueSort();
}
private void OnUpgradeButtonPressed(SkillData skill)
@@ -109,34 +111,30 @@ public partial class Marketplace : Node
{
if (skill.Level < skill.MaxLevel)
{
SkillUnlockedComponent.TryUpgradeSkill(skill);
if (!skill.IsActive) SkillUnlockedComponent.SkillManager.ToggleSkillActivation(skill);
SkillUnlockerComponent.TryUpgradeSkill(skill);
if (!skill.IsActive) SkillUnlockerComponent.SkillManager.ToggleSkillActivation(skill);
}
else
{
SkillUnlockedComponent.SkillManager.ToggleSkillActivation(skill);
SkillUnlockerComponent.SkillManager.ToggleSkillActivation(skill);
}
}
else
{
SkillUnlockedComponent.TryUnlockSkill(skill);
}
}
private void RemoveButton(SkillData skill)
{
foreach (var node in ToUnlockGrid.GetChildren())
{
var child = (Button)node;
if (child.Text != GetButtonText(skill)) continue;
child.QueueFree();
break;
SkillUnlockerComponent.TryUnlockSkill(skill);
}
}
private void OnSkillButtonPressed(SkillButton button)
{
SkillUnlockedComponent.SkillManager.ToggleSkillActivation(button.Data);
SkillUnlockerComponent.SkillManager.ToggleSkillActivation(button.Data);
foreach (var btn in _skillButtons)
{
if (btn.Data.IsActive)
btn.Activate();
else
btn.Deactivate();
}
}
}