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

@@ -13,50 +13,78 @@ public partial class MarketplaceButton : Button
[Export] public Container SkillLevelContainer { get; set; }
private GameManager _gameManager;
private SkillUnlockedComponent _skillUnlockedComponent;
private SkillUnlockerComponent _skillUnlockerComponent;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
Setup();
var player = _gameManager.Player;
var skillUnlockerComponent = player?.GetNodeOrNull<SkillUnlockedComponent>("SkillUnlockerComponent");
if (skillUnlockerComponent == null) return;
if (player == null) return;
skillUnlockerComponent.SkillUnlocked += OnSkillUnlock;
_skillUnlockerComponent = player.GetNodeOrNull<SkillUnlockerComponent>("SkillUnlockerComponent");
if (_skillUnlockerComponent != null)
{
_skillUnlockerComponent.SkillUnlocked += OnSkillStateChanged;
}
UpdateButtonState();
}
public override void _ExitTree()
{
_skillUnlockedComponent.SkillUnlocked -= OnSkillUnlock;
if (_skillUnlockerComponent != null)
{
_skillUnlockerComponent.SkillUnlocked -= OnSkillStateChanged;
}
}
private void OnSkillStateChanged(SkillData skill)
{
if (skill.Name == Data.Name)
{
UpdateButtonState();
}
}
private void Setup()
private void UpdateButtonState()
{
if (Data == null) return;
if (Data == null || Data.Upgrades.Count == 0)
{
Visible = false;
return;
}
var isUnlocked = _gameManager.IsSkillUnlocked(Data);
for (var i = 0; i < SkillLevelContainer.GetChildCount(); i++)
{
SkillLevelContainer.GetChild(i).QueueFree();
}
for (var i = 0; i < Data.MaxLevel; i++)
{
var icon = new TextureRect()
{
Texture = i < Data.Level ? UnlockedSkillIcon : LockedSkillIcon,
Texture = (isUnlocked && i < Data.Level) ? UnlockedSkillIcon : LockedSkillIcon,
ExpandMode = TextureRect.ExpandModeEnum.FitWidthProportional
};
SkillLevelContainer.AddChild(icon);
}
}
private void OnSkillUnlock(SkillData skill)
{
if (skill.Name != Data.Name) return;
for (var i = 0; i < Data.MaxLevel; i++)
if (!isUnlocked)
{
var icon = SkillLevelContainer.GetChildOrNull<TextureRect>(i);
if (icon == null) continue;
icon.Texture = i < Data.Level ? UnlockedSkillIcon : LockedSkillIcon;
Disabled = i >= Data.Level;
Text = $"{Tr(Data.Name)} ({Data.Upgrades[0].Cost})";
Disabled = false;
}
else if (Data.Level < Data.MaxLevel)
{
Text = $"{Tr(Data.Name)} ({Data.Upgrades[Data.Level].Cost})";
Disabled = false;
}
else
{
Text = $"{Tr(Data.Name)} (MAX)";
Disabled = true;
}
}
}