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