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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@@ -3,7 +3,7 @@ using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class SettingsMenu : Node
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public partial class SettingsMenu : Control
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{
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[Export] public Control InputSettingsControl { get; set; }
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[Export] public Control AudioSettingsControl { get; set; }
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@@ -26,10 +26,10 @@ public partial class SettingsMenu : Node
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DisplaySettingsButton.Pressed += OnDisplaySettingsPressed;
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GameplaySettingsButton.Pressed += OnGameplaySettingsPressed;
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InputSettingsControl.Hide();
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AudioSettingsControl.Hide();
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DisplaySettingsControl.Hide();
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GameplaySettingsControl.Hide();
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InputSettingsControl?.Hide();
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AudioSettingsControl?.Hide();
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DisplaySettingsControl?.Hide();
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GameplaySettingsControl?.Hide();
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}
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public override void _UnhandledInput(InputEvent @event)
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