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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@@ -4,7 +4,7 @@ using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class BrickThrowComponent : Node
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public partial class BrickThrowComponent : Node, ISkill
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{
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[Export] public PackedScene BrickScene { get; set; }
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[Export] public float FireRate { get; set; } = 1.0f;
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@@ -13,13 +13,22 @@ public partial class BrickThrowComponent : Node
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private bool _canThrow = true;
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private Timer _timer;
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private SkillData _skillData;
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public override void _Ready()
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{
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SetupTimer();
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_canThrow = true;
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}
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if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested += ThrowBrick;
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public override void _ExitTree()
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{
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if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested -= ThrowBrick;
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if (_timer != null)
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{
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_timer.Timeout -= OnTimerTimeout;
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_timer.QueueFree();
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}
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}
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public override void _Input(InputEvent @event)
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@@ -34,10 +43,12 @@ public partial class BrickThrowComponent : Node
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private void SetupTimer()
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{
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_timer = new Timer();
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_timer.WaitTime = FireRate;
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_timer.OneShot = false;
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_timer.Autostart = false;
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_timer.Timeout += OnTimerTimeout;
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AddChild(_timer);
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}
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private void OnTimerTimeout()
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@@ -52,19 +63,59 @@ public partial class BrickThrowComponent : Node
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var instance = BrickScene.Instantiate<Node2D>();
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var init = instance.GetNodeOrNull<ProjectileInitComponent>("ProjectileInitComponent");
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if (init != null && PlayerController.CurrentMovement is PlatformMovementComponent)
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{
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init.Initialize(new ProjectileInitParams()
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var @params = new ProjectileInitParams()
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{
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Position = PlayerController.GlobalPosition,
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Rotation = PlayerController.Rotation,
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Direction = PlayerController.CurrentMovement.LastDirection,
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PowerMultiplier = powerMultiplier,
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});
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};
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init.Initialize(@params);
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}
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GetTree().CurrentScene.AddChild(instance);
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_canThrow = false;
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_timer.Start();
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}
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public void Initialize(Node owner, SkillData data)
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{
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PlayerController = owner as PlayerController;
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_skillData = data;
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ThrowInputBehavior = (ThrowInputResource)ThrowInputBehavior?.Duplicate();
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if (PlayerController == null)
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{
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GD.PushError("BrickThrowComponent: Owner is not a PlayerController.");
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}
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if (_skillData.Level > 0 && _skillData.Upgrades.Count >= _skillData.Level)
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{
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ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]);
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}
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}
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public void Activate()
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{
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if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested += ThrowBrick;
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SetProcessInput(true);
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}
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public void Deactivate()
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{
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if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested -= ThrowBrick;
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}
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public void ApplyUpgrade(SkillUpgrade upgrade)
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{
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foreach (var property in upgrade.Properties)
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{
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Set(property.Key, property.Value);
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}
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}
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}
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