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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@@ -1,4 +1,5 @@
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using Godot;
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using PhantomCamera;
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namespace Mr.BrickAdventures.scripts.components;
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@@ -6,7 +7,6 @@ public partial class ChaseLevelComponent : Node
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{
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[Export] public float ChaseSpeed { get; set; } = 200.0f;
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[Export] public Marker2D ChaseTarget { get; set; }
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[Export] public GodotObject PhantomCamera { get; set; }
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[Export] public float MinimumDistance { get; set; } = 10f;
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[Signal]
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@@ -17,8 +17,17 @@ public partial class ChaseLevelComponent : Node
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private bool _isChasing = false;
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private Node2D _previousCameraFollowTarget = null;
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private PhantomCamera2D _phantomCamera = null;
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private Node2D _root = null;
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public override void _Process(double delta)
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public override void _Ready()
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{
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_phantomCamera = GetNode<Node2D>("../../%PhantomCamera").AsPhantomCamera2D();
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_root = Owner as Node2D;
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}
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public override void _PhysicsProcess(double delta)
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{
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if (!_isChasing) return;
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if (ChaseTarget == null) return;
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@@ -31,21 +40,22 @@ public partial class ChaseLevelComponent : Node
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var targetPosition = ChaseTarget.GlobalPosition;
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if (Owner is not Node2D root) return;
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if (_root == null) return;
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var direction = (targetPosition - root.GlobalPosition).Normalized();
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root.GlobalPosition += direction * ChaseSpeed * (float)delta;
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var direction = (targetPosition - _root.GlobalPosition).Normalized();
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var speed = direction * ChaseSpeed * (float)delta;
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_root.GlobalPosition += speed;
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}
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public void OnShipEntered()
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{
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if (ChaseTarget == null || PhantomCamera == null)
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if (ChaseTarget == null || _phantomCamera == null)
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return;
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if (_isChasing) return;
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_previousCameraFollowTarget = (Node2D)PhantomCamera.Call("get_follow_target");
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PhantomCamera.Call("set_follow_target", Owner as Node2D);
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_previousCameraFollowTarget = _phantomCamera.FollowTarget;
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_phantomCamera.FollowTarget = _root;
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EmitSignalChaseStarted();
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_isChasing = true;
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}
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@@ -70,9 +80,9 @@ public partial class ChaseLevelComponent : Node
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private void StopChasing()
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{
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if (PhantomCamera == null) return;
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if (_phantomCamera == null) return;
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PhantomCamera.Call("set_follow_target", _previousCameraFollowTarget);
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_phantomCamera.FollowTarget = _previousCameraFollowTarget;
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EmitSignalChaseStopped();
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_isChasing = false;
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}
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