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:
@@ -16,13 +16,13 @@ public partial class ExplosiveComponent : Node2D
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (Damage != null)
|
||||
if (Damage == null)
|
||||
{
|
||||
GD.PushError("ExplosiveComponent: DamageComponent is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (ExplodeArea != null)
|
||||
if (ExplodeArea == null)
|
||||
{
|
||||
GD.PushError("ExplosiveComponent: ExplodeArea is not set.");
|
||||
return;
|
||||
@@ -30,6 +30,8 @@ public partial class ExplosiveComponent : Node2D
|
||||
|
||||
Area.BodyEntered += OnAreaBodyEntered;
|
||||
Area.AreaEntered += OnAreaAreaEntered;
|
||||
|
||||
PrepareTimer();
|
||||
}
|
||||
|
||||
private void OnAreaAreaEntered(Area2D area)
|
||||
|
Reference in New Issue
Block a user