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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@@ -1,21 +1,19 @@
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using System;
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class MagneticSkillComponent : Node
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public partial class MagneticSkillComponent : Node, ISkill
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{
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[Export] public Area2D MagneticArea { get; set; }
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[Export] public float MagneticMoveDuration { get; set; } = 1.25f;
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private Array<Node2D> _collectablesToPickUp = [];
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public override void _Ready()
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{
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MagneticArea.AreaEntered += OnAreaEntered;
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MagneticArea.BodyEntered += OnBodyEntered;
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}
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private Node2D _owner;
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private SkillData _skillData;
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public override void _Process(double delta)
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{
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@@ -33,7 +31,7 @@ public partial class MagneticSkillComponent : Node
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private void OnBodyEntered(Node2D body)
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{
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if (!HasComponentInChildren(body, "Collectable")) return;
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if (!HasComponentInChildren(body, "CollectableComponent")) return;
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if (_collectablesToPickUp.Contains(body)) return;
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_collectablesToPickUp.Add(body);
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@@ -41,7 +39,7 @@ public partial class MagneticSkillComponent : Node
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private void OnAreaEntered(Area2D area)
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{
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if (!HasComponentInChildren(area, "Collectable")) return;
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if (!HasComponentInChildren(area, "CollectableComponent")) return;
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if (_collectablesToPickUp.Contains(area)) return;
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_collectablesToPickUp.Add(area);
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@@ -66,13 +64,69 @@ public partial class MagneticSkillComponent : Node
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private void MoveCollectableToOwner(Node2D collectable)
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{
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if (!IsInstanceValid(collectable)) return;
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if (Owner is not Node2D root) return;
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if (!IsInstanceValid(collectable) || !IsInstanceValid(_owner)) return;
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var direction = (root.GlobalPosition - collectable.GlobalPosition).Normalized();
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var direction = (_owner.GlobalPosition - collectable.GlobalPosition).Normalized();
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var speed = direction.Length() / MagneticMoveDuration;
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collectable.GlobalPosition += direction.Normalized() * speed;
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}
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public void Initialize(Node owner, SkillData data)
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{
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_owner = owner as Node2D;
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_skillData = data;
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if (_owner == null)
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{
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GD.PushWarning("MagneticSkillComponent: Owner is not a Node2D.");
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}
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if (MagneticArea == null)
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{
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if (owner is Area2D area2D) MagneticArea = area2D;
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else
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{
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MagneticArea = owner.GetNodeOrNull<Area2D>("MagneticArea");
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if (MagneticArea == null)
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{
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GD.PushError("MagneticSkillComponent: MagneticArea is not set.");
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return;
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}
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}
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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 (MagneticArea == null)
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{
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GD.PushError("MagneticSkillComponent: MagneticArea is not set.");
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return;
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}
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MagneticArea.BodyEntered += OnBodyEntered;
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MagneticArea.AreaEntered += OnAreaEntered;
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}
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public void Deactivate()
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{
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if (MagneticArea == null) return;
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MagneticArea.BodyEntered -= OnBodyEntered;
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MagneticArea.AreaEntered -= OnAreaEntered;
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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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