Csharp rewrite (#4)
* Implement BeamComponent in C# and enhance marketplace button functionality * Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager * cleanup * Add new components: CanPickUpComponent, CollapsableComponent, DestroyableComponent, EffectInflictorComponent, StatusEffectComponent, and StatusEffectDataResource * Add new components: EnemyDeathComponent, EnemyWaveTriggerComponent, and ExitDoorComponent * Add new components: ExplosiveComponent, FadeAwayComponent, FireEffectComponent, FlipComponent, GravityMotionComponent, LaunchComponent, and update PlatformMovement with LastDirection property * Add new components: HealComponent, HitComponent, HomingMissileMotionComponent, LeverComponent, and TriggerLeverComponent * Refactor GameManager session state handling and add new components: CanBeLaunchedComponent, IceEffectComponent, JumpPadComponent, KillPlayerOutOfScreenComponent, KnockbackComponent, LifetimeComponent, MagneticSkillComponent, OutOfScreenComponent, PeriodicShootingComponent, PlayerDeathComponent, ProgressiveDamageComponent, ProjectileComponent, ProjectileInitComponent, RequirementComponent, ScoreComponent, ShipMovementComponent, ShipShooterComponent, and SideToSideMovementComponent * Add new components: CannotStompComponent, SkillUnlockedComponent, SpaceshipEnterComponent, SpaceshipExitComponent, SpinComponent, StompDamageComponent, StraightMotionComponent, TerrainHitFx, TooltipComponent, TrailComponent, and UnlockOnRequirementComponent * Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem * Add audio settings management and platform movement component * Add ChargeProgressBar, Credits, and GameOverScreen components for UI management * Add UID files for ConfigFileHandler, GameManager, SaveSystem, and UIManager components * Add README.md file with game description and features; include project license and contribution guidelines * Add Hud component for UI management; display health, coins, and lives * Add MainMenu and Marketplace components; implement game management and skill unlocking features * Add PauseMenu, SettingsMenu, and SkillButton components; enhance game management and UI functionality
This commit is contained in:
70
scripts/Resources/ChargeThrowInputResource.cs
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70
scripts/Resources/ChargeThrowInputResource.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.Resources;
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public partial class ChargeThrowInputResource : ThrowInputResource
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{
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[Export] public float MinPower { get; set; } = 0.5f;
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[Export] public float MaxPower { get; set; } = 2.0f;
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[Export] public float MaxChargeTime { get; set; } = 2.0f;
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[Export] public float MinChargeDuration { get; set; } = 0.1f;
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private bool _isCharging = false;
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private float _chargeStartTime = 0f;
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[Signal] public delegate void ChargeStartedEventHandler();
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[Signal] public delegate void ChargeUpdatedEventHandler(float chargeRatio);
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[Signal] public delegate void ChargeStoppedEventHandler();
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public override void ProcessInput(InputEvent @event)
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{
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if (@event.IsActionPressed("attack"))
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{
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_isCharging = true;
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_chargeStartTime = Time.GetTicksMsec() / 1000f;
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EmitSignalChargeStarted();
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}
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if (@event.IsActionReleased("attack") && _isCharging)
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{
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var power = CalculatePower();
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_isCharging = false;
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EmitSignalThrowRequested(power);
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EmitSignalChargeStopped();
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}
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}
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public override void Update(double delta)
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{
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if (!_isCharging) return;
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var t = Mathf.Clamp(GetChargeRatio(), MinPower, MaxPower);
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EmitSignalChargeUpdated(t);
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}
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public override bool SupportsCharging()
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{
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return true;
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}
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private float CalculatePower()
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{
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var now = Time.GetTicksMsec() / 1000f;
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var heldTime = now - _chargeStartTime;
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if (heldTime < MinChargeDuration)
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return MinPower;
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var t = Mathf.Clamp(heldTime / MaxChargeTime, 0f, 1f);
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return Mathf.Lerp(MinPower, MaxPower, t);
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}
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private float GetChargeRatio()
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{
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if (!_isCharging) return MinPower;
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var now = Time.GetTicksMsec() / 1000f;
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var heldTime = now - _chargeStartTime;
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var t = Mathf.Clamp(heldTime / MaxChargeTime, 0f, 1f);
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return Mathf.Lerp(MinPower, MaxPower, t);
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}
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}
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1
scripts/Resources/ChargeThrowInputResource.cs.uid
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1
scripts/Resources/ChargeThrowInputResource.cs.uid
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uid://dtpdh4jp51jis
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9
scripts/Resources/CollectableResource.cs
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9
scripts/Resources/CollectableResource.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.Resources;
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public partial class CollectableResource : Resource
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{
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[Export] public Variant Amount { get; set; } = 0.0;
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[Export] public CollectableType Type { get; set; }
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}
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scripts/Resources/CollectableResource.cs.uid
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1
scripts/Resources/CollectableResource.cs.uid
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uid://gptsgaw3agkf
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scripts/Resources/CollectableType.cs
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8
scripts/Resources/CollectableType.cs
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namespace Mr.BrickAdventures.scripts.Resources;
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public enum CollectableType
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{
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Coin,
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Kid,
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Health,
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}
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scripts/Resources/CollectableType.cs.uid
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1
scripts/Resources/CollectableType.cs.uid
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uid://2ql8wj3vfeke
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19
scripts/Resources/SkillData.cs
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scripts/Resources/SkillData.cs
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using System;
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using Godot;
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using Godot.Collections;
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namespace Mr.BrickAdventures.scripts.Resources;
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public partial class SkillData : Resource
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{
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[Export] public string Name { get; set; } = "New Skill";
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[Export] public string Description { get; set; } = "New Skill";
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[Export] public Dictionary<string, Variant> Config { get; set; } = new();
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[Export] public int Cost { get; set; } = 0;
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[Export] public Texture2D Icon { get; set; }
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[Export] public bool IsActive { get; set; } = false;
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[Export] public int Level { get; set; } = 1;
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[Export] public int MaxLevel { get; set; } = 1;
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[Export] public SkillType Type { get; set; } = SkillType.Throw;
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[Export] public PackedScene Node { get; set; }
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}
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scripts/Resources/SkillData.cs.uid
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scripts/Resources/SkillData.cs.uid
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uid://d4crrfmbgxnqf
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scripts/Resources/SkillType.cs
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8
scripts/Resources/SkillType.cs
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namespace Mr.BrickAdventures.scripts.Resources;
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public enum SkillType
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{
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Attack,
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Throw,
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Misc,
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}
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scripts/Resources/SkillType.cs.uid
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scripts/Resources/SkillType.cs.uid
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uid://sma20qug2r0q
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scripts/Resources/StatusEffectDataResource.cs
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scripts/Resources/StatusEffectDataResource.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.Resources;
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public partial class StatusEffectDataResource : Resource
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{
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[Export] public float Duration { get; set; } = 1f;
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[Export] public float DamagePerSecond { get; set; } = 0.25f;
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[Export] public StatusEffectType Type { get; set; }
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}
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scripts/Resources/StatusEffectDataResource.cs.uid
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1
scripts/Resources/StatusEffectDataResource.cs.uid
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uid://pw0pu6gb21y2
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scripts/Resources/StatusEffectType.cs
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8
scripts/Resources/StatusEffectType.cs
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namespace Mr.BrickAdventures.scripts.Resources;
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public enum StatusEffectType
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{
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None,
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Fire,
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Ice
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}
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1
scripts/Resources/StatusEffectType.cs.uid
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1
scripts/Resources/StatusEffectType.cs.uid
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uid://b0a7k7mse3l68
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scripts/Resources/TapThrowInputResource.cs
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scripts/Resources/TapThrowInputResource.cs
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using Godot;
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using Mr.BrickAdventures.scripts.interfaces;
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namespace Mr.BrickAdventures.scripts.Resources;
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public partial class TapThrowInputResource : ThrowInputResource
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{
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public override void Update(double delta)
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{
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if (Input.IsActionPressed("attack"))
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{
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EmitSignalThrowRequested(1f);
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}
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}
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public override bool SupportsCharging()
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{
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return false;
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}
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}
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scripts/Resources/TapThrowInputResource.cs.uid
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1
scripts/Resources/TapThrowInputResource.cs.uid
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uid://cx7ryqxemgs56
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24
scripts/Resources/ThrowInputResource.cs
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24
scripts/Resources/ThrowInputResource.cs
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using Godot;
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using Mr.BrickAdventures.scripts.interfaces;
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namespace Mr.BrickAdventures.scripts.Resources;
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public abstract partial class ThrowInputResource : Resource, IThrowInput
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{
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[Signal] public delegate void ThrowRequestedEventHandler(float powerMultiplier = 1f);
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public virtual void ProcessInput(InputEvent @event)
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{
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throw new System.NotImplementedException();
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}
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public virtual void Update(double delta)
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{
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throw new System.NotImplementedException();
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}
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public virtual bool SupportsCharging()
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{
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throw new System.NotImplementedException();
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}
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}
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scripts/Resources/ThrowInputResource.cs.uid
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1
scripts/Resources/ThrowInputResource.cs.uid
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uid://mnn5wy5cyr4m
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