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:
144
scripts/SkillManager.cs
Normal file
144
scripts/SkillManager.cs
Normal file
@@ -0,0 +1,144 @@
|
||||
using Godot;
|
||||
using Godot.Collections;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts;
|
||||
|
||||
public partial class SkillManager : Node
|
||||
{
|
||||
private GameManager _gameManager;
|
||||
[Export] public Array<SkillData> AvailableSkills { get; set; } = [];
|
||||
|
||||
public Dictionary ActiveComponents { get; private set; } = new();
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
||||
ApplyUnlockedSkills();
|
||||
}
|
||||
|
||||
public void AddSkill(SkillData skillData)
|
||||
{
|
||||
if (ActiveComponents.ContainsKey(skillData.Name))
|
||||
return;
|
||||
|
||||
if (skillData.Type == SkillType.Throw)
|
||||
{
|
||||
var unlocked = _gameManager.GetUnlockedSkills();
|
||||
foreach (var skill in unlocked)
|
||||
{
|
||||
SkillData data = null;
|
||||
foreach (var s in AvailableSkills)
|
||||
{
|
||||
if (s == (SkillData)skill)
|
||||
{
|
||||
data = s;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (data != null && data.Type == SkillType.Throw)
|
||||
RemoveSkill(data.Name);
|
||||
}
|
||||
}
|
||||
|
||||
var instance = skillData.Node.Instantiate();
|
||||
foreach (var key in skillData.Config.Keys)
|
||||
{
|
||||
if (instance.HasMethod("get")) // rough presence check
|
||||
{
|
||||
var value = skillData.Config[key];
|
||||
var parent = GetParent();
|
||||
|
||||
if (value.VariantType == Variant.Type.NodePath)
|
||||
{
|
||||
var np = (NodePath)value;
|
||||
if (parent.HasNode(np))
|
||||
value = parent.GetNode(np);
|
||||
else if (instance.HasNode(np))
|
||||
value = instance.GetNode(np);
|
||||
else
|
||||
continue;
|
||||
}
|
||||
|
||||
// Set via property if exists
|
||||
instance.Set(key, value);
|
||||
}
|
||||
}
|
||||
|
||||
Owner.AddChild(instance);
|
||||
ActiveComponents[skillData.Name] = instance;
|
||||
}
|
||||
|
||||
public void RemoveSkill(string skillName)
|
||||
{
|
||||
if (!ActiveComponents.TryGetValue(skillName, out var component))
|
||||
return;
|
||||
|
||||
var inst = (Node)component;
|
||||
if (IsInstanceValid(inst))
|
||||
inst.QueueFree();
|
||||
|
||||
var skills = _gameManager.GetUnlockedSkills();
|
||||
foreach (SkillData s in skills)
|
||||
{
|
||||
if (s.Name == skillName)
|
||||
{
|
||||
s.IsActive = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
ActiveComponents.Remove(skillName);
|
||||
}
|
||||
|
||||
public void ApplyUnlockedSkills()
|
||||
{
|
||||
foreach (var sd in AvailableSkills)
|
||||
{
|
||||
if (_gameManager.IsSkillUnlocked(sd))
|
||||
{
|
||||
GD.Print("Applying skill: ", sd.Name);
|
||||
CallDeferred(MethodName.AddSkill, sd);
|
||||
}
|
||||
else
|
||||
{
|
||||
RemoveSkill(sd.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public SkillData GetSkillByName(string skillName)
|
||||
{
|
||||
foreach (var sd in AvailableSkills)
|
||||
if (sd.Name == skillName) return sd;
|
||||
return null;
|
||||
}
|
||||
|
||||
public void ActivateSkill(SkillData skill)
|
||||
{
|
||||
if (!ActiveComponents.ContainsKey(skill.Name))
|
||||
{
|
||||
AddSkill(skill);
|
||||
skill.IsActive = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void DeactivateSkill(SkillData skill)
|
||||
{
|
||||
if (ActiveComponents.ContainsKey(skill.Name))
|
||||
{
|
||||
RemoveSkill(skill.Name);
|
||||
skill.IsActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void ToggleSkillActivation(SkillData skill)
|
||||
{
|
||||
if (skill == null) return;
|
||||
|
||||
if (ActiveComponents.ContainsKey(skill.Name))
|
||||
DeactivateSkill(skill);
|
||||
else
|
||||
ActivateSkill(skill);
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user