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
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81
scripts/UI/ChargeProgressBar.cs
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81
scripts/UI/ChargeProgressBar.cs
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using Godot;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class ChargeProgressBar : Node
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{
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[Export] public ProgressBar ProgressBar { get; set; }
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[Export] public BrickThrowComponent ThrowComponent { get; set; }
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private ChargeThrowInputResource _throwInput;
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public override void _Ready()
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{
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Owner.ChildEnteredTree += OnNodeEntered;
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ProgressBar.Hide();
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SetupDependencies();
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}
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private void OnNodeEntered(Node node)
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{
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if (node is not BrickThrowComponent throwComponent || ThrowComponent != null) return;
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ThrowComponent = throwComponent;
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SetupDependencies();
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}
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private void SetupDependencies()
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{
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if (ThrowComponent.ThrowInputBehavior is ChargeThrowInputResource throwInput)
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{
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_throwInput = throwInput;
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}
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else
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{
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_throwInput = null;
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}
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if (_throwInput == null)
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{
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return;
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}
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if (!_throwInput.SupportsCharging())
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{
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ProgressBar.Hide();
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return;
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}
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SetupProgressBar();
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_throwInput.ChargeStarted += OnChargeStarted;
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_throwInput.ChargeStopped += OnChargeStopped;
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_throwInput.ChargeUpdated += OnChargeUpdated;
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}
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private void SetupProgressBar()
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{
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ProgressBar.MinValue = _throwInput.MinPower;
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ProgressBar.MaxValue = _throwInput.MaxPower;
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ProgressBar.Value = _throwInput.MinPower;
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ProgressBar.Step = 0.01f;
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ProgressBar.Hide();
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}
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private void OnChargeStarted()
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{
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ProgressBar.Show();
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}
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private void OnChargeStopped()
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{
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ProgressBar.Hide();
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}
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private void OnChargeUpdated(float chargeRatio)
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{
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ProgressBar.Value = chargeRatio;
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ProgressBar.Show();
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}
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}
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