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:
2025-08-15 00:45:57 +02:00
committed by GitHub
parent 2ad0fe26d2
commit d84f7d1740
188 changed files with 4774 additions and 18 deletions

View File

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using System.Threading.Tasks;
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class CollapsableComponent : Node
{
[Export] public Timer ToCollapseTimer { get; set; }
[Export] public Timer ResetTimer { get; set; }
[Export] public Sprite2D Sprite2D { get; set; }
[Export] public CollisionShape2D CollisionShape { get; set; }
[Export] public float CollapseTime { get; set; } = 0.5f;
[Export] public float ResetTime { get; set; } = 0.5f;
[Export] public float AnimationTime { get; set; } = 0.25f;
public override void _Ready()
{
ResetTimers();
ToCollapseTimer.Timeout += OnToCollapseTimerTimeout;
ResetTimer.Timeout += OnResetTimerTimeout;
}
public void OnCollapsableDetectorBodyEntered(Node2D body)
{
ToCollapseTimer.Start();
}
public void OnCollapsableDetectorBodyExited(Node2D body)
{
var collapseTimeLeft = Mathf.Abs(ToCollapseTimer.TimeLeft - CollapseTime);
if (collapseTimeLeft < (0.1f * CollapseTime))
{
ResetTimers();
}
}
private void OnToCollapseTimerTimeout()
{
_ = Collapse();
}
private void OnResetTimerTimeout()
{
_ = Reactivate();
}
private async Task Collapse()
{
ToCollapseTimer.Stop();
ToCollapseTimer.SetWaitTime(CollapseTime);
var tween = CreateTween();
tween.TweenProperty(Sprite2D, "modulate:a", 0f, AnimationTime);
await ToSignal(tween, Tween.SignalName.Finished);
CollisionShape?.CallDeferred("set_disabled", true);
ResetTimer.Start();
}
private async Task Reactivate()
{
ResetTimer.Stop();
ResetTimer.SetWaitTime(ResetTime);
var tween = CreateTween();
tween.TweenProperty(Sprite2D, "modulate:a", 1f, AnimationTime);
await ToSignal(tween, Tween.SignalName.Finished);
CollisionShape?.CallDeferred("set_disabled", false);
}
private void ResetTimers()
{
ToCollapseTimer.Stop();
ToCollapseTimer.SetWaitTime(CollapseTime);
ResetTimer.Stop();
ResetTimer.SetWaitTime(ResetTime);
}
}