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:
105
scripts/components/DamageComponent.cs
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105
scripts/components/DamageComponent.cs
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using Godot;
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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 DamageComponent : Node
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{
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[Export] public float Damage { get; set; } = 0.25f;
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[Export] public Area2D Area { get; set; }
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[Export] public StatusEffectDataResource StatusEffectData { get; set; }
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[Export] public Timer DamageTimer { get; set; }
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private Node _currentTarget = null;
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[Signal] public delegate void EffectInflictedEventHandler(Node2D target, StatusEffectDataResource effect);
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public override void _Ready()
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{
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if (Area == null)
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{
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GD.PushError($"DamageComponent: Area2D node is not set.");
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return;
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}
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Area.BodyEntered += OnAreaBodyEntered;
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Area.BodyExited += OnAreaBodyExited;
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Area.AreaEntered += OnAreaAreaEntered;
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if (DamageTimer != null)
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{
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DamageTimer.Timeout += OnDamageTimerTimeout;
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}
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}
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public override void _Process(double delta)
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{
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if (_currentTarget == null) return;
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if (DamageTimer != null) return;
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ProcessEntityAndApplyDamage(_currentTarget as Node2D);
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}
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public void DealDamage(HealthComponent target) => target.DecreaseHealth(Damage);
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private void OnAreaAreaEntered(Area2D area)
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{
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if (!CheckIfProcessingIsOn())
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return;
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if (area == Area) return;
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var parent = area.GetParent();
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if (parent.HasNode("DamageComponent"))
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ProcessEntityAndApplyDamage(parent as Node2D);
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}
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private void OnAreaBodyExited(Node2D body)
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{
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if (body != _currentTarget) return;
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_currentTarget = null;
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DamageTimer?.Stop();
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}
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private void OnAreaBodyEntered(Node2D body)
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{
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_currentTarget = body;
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if (!CheckIfProcessingIsOn())
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return;
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DamageTimer?.Start();
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ProcessEntityAndApplyDamage(body);
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}
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private void OnDamageTimerTimeout()
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{
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if (_currentTarget == null) return;
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ProcessEntityAndApplyDamage(_currentTarget as Node2D);
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}
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private void ProcessEntityAndApplyDamage(Node2D body)
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{
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if (body == null) return;
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if (!body.HasNode("HealthComponent")) return;
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var health = body.GetNode<HealthComponent>("HealthComponent");
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var inv = body.GetNodeOrNull<InvulnerabilityComponent>("InvulnerabilityComponent");
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if (inv != null && inv.IsInvulnerable())
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return;
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if (StatusEffectData != null && StatusEffectData.Type != StatusEffectType.None)
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EmitSignalEffectInflicted(body, StatusEffectData);
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DealDamage(health);
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inv?.Activate();
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}
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private bool CheckIfProcessingIsOn()
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{
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return ProcessMode is ProcessModeEnum.Inherit or ProcessModeEnum.Always;
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}
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}
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