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 Godot;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
public partial class FireEffectComponent : Node
{
[Export] public HealthComponent Health { get; set; }
[Export] public StatusEffectComponent StatusEffectComponent { get; set; }
[Export] public GpuParticles2D FireFX { get; set; }
private StatusEffectDataResource _data = null;
private bool _shouldDealDamage = false;
private double _timeElapsed = 0f;
public override void _Ready()
{
if (Health == null)
{
Health = GetNode<HealthComponent>("HealthComponent");
}
if (StatusEffectComponent == null)
{
StatusEffectComponent = GetNode<StatusEffectComponent>("StatusEffectComponent");
}
if (Health == null)
{
GD.PushError("FireEffectComponent: HealthComponent is not set.");
return;
}
if (StatusEffectComponent == null)
{
GD.PushError("FireEffectComponent: StatusEffectComponent is not set.");
return;
}
StatusEffectComponent.EffectApplied += OnEffectApplied;
StatusEffectComponent.EffectRemoved += OnEffectRemoved;
}
public override void _Process(double delta)
{
if (!_shouldDealDamage || _data == null || Health == null) return;
_timeElapsed += delta;
if (_timeElapsed >= 1f)
{
Health.DecreaseHealth(_data.DamagePerSecond);
_timeElapsed = 0f;
}
}
private void OnEffectApplied(StatusEffect statusEffect)
{
if (statusEffect.EffectData.Type != StatusEffectType.Fire) return;
_data = statusEffect.EffectData;
_shouldDealDamage = true;
FireFX?.SetEmitting(true);
}
private void OnEffectRemoved(StatusEffectType type)
{
if (type != StatusEffectType.Fire) return;
_shouldDealDamage = false;
_data = null;
FireFX?.SetEmitting(false);
}
}