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 Godot.Collections;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
public partial class IceEffectComponent : Node
{
[Export] public Array<Node> ComponentsToDisable { get; set; } = [];
[Export] public StatusEffectComponent StatusEffectComponent { get; set; }
[Export] public Node2D IceFx { get; set; }
private StatusEffectDataResource _data = null;
private int _iceEffectsApplied = 0;
public override void _Ready()
{
StatusEffectComponent.EffectApplied += OnEffectApplied;
StatusEffectComponent.EffectRemoved += OnEffectRemoved;
}
private void OnEffectApplied(StatusEffect statusEffect)
{
if (statusEffect.EffectData.Type != StatusEffectType.Ice) return;
_data = statusEffect.EffectData;
_iceEffectsApplied++;
ApplyFreeze();
}
private void OnEffectRemoved(StatusEffectType type)
{
if (type != StatusEffectType.Ice) return;
_data = null;
_iceEffectsApplied--;
RemoveFreeze();
}
private void ApplyFreeze()
{
if (IceFx != null)
{
IceFx.Visible = true;
}
foreach (var component in ComponentsToDisable)
{
if (component == null || _iceEffectsApplied == 0) continue;
component.ProcessMode = ProcessModeEnum.Disabled;
}
}
private void RemoveFreeze()
{
if (_iceEffectsApplied > 0) return;
if (IceFx != null)
{
IceFx.Visible = false;
}
foreach (var component in ComponentsToDisable)
{
if (component == null) continue;
component.ProcessMode = ProcessModeEnum.Inherit;
}
}
}