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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scripts/components/SkillUnlockedComponent.cs
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70
scripts/components/SkillUnlockedComponent.cs
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.Autoloads;
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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 SkillUnlockedComponent : Node
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{
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[Export] public SkillManager SkillManager { get; set; }
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[Signal]
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public delegate void SkillUnlockedEventHandler(SkillData skill);
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private GameManager _gameManager;
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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}
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private bool HasEnoughCoins(int amount)
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{
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return _gameManager != null && _gameManager.GetCoins() >= amount;
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}
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public bool TryUnlockSkill(SkillData skill)
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{
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if (_gameManager == null) return false;
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if (_gameManager.IsSkillUnlocked(skill)) return false;
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if (!HasEnoughCoins(skill.Cost)) return false;
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skill.Level = 1;
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skill.IsActive = true;
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_gameManager.RemoveCoins(skill.Cost);
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var skillsUnlocked = (Array<SkillData>)_gameManager.CurrentSessionState["skills_unlocked"];
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skillsUnlocked.Add(skill);
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SkillManager.AddSkill(skill);
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EmitSignalSkillUnlocked(skill);
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return true;
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}
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public void UnlockAllSkills()
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{
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var availableSkills = SkillManager.AvailableSkills;
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foreach (var skill in availableSkills)
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{
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EmitSignalSkillUnlocked(skill);
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}
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_gameManager.UnlockSkills(availableSkills);
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SkillManager.ApplyUnlockedSkills();
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}
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public bool TryUpgradeSkill(SkillData skill)
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{
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if (_gameManager == null) return false;
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if (!_gameManager.IsSkillUnlocked(skill)) return false;
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if (!HasEnoughCoins(skill.Cost)) return false;
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if (skill.Level >= skill.MaxLevel) return false;
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_gameManager.RemoveCoins(skill.Cost);
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skill.Level++;
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EmitSignalSkillUnlocked(skill);
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return true;
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}
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}
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