godot-4.5 (#5)

Reviewed-on: #5
This commit was merged in pull request #5.
This commit is contained in:
2026-01-31 13:06:43 +00:00
parent bc3108ea37
commit dde3eaa52e
45 changed files with 5779 additions and 271 deletions

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@@ -0,0 +1,46 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class CleanupOnCollisionComponent : Node
{
[Export(PropertyHint.Range, "0, 5, 0.1")] public float CleanupDelay { get; set; } = 0.5f;
private RigidBody2D _body;
private CleanupComponent _cleanupComponent;
private bool _isCleaningUp = false;
public override void _Ready()
{
_body = Owner as RigidBody2D;
if (_body == null)
{
GD.PrintErr("CleanupOnCollisionComponent must be attached to a RigidBody2D.");
SetProcess(false);
return;
}
_cleanupComponent = Owner.GetNode<CleanupComponent>("CleanupComponent");
if (_cleanupComponent == null)
{
GD.PrintErr("CleanupOnCollisionComponent requires a CleanupComponent on the same node.");
SetProcess(false);
return;
}
_body.BodyEntered += (_) => OnBodyEntered();
}
private async void OnBodyEntered()
{
if (_isCleaningUp) return;
_isCleaningUp = true;
await ToSignal(GetTree().CreateTimer(CleanupDelay), Timer.SignalName.Timeout);
_cleanupComponent?.CleanUp();
}
}

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@@ -0,0 +1 @@
uid://chusyr5vwgwf0

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@@ -9,14 +9,20 @@ namespace Mr.BrickAdventures.scripts.components;
public partial class CollectableComponent : Node
{
private bool _hasFadeAway = false;
[Export] public Area2D Area2D { get; set; }
[Export] public CollisionShape2D CollisionShape { get; set; }
[Export] public CollectableResource Data { get; set; }
[Export] public AudioStreamPlayer2D Sfx {get; set; }
[Export] public AudioStreamPlayer2D Sfx { get; set; }
[Signal] public delegate void CollectedEventHandler(float amount, CollectableType type, Node2D body);
/// <summary>
/// Delegate for checking if collection should be allowed.
/// Return false to prevent collection.
/// </summary>
public Func<Node2D, bool> CanCollect { get; set; }
private FloatingTextManager _floatingTextManager;
public override void _Ready()
@@ -25,10 +31,10 @@ public partial class CollectableComponent : Node
Area2D.BodyEntered += OnArea2DBodyEntered;
else
GD.PushError("Collectable node missing Area2D node.");
if (Owner.HasNode("FadeAwayComponent"))
_hasFadeAway = true;
_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
}
@@ -38,6 +44,9 @@ public partial class CollectableComponent : Node
{
if (!body.HasNode("CanPickUpComponent")) return;
// Allow components to veto collection (e.g., full health for potions)
if (CanCollect != null && !CanCollect(body)) return;
if (Owner is Node2D ownerNode)
{
switch (Data.Type)
@@ -53,13 +62,13 @@ public partial class CollectableComponent : Node
break;
}
}
EmitSignalCollected(Data.Amount, Data.Type, body);
CollisionShape?.CallDeferred("set_disabled", true);
Sfx?.Play();
if (_hasFadeAway) return;
if (Sfx != null)
await ToSignal(Sfx, AudioStreamPlayer2D.SignalName.Finished);
Owner.QueueFree();

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@@ -0,0 +1,47 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class FallOnDetectionComponent : Node2D
{
[Export] public Area2D DetectionArea { get; set; }
[Export] public RigidBody2D TargetBody { get; set; }
[Export] public float FallDelay { get; set; } = 0.2f;
private bool _hasTriggered = false;
public override void _Ready()
{
if (DetectionArea == null)
{
GD.PrintErr("FallOnDetectionComponent: DetectionArea is not set.");
SetProcess(false);
return;
}
if (TargetBody == null)
{
GD.PrintErr("FallOnDetectionComponent: TargetBody is not set.");
SetProcess(false);
return;
}
DetectionArea.BodyEntered += OnBodyEntered;
}
private async void OnBodyEntered(Node2D body)
{
if (_hasTriggered) return;
_hasTriggered = true;
if (FallDelay > 0)
{
await ToSignal(GetTree().CreateTimer(FallDelay), Timer.SignalName.Timeout);
}
if (IsInstanceValid(TargetBody))
{
TargetBody.GravityScale = 1.0f;
}
}
}

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@@ -0,0 +1 @@
uid://co05ugnvx0v3e

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@@ -16,16 +16,27 @@ public partial class HealComponent : Node
GD.PushError("HealComponent: Collectable is not set.");
return;
}
// Register check to prevent collecting when at full health
Collectable.CanCollect = CanCollectHealth;
Collectable.Collected += OnCollected;
}
private bool CanCollectHealth(Node2D body)
{
var healthComponent = body.GetNodeOrNull<HealthComponent>("HealthComponent");
if (healthComponent == null) return true; // Allow collection if no health component
// Prevent collection if already at full health
return healthComponent.Health < healthComponent.MaxHealth;
}
private void OnCollected(float amount, CollectableType type, Node2D body)
{
if (type != CollectableType.Health) return;
if (Collectable == null) return;
var healthComponent = body.GetNodeOrNull<HealthComponent>("HealthComponent");
if (healthComponent == null) return;
@@ -34,14 +45,14 @@ public partial class HealComponent : Node
{
PlayHealFx();
}
Owner.QueueFree();
}
private void PlayHealFx()
{
if (HealFx == null) return;
HealFx.Restart();
HealFx.Emitting = true;
}