godot-4.5 (#5)
Reviewed-on: #5
This commit was merged in pull request #5.
This commit is contained in:
@@ -9,14 +9,20 @@ namespace Mr.BrickAdventures.scripts.components;
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public partial class CollectableComponent : Node
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{
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private bool _hasFadeAway = false;
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[Export] public Area2D Area2D { get; set; }
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[Export] public CollisionShape2D CollisionShape { get; set; }
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[Export] public CollectableResource Data { get; set; }
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[Export] public AudioStreamPlayer2D Sfx {get; set; }
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[Export] public AudioStreamPlayer2D Sfx { get; set; }
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[Signal] public delegate void CollectedEventHandler(float amount, CollectableType type, Node2D body);
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/// <summary>
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/// Delegate for checking if collection should be allowed.
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/// Return false to prevent collection.
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/// </summary>
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public Func<Node2D, bool> CanCollect { get; set; }
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private FloatingTextManager _floatingTextManager;
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public override void _Ready()
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@@ -25,10 +31,10 @@ public partial class CollectableComponent : Node
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Area2D.BodyEntered += OnArea2DBodyEntered;
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else
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GD.PushError("Collectable node missing Area2D node.");
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if (Owner.HasNode("FadeAwayComponent"))
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_hasFadeAway = true;
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_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
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}
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@@ -38,6 +44,9 @@ public partial class CollectableComponent : Node
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{
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if (!body.HasNode("CanPickUpComponent")) return;
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// Allow components to veto collection (e.g., full health for potions)
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if (CanCollect != null && !CanCollect(body)) return;
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if (Owner is Node2D ownerNode)
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{
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switch (Data.Type)
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@@ -53,13 +62,13 @@ public partial class CollectableComponent : Node
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break;
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}
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}
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EmitSignalCollected(Data.Amount, Data.Type, body);
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CollisionShape?.CallDeferred("set_disabled", true);
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Sfx?.Play();
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if (_hasFadeAway) return;
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if (Sfx != null)
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await ToSignal(Sfx, AudioStreamPlayer2D.SignalName.Finished);
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Owner.QueueFree();
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