Add new components: CannotStompComponent, SkillUnlockedComponent, SpaceshipEnterComponent, SpaceshipExitComponent, SpinComponent, StompDamageComponent, StraightMotionComponent, TerrainHitFx, TooltipComponent, TrailComponent, and UnlockOnRequirementComponent

This commit is contained in:
2025-08-12 12:19:18 +02:00
parent ef4d128869
commit dfa8a17ba1
13 changed files with 332 additions and 2 deletions

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