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
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70
scripts/components/IceEffectComponent.cs
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70
scripts/components/IceEffectComponent.cs
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using Godot;
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using Godot.Collections;
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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 IceEffectComponent : Node
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{
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[Export] public Array<Node> ComponentsToDisable { get; set; } = [];
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[Export] public StatusEffectComponent StatusEffectComponent { get; set; }
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[Export] public Node2D IceFx { get; set; }
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private StatusEffectDataResource _data = null;
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private int _iceEffectsApplied = 0;
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public override void _Ready()
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{
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StatusEffectComponent.EffectApplied += OnEffectApplied;
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StatusEffectComponent.EffectRemoved += OnEffectRemoved;
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}
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private void OnEffectApplied(StatusEffect statusEffect)
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{
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if (statusEffect.EffectData.Type != StatusEffectType.Ice) return;
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_data = statusEffect.EffectData;
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_iceEffectsApplied++;
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ApplyFreeze();
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}
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private void OnEffectRemoved(StatusEffectType type)
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{
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if (type != StatusEffectType.Ice) return;
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_data = null;
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_iceEffectsApplied--;
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RemoveFreeze();
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}
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private void ApplyFreeze()
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{
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if (IceFx != null)
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{
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IceFx.Visible = true;
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}
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foreach (var component in ComponentsToDisable)
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{
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if (component == null || _iceEffectsApplied == 0) continue;
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component.ProcessMode = ProcessModeEnum.Disabled;
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}
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}
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private void RemoveFreeze()
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{
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if (_iceEffectsApplied > 0) return;
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if (IceFx != null)
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{
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IceFx.Visible = false;
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}
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foreach (var component in ComponentsToDisable)
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{
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if (component == null) continue;
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component.ProcessMode = ProcessModeEnum.Inherit;
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}
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}
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}
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