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

This commit is contained in:
2025-08-12 03:38:23 +02:00
parent f3aa2631f2
commit ef4d128869
28 changed files with 869 additions and 145 deletions

View File

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