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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48
scripts/components/KnockbackComponent.cs
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48
scripts/components/KnockbackComponent.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class KnockbackComponent : Node
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{
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[Export] public CharacterBody2D Body { get; set; }
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[Export] public float KnockbackForce { get; set; } = 25f;
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[Export] public HealthComponent HealthComponent { get; set; }
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private bool _knockbackMode = false;
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private int _knockbackFrames = 0;
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public override void _Ready()
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{
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HealthComponent.HealthChanged += OnHealthChanged;
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}
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public override void _Process(double delta)
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{
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if (_knockbackMode) _knockbackFrames++;
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if (_knockbackFrames <= 1) return;
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_knockbackMode = false;
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_knockbackFrames = 0;
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}
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public override void _PhysicsProcess(double delta)
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{
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if (_knockbackMode) ApplyKnockback((float)delta);
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}
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private void OnHealthChanged(float delta, float totalHealth)
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{
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if (totalHealth <= 0f || delta >= 0f) return;
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_knockbackMode = true;
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}
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private void ApplyKnockback(float delta)
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{
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var velocity = Body.Velocity.Normalized();
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var knockbackDirection = new Vector2(Mathf.Sign(velocity.X), 0.4f);
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var knockbackVector = -knockbackDirection * KnockbackForce * delta;
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Body.Velocity += knockbackVector;
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}
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}
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