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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78
scripts/components/MagneticSkillComponent.cs
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78
scripts/components/MagneticSkillComponent.cs
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using System;
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using Godot;
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using Godot.Collections;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class MagneticSkillComponent : Node
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{
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[Export] public Area2D MagneticArea { get; set; }
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[Export] public float MagneticMoveDuration { get; set; } = 1.25f;
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private Array<Node2D> _collectablesToPickUp = [];
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public override void _Ready()
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{
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MagneticArea.AreaEntered += OnAreaEntered;
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MagneticArea.BodyEntered += OnBodyEntered;
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}
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public override void _Process(double delta)
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{
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foreach (var collectable in _collectablesToPickUp)
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{
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if (!IsInstanceValid(collectable))
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{
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_collectablesToPickUp.Remove(collectable);
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continue;
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}
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MoveCollectableToOwner(collectable);
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}
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}
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private void OnBodyEntered(Node2D body)
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{
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if (!HasComponentInChildren(body, "Collectable")) return;
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if (_collectablesToPickUp.Contains(body)) return;
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_collectablesToPickUp.Add(body);
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}
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private void OnAreaEntered(Area2D area)
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{
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if (!HasComponentInChildren(area, "Collectable")) return;
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if (_collectablesToPickUp.Contains(area)) return;
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_collectablesToPickUp.Add(area);
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}
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private bool HasComponentInChildren(Node node, string componentName)
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{
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if (node == null) return false;
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if (node.HasNode(componentName)) return true;
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foreach (var child in node.GetChildren())
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{
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if (child is { } childNode && HasComponentInChildren(childNode, componentName))
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{
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return true;
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}
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}
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return false;
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}
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private void MoveCollectableToOwner(Node2D collectable)
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{
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if (!IsInstanceValid(collectable)) return;
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if (Owner is not Node2D root) return;
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var direction = (root.GlobalPosition - collectable.GlobalPosition).Normalized();
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var speed = direction.Length() / MagneticMoveDuration;
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collectable.GlobalPosition += direction.Normalized() * speed;
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}
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}
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