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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44
scripts/components/RequirementComponent.cs
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44
scripts/components/RequirementComponent.cs
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using Godot;
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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 RequirementComponent : Node
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{
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[Export] public CollectableType RequirementType { get; set; }
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[Export] public int RequirementAmount { get; set; } = 1;
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private int _currentAmount = 0;
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private const string CollectableGroupName = "Collectables";
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[Signal]
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public delegate void RequirementMetEventHandler(CollectableType requirementType);
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public override void _Ready()
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{
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var collectables = GetTree().GetNodesInGroup(CollectableGroupName);
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foreach (var collectable in collectables)
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{
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var c = collectable.GetNodeOrNull<CollectableComponent>("CollectableComponent");
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if (c != null && c.Data.Type == RequirementType)
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{
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c.Collected += OnCollected;
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}
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}
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}
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private void OnCollected(Variant amount, CollectableType type, Node2D body)
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{
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AddProgress(amount.As<int>());
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}
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private void AddProgress(int amount = 1)
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{
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_currentAmount += amount;
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if (_currentAmount >= RequirementAmount)
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{
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EmitSignalRequirementMet(RequirementType);
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}
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}
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}
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