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 System.Threading.Tasks;
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class ShipShooterComponent : Node
{
[Export] public PackedScene BulletScene { get; set; }
[Export] public float FireRate { get; set; } = 0.2f;
[Export] public Marker2D BulletSpawn { get; set; }
[Export] public AudioStreamPlayer2D ShootSfx { get; set; }
private bool _canShoot = false;
public override void _Ready()
{
SetProcess(false);
}
public override void _Process(double delta)
{
if (Input.IsActionJustPressed("attack") && _canShoot)
{
_ = Shoot();
}
}
private async Task Shoot()
{
if (!_canShoot) return;
var bullet = BulletScene.Instantiate<Node2D>();
var init = bullet.GetNodeOrNull<ProjectileInitComponent>("ProjectileInitComponent");
init?.Initialize(new ProjectileInitParams()
{
Position = BulletSpawn.GlobalPosition,
});
GetTree().CurrentScene.AddChild(bullet);
ShootSfx?.Play();
_canShoot = false;
await ToSignal(GetTree().CreateTimer(FireRate), Timer.SignalName.Timeout);
_canShoot = true;
}
private void OnShipEntered()
{
_canShoot = true;
SetProcess(true);
}
private void OnShipExited()
{
_canShoot = false;
SetProcess(false);
ShootSfx?.Stop();
}
}