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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59
scripts/components/ShipShooterComponent.cs
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59
scripts/components/ShipShooterComponent.cs
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using System.Threading.Tasks;
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class ShipShooterComponent : Node
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{
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[Export] public PackedScene BulletScene { get; set; }
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[Export] public float FireRate { get; set; } = 0.2f;
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[Export] public Marker2D BulletSpawn { get; set; }
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[Export] public AudioStreamPlayer2D ShootSfx { get; set; }
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private bool _canShoot = false;
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public override void _Ready()
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{
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SetProcess(false);
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}
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public override void _Process(double delta)
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{
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if (Input.IsActionJustPressed("attack") && _canShoot)
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{
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_ = Shoot();
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}
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}
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private async Task Shoot()
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{
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if (!_canShoot) return;
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var bullet = BulletScene.Instantiate<Node2D>();
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var init = bullet.GetNodeOrNull<ProjectileInitComponent>("ProjectileInitComponent");
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init?.Initialize(new ProjectileInitParams()
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{
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Position = BulletSpawn.GlobalPosition,
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});
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GetTree().CurrentScene.AddChild(bullet);
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ShootSfx?.Play();
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_canShoot = false;
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await ToSignal(GetTree().CreateTimer(FireRate), Timer.SignalName.Timeout);
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_canShoot = true;
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}
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private void OnShipEntered()
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{
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_canShoot = true;
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SetProcess(true);
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}
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private void OnShipExited()
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{
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_canShoot = false;
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SetProcess(false);
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ShootSfx?.Stop();
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}
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}
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