Refactor console and scene structure; update resource paths and add configuration handling

This commit is contained in:
2025-05-03 19:49:23 +02:00
parent aa2bd7b3b0
commit f75d05dde1
59 changed files with 714 additions and 136 deletions

View File

@@ -1,7 +1,7 @@
class_name PeriodicShootingComponent
class_name PeriodicShootingComponent
extends Node
@export var bullet_scene: PackedScene = preload("res://objects/bullet.tscn")
@export var bullet_scene: PackedScene = preload("res://objects/entities/bullet.tscn")
@export var shoot_interval: float = 1.0
@export var shoot_direction: Vector2 = Vector2.RIGHT
@export var side_to_side_movement: SideToSideMovement
@@ -45,4 +45,4 @@ func setup_timer() -> void:
timer.one_shot = false
timer.autostart = true
timer.timeout.connect(on_timer_timeout)
add_child(timer)
add_child(timer)

View File

@@ -22,14 +22,17 @@ func try_unlock_skill(skill_data: SkillData) -> bool:
return true
func unlock_all_skills() -> void:
var available_skills: Array[SkillData] = skill_manager.available_skills
var skills: Array[String] = []
for skill in available_skills:
skills.append(skill.name)
game_manager.unlock_skills(skills)
skill_manager.apply_unlocked_skills()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("unlock_skills"):
var available_skills: Array[SkillData] = skill_manager.available_skills
var skills: Array[String] = []
for skill in available_skills:
skills.append(skill.name)
game_manager.unlock_skills(skills)
skill_manager.apply_unlocked_skills()
print("Unlocked skills: ", skills)
unlock_all_skills()