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2 Commits
master
...
b62478bbea
| Author | SHA1 | Date | |
|---|---|---|---|
| b62478bbea | |||
| 62bdf1ba39 |
@@ -1,5 +1,6 @@
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using Godot;
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using Godot;
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using Godot.Collections;
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using Godot.Collections;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.scripts.Resources;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.Autoloads;
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@@ -8,14 +9,14 @@ public partial class AchievementManager : Node
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{
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{
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[Export] private string AchievementsFolderPath = "res://achievements/";
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[Export] private string AchievementsFolderPath = "res://achievements/";
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[Export] private PackedScene AchievementPopupScene { get; set; }
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[Export] private PackedScene AchievementPopupScene { get; set; }
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private System.Collections.Generic.Dictionary<string, AchievementResource> _achievements = new();
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private System.Collections.Generic.Dictionary<string, AchievementResource> _achievements = new();
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private Array<string> _unlockedAchievementIds = [];
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private Array<string> _unlockedAchievementIds = [];
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private GameManager _gameManager;
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private GameManager _gameManager;
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public override void _Ready()
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public override void _Ready()
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{
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
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LoadAchievementsFromFolder();
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LoadAchievementsFromFolder();
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LoadUnlockedAchievements();
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LoadUnlockedAchievements();
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}
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}
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@@ -44,7 +45,7 @@ public partial class AchievementManager : Node
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fileName = dir.GetNext();
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fileName = dir.GetNext();
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}
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}
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}
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}
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public void UnlockAchievement(string achievementId)
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public void UnlockAchievement(string achievementId)
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{
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{
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if (!_achievements.TryGetValue(achievementId, out var achievement))
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if (!_achievements.TryGetValue(achievementId, out var achievement))
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@@ -75,11 +76,11 @@ public partial class AchievementManager : Node
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{
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{
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SteamManager.UnlockAchievement(achievement.Id);
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SteamManager.UnlockAchievement(achievement.Id);
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}
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}
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// 4. Save progress
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// 4. Save progress
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SaveUnlockedAchievements();
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SaveUnlockedAchievements();
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}
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}
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public void LockAchievement(string achievementId)
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public void LockAchievement(string achievementId)
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{
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{
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if (_unlockedAchievementIds.Contains(achievementId))
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if (_unlockedAchievementIds.Contains(achievementId))
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@@ -88,7 +89,7 @@ public partial class AchievementManager : Node
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SaveUnlockedAchievements();
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SaveUnlockedAchievements();
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}
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}
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}
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}
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private void SaveUnlockedAchievements()
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private void SaveUnlockedAchievements()
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{
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{
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_gameManager.PlayerState["unlocked_achievements"] = _unlockedAchievementIds;
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_gameManager.PlayerState["unlocked_achievements"] = _unlockedAchievementIds;
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@@ -1,4 +1,5 @@
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using Godot;
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using Godot;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.components;
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namespace Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.Autoloads;
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@@ -12,9 +13,9 @@ public partial class ConsoleManager : Node
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public override void _Ready()
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public override void _Ready()
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{
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
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_achievementManager = GetNode<AchievementManager>("/root/AchievementManager");
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_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
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_skillManager = GetNode<SkillManager>("/root/SkillManager");
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_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
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}
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}
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private void AddCoinsCommand(int amount)
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private void AddCoinsCommand(int amount)
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@@ -88,7 +89,7 @@ public partial class ConsoleManager : Node
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_skillUnlockerComponent.UnlockAllSkills();
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_skillUnlockerComponent.UnlockAllSkills();
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}
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}
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private void RemoveSkillCommand(string skillName)
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private void RemoveSkillCommand(string skillName)
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{
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{
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if (!GetSkillManagement()) return;
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if (!GetSkillManagement()) return;
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@@ -102,28 +103,28 @@ public partial class ConsoleManager : Node
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_gameManager.RemoveSkill(skill.Name);
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_gameManager.RemoveSkill(skill.Name);
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_skillManager.DeactivateSkill(skill);
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_skillManager.DeactivateSkill(skill);
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}
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}
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private void RemoveAllSkillsCommand()
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private void RemoveAllSkillsCommand()
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{
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{
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if (!GetSkillManagement()) return;
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if (!GetSkillManagement()) return;
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foreach (var skill in _skillManager.AvailableSkills)
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foreach (var skill in _skillManager.AvailableSkills)
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{
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{
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_gameManager.RemoveSkill(skill.Name);
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_gameManager.RemoveSkill(skill.Name);
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_skillManager.DeactivateSkill(skill);
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_skillManager.DeactivateSkill(skill);
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}
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}
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}
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}
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private void GoToNextLevelCommand()
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private void GoToNextLevelCommand()
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{
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{
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_gameManager.OnLevelComplete();
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_gameManager.OnLevelComplete();
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}
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}
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private void UnlockAchievementCommand(string achievementId)
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private void UnlockAchievementCommand(string achievementId)
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{
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{
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_achievementManager.UnlockAchievement(achievementId);
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_achievementManager.UnlockAchievement(achievementId);
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}
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}
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private void ResetAchievementCommand(string achievementId)
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private void ResetAchievementCommand(string achievementId)
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{
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{
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_achievementManager.LockAchievement(achievementId);
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_achievementManager.LockAchievement(achievementId);
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@@ -1,9 +1,130 @@
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using Godot;
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using Godot;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.Autoloads;
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/// <summary>
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/// Global event bus for decoupled communication between game systems.
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/// Use the static Instance property for easy access from anywhere.
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/// </summary>
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public partial class EventBus : Node
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public partial class EventBus : Node
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{
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{
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/// <summary>
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/// Singleton instance. Available after the autoload is initialized.
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/// </summary>
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public static EventBus Instance { get; private set; }
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public override void _Ready()
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{
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Instance = this;
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}
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public override void _ExitTree()
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{
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if (Instance == this)
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Instance = null;
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}
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#region Level Events
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[Signal] public delegate void LevelStartedEventHandler(int levelIndex, Node currentScene);
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[Signal] public delegate void LevelStartedEventHandler(int levelIndex, Node currentScene);
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[Signal] public delegate void LevelCompletedEventHandler(int levelIndex, Node currentScene, double completionTime);
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[Signal] public delegate void LevelCompletedEventHandler(int levelIndex, Node currentScene, double completionTime);
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[Signal] public delegate void LevelRestartedEventHandler(int levelIndex);
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public static void EmitLevelStarted(int levelIndex, Node currentScene)
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=> Instance?.EmitSignal(SignalName.LevelStarted, levelIndex, currentScene);
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public static void EmitLevelCompleted(int levelIndex, Node currentScene, double completionTime)
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=> Instance?.EmitSignal(SignalName.LevelCompleted, levelIndex, currentScene, completionTime);
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public static void EmitLevelRestarted(int levelIndex)
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=> Instance?.EmitSignal(SignalName.LevelRestarted, levelIndex);
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#endregion
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#region Player Events
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[Signal] public delegate void PlayerSpawnedEventHandler(PlayerController player);
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[Signal] public delegate void PlayerDiedEventHandler(Vector2 position);
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[Signal] public delegate void PlayerDamagedEventHandler(float damage, float remainingHealth, Vector2 position);
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[Signal] public delegate void PlayerHealedEventHandler(float amount, float newHealth, Vector2 position);
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public static void EmitPlayerSpawned(PlayerController player)
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=> Instance?.EmitSignal(SignalName.PlayerSpawned, player);
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public static void EmitPlayerDied(Vector2 position)
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=> Instance?.EmitSignal(SignalName.PlayerDied, position);
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public static void EmitPlayerDamaged(float damage, float remainingHealth, Vector2 position)
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=> Instance?.EmitSignal(SignalName.PlayerDamaged, damage, remainingHealth, position);
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public static void EmitPlayerHealed(float amount, float newHealth, Vector2 position)
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=> Instance?.EmitSignal(SignalName.PlayerHealed, amount, newHealth, position);
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#endregion
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#region Combat Events
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[Signal] public delegate void EnemyDefeatedEventHandler(Node enemy, Vector2 position);
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[Signal] public delegate void EnemyDamagedEventHandler(Node enemy, float damage, Vector2 position);
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public static void EmitEnemyDefeated(Node enemy, Vector2 position)
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=> Instance?.EmitSignal(SignalName.EnemyDefeated, enemy, position);
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public static void EmitEnemyDamaged(Node enemy, float damage, Vector2 position)
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=> Instance?.EmitSignal(SignalName.EnemyDamaged, enemy, damage, position);
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#endregion
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#region Collection Events
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[Signal] public delegate void CoinCollectedEventHandler(int amount, Vector2 position);
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[Signal] public delegate void ItemCollectedEventHandler(CollectableType itemType, float amount, Vector2 position);
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[Signal] public delegate void ChildRescuedEventHandler(Vector2 position);
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public static void EmitCoinCollected(int amount, Vector2 position)
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=> Instance?.EmitSignal(SignalName.CoinCollected, amount, position);
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public static void EmitItemCollected(CollectableType itemType, float amount, Vector2 position)
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=> Instance?.EmitSignal(SignalName.ItemCollected, (int)itemType, amount, position);
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public static void EmitChildRescued(Vector2 position)
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=> Instance?.EmitSignal(SignalName.ChildRescued, position);
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#endregion
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#region Skill Events
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[Signal] public delegate void SkillUnlockedEventHandler(string skillName, int level);
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[Signal] public delegate void SkillActivatedEventHandler(string skillName);
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[Signal] public delegate void SkillDeactivatedEventHandler(string skillName);
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public static void EmitSkillUnlocked(string skillName, int level = 1)
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=> Instance?.EmitSignal(SignalName.SkillUnlocked, skillName, level);
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public static void EmitSkillActivated(string skillName)
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=> Instance?.EmitSignal(SignalName.SkillActivated, skillName);
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public static void EmitSkillDeactivated(string skillName)
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=> Instance?.EmitSignal(SignalName.SkillDeactivated, skillName);
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#endregion
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#region Game State Events
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[Signal] public delegate void GamePausedEventHandler();
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[Signal] public delegate void GameResumedEventHandler();
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[Signal] public delegate void GameSavedEventHandler();
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public static void EmitGamePaused()
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=> Instance?.EmitSignal(SignalName.GamePaused);
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public static void EmitGameResumed()
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=> Instance?.EmitSignal(SignalName.GameResumed);
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public static void EmitGameSaved()
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=> Instance?.EmitSignal(SignalName.GameSaved);
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#endregion
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}
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}
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@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Godot;
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using Godot;
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using Godot.Collections;
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using Godot.Collections;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.Resources;
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using Mr.BrickAdventures.scripts.Resources;
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using Double = System.Double;
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using Double = System.Double;
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@@ -10,18 +11,19 @@ namespace Mr.BrickAdventures.Autoloads;
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public partial class GameManager : Node
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public partial class GameManager : Node
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{
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{
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[Export] public Array<PackedScene> LevelScenes { get; set; } = [];
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[Export] public Array<PackedScene> LevelScenes { get; set; } = [];
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public PlayerController Player {
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public PlayerController Player
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{
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get => GetPlayer();
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get => GetPlayer();
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private set => _player = value;
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private set => _player = value;
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}
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}
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private List<Node> _sceneNodes = [];
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private List<Node> _sceneNodes = [];
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private PlayerController _player;
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private PlayerController _player;
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private SpeedRunManager _speedRunManager;
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private SpeedRunManager _speedRunManager;
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private EventBus _eventBus;
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[Export]
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[Export]
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public Dictionary PlayerState { get; set; } = new()
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public Dictionary PlayerState { get; set; } = new()
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{
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{
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{ "coins", 0 },
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{ "coins", 0 },
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@@ -31,7 +33,7 @@ public partial class GameManager : Node
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{ "unlocked_levels", new Array<int>() {0}},
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{ "unlocked_levels", new Array<int>() {0}},
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{ "unlocked_skills", new Array<SkillData>() }
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{ "unlocked_skills", new Array<SkillData>() }
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};
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};
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[Export]
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[Export]
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public Dictionary CurrentSessionState { get; private set; } = new()
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public Dictionary CurrentSessionState { get; private set; } = new()
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{
|
{
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@@ -54,15 +56,15 @@ public partial class GameManager : Node
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|
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public override void _Ready()
|
public override void _Ready()
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{
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{
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_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager");
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_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
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_eventBus = GetNode<EventBus>("/root/EventBus");
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}
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}
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private void OnNodeAdded(Node node)
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private void OnNodeAdded(Node node)
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{
|
{
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_sceneNodes.Add(node);
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_sceneNodes.Add(node);
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}
|
}
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|
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private void OnNodeRemoved(Node node)
|
private void OnNodeRemoved(Node node)
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{
|
{
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_sceneNodes.Remove(node);
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_sceneNodes.Remove(node);
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@@ -76,11 +78,11 @@ public partial class GameManager : Node
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{
|
{
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount);
|
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount);
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}
|
}
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|
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public void SetCoins(int amount) => PlayerState["coins"] = Mathf.Max(0, amount);
|
public void SetCoins(int amount) => PlayerState["coins"] = Mathf.Max(0, amount);
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|
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public int GetCoins() => (int)PlayerState["coins"] + (int)CurrentSessionState["coins_collected"];
|
public int GetCoins() => (int)PlayerState["coins"] + (int)CurrentSessionState["coins_collected"];
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|
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public void RemoveCoins(int amount)
|
public void RemoveCoins(int amount)
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{
|
{
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var sessionCoins = (int)CurrentSessionState["coins_collected"];
|
var sessionCoins = (int)CurrentSessionState["coins_collected"];
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@@ -96,12 +98,12 @@ public partial class GameManager : Node
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}
|
}
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"]);
|
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"]);
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}
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}
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|
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public void AddLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] + amount;
|
public void AddLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] + amount;
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public void RemoveLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] - amount;
|
public void RemoveLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] - amount;
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public void SetLives(int amount) => PlayerState["lives"] = amount;
|
public void SetLives(int amount) => PlayerState["lives"] = amount;
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public int GetLives() => (int)PlayerState["lives"];
|
public int GetLives() => (int)PlayerState["lives"];
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|
|
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public bool IsSkillUnlocked(SkillData skill)
|
public bool IsSkillUnlocked(SkillData skill)
|
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{
|
{
|
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return ((Array)PlayerState["unlocked_skills"]).Contains(skill)
|
return ((Array)PlayerState["unlocked_skills"]).Contains(skill)
|
||||||
@@ -120,7 +122,7 @@ public partial class GameManager : Node
|
|||||||
foreach (SkillData s in arr)
|
foreach (SkillData s in arr)
|
||||||
{
|
{
|
||||||
if (s.Name != skillName) continue;
|
if (s.Name != skillName) continue;
|
||||||
|
|
||||||
arr.Remove(s);
|
arr.Remove(s);
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break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -145,7 +147,7 @@ public partial class GameManager : Node
|
|||||||
{ "statistics", new Godot.Collections.Dictionary<string, Variant>()}
|
{ "statistics", new Godot.Collections.Dictionary<string, Variant>()}
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
public void UnlockLevel(int levelIndex)
|
public void UnlockLevel(int levelIndex)
|
||||||
{
|
{
|
||||||
var unlocked = (Array)PlayerState["unlocked_levels"];
|
var unlocked = (Array)PlayerState["unlocked_levels"];
|
||||||
@@ -160,10 +162,10 @@ public partial class GameManager : Node
|
|||||||
{
|
{
|
||||||
PlayerState["current_level"] = next;
|
PlayerState["current_level"] = next;
|
||||||
GetTree().ChangeSceneToPacked(LevelScenes[next]);
|
GetTree().ChangeSceneToPacked(LevelScenes[next]);
|
||||||
_eventBus.EmitSignal(EventBus.SignalName.LevelStarted, next, GetTree().CurrentScene);
|
EventBus.EmitLevelStarted(next, GetTree().CurrentScene);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void MarkLevelComplete(int levelIndex)
|
public void MarkLevelComplete(int levelIndex)
|
||||||
{
|
{
|
||||||
UnlockLevel(levelIndex + 1);
|
UnlockLevel(levelIndex + 1);
|
||||||
@@ -179,34 +181,34 @@ public partial class GameManager : Node
|
|||||||
{ "skills_unlocked", new Array<SkillData>() }
|
{ "skills_unlocked", new Array<SkillData>() }
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RestartGame()
|
public void RestartGame()
|
||||||
{
|
{
|
||||||
ResetPlayerState();
|
ResetPlayerState();
|
||||||
ResetCurrentSessionState();
|
ResetCurrentSessionState();
|
||||||
GetTree().ChangeSceneToPacked(LevelScenes[0]);
|
GetTree().ChangeSceneToPacked(LevelScenes[0]);
|
||||||
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
|
GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void QuitGame() => GetTree().Quit();
|
public void QuitGame() => GetTree().Quit();
|
||||||
|
|
||||||
public void PauseGame() => Engine.TimeScale = 0;
|
public void PauseGame() => Engine.TimeScale = 0;
|
||||||
public void ResumeGame() => Engine.TimeScale = 1;
|
public void ResumeGame() => Engine.TimeScale = 1;
|
||||||
|
|
||||||
public void StartNewGame()
|
public void StartNewGame()
|
||||||
{
|
{
|
||||||
ResetPlayerState();
|
ResetPlayerState();
|
||||||
ResetCurrentSessionState();
|
ResetCurrentSessionState();
|
||||||
|
|
||||||
_speedRunManager?.StartTimer();
|
_speedRunManager?.StartTimer();
|
||||||
|
|
||||||
GetTree().ChangeSceneToPacked(LevelScenes[0]);
|
GetTree().ChangeSceneToPacked(LevelScenes[0]);
|
||||||
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
|
GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ContinueGame()
|
public void ContinueGame()
|
||||||
{
|
{
|
||||||
var save = GetNode<SaveSystem>("/root/SaveSystem");
|
var save = GetNode<SaveSystem>(Constants.SaveSystemPath);
|
||||||
if (!save.LoadGame())
|
if (!save.LoadGame())
|
||||||
{
|
{
|
||||||
GD.PrintErr("Failed to load game. Starting a new game instead.");
|
GD.PrintErr("Failed to load game. Starting a new game instead.");
|
||||||
@@ -220,22 +222,22 @@ public partial class GameManager : Node
|
|||||||
else
|
else
|
||||||
GD.PrintErr("No levels unlocked to continue.");
|
GD.PrintErr("No levels unlocked to continue.");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnLevelComplete()
|
public void OnLevelComplete()
|
||||||
{
|
{
|
||||||
var levelIndex = (int)PlayerState["current_level"];
|
var levelIndex = (int)PlayerState["current_level"];
|
||||||
MarkLevelComplete(levelIndex);
|
MarkLevelComplete(levelIndex);
|
||||||
|
|
||||||
AddCoins((int)CurrentSessionState["coins_collected"]);
|
AddCoins((int)CurrentSessionState["coins_collected"]);
|
||||||
foreach (var s in (Array)CurrentSessionState["skills_unlocked"])
|
foreach (var s in (Array)CurrentSessionState["skills_unlocked"])
|
||||||
UnlockSkill((SkillData)s);
|
UnlockSkill((SkillData)s);
|
||||||
|
|
||||||
var completionTime = _speedRunManager?.GetCurrentLevelTime() ?? 0.0;
|
var completionTime = _speedRunManager?.GetCurrentLevelTime() ?? 0.0;
|
||||||
_eventBus.EmitSignal(EventBus.SignalName.LevelCompleted, levelIndex, GetTree().CurrentScene, completionTime);
|
EventBus.EmitLevelCompleted(levelIndex, GetTree().CurrentScene, completionTime);
|
||||||
|
|
||||||
ResetCurrentSessionState();
|
ResetCurrentSessionState();
|
||||||
TryToGoToNextLevel();
|
TryToGoToNextLevel();
|
||||||
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
|
GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
|
||||||
}
|
}
|
||||||
|
|
||||||
public Array<SkillData> GetUnlockedSkills()
|
public Array<SkillData> GetUnlockedSkills()
|
||||||
@@ -253,17 +255,17 @@ public partial class GameManager : Node
|
|||||||
public PlayerController GetPlayer()
|
public PlayerController GetPlayer()
|
||||||
{
|
{
|
||||||
if (_player != null && IsInstanceValid(_player)) return _player;
|
if (_player != null && IsInstanceValid(_player)) return _player;
|
||||||
|
|
||||||
_player = null;
|
_player = null;
|
||||||
|
|
||||||
foreach (var node in _sceneNodes)
|
foreach (var node in _sceneNodes)
|
||||||
{
|
{
|
||||||
if (node is not PlayerController player) continue;
|
if (node is not PlayerController player) continue;
|
||||||
|
|
||||||
_player = player;
|
_player = player;
|
||||||
return _player;
|
return _player;
|
||||||
}
|
}
|
||||||
|
|
||||||
GD.PrintErr("PlayerController not found in the scene tree.");
|
GD.PrintErr("PlayerController not found in the scene tree.");
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
using Godot.Collections;
|
using Godot.Collections;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.scripts.Resources;
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.Autoloads;
|
namespace Mr.BrickAdventures.Autoloads;
|
||||||
@@ -13,7 +14,7 @@ public partial class SaveSystem : Node
|
|||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SaveGame()
|
public void SaveGame()
|
||||||
@@ -46,16 +47,16 @@ public partial class SaveSystem : Node
|
|||||||
GD.Print("Game state loaded from: ", SavePath);
|
GD.Print("Game state loaded from: ", SavePath);
|
||||||
GD.Print("Player state: ", saveDataObj["player_state"]);
|
GD.Print("Player state: ", saveDataObj["player_state"]);
|
||||||
_gameManager.PlayerState = (Dictionary)saveDataObj["player_state"];
|
_gameManager.PlayerState = (Dictionary)saveDataObj["player_state"];
|
||||||
|
|
||||||
var skills = new Array<SkillData>();
|
var skills = new Array<SkillData>();
|
||||||
foreach (var skill in (Array<SkillData>)_gameManager.PlayerState["unlocked_skills"])
|
foreach (var skill in (Array<SkillData>)_gameManager.PlayerState["unlocked_skills"])
|
||||||
{
|
{
|
||||||
skills.Add(skill);
|
skills.Add(skill);
|
||||||
}
|
}
|
||||||
|
|
||||||
_gameManager.UnlockSkills(skills);
|
_gameManager.UnlockSkills(skills);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
|
public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
|
||||||
}
|
}
|
||||||
@@ -2,6 +2,7 @@ using System.Collections.Generic;
|
|||||||
using System.Linq;
|
using System.Linq;
|
||||||
using Godot;
|
using Godot;
|
||||||
using Godot.Collections;
|
using Godot.Collections;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.scripts.components;
|
using Mr.BrickAdventures.scripts.components;
|
||||||
using Mr.BrickAdventures.scripts.interfaces;
|
using Mr.BrickAdventures.scripts.interfaces;
|
||||||
using Mr.BrickAdventures.scripts.Resources;
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
@@ -14,19 +15,19 @@ public partial class SkillManager : Node
|
|||||||
private PlayerController _player;
|
private PlayerController _player;
|
||||||
|
|
||||||
[Export] public Array<SkillData> AvailableSkills { get; set; } = [];
|
[Export] public Array<SkillData> AvailableSkills { get; set; } = [];
|
||||||
|
|
||||||
public Dictionary ActiveComponents { get; private set; } = new();
|
public Dictionary ActiveComponents { get; private set; } = new();
|
||||||
|
|
||||||
[Signal]
|
[Signal]
|
||||||
public delegate void ActiveThrowSkillChangedEventHandler(BrickThrowComponent throwComponent);
|
public delegate void ActiveThrowSkillChangedEventHandler(BrickThrowComponent throwComponent);
|
||||||
[Signal]
|
[Signal]
|
||||||
public delegate void SkillRemovedEventHandler(SkillData skillData);
|
public delegate void SkillRemovedEventHandler(SkillData skillData);
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Called by the PlayerController from its _Ready method to register itself with the manager.
|
/// Called by the PlayerController from its _Ready method to register itself with the manager.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -39,7 +40,7 @@ public partial class SkillManager : Node
|
|||||||
{
|
{
|
||||||
UnregisterPlayer();
|
UnregisterPlayer();
|
||||||
}
|
}
|
||||||
|
|
||||||
_player = player;
|
_player = player;
|
||||||
if (_player != null)
|
if (_player != null)
|
||||||
{
|
{
|
||||||
@@ -61,7 +62,7 @@ public partial class SkillManager : Node
|
|||||||
}
|
}
|
||||||
_player = null;
|
_player = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AddSkill(SkillData skillData)
|
public void AddSkill(SkillData skillData)
|
||||||
{
|
{
|
||||||
// Ensure a valid player is registered before adding a skill.
|
// Ensure a valid player is registered before adding a skill.
|
||||||
@@ -70,7 +71,7 @@ public partial class SkillManager : Node
|
|||||||
GD.Print("SkillManager: Player not available to add skill.");
|
GD.Print("SkillManager: Player not available to add skill.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (ActiveComponents.ContainsKey(skillData.Name))
|
if (ActiveComponents.ContainsKey(skillData.Name))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
@@ -98,9 +99,9 @@ public partial class SkillManager : Node
|
|||||||
if (instance is ISkill skill)
|
if (instance is ISkill skill)
|
||||||
{
|
{
|
||||||
// Initialize the skill with the registered player instance.
|
// Initialize the skill with the registered player instance.
|
||||||
skill.Initialize(_player, skillData);
|
skill.Initialize(_player, skillData);
|
||||||
skill.Activate();
|
skill.Activate();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
GD.PrintErr($"Skill scene for '{skillData.Name}' does not implement ISkill!");
|
GD.PrintErr($"Skill scene for '{skillData.Name}' does not implement ISkill!");
|
||||||
@@ -111,18 +112,18 @@ public partial class SkillManager : Node
|
|||||||
// Add the skill node as a child of the player.
|
// Add the skill node as a child of the player.
|
||||||
_player.AddChild(instance);
|
_player.AddChild(instance);
|
||||||
ActiveComponents[skillData.Name] = instance;
|
ActiveComponents[skillData.Name] = instance;
|
||||||
|
|
||||||
if (instance is BrickThrowComponent btc)
|
if (instance is BrickThrowComponent btc)
|
||||||
{
|
{
|
||||||
EmitSignalActiveThrowSkillChanged(btc);
|
EmitSignalActiveThrowSkillChanged(btc);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RemoveSkill(string skillName)
|
public void RemoveSkill(string skillName)
|
||||||
{
|
{
|
||||||
if (!ActiveComponents.TryGetValue(skillName, out var component))
|
if (!ActiveComponents.TryGetValue(skillName, out var component))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (component.AsGodotObject() is BrickThrowComponent)
|
if (component.AsGodotObject() is BrickThrowComponent)
|
||||||
{
|
{
|
||||||
EmitSignalActiveThrowSkillChanged(null);
|
EmitSignalActiveThrowSkillChanged(null);
|
||||||
@@ -133,7 +134,7 @@ public partial class SkillManager : Node
|
|||||||
{
|
{
|
||||||
skill.Deactivate();
|
skill.Deactivate();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (IsInstanceValid(inst))
|
if (IsInstanceValid(inst))
|
||||||
inst.QueueFree();
|
inst.QueueFree();
|
||||||
|
|
||||||
@@ -150,7 +151,7 @@ public partial class SkillManager : Node
|
|||||||
var sd = GetSkillByName(skillName);
|
var sd = GetSkillByName(skillName);
|
||||||
if (sd != null) EmitSignalSkillRemoved(sd);
|
if (sd != null) EmitSignalSkillRemoved(sd);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void RemoveAllActiveSkills()
|
private void RemoveAllActiveSkills()
|
||||||
{
|
{
|
||||||
// Create a copy of keys to avoid modification during iteration
|
// Create a copy of keys to avoid modification during iteration
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
using Godot.Collections;
|
using Godot.Collections;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.Autoloads;
|
namespace Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
@@ -11,8 +12,8 @@ public partial class StatisticsManager : Node
|
|||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
_achievementManager = GetNode<AchievementManager>("/root/AchievementManager");
|
_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
|
||||||
LoadStatistics();
|
LoadStatistics();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -28,7 +29,7 @@ public partial class StatisticsManager : Node
|
|||||||
_gameManager.PlayerState["statistics"] = _stats;
|
_gameManager.PlayerState["statistics"] = _stats;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Increases a numerical statistic by a given amount.
|
/// Increases a numerical statistic by a given amount.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
[gd_scene load_steps=58 format=3 uid="uid://bqi5s710xb1ju"]
|
[gd_scene load_steps=57 format=3 uid="uid://bqi5s710xb1ju"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://csel4s0e4g5uf" path="res://scripts/components/PlayerController.cs" id="1_yysbb"]
|
[ext_resource type="Script" uid="uid://csel4s0e4g5uf" path="res://scripts/components/PlayerController.cs" id="1_yysbb"]
|
||||||
[ext_resource type="Shader" uid="uid://bs4xvm4qkurpr" path="res://shaders/hit_flash.tres" id="2_lgb3u"]
|
[ext_resource type="Shader" uid="uid://bs4xvm4qkurpr" path="res://shaders/hit_flash.tres" id="2_lgb3u"]
|
||||||
@@ -19,7 +19,6 @@
|
|||||||
[ext_resource type="PackedScene" uid="uid://dre1vit1m4d2n" path="res://objects/movement_abilities/grid_movement_ability.tscn" id="8_xuhvf"]
|
[ext_resource type="PackedScene" uid="uid://dre1vit1m4d2n" path="res://objects/movement_abilities/grid_movement_ability.tscn" id="8_xuhvf"]
|
||||||
[ext_resource type="Script" uid="uid://dy78ak8eykw6e" path="res://scripts/components/FlipComponent.cs" id="9_yysbb"]
|
[ext_resource type="Script" uid="uid://dy78ak8eykw6e" path="res://scripts/components/FlipComponent.cs" id="9_yysbb"]
|
||||||
[ext_resource type="Script" uid="uid://mnjg3p0aw1ow" path="res://scripts/components/CanPickUpComponent.cs" id="10_yysbb"]
|
[ext_resource type="Script" uid="uid://mnjg3p0aw1ow" path="res://scripts/components/CanPickUpComponent.cs" id="10_yysbb"]
|
||||||
[ext_resource type="Script" uid="uid://ccqb8kd5m0eh7" path="res://scripts/components/ScoreComponent.cs" id="11_o1ihh"]
|
|
||||||
[ext_resource type="Script" uid="uid://dgb8bqcri7nsj" path="res://scripts/components/HealthComponent.cs" id="12_ur2y5"]
|
[ext_resource type="Script" uid="uid://dgb8bqcri7nsj" path="res://scripts/components/HealthComponent.cs" id="12_ur2y5"]
|
||||||
[ext_resource type="Script" uid="uid://byw1legrv1ep2" path="res://scripts/components/PlayerDeathComponent.cs" id="13_7til7"]
|
[ext_resource type="Script" uid="uid://byw1legrv1ep2" path="res://scripts/components/PlayerDeathComponent.cs" id="13_7til7"]
|
||||||
[ext_resource type="Script" uid="uid://cecelixl41t3j" path="res://scripts/components/InvulnerabilityComponent.cs" id="15_xuhvf"]
|
[ext_resource type="Script" uid="uid://cecelixl41t3j" path="res://scripts/components/InvulnerabilityComponent.cs" id="15_xuhvf"]
|
||||||
@@ -175,9 +174,6 @@ shape = SubResource("RectangleShape2D_vad0t")
|
|||||||
[node name="CanPickUpComponent" type="Node" parent="."]
|
[node name="CanPickUpComponent" type="Node" parent="."]
|
||||||
script = ExtResource("10_yysbb")
|
script = ExtResource("10_yysbb")
|
||||||
|
|
||||||
[node name="ScoreComponent" type="Node" parent="."]
|
|
||||||
script = ExtResource("11_o1ihh")
|
|
||||||
|
|
||||||
[node name="HealthComponent" type="Node2D" parent="." node_paths=PackedStringArray("HurtSfx", "HealSfx")]
|
[node name="HealthComponent" type="Node2D" parent="." node_paths=PackedStringArray("HurtSfx", "HealSfx")]
|
||||||
script = ExtResource("12_ur2y5")
|
script = ExtResource("12_ur2y5")
|
||||||
HurtSfx = NodePath("../sfx_hurt")
|
HurtSfx = NodePath("../sfx_hurt")
|
||||||
|
|||||||
@@ -46,6 +46,8 @@ EventBus="*res://Autoloads/EventBus.cs"
|
|||||||
StatisticsManager="*res://Autoloads/StatisticsManager.cs"
|
StatisticsManager="*res://Autoloads/StatisticsManager.cs"
|
||||||
SpeedRunManager="res://Autoloads/SpeedRunManager.cs"
|
SpeedRunManager="res://Autoloads/SpeedRunManager.cs"
|
||||||
GhostManager="res://objects/ghost_manager.tscn"
|
GhostManager="res://objects/ghost_manager.tscn"
|
||||||
|
ScoreEventHandler="*res://scripts/Events/ScoreEventHandler.cs"
|
||||||
|
StatisticsEventHandler="*res://scripts/Events/StatisticsEventHandler.cs"
|
||||||
|
|
||||||
[debug]
|
[debug]
|
||||||
|
|
||||||
|
|||||||
24
scripts/Constants.cs
Normal file
24
scripts/Constants.cs
Normal file
@@ -0,0 +1,24 @@
|
|||||||
|
namespace Mr.BrickAdventures;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constants for autoload paths and other commonly used values.
|
||||||
|
/// </summary>
|
||||||
|
public static class Constants
|
||||||
|
{
|
||||||
|
// Autoload paths
|
||||||
|
public const string EventBusPath = "/root/EventBus";
|
||||||
|
public const string GameManagerPath = "/root/GameManager";
|
||||||
|
public const string SaveSystemPath = "/root/SaveSystem";
|
||||||
|
public const string SpeedRunManagerPath = "/root/SpeedRunManager";
|
||||||
|
public const string GhostManagerPath = "/root/GhostManager";
|
||||||
|
public const string AchievementManagerPath = "/root/AchievementManager";
|
||||||
|
public const string StatisticsManagerPath = "/root/StatisticsManager";
|
||||||
|
public const string SkillManagerPath = "/root/SkillManager";
|
||||||
|
public const string FloatingTextManagerPath = "/root/FloatingTextManager";
|
||||||
|
public const string UIManagerPath = "/root/UIManager";
|
||||||
|
public const string ConsoleManagerPath = "/root/ConsoleManager";
|
||||||
|
public const string ConfigFileHandlerPath = "/root/ConfigFileHandler";
|
||||||
|
|
||||||
|
// Group names
|
||||||
|
public const string CoinsGroup = "coins";
|
||||||
|
}
|
||||||
1
scripts/Constants.cs.uid
Normal file
1
scripts/Constants.cs.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://bn7o3n3bomvrd
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.Events;
|
namespace Mr.BrickAdventures.scripts.Events;
|
||||||
@@ -10,11 +11,10 @@ public partial class GhostEventHandler : Node
|
|||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_ghostManager = GetNode<GhostManager>("/root/GhostManager");
|
_ghostManager = GetNode<GhostManager>(Constants.GhostManagerPath);
|
||||||
var eventBus = GetNode<EventBus>("/root/EventBus");
|
|
||||||
|
EventBus.Instance.LevelStarted += OnLevelStarted;
|
||||||
eventBus.LevelStarted += OnLevelStarted;
|
EventBus.Instance.LevelCompleted += OnLevelCompleted;
|
||||||
eventBus.LevelCompleted += OnLevelCompleted;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnLevelStarted(int levelIndex, Node currentScene)
|
private void OnLevelStarted(int levelIndex, Node currentScene)
|
||||||
@@ -23,7 +23,7 @@ public partial class GhostEventHandler : Node
|
|||||||
_ghostManager.StartRecording(levelIndex);
|
_ghostManager.StartRecording(levelIndex);
|
||||||
_ghostManager.SpawnGhostPlayer(levelIndex, currentScene);
|
_ghostManager.SpawnGhostPlayer(levelIndex, currentScene);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
|
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
|
||||||
{
|
{
|
||||||
_ghostManager.StopRecording(true, completionTime);
|
_ghostManager.StopRecording(true, completionTime);
|
||||||
|
|||||||
34
scripts/Events/ScoreEventHandler.cs
Normal file
34
scripts/Events/ScoreEventHandler.cs
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.Events;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handles coin collection events and updates the session state.
|
||||||
|
/// Replaces the manual signal wiring in ScoreComponent.
|
||||||
|
/// </summary>
|
||||||
|
public partial class ScoreEventHandler : Node
|
||||||
|
{
|
||||||
|
private GameManager _gameManager;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
|
|
||||||
|
EventBus.Instance.CoinCollected += OnCoinCollected;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _ExitTree()
|
||||||
|
{
|
||||||
|
if (EventBus.Instance != null)
|
||||||
|
EventBus.Instance.CoinCollected -= OnCoinCollected;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCoinCollected(int amount, Vector2 position)
|
||||||
|
{
|
||||||
|
var currentCoins = (int)_gameManager.CurrentSessionState["coins_collected"];
|
||||||
|
_gameManager.CurrentSessionState["coins_collected"] = currentCoins + amount;
|
||||||
|
GD.Print($"ScoreEventHandler: Collected {amount} coins. Total session coins: {currentCoins + amount}");
|
||||||
|
}
|
||||||
|
}
|
||||||
1
scripts/Events/ScoreEventHandler.cs.uid
Normal file
1
scripts/Events/ScoreEventHandler.cs.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://cs4cfk7g5vh2v
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.Events;
|
namespace Mr.BrickAdventures.scripts.Events;
|
||||||
@@ -10,10 +11,9 @@ public partial class SpeedRunEventHandler : Node
|
|||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager");
|
_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
|
||||||
var eventBus = GetNode<EventBus>("/root/EventBus");
|
|
||||||
|
EventBus.Instance.LevelCompleted += OnLevelCompleted;
|
||||||
eventBus.LevelCompleted += OnLevelCompleted;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
|
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
|
||||||
|
|||||||
62
scripts/Events/StatisticsEventHandler.cs
Normal file
62
scripts/Events/StatisticsEventHandler.cs
Normal file
@@ -0,0 +1,62 @@
|
|||||||
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.Events;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handles game events and updates statistics accordingly.
|
||||||
|
/// Listens to EventBus signals and increments relevant stats.
|
||||||
|
/// </summary>
|
||||||
|
public partial class StatisticsEventHandler : Node
|
||||||
|
{
|
||||||
|
private StatisticsManager _statisticsManager;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
_statisticsManager = GetNode<StatisticsManager>(Constants.StatisticsManagerPath);
|
||||||
|
|
||||||
|
// Subscribe to events
|
||||||
|
EventBus.Instance.CoinCollected += OnCoinCollected;
|
||||||
|
EventBus.Instance.EnemyDefeated += OnEnemyDefeated;
|
||||||
|
EventBus.Instance.PlayerDied += OnPlayerDied;
|
||||||
|
EventBus.Instance.LevelCompleted += OnLevelCompleted;
|
||||||
|
EventBus.Instance.ChildRescued += OnChildRescued;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _ExitTree()
|
||||||
|
{
|
||||||
|
if (EventBus.Instance == null) return;
|
||||||
|
|
||||||
|
EventBus.Instance.CoinCollected -= OnCoinCollected;
|
||||||
|
EventBus.Instance.EnemyDefeated -= OnEnemyDefeated;
|
||||||
|
EventBus.Instance.PlayerDied -= OnPlayerDied;
|
||||||
|
EventBus.Instance.LevelCompleted -= OnLevelCompleted;
|
||||||
|
EventBus.Instance.ChildRescued -= OnChildRescued;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCoinCollected(int amount, Vector2 position)
|
||||||
|
{
|
||||||
|
_statisticsManager.IncrementStat("coins_collected", amount);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEnemyDefeated(Node enemy, Vector2 position)
|
||||||
|
{
|
||||||
|
_statisticsManager.IncrementStat("enemies_defeated");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnPlayerDied(Vector2 position)
|
||||||
|
{
|
||||||
|
_statisticsManager.IncrementStat("deaths");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
|
||||||
|
{
|
||||||
|
_statisticsManager.IncrementStat("levels_completed");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnChildRescued(Vector2 position)
|
||||||
|
{
|
||||||
|
_statisticsManager.IncrementStat("children_rescued");
|
||||||
|
}
|
||||||
|
}
|
||||||
1
scripts/Events/StatisticsEventHandler.cs.uid
Normal file
1
scripts/Events/StatisticsEventHandler.cs.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://l68tjau3k6bw
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.UI;
|
namespace Mr.BrickAdventures.scripts.UI;
|
||||||
@@ -10,19 +11,19 @@ public partial class AudioSettings : Control
|
|||||||
[Export] public Slider SfxVolumeSlider { get; set; }
|
[Export] public Slider SfxVolumeSlider { get; set; }
|
||||||
[Export] public Control AudioSettingsControl { get; set; }
|
[Export] public Control AudioSettingsControl { get; set; }
|
||||||
[Export] public float MuteThreshold { get; set; } = -20f;
|
[Export] public float MuteThreshold { get; set; } = -20f;
|
||||||
|
|
||||||
private UIManager _uiManager;
|
private UIManager _uiManager;
|
||||||
private ConfigFileHandler _configFileHandler;
|
private ConfigFileHandler _configFileHandler;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_uiManager = GetNode<UIManager>("/root/UIManager");
|
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
|
||||||
_configFileHandler = GetNode<ConfigFileHandler>("/root/ConfigFileHandler");
|
_configFileHandler = GetNode<ConfigFileHandler>(Constants.ConfigFileHandlerPath);
|
||||||
Initialize();
|
Initialize();
|
||||||
MasterVolumeSlider.ValueChanged += OnMasterVolumeChanged;
|
MasterVolumeSlider.ValueChanged += OnMasterVolumeChanged;
|
||||||
MusicVolumeSlider.ValueChanged += OnMusicVolumeChanged;
|
MusicVolumeSlider.ValueChanged += OnMusicVolumeChanged;
|
||||||
SfxVolumeSlider.ValueChanged += OnSfxVolumeChanged;
|
SfxVolumeSlider.ValueChanged += OnSfxVolumeChanged;
|
||||||
|
|
||||||
LoadSettings();
|
LoadSettings();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -35,7 +36,7 @@ public partial class AudioSettings : Control
|
|||||||
{
|
{
|
||||||
if (!@event.IsActionReleased("ui_cancel")) return;
|
if (!@event.IsActionReleased("ui_cancel")) return;
|
||||||
if (!_uiManager.IsScreenOnTop(AudioSettingsControl)) return;
|
if (!_uiManager.IsScreenOnTop(AudioSettingsControl)) return;
|
||||||
|
|
||||||
SaveSettings();
|
SaveSettings();
|
||||||
_uiManager.PopScreen();
|
_uiManager.PopScreen();
|
||||||
}
|
}
|
||||||
@@ -64,12 +65,12 @@ public partial class AudioSettings : Control
|
|||||||
MasterVolumeSlider.Value = volumeDb;
|
MasterVolumeSlider.Value = volumeDb;
|
||||||
MasterVolumeSlider.MinValue = MuteThreshold;
|
MasterVolumeSlider.MinValue = MuteThreshold;
|
||||||
MasterVolumeSlider.MaxValue = 0f;
|
MasterVolumeSlider.MaxValue = 0f;
|
||||||
|
|
||||||
var musicVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("music"));
|
var musicVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("music"));
|
||||||
MusicVolumeSlider.Value = musicVolumeDb;
|
MusicVolumeSlider.Value = musicVolumeDb;
|
||||||
MusicVolumeSlider.MinValue = MuteThreshold;
|
MusicVolumeSlider.MinValue = MuteThreshold;
|
||||||
MusicVolumeSlider.MaxValue = 0f;
|
MusicVolumeSlider.MaxValue = 0f;
|
||||||
|
|
||||||
var sfxVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("sfx"));
|
var sfxVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("sfx"));
|
||||||
SfxVolumeSlider.Value = sfxVolumeDb;
|
SfxVolumeSlider.Value = sfxVolumeDb;
|
||||||
SfxVolumeSlider.MinValue = MuteThreshold;
|
SfxVolumeSlider.MinValue = MuteThreshold;
|
||||||
@@ -95,12 +96,12 @@ public partial class AudioSettings : Control
|
|||||||
{
|
{
|
||||||
var settingsConfig = _configFileHandler.SettingsConfig;
|
var settingsConfig = _configFileHandler.SettingsConfig;
|
||||||
if (!settingsConfig.HasSection("audio_settings")) return;
|
if (!settingsConfig.HasSection("audio_settings")) return;
|
||||||
|
|
||||||
var masterVolume = (float)settingsConfig.GetValue("audio_settings", "master_volume", MasterVolumeSlider.Value);
|
var masterVolume = (float)settingsConfig.GetValue("audio_settings", "master_volume", MasterVolumeSlider.Value);
|
||||||
var musicVolume = (float)settingsConfig.GetValue("audio_settings", "music_volume", MusicVolumeSlider.Value);
|
var musicVolume = (float)settingsConfig.GetValue("audio_settings", "music_volume", MusicVolumeSlider.Value);
|
||||||
var sfxVolume = (float)settingsConfig.GetValue("audio_settings", "sfx_volume", SfxVolumeSlider.Value);
|
var sfxVolume = (float)settingsConfig.GetValue("audio_settings", "sfx_volume", SfxVolumeSlider.Value);
|
||||||
var muteThreshold = (float)settingsConfig.GetValue("audio_settings", "mute_threshold", MuteThreshold);
|
var muteThreshold = (float)settingsConfig.GetValue("audio_settings", "mute_threshold", MuteThreshold);
|
||||||
|
|
||||||
MasterVolumeSlider.Value = masterVolume;
|
MasterVolumeSlider.Value = masterVolume;
|
||||||
MusicVolumeSlider.Value = musicVolume;
|
MusicVolumeSlider.Value = musicVolume;
|
||||||
SfxVolumeSlider.Value = sfxVolume;
|
SfxVolumeSlider.Value = sfxVolume;
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
using Mr.BrickAdventures.scripts.components;
|
using Mr.BrickAdventures.scripts.components;
|
||||||
using Mr.BrickAdventures.scripts.Resources;
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
@@ -17,15 +18,15 @@ public partial class ChargeProgressBar : ProgressBar
|
|||||||
{
|
{
|
||||||
ProgressBar.Hide();
|
ProgressBar.Hide();
|
||||||
|
|
||||||
_skillManager = GetNodeOrNull<SkillManager>("/root/SkillManager");
|
_skillManager = GetNodeOrNull<SkillManager>(Constants.SkillManagerPath);
|
||||||
if (_skillManager == null)
|
if (_skillManager == null)
|
||||||
{
|
{
|
||||||
GD.PrintErr("ChargeProgressBar: SkillManager autoload not found.");
|
GD.PrintErr("ChargeProgressBar: SkillManager autoload not found.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
_skillManager.ActiveThrowSkillChanged += OnActiveThrowSkillChanged;
|
_skillManager.ActiveThrowSkillChanged += OnActiveThrowSkillChanged;
|
||||||
|
|
||||||
SetupDependencies();
|
SetupDependencies();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -43,7 +44,7 @@ public partial class ChargeProgressBar : ProgressBar
|
|||||||
OnOwnerExiting();
|
OnOwnerExiting();
|
||||||
|
|
||||||
if (throwComponent == null || !IsInstanceValid(throwComponent)) return;
|
if (throwComponent == null || !IsInstanceValid(throwComponent)) return;
|
||||||
|
|
||||||
_throwComponent = throwComponent;
|
_throwComponent = throwComponent;
|
||||||
_throwComponent.TreeExiting += OnOwnerExiting;
|
_throwComponent.TreeExiting += OnOwnerExiting;
|
||||||
SetupDependencies();
|
SetupDependencies();
|
||||||
@@ -60,7 +61,7 @@ public partial class ChargeProgressBar : ProgressBar
|
|||||||
}
|
}
|
||||||
_throwComponent = null;
|
_throwComponent = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
private void SetupDependencies()
|
private void SetupDependencies()
|
||||||
{
|
{
|
||||||
@@ -68,7 +69,7 @@ public partial class ChargeProgressBar : ProgressBar
|
|||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_throwComponent.ThrowInputBehavior is ChargeThrowInputResource throwInput)
|
if (_throwComponent.ThrowInputBehavior is ChargeThrowInputResource throwInput)
|
||||||
{
|
{
|
||||||
_throwInput = throwInput;
|
_throwInput = throwInput;
|
||||||
@@ -77,7 +78,7 @@ public partial class ChargeProgressBar : ProgressBar
|
|||||||
{
|
{
|
||||||
_throwInput = null;
|
_throwInput = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_throwInput == null)
|
if (_throwInput == null)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
@@ -88,9 +89,9 @@ public partial class ChargeProgressBar : ProgressBar
|
|||||||
ProgressBar.Hide();
|
ProgressBar.Hide();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
SetupProgressBar();
|
SetupProgressBar();
|
||||||
|
|
||||||
_throwInput.ChargeStarted += OnChargeStarted;
|
_throwInput.ChargeStarted += OnChargeStarted;
|
||||||
_throwInput.ChargeStopped += OnChargeStopped;
|
_throwInput.ChargeStopped += OnChargeStopped;
|
||||||
_throwInput.ChargeUpdated += OnChargeUpdated;
|
_throwInput.ChargeUpdated += OnChargeUpdated;
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.UI;
|
namespace Mr.BrickAdventures.scripts.UI;
|
||||||
@@ -9,7 +10,7 @@ public partial class Credits : Control
|
|||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_uiManager = GetNode<UIManager>("/root/UIManager");
|
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void _UnhandledInput(InputEvent @event)
|
public override void _UnhandledInput(InputEvent @event)
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
using Mr.BrickAdventures.scripts.Resources;
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
|
|
||||||
@@ -12,27 +13,27 @@ public partial class DeathScreen : Control
|
|||||||
[Export] public Label LivesLeftLabel { get; set; }
|
[Export] public Label LivesLeftLabel { get; set; }
|
||||||
[Export] public float TimeoutTime { get; set; } = 2.0f;
|
[Export] public float TimeoutTime { get; set; } = 2.0f;
|
||||||
[Export] public Godot.Collections.Array<Node> NodesToDisable { get; set; } = new();
|
[Export] public Godot.Collections.Array<Node> NodesToDisable { get; set; } = new();
|
||||||
|
|
||||||
private GameManager _gameManager;
|
private GameManager _gameManager;
|
||||||
private Timer _timer;
|
private Timer _timer;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
SetLabels();
|
SetLabels();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SetLabels()
|
private void SetLabels()
|
||||||
{
|
{
|
||||||
if (_gameManager == null) return;
|
if (_gameManager == null) return;
|
||||||
|
|
||||||
if (CurrentLevel != null)
|
if (CurrentLevel != null)
|
||||||
{
|
{
|
||||||
CurrentLevelLabel.Text = CurrentLevel.LevelName;
|
CurrentLevelLabel.Text = CurrentLevel.LevelName;
|
||||||
}
|
}
|
||||||
LivesLeftLabel.Text = $" x {_gameManager.GetLives()}";
|
LivesLeftLabel.Text = $" x {_gameManager.GetLives()}";
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SetupTimer()
|
private void SetupTimer()
|
||||||
{
|
{
|
||||||
_timer = new Timer();
|
_timer = new Timer();
|
||||||
@@ -42,31 +43,31 @@ public partial class DeathScreen : Control
|
|||||||
AddChild(_timer);
|
AddChild(_timer);
|
||||||
_timer.Start();
|
_timer.Start();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ToggleNodes()
|
private void ToggleNodes()
|
||||||
{
|
{
|
||||||
foreach (var node in NodesToDisable)
|
foreach (var node in NodesToDisable)
|
||||||
{
|
{
|
||||||
node.ProcessMode = node.ProcessMode == ProcessModeEnum.Disabled
|
node.ProcessMode = node.ProcessMode == ProcessModeEnum.Disabled
|
||||||
? ProcessModeEnum.Inherit
|
? ProcessModeEnum.Inherit
|
||||||
: ProcessModeEnum.Disabled;
|
: ProcessModeEnum.Disabled;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnPlayerDeath()
|
public void OnPlayerDeath()
|
||||||
{
|
{
|
||||||
if (_gameManager == null) return;
|
if (_gameManager == null) return;
|
||||||
|
|
||||||
ToggleNodes();
|
ToggleNodes();
|
||||||
SetLabels();
|
SetLabels();
|
||||||
Show();
|
Show();
|
||||||
SetupTimer();
|
SetupTimer();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnTimeout()
|
private void OnTimeout()
|
||||||
{
|
{
|
||||||
if (_gameManager == null || _gameManager.GetLives() == 0) return;
|
if (_gameManager == null || _gameManager.GetLives() == 0) return;
|
||||||
|
|
||||||
GetTree().ReloadCurrentScene();
|
GetTree().ReloadCurrentScene();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.UI;
|
namespace Mr.BrickAdventures.scripts.UI;
|
||||||
@@ -9,14 +10,14 @@ public partial class GameOverScreen : Control
|
|||||||
[Export] public Button RestartButton { get; set; }
|
[Export] public Button RestartButton { get; set; }
|
||||||
[Export] public Button MainMenuButton { get; set; }
|
[Export] public Button MainMenuButton { get; set; }
|
||||||
[Export] public PackedScene MainMenuScene { get; set; }
|
[Export] public PackedScene MainMenuScene { get; set; }
|
||||||
|
|
||||||
private GameManager _gameManager;
|
private GameManager _gameManager;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
RestartButton.Pressed += OnRestartClicked;
|
RestartButton.Pressed += OnRestartClicked;
|
||||||
MainMenuButton.Pressed += OnMainMenuClicked;
|
MainMenuButton.Pressed += OnMainMenuClicked;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnMainMenuClicked()
|
private void OnMainMenuClicked()
|
||||||
@@ -33,7 +34,7 @@ public partial class GameOverScreen : Control
|
|||||||
public void OnPlayerDeath()
|
public void OnPlayerDeath()
|
||||||
{
|
{
|
||||||
if (_gameManager == null || _gameManager.GetLives() != 0) return;
|
if (_gameManager == null || _gameManager.GetLives() != 0) return;
|
||||||
|
|
||||||
GameOverPanel.Show();
|
GameOverPanel.Show();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
using Mr.BrickAdventures.scripts.components;
|
using Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
@@ -15,7 +16,7 @@ public partial class Hud : Control
|
|||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void _Process(double delta)
|
public override void _Process(double delta)
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.UI;
|
namespace Mr.BrickAdventures.scripts.UI;
|
||||||
@@ -14,16 +15,16 @@ public partial class MainMenu : Control
|
|||||||
[Export] public Label VersionLabel { get; set; }
|
[Export] public Label VersionLabel { get; set; }
|
||||||
[Export] public Control SettingsControl { get; set; }
|
[Export] public Control SettingsControl { get; set; }
|
||||||
[Export] public Control CreditsControl { get; set; }
|
[Export] public Control CreditsControl { get; set; }
|
||||||
|
|
||||||
private SaveSystem _saveSystem;
|
private SaveSystem _saveSystem;
|
||||||
private GameManager _gameManager;
|
private GameManager _gameManager;
|
||||||
private UIManager _uiManager;
|
private UIManager _uiManager;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_saveSystem = GetNode<SaveSystem>("/root/SaveSystem");
|
_saveSystem = GetNode<SaveSystem>(Constants.SaveSystemPath);
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
_uiManager = GetNode<UIManager>("/root/UIManager");
|
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
|
||||||
|
|
||||||
NewGameButton.Pressed += OnNewGamePressed;
|
NewGameButton.Pressed += OnNewGamePressed;
|
||||||
ContinueButton.Pressed += OnContinuePressed;
|
ContinueButton.Pressed += OnContinuePressed;
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Godot;
|
using Godot;
|
||||||
using Godot.Collections;
|
using Godot.Collections;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
using Mr.BrickAdventures.scripts.components;
|
using Mr.BrickAdventures.scripts.components;
|
||||||
using Mr.BrickAdventures.scripts.Resources;
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
@@ -17,7 +18,7 @@ public partial class Marketplace : Control
|
|||||||
[Export] public Array<Node> ComponentsToDisable { get; set; } = [];
|
[Export] public Array<Node> ComponentsToDisable { get; set; } = [];
|
||||||
[Export] public PackedScene MarketplaceButtonScene { get; set; }
|
[Export] public PackedScene MarketplaceButtonScene { get; set; }
|
||||||
[Export] public PackedScene SkillButtonScene { get; set; }
|
[Export] public PackedScene SkillButtonScene { get; set; }
|
||||||
|
|
||||||
private GameManager _gameManager;
|
private GameManager _gameManager;
|
||||||
private SkillManager _skillManager;
|
private SkillManager _skillManager;
|
||||||
private readonly List<Button> _unlockButtons = [];
|
private readonly List<Button> _unlockButtons = [];
|
||||||
@@ -25,21 +26,21 @@ public partial class Marketplace : Control
|
|||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
_skillManager = GetNode<SkillManager>("/root/SkillManager");
|
_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
|
||||||
_skillManager.SkillRemoved += OnSkillRemoved;
|
_skillManager.SkillRemoved += OnSkillRemoved;
|
||||||
|
|
||||||
Skills = _skillManager.AvailableSkills;
|
Skills = _skillManager.AvailableSkills;
|
||||||
|
|
||||||
var skillsToUnlock = new List<SkillData>();
|
var skillsToUnlock = new List<SkillData>();
|
||||||
|
|
||||||
foreach (var skill in Skills) skillsToUnlock.Add(skill);
|
foreach (var skill in Skills) skillsToUnlock.Add(skill);
|
||||||
|
|
||||||
foreach (var skill in skillsToUnlock) CreateUpgradeButton(skill);
|
foreach (var skill in skillsToUnlock) CreateUpgradeButton(skill);
|
||||||
|
|
||||||
var unlockedSkills = _gameManager.GetUnlockedSkills();
|
var unlockedSkills = _gameManager.GetUnlockedSkills();
|
||||||
foreach (var skill in unlockedSkills) CreateSkillButton(skill);
|
foreach (var skill in unlockedSkills) CreateSkillButton(skill);
|
||||||
|
|
||||||
SkillUnlockerComponent.SkillUnlocked += OnSkillUnlocked;
|
SkillUnlockerComponent.SkillUnlocked += OnSkillUnlocked;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -51,7 +52,7 @@ public partial class Marketplace : Control
|
|||||||
public override void _Input(InputEvent @event)
|
public override void _Input(InputEvent @event)
|
||||||
{
|
{
|
||||||
if (!@event.IsActionPressed("show_marketplace")) return;
|
if (!@event.IsActionPressed("show_marketplace")) return;
|
||||||
|
|
||||||
if (IsVisible())
|
if (IsVisible())
|
||||||
{
|
{
|
||||||
Hide();
|
Hide();
|
||||||
@@ -75,7 +76,7 @@ public partial class Marketplace : Control
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!buttonExists) CreateSkillButton(skill);
|
if (!buttonExists) CreateSkillButton(skill);
|
||||||
|
|
||||||
foreach (var btn in _skillButtons)
|
foreach (var btn in _skillButtons)
|
||||||
@@ -92,7 +93,7 @@ public partial class Marketplace : Control
|
|||||||
button.Setup();
|
button.Setup();
|
||||||
button.Pressed += () => OnSkillButtonPressed(button);
|
button.Pressed += () => OnSkillButtonPressed(button);
|
||||||
button.Activate();
|
button.Activate();
|
||||||
|
|
||||||
_skillButtons.Add(button);
|
_skillButtons.Add(button);
|
||||||
UnlockedGrid.AddChild(button);
|
UnlockedGrid.AddChild(button);
|
||||||
UnlockedGrid.QueueSort();
|
UnlockedGrid.QueueSort();
|
||||||
@@ -104,7 +105,7 @@ public partial class Marketplace : Control
|
|||||||
button.Data = skill;
|
button.Data = skill;
|
||||||
button.Icon = skill.Icon;
|
button.Icon = skill.Icon;
|
||||||
button.Pressed += () => OnUpgradeButtonPressed(skill);
|
button.Pressed += () => OnUpgradeButtonPressed(skill);
|
||||||
|
|
||||||
_unlockButtons.Add(button);
|
_unlockButtons.Add(button);
|
||||||
ToUnlockGrid.AddChild(button);
|
ToUnlockGrid.AddChild(button);
|
||||||
ToUnlockGrid.QueueSort();
|
ToUnlockGrid.QueueSort();
|
||||||
@@ -133,7 +134,7 @@ public partial class Marketplace : Control
|
|||||||
private void OnSkillButtonPressed(SkillButton button)
|
private void OnSkillButtonPressed(SkillButton button)
|
||||||
{
|
{
|
||||||
SkillUnlockerComponent.SkillManager.ToggleSkillActivation(button.Data);
|
SkillUnlockerComponent.SkillManager.ToggleSkillActivation(button.Data);
|
||||||
|
|
||||||
foreach (var btn in _skillButtons)
|
foreach (var btn in _skillButtons)
|
||||||
{
|
{
|
||||||
if (btn.Data.IsActive)
|
if (btn.Data.IsActive)
|
||||||
@@ -142,7 +143,7 @@ public partial class Marketplace : Control
|
|||||||
btn.Deactivate();
|
btn.Deactivate();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnSkillRemoved(SkillData skill)
|
private void OnSkillRemoved(SkillData skill)
|
||||||
{
|
{
|
||||||
SkillButton buttonToRemove = null;
|
SkillButton buttonToRemove = null;
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
using Mr.BrickAdventures.scripts.components;
|
using Mr.BrickAdventures.scripts.components;
|
||||||
using Mr.BrickAdventures.scripts.Resources;
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
@@ -11,26 +12,26 @@ public partial class MarketplaceButton : Button
|
|||||||
[Export] public Texture2D UnlockedSkillIcon { get; set; }
|
[Export] public Texture2D UnlockedSkillIcon { get; set; }
|
||||||
[Export] public Texture2D LockedSkillIcon { get; set; }
|
[Export] public Texture2D LockedSkillIcon { get; set; }
|
||||||
[Export] public Container SkillLevelContainer { get; set; }
|
[Export] public Container SkillLevelContainer { get; set; }
|
||||||
|
|
||||||
private GameManager _gameManager;
|
private GameManager _gameManager;
|
||||||
private SkillUnlockerComponent _skillUnlockerComponent;
|
private SkillUnlockerComponent _skillUnlockerComponent;
|
||||||
private SkillManager _skillManager;
|
private SkillManager _skillManager;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
var player = _gameManager.Player;
|
var player = _gameManager.Player;
|
||||||
if (player == null) return;
|
if (player == null) return;
|
||||||
|
|
||||||
_skillUnlockerComponent = player.GetNodeOrNull<SkillUnlockerComponent>("SkillUnlockerComponent");
|
_skillUnlockerComponent = player.GetNodeOrNull<SkillUnlockerComponent>("SkillUnlockerComponent");
|
||||||
if (_skillUnlockerComponent != null)
|
if (_skillUnlockerComponent != null)
|
||||||
{
|
{
|
||||||
_skillUnlockerComponent.SkillUnlocked += OnSkillStateChanged;
|
_skillUnlockerComponent.SkillUnlocked += OnSkillStateChanged;
|
||||||
}
|
}
|
||||||
|
|
||||||
_skillManager = GetNode<SkillManager>("/root/SkillManager");
|
_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
|
||||||
_skillManager.SkillRemoved += OnSkillStateChanged;
|
_skillManager.SkillRemoved += OnSkillStateChanged;
|
||||||
|
|
||||||
UpdateButtonState();
|
UpdateButtonState();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -41,7 +42,7 @@ public partial class MarketplaceButton : Button
|
|||||||
_skillUnlockerComponent.SkillUnlocked -= OnSkillStateChanged;
|
_skillUnlockerComponent.SkillUnlocked -= OnSkillStateChanged;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnSkillStateChanged(SkillData skill)
|
private void OnSkillStateChanged(SkillData skill)
|
||||||
{
|
{
|
||||||
if (skill.Name == Data.Name)
|
if (skill.Name == Data.Name)
|
||||||
@@ -59,7 +60,7 @@ public partial class MarketplaceButton : Button
|
|||||||
}
|
}
|
||||||
|
|
||||||
var isUnlocked = _gameManager.IsSkillUnlocked(Data);
|
var isUnlocked = _gameManager.IsSkillUnlocked(Data);
|
||||||
|
|
||||||
for (var i = 0; i < SkillLevelContainer.GetChildCount(); i++)
|
for (var i = 0; i < SkillLevelContainer.GetChildCount(); i++)
|
||||||
{
|
{
|
||||||
SkillLevelContainer.GetChild(i).QueueFree();
|
SkillLevelContainer.GetChild(i).QueueFree();
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.UI;
|
namespace Mr.BrickAdventures.scripts.UI;
|
||||||
@@ -18,8 +19,8 @@ public partial class PauseMenu : Control
|
|||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
_uiManager = GetNode<UIManager>("/root/UIManager");
|
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
|
||||||
|
|
||||||
ResumeButton.Pressed += OnResumePressed;
|
ResumeButton.Pressed += OnResumePressed;
|
||||||
MainMenuButton.Pressed += OnMainMenuPressed;
|
MainMenuButton.Pressed += OnMainMenuPressed;
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.UI;
|
namespace Mr.BrickAdventures.scripts.UI;
|
||||||
@@ -14,18 +15,18 @@ public partial class SettingsMenu : Control
|
|||||||
[Export] public Button AudioSettingsButton { get; set; }
|
[Export] public Button AudioSettingsButton { get; set; }
|
||||||
[Export] public Button DisplaySettingsButton { get; set; }
|
[Export] public Button DisplaySettingsButton { get; set; }
|
||||||
[Export] public Button GameplaySettingsButton { get; set; }
|
[Export] public Button GameplaySettingsButton { get; set; }
|
||||||
|
|
||||||
private UIManager _uiManager;
|
private UIManager _uiManager;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_uiManager = GetNode<UIManager>("/root/UIManager");
|
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
|
||||||
|
|
||||||
InputSettingsButton.Pressed += OnInputSettingsPressed;
|
InputSettingsButton.Pressed += OnInputSettingsPressed;
|
||||||
AudioSettingsButton.Pressed += OnAudioSettingsPressed;
|
AudioSettingsButton.Pressed += OnAudioSettingsPressed;
|
||||||
DisplaySettingsButton.Pressed += OnDisplaySettingsPressed;
|
DisplaySettingsButton.Pressed += OnDisplaySettingsPressed;
|
||||||
GameplaySettingsButton.Pressed += OnGameplaySettingsPressed;
|
GameplaySettingsButton.Pressed += OnGameplaySettingsPressed;
|
||||||
|
|
||||||
InputSettingsControl?.Hide();
|
InputSettingsControl?.Hide();
|
||||||
AudioSettingsControl?.Hide();
|
AudioSettingsControl?.Hide();
|
||||||
DisplaySettingsControl?.Hide();
|
DisplaySettingsControl?.Hide();
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.UI;
|
namespace Mr.BrickAdventures.scripts.UI;
|
||||||
@@ -7,15 +8,15 @@ namespace Mr.BrickAdventures.scripts.UI;
|
|||||||
public partial class SpeedRunHud : Control
|
public partial class SpeedRunHud : Control
|
||||||
{
|
{
|
||||||
[Export] private Label _timerLabel;
|
[Export] private Label _timerLabel;
|
||||||
|
|
||||||
private SpeedRunManager _speedRunManager;
|
private SpeedRunManager _speedRunManager;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager");
|
_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
|
||||||
|
|
||||||
_speedRunManager.TimeUpdated += OnTimerUpdated;
|
_speedRunManager.TimeUpdated += OnTimerUpdated;
|
||||||
|
|
||||||
Visible = _speedRunManager.IsVisible;
|
Visible = _speedRunManager.IsVisible;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
using Mr.BrickAdventures.scripts.interfaces;
|
using Mr.BrickAdventures.scripts.interfaces;
|
||||||
using Mr.BrickAdventures.scripts.Resources;
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
@@ -9,7 +10,7 @@ namespace Mr.BrickAdventures.scripts.components;
|
|||||||
public partial class BrickShieldSkillComponent : Node, ISkill
|
public partial class BrickShieldSkillComponent : Node, ISkill
|
||||||
{
|
{
|
||||||
[Export] public PackedScene ShieldScene { get; set; }
|
[Export] public PackedScene ShieldScene { get; set; }
|
||||||
|
|
||||||
private PlayerController _player;
|
private PlayerController _player;
|
||||||
private Node2D _shieldInstance;
|
private Node2D _shieldInstance;
|
||||||
private SkillData _skillData;
|
private SkillData _skillData;
|
||||||
@@ -19,8 +20,8 @@ public partial class BrickShieldSkillComponent : Node, ISkill
|
|||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
_skillManager = GetNode<SkillManager>("/root/SkillManager");
|
_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Initialize(Node owner, SkillData data)
|
public void Initialize(Node owner, SkillData data)
|
||||||
@@ -59,7 +60,7 @@ public partial class BrickShieldSkillComponent : Node, ISkill
|
|||||||
_shieldHealth.MaxHealth = (float)newHealth;
|
_shieldHealth.MaxHealth = (float)newHealth;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnShieldDestroyed()
|
private void OnShieldDestroyed()
|
||||||
{
|
{
|
||||||
if (_gameManager != null && _skillData != null && _skillManager != null)
|
if (_gameManager != null && _skillData != null && _skillManager != null)
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
using Mr.BrickAdventures.scripts.Resources;
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
|
|
||||||
@@ -35,7 +36,7 @@ public partial class CollectableComponent : Node
|
|||||||
if (Owner.HasNode("FadeAwayComponent"))
|
if (Owner.HasNode("FadeAwayComponent"))
|
||||||
_hasFadeAway = true;
|
_hasFadeAway = true;
|
||||||
|
|
||||||
_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
|
_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
|
||||||
}
|
}
|
||||||
|
|
||||||
private async void OnArea2DBodyEntered(Node2D body)
|
private async void OnArea2DBodyEntered(Node2D body)
|
||||||
@@ -53,12 +54,18 @@ public partial class CollectableComponent : Node
|
|||||||
{
|
{
|
||||||
case CollectableType.Coin:
|
case CollectableType.Coin:
|
||||||
_floatingTextManager?.ShowCoin((int)Data.Amount, ownerNode.GlobalPosition);
|
_floatingTextManager?.ShowCoin((int)Data.Amount, ownerNode.GlobalPosition);
|
||||||
|
EventBus.EmitCoinCollected((int)Data.Amount, ownerNode.GlobalPosition);
|
||||||
break;
|
break;
|
||||||
case CollectableType.Health:
|
case CollectableType.Health:
|
||||||
_floatingTextManager?.ShowMessage("Healed!", ownerNode.GlobalPosition);
|
_floatingTextManager?.ShowMessage("Healed!", ownerNode.GlobalPosition);
|
||||||
|
EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
|
||||||
break;
|
break;
|
||||||
case CollectableType.Kid:
|
case CollectableType.Kid:
|
||||||
_floatingTextManager?.ShowMessage("Rescued!", ownerNode.GlobalPosition);
|
_floatingTextManager?.ShowMessage("Rescued!", ownerNode.GlobalPosition);
|
||||||
|
EventBus.EmitChildRescued(ownerNode.GlobalPosition);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.components;
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
@@ -23,7 +24,7 @@ public partial class EnemyDeathComponent : Node
|
|||||||
GD.PushError("EnemyDeathComponent: Health is not set.");
|
GD.PushError("EnemyDeathComponent: Health is not set.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
Health.Death += OnDeath;
|
Health.Death += OnDeath;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -34,6 +35,12 @@ public partial class EnemyDeathComponent : Node
|
|||||||
|
|
||||||
private async Task Die()
|
private async Task Die()
|
||||||
{
|
{
|
||||||
|
// Emit enemy defeated event for statistics and other systems
|
||||||
|
if (Owner is Node2D ownerNode)
|
||||||
|
{
|
||||||
|
EventBus.EmitEnemyDefeated(Owner, ownerNode.GlobalPosition);
|
||||||
|
}
|
||||||
|
|
||||||
CollisionShape.SetDisabled(true);
|
CollisionShape.SetDisabled(true);
|
||||||
var tween = CreateTween();
|
var tween = CreateTween();
|
||||||
tween.TweenProperty(Owner, "scale", Vector2.Zero, TweenDuration);
|
tween.TweenProperty(Owner, "scale", Vector2.Zero, TweenDuration);
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
using Mr.BrickAdventures.scripts.interfaces;
|
using Mr.BrickAdventures.scripts.interfaces;
|
||||||
|
|
||||||
@@ -12,25 +13,25 @@ public partial class ExitDoorComponent : Area2D, IUnlockable
|
|||||||
[Export] public AudioStreamPlayer2D OpenDoorSfx { get; set; }
|
[Export] public AudioStreamPlayer2D OpenDoorSfx { get; set; }
|
||||||
[Export] public int OpenedDoorFrame { get; set; } = 0;
|
[Export] public int OpenedDoorFrame { get; set; } = 0;
|
||||||
[Export] public string AchievementId = "level_complete_1";
|
[Export] public string AchievementId = "level_complete_1";
|
||||||
|
|
||||||
[Signal] public delegate void ExitTriggeredEventHandler();
|
[Signal] public delegate void ExitTriggeredEventHandler();
|
||||||
|
|
||||||
private GameManager _gameManager;
|
private GameManager _gameManager;
|
||||||
private AchievementManager _achievementManager;
|
private AchievementManager _achievementManager;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
_achievementManager = GetNode<AchievementManager>("/root/AchievementManager");
|
_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
|
||||||
|
|
||||||
BodyEntered += OnExitAreaBodyEntered;
|
BodyEntered += OnExitAreaBodyEntered;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnExitAreaBodyEntered(Node2D body)
|
private void OnExitAreaBodyEntered(Node2D body)
|
||||||
{
|
{
|
||||||
if (Locked) return;
|
if (Locked) return;
|
||||||
|
|
||||||
EmitSignalExitTriggered();
|
EmitSignalExitTriggered();
|
||||||
_achievementManager.UnlockAchievement(AchievementId);
|
_achievementManager.UnlockAchievement(AchievementId);
|
||||||
_gameManager.UnlockLevel((int)_gameManager.PlayerState["current_level"] + 1);
|
_gameManager.UnlockLevel((int)_gameManager.PlayerState["current_level"] + 1);
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.components;
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
@@ -11,22 +12,22 @@ public partial class HealthComponent : Node2D
|
|||||||
[Export] public float MaxHealth { get; set; } = 1.0f;
|
[Export] public float MaxHealth { get; set; } = 1.0f;
|
||||||
[Export] public AudioStreamPlayer2D HurtSfx { get; set; }
|
[Export] public AudioStreamPlayer2D HurtSfx { get; set; }
|
||||||
[Export] public AudioStreamPlayer2D HealSfx { get; set; }
|
[Export] public AudioStreamPlayer2D HealSfx { get; set; }
|
||||||
|
|
||||||
[Signal] public delegate void HealthChangedEventHandler(float delta, float totalHealth);
|
[Signal] public delegate void HealthChangedEventHandler(float delta, float totalHealth);
|
||||||
[Signal] public delegate void DeathEventHandler();
|
[Signal] public delegate void DeathEventHandler();
|
||||||
|
|
||||||
private FloatingTextManager _floatingTextManager;
|
private FloatingTextManager _floatingTextManager;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
|
_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetHealth(float newValue)
|
public void SetHealth(float newValue)
|
||||||
{
|
{
|
||||||
_ = ApplyHealthChange(newValue);
|
_ = ApplyHealthChange(newValue);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void IncreaseHealth(float delta)
|
public void IncreaseHealth(float delta)
|
||||||
{
|
{
|
||||||
_ = ApplyHealthChange(Health + delta);
|
_ = ApplyHealthChange(Health + delta);
|
||||||
@@ -46,7 +47,7 @@ public partial class HealthComponent : Node2D
|
|||||||
|
|
||||||
if (delta == 0.0f)
|
if (delta == 0.0f)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (delta < 0.0f)
|
if (delta < 0.0f)
|
||||||
_floatingTextManager?.ShowDamage(Mathf.Abs(delta), GlobalPosition);
|
_floatingTextManager?.ShowDamage(Mathf.Abs(delta), GlobalPosition);
|
||||||
else
|
else
|
||||||
@@ -64,16 +65,27 @@ public partial class HealthComponent : Node2D
|
|||||||
await HurtSfx.ToSignal(HurtSfx, AudioStreamPlayer2D.SignalName.Finished);
|
await HurtSfx.ToSignal(HurtSfx, AudioStreamPlayer2D.SignalName.Finished);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Health = newHealth;
|
Health = newHealth;
|
||||||
|
|
||||||
if (Health <= 0f)
|
if (Health <= 0f)
|
||||||
{
|
{
|
||||||
EmitSignalDeath();
|
EmitSignalDeath();
|
||||||
|
// Emit global event if this is the player
|
||||||
|
if (Owner is PlayerController)
|
||||||
|
EventBus.EmitPlayerDied(GlobalPosition);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
EmitSignalHealthChanged(delta, Health);
|
EmitSignalHealthChanged(delta, Health);
|
||||||
|
// Emit global events if this is the player
|
||||||
|
if (Owner is PlayerController)
|
||||||
|
{
|
||||||
|
if (delta < 0f)
|
||||||
|
EventBus.EmitPlayerDamaged(Mathf.Abs(delta), Health, GlobalPosition);
|
||||||
|
else
|
||||||
|
EventBus.EmitPlayerHealed(delta, Health, GlobalPosition);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,5 +1,6 @@
|
|||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.components;
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
@@ -15,25 +16,25 @@ public partial class LeverComponent : Node
|
|||||||
|
|
||||||
[Signal]
|
[Signal]
|
||||||
public delegate void ActivatedEventHandler();
|
public delegate void ActivatedEventHandler();
|
||||||
|
|
||||||
private FloatingTextManager _floatingTextManager;
|
private FloatingTextManager _floatingTextManager;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
|
_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
|
||||||
|
|
||||||
if (Area == null)
|
if (Area == null)
|
||||||
{
|
{
|
||||||
GD.PushError("LeverComponent: Area is not set.");
|
GD.PushError("LeverComponent: Area is not set.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Sprite == null)
|
if (Sprite == null)
|
||||||
{
|
{
|
||||||
GD.PushError("LeverComponent: Sprite is not set.");
|
GD.PushError("LeverComponent: Sprite is not set.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
Area.BodyEntered += OnBodyEntered;
|
Area.BodyEntered += OnBodyEntered;
|
||||||
Area.AreaEntered += OnAreaEntered;
|
Area.AreaEntered += OnAreaEntered;
|
||||||
}
|
}
|
||||||
@@ -58,7 +59,7 @@ public partial class LeverComponent : Node
|
|||||||
await timer.ToSignal(timer, Timer.SignalName.Timeout);
|
await timer.ToSignal(timer, Timer.SignalName.Timeout);
|
||||||
Sprite.Frame = StartAnimationIndex;
|
Sprite.Frame = StartAnimationIndex;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleTriggerLogic(Node2D obj)
|
private void HandleTriggerLogic(Node2D obj)
|
||||||
{
|
{
|
||||||
var triggerLever = obj.GetNodeOrNull<TriggerLeverComponent>("TriggerLeverComponent");
|
var triggerLever = obj.GetNodeOrNull<TriggerLeverComponent>("TriggerLeverComponent");
|
||||||
|
|||||||
@@ -2,6 +2,7 @@ using System.Collections.Generic;
|
|||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.components;
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
@@ -10,7 +11,7 @@ namespace Mr.BrickAdventures.scripts.components;
|
|||||||
public partial class PlayerController : CharacterBody2D
|
public partial class PlayerController : CharacterBody2D
|
||||||
{
|
{
|
||||||
[Export] private Node MovementAbilitiesContainer { get; set; }
|
[Export] private Node MovementAbilitiesContainer { get; set; }
|
||||||
|
|
||||||
[ExportGroup("Movement Ability Scenes")]
|
[ExportGroup("Movement Ability Scenes")]
|
||||||
[Export] public PackedScene GroundMovementScene { get; set; }
|
[Export] public PackedScene GroundMovementScene { get; set; }
|
||||||
[Export] public PackedScene JumpMovementScene { get; set; }
|
[Export] public PackedScene JumpMovementScene { get; set; }
|
||||||
@@ -19,23 +20,23 @@ public partial class PlayerController : CharacterBody2D
|
|||||||
[Export] public PackedScene SpaceshipMovementScene { get; set; }
|
[Export] public PackedScene SpaceshipMovementScene { get; set; }
|
||||||
[Export] public PackedScene WallJumpScene { get; set; }
|
[Export] public PackedScene WallJumpScene { get; set; }
|
||||||
[Export] public PackedScene GridMovementScene { get; set; }
|
[Export] public PackedScene GridMovementScene { get; set; }
|
||||||
|
|
||||||
[Signal] public delegate void JumpInitiatedEventHandler();
|
[Signal] public delegate void JumpInitiatedEventHandler();
|
||||||
[Signal] public delegate void MovementAbilitiesChangedEventHandler();
|
[Signal] public delegate void MovementAbilitiesChangedEventHandler();
|
||||||
|
|
||||||
public Vector2 LastDirection { get; private set; } = Vector2.Right;
|
public Vector2 LastDirection { get; private set; } = Vector2.Right;
|
||||||
public Vector2 PreviousVelocity { get; private set; } = Vector2.Zero;
|
public Vector2 PreviousVelocity { get; private set; } = Vector2.Zero;
|
||||||
|
|
||||||
private List<MovementAbility> _abilities = [];
|
private List<MovementAbility> _abilities = [];
|
||||||
private PlayerInputHandler _inputHandler;
|
private PlayerInputHandler _inputHandler;
|
||||||
|
|
||||||
public IReadOnlyList<MovementAbility> GetActiveAbilities() => _abilities;
|
public IReadOnlyList<MovementAbility> GetActiveAbilities() => _abilities;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
var skillManager = GetNodeOrNull<SkillManager>("/root/SkillManager");
|
var skillManager = GetNodeOrNull<SkillManager>(Constants.SkillManagerPath);
|
||||||
skillManager?.RegisterPlayer(this);
|
skillManager?.RegisterPlayer(this);
|
||||||
|
|
||||||
_inputHandler = GetNode<PlayerInputHandler>("PlayerInputHandler");
|
_inputHandler = GetNode<PlayerInputHandler>("PlayerInputHandler");
|
||||||
foreach (var child in MovementAbilitiesContainer.GetChildren())
|
foreach (var child in MovementAbilitiesContainer.GetChildren())
|
||||||
{
|
{
|
||||||
@@ -45,20 +46,20 @@ public partial class PlayerController : CharacterBody2D
|
|||||||
_abilities.Add(ability);
|
_abilities.Add(ability);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
_ = ConnectJumpAndGravityAbilities();
|
_ = ConnectJumpAndGravityAbilities();
|
||||||
EmitSignalMovementAbilitiesChanged();
|
EmitSignalMovementAbilitiesChanged();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void _PhysicsProcess(double delta)
|
public override void _PhysicsProcess(double delta)
|
||||||
{
|
{
|
||||||
var velocity = Velocity;
|
var velocity = Velocity;
|
||||||
|
|
||||||
foreach (var ability in _abilities)
|
foreach (var ability in _abilities)
|
||||||
{
|
{
|
||||||
velocity = ability.ProcessMovement(velocity, delta);
|
velocity = ability.ProcessMovement(velocity, delta);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_inputHandler.MoveDirection.X != 0)
|
if (_inputHandler.MoveDirection.X != 0)
|
||||||
{
|
{
|
||||||
LastDirection = new Vector2(_inputHandler.MoveDirection.X > 0 ? 1 : -1, 0);
|
LastDirection = new Vector2(_inputHandler.MoveDirection.X > 0 ? 1 : -1, 0);
|
||||||
@@ -68,14 +69,14 @@ public partial class PlayerController : CharacterBody2D
|
|||||||
Velocity = velocity;
|
Velocity = velocity;
|
||||||
MoveAndSlide();
|
MoveAndSlide();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AddAbility(MovementAbility ability)
|
public void AddAbility(MovementAbility ability)
|
||||||
{
|
{
|
||||||
MovementAbilitiesContainer.AddChild(ability);
|
MovementAbilitiesContainer.AddChild(ability);
|
||||||
ability.Initialize(this);
|
ability.Initialize(this);
|
||||||
_abilities.Add(ability);
|
_abilities.Add(ability);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ClearMovementAbilities()
|
public void ClearMovementAbilities()
|
||||||
{
|
{
|
||||||
foreach (var ability in _abilities)
|
foreach (var ability in _abilities)
|
||||||
@@ -84,7 +85,7 @@ public partial class PlayerController : CharacterBody2D
|
|||||||
}
|
}
|
||||||
_abilities.Clear();
|
_abilities.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RemoveAbility<T>() where T : MovementAbility
|
public void RemoveAbility<T>() where T : MovementAbility
|
||||||
{
|
{
|
||||||
for (var i = _abilities.Count - 1; i >= 0; i--)
|
for (var i = _abilities.Count - 1; i >= 0; i--)
|
||||||
@@ -102,20 +103,20 @@ public partial class PlayerController : CharacterBody2D
|
|||||||
public void SetPlatformMovement()
|
public void SetPlatformMovement()
|
||||||
{
|
{
|
||||||
ClearMovementAbilities();
|
ClearMovementAbilities();
|
||||||
|
|
||||||
if (GroundMovementScene != null) AddAbility(GroundMovementScene.Instantiate<MovementAbility>());
|
if (GroundMovementScene != null) AddAbility(GroundMovementScene.Instantiate<MovementAbility>());
|
||||||
if (JumpMovementScene != null) AddAbility(JumpMovementScene.Instantiate<MovementAbility>());
|
if (JumpMovementScene != null) AddAbility(JumpMovementScene.Instantiate<MovementAbility>());
|
||||||
if (GravityScene != null) AddAbility(GravityScene.Instantiate<MovementAbility>());
|
if (GravityScene != null) AddAbility(GravityScene.Instantiate<MovementAbility>());
|
||||||
if (OneWayPlatformScene != null) AddAbility(OneWayPlatformScene.Instantiate<MovementAbility>());
|
if (OneWayPlatformScene != null) AddAbility(OneWayPlatformScene.Instantiate<MovementAbility>());
|
||||||
|
|
||||||
_ = ConnectJumpAndGravityAbilities();
|
_ = ConnectJumpAndGravityAbilities();
|
||||||
EmitSignalMovementAbilitiesChanged();
|
EmitSignalMovementAbilitiesChanged();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetSpaceshipMovement()
|
public void SetSpaceshipMovement()
|
||||||
{
|
{
|
||||||
ClearMovementAbilities();
|
ClearMovementAbilities();
|
||||||
|
|
||||||
if (SpaceshipMovementScene != null) AddAbility(SpaceshipMovementScene.Instantiate<MovementAbility>());
|
if (SpaceshipMovementScene != null) AddAbility(SpaceshipMovementScene.Instantiate<MovementAbility>());
|
||||||
EmitSignalMovementAbilitiesChanged();
|
EmitSignalMovementAbilitiesChanged();
|
||||||
}
|
}
|
||||||
@@ -130,10 +131,10 @@ public partial class PlayerController : CharacterBody2D
|
|||||||
private async Task ConnectJumpAndGravityAbilities()
|
private async Task ConnectJumpAndGravityAbilities()
|
||||||
{
|
{
|
||||||
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
|
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
|
||||||
|
|
||||||
var jumpAbility = _abilities.OfType<VariableJumpAbility>().FirstOrDefault();
|
var jumpAbility = _abilities.OfType<VariableJumpAbility>().FirstOrDefault();
|
||||||
var gravityAbility = _abilities.OfType<GravityAbility>().FirstOrDefault();
|
var gravityAbility = _abilities.OfType<GravityAbility>().FirstOrDefault();
|
||||||
|
|
||||||
if (jumpAbility != null && gravityAbility != null)
|
if (jumpAbility != null && gravityAbility != null)
|
||||||
{
|
{
|
||||||
gravityAbility.AscendGravity = jumpAbility.AscendGravity;
|
gravityAbility.AscendGravity = jumpAbility.AscendGravity;
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.components;
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
@@ -10,12 +11,12 @@ public partial class PlayerDeathComponent : Node2D
|
|||||||
[Export] public PackedScene DeathEffect { get; set; }
|
[Export] public PackedScene DeathEffect { get; set; }
|
||||||
[Export] public HealthComponent HealthComponent { get; set; }
|
[Export] public HealthComponent HealthComponent { get; set; }
|
||||||
[Export] public Vector2 EffectScale { get; set; } = new Vector2(1.5f, 1.5f);
|
[Export] public Vector2 EffectScale { get; set; } = new Vector2(1.5f, 1.5f);
|
||||||
|
|
||||||
private GameManager _gameManager;
|
private GameManager _gameManager;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
HealthComponent.Death += OnDeath;
|
HealthComponent.Death += OnDeath;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -30,7 +31,7 @@ public partial class PlayerDeathComponent : Node2D
|
|||||||
effect.GlobalPosition = GlobalPosition;
|
effect.GlobalPosition = GlobalPosition;
|
||||||
effect.Scale = EffectScale;
|
effect.Scale = EffectScale;
|
||||||
}
|
}
|
||||||
|
|
||||||
_gameManager.RemoveLives(1);
|
_gameManager.RemoveLives(1);
|
||||||
_gameManager.ResetCurrentSessionState();
|
_gameManager.ResetCurrentSessionState();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,43 +0,0 @@
|
|||||||
using Godot;
|
|
||||||
using Mr.BrickAdventures.Autoloads;
|
|
||||||
using Mr.BrickAdventures.scripts.Resources;
|
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.components;
|
|
||||||
|
|
||||||
[GlobalClass]
|
|
||||||
public partial class ScoreComponent : Node
|
|
||||||
{
|
|
||||||
private GameManager _gameManager;
|
|
||||||
private const string CoinsGroupName = "coins";
|
|
||||||
|
|
||||||
public override async void _Ready()
|
|
||||||
{
|
|
||||||
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
|
|
||||||
|
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
|
||||||
if (_gameManager == null)
|
|
||||||
{
|
|
||||||
GD.PrintErr("GameManager not found in the scene tree.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
var coins = GetTree().GetNodesInGroup(CoinsGroupName);
|
|
||||||
foreach (var coin in coins)
|
|
||||||
{
|
|
||||||
var c = coin.GetNodeOrNull<CollectableComponent>("CollectableComponent");
|
|
||||||
if (c != null)
|
|
||||||
{
|
|
||||||
c.Collected += OnCollected;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnCollected(float amount, CollectableType type, Node2D body)
|
|
||||||
{
|
|
||||||
if (type != CollectableType.Coin) return;
|
|
||||||
|
|
||||||
var coinAmount = (int)amount;
|
|
||||||
var currentCoins = (int)_gameManager.CurrentSessionState["coins_collected"];
|
|
||||||
_gameManager.CurrentSessionState["coins_collected"] = currentCoins + coinAmount;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://ccqb8kd5m0eh7
|
|
||||||
@@ -1,5 +1,6 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
using Godot.Collections;
|
using Godot.Collections;
|
||||||
|
using Mr.BrickAdventures;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
using Mr.BrickAdventures.scripts.interfaces;
|
using Mr.BrickAdventures.scripts.interfaces;
|
||||||
using Mr.BrickAdventures.scripts.Resources;
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
@@ -18,8 +19,8 @@ public partial class SkillUnlockerComponent : Node
|
|||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_gameManager = GetNode<GameManager>("/root/GameManager");
|
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
|
||||||
SkillManager = GetNode<SkillManager>("/root/SkillManager");
|
SkillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool HasEnoughCoins(int amount)
|
private bool HasEnoughCoins(int amount)
|
||||||
|
|||||||
Reference in New Issue
Block a user