godot-4.5 #5
@@ -13,10 +13,16 @@ public partial class CollectableComponent : Node
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[Export] public Area2D Area2D { get; set; }
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[Export] public Area2D Area2D { get; set; }
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[Export] public CollisionShape2D CollisionShape { get; set; }
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[Export] public CollisionShape2D CollisionShape { get; set; }
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[Export] public CollectableResource Data { get; set; }
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[Export] public CollectableResource Data { get; set; }
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[Export] public AudioStreamPlayer2D Sfx {get; set; }
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[Export] public AudioStreamPlayer2D Sfx { get; set; }
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[Signal] public delegate void CollectedEventHandler(float amount, CollectableType type, Node2D body);
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[Signal] public delegate void CollectedEventHandler(float amount, CollectableType type, Node2D body);
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/// <summary>
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/// Delegate for checking if collection should be allowed.
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/// Return false to prevent collection.
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/// </summary>
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public Func<Node2D, bool> CanCollect { get; set; }
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private FloatingTextManager _floatingTextManager;
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private FloatingTextManager _floatingTextManager;
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public override void _Ready()
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public override void _Ready()
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@@ -38,6 +44,9 @@ public partial class CollectableComponent : Node
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{
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{
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if (!body.HasNode("CanPickUpComponent")) return;
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if (!body.HasNode("CanPickUpComponent")) return;
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// Allow components to veto collection (e.g., full health for potions)
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if (CanCollect != null && !CanCollect(body)) return;
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if (Owner is Node2D ownerNode)
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if (Owner is Node2D ownerNode)
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{
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{
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switch (Data.Type)
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switch (Data.Type)
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@@ -17,9 +17,20 @@ public partial class HealComponent : Node
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return;
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return;
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}
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}
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// Register check to prevent collecting when at full health
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Collectable.CanCollect = CanCollectHealth;
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Collectable.Collected += OnCollected;
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Collectable.Collected += OnCollected;
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}
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}
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private bool CanCollectHealth(Node2D body)
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{
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var healthComponent = body.GetNodeOrNull<HealthComponent>("HealthComponent");
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if (healthComponent == null) return true; // Allow collection if no health component
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// Prevent collection if already at full health
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return healthComponent.Health < healthComponent.MaxHealth;
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}
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private void OnCollected(float amount, CollectableType type, Node2D body)
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private void OnCollected(float amount, CollectableType type, Node2D body)
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{
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{
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if (type != CollectableType.Health) return;
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if (type != CollectableType.Health) return;
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