using System; using Godot; using Godot.Collections; namespace Mr.BrickAdventures.scripts.components; public partial class MagneticSkillComponent : Node { [Export] public Area2D MagneticArea { get; set; } [Export] public float MagneticMoveDuration { get; set; } = 1.25f; private Array _collectablesToPickUp = []; public override void _Ready() { MagneticArea.AreaEntered += OnAreaEntered; MagneticArea.BodyEntered += OnBodyEntered; } public override void _Process(double delta) { foreach (var collectable in _collectablesToPickUp) { if (!IsInstanceValid(collectable)) { _collectablesToPickUp.Remove(collectable); continue; } MoveCollectableToOwner(collectable); } } private void OnBodyEntered(Node2D body) { if (!HasComponentInChildren(body, "Collectable")) return; if (_collectablesToPickUp.Contains(body)) return; _collectablesToPickUp.Add(body); } private void OnAreaEntered(Area2D area) { if (!HasComponentInChildren(area, "Collectable")) return; if (_collectablesToPickUp.Contains(area)) return; _collectablesToPickUp.Add(area); } private bool HasComponentInChildren(Node node, string componentName) { if (node == null) return false; if (node.HasNode(componentName)) return true; foreach (var child in node.GetChildren()) { if (child is { } childNode && HasComponentInChildren(childNode, componentName)) { return true; } } return false; } private void MoveCollectableToOwner(Node2D collectable) { if (!IsInstanceValid(collectable)) return; if (Owner is not Node2D root) return; var direction = (root.GlobalPosition - collectable.GlobalPosition).Normalized(); var speed = direction.Length() / MagneticMoveDuration; collectable.GlobalPosition += direction.Normalized() * speed; } }