Files
przygody-pana-cegly/scripts/UI/ChargeProgressBar.cs
Gabriel Kaszewski d84f7d1740 Csharp rewrite (#4)
* Implement BeamComponent in C# and enhance marketplace button functionality

* Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager

* cleanup

* Add new components: CanPickUpComponent, CollapsableComponent, DestroyableComponent, EffectInflictorComponent, StatusEffectComponent, and StatusEffectDataResource

* Add new components: EnemyDeathComponent, EnemyWaveTriggerComponent, and ExitDoorComponent

* Add new components: ExplosiveComponent, FadeAwayComponent, FireEffectComponent, FlipComponent, GravityMotionComponent, LaunchComponent, and update PlatformMovement with LastDirection property

* Add new components: HealComponent, HitComponent, HomingMissileMotionComponent, LeverComponent, and TriggerLeverComponent

* Refactor GameManager session state handling and add new components: CanBeLaunchedComponent, IceEffectComponent, JumpPadComponent, KillPlayerOutOfScreenComponent, KnockbackComponent, LifetimeComponent, MagneticSkillComponent, OutOfScreenComponent, PeriodicShootingComponent, PlayerDeathComponent, ProgressiveDamageComponent, ProjectileComponent, ProjectileInitComponent, RequirementComponent, ScoreComponent, ShipMovementComponent, ShipShooterComponent, and SideToSideMovementComponent

* Add new components: CannotStompComponent, SkillUnlockedComponent, SpaceshipEnterComponent, SpaceshipExitComponent, SpinComponent, StompDamageComponent, StraightMotionComponent, TerrainHitFx, TooltipComponent, TrailComponent, and UnlockOnRequirementComponent

* Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem

* Add audio settings management and platform movement component

* Add ChargeProgressBar, Credits, and GameOverScreen components for UI management

* Add UID files for ConfigFileHandler, GameManager, SaveSystem, and UIManager components

* Add README.md file with game description and features; include project license and contribution guidelines

* Add Hud component for UI management; display health, coins, and lives

* Add MainMenu and Marketplace components; implement game management and skill unlocking features

* Add PauseMenu, SettingsMenu, and SkillButton components; enhance game management and UI functionality
2025-08-15 00:45:57 +02:00

81 lines
1.9 KiB
C#

using Godot;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.UI;
public partial class ChargeProgressBar : Node
{
[Export] public ProgressBar ProgressBar { get; set; }
[Export] public BrickThrowComponent ThrowComponent { get; set; }
private ChargeThrowInputResource _throwInput;
public override void _Ready()
{
Owner.ChildEnteredTree += OnNodeEntered;
ProgressBar.Hide();
SetupDependencies();
}
private void OnNodeEntered(Node node)
{
if (node is not BrickThrowComponent throwComponent || ThrowComponent != null) return;
ThrowComponent = throwComponent;
SetupDependencies();
}
private void SetupDependencies()
{
if (ThrowComponent.ThrowInputBehavior is ChargeThrowInputResource throwInput)
{
_throwInput = throwInput;
}
else
{
_throwInput = null;
}
if (_throwInput == null)
{
return;
}
if (!_throwInput.SupportsCharging())
{
ProgressBar.Hide();
return;
}
SetupProgressBar();
_throwInput.ChargeStarted += OnChargeStarted;
_throwInput.ChargeStopped += OnChargeStopped;
_throwInput.ChargeUpdated += OnChargeUpdated;
}
private void SetupProgressBar()
{
ProgressBar.MinValue = _throwInput.MinPower;
ProgressBar.MaxValue = _throwInput.MaxPower;
ProgressBar.Value = _throwInput.MinPower;
ProgressBar.Step = 0.01f;
ProgressBar.Hide();
}
private void OnChargeStarted()
{
ProgressBar.Show();
}
private void OnChargeStopped()
{
ProgressBar.Hide();
}
private void OnChargeUpdated(float chargeRatio)
{
ProgressBar.Value = chargeRatio;
ProgressBar.Show();
}
}