atomic pair - purchasing couples them, so neither moves alone. SkillData.Level is gone. It was an [Export] on a cached Resource: one instance per process, so the level never persisted, leaked between save slots, and made "unowned" indistinguishable from "level 1". Level now comes from the Playthrough and is passed to ISkill.Initialize. SkillManager reconciles from SkillSetChanged instead of being told by each caller. The old shape was "record it, then tell SkillManager" as two calls at four sites; AddSkill's early return when no player is registered left the skill owned but inert. Reconciliation also tracks the level each component was built at, so an upgrade rebuilds it rather than being patched in from outside. SkillUnlockerComponent collapses to one TryBuy - unlock and upgrade were two methods each doing affordability, debit, level mutation and manager notification in order. The guard three components copy-pasted around Upgrades[Level - 1] - and which BrickArmor omitted - now lives once in SkillComponentBase. Hud reads coins from CoinsChanged instead of rebuilding translated strings every frame. Lives still polls; it moves with the death path.
111 lines
2.8 KiB
C#
111 lines
2.8 KiB
C#
using Godot;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class BrickThrowComponent : SkillComponentBase
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{
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[Export] public PackedScene BrickScene { get; set; }
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[Export] public float FireRate { get; set; } = 1.0f;
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[Export] public ThrowInputResource ThrowInputBehavior { get; set; }
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private bool _canThrow = true;
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private Timer _timer;
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public override void _Ready()
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{
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SetupTimer();
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_canThrow = true;
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}
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public override void _ExitTree()
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{
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if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested -= ThrowBrick;
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if (_timer != null)
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{
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_timer.Timeout -= OnTimerTimeout;
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_timer.QueueFree();
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}
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}
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public override void _Input(InputEvent @event)
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{
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ThrowInputBehavior?.ProcessInput(@event);
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}
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public override void _Process(double delta)
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{
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ThrowInputBehavior?.Update(delta);
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}
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private void SetupTimer()
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{
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_timer = new Timer();
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_timer.WaitTime = FireRate;
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_timer.OneShot = false;
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_timer.Autostart = false;
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_timer.Timeout += OnTimerTimeout;
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AddChild(_timer);
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}
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private void OnTimerTimeout()
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{
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_canThrow = true;
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}
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private void ThrowBrick(float powerMultiplier = 1f)
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{
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if (!_canThrow || Player == null || BrickScene == null)
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return;
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var instance = BrickScene.Instantiate<Node2D>();
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var init = instance.GetNodeOrNull<ProjectileInitComponent>("ProjectileInitComponent");
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if (init != null)
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{
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var @params = new ProjectileInitParams()
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{
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Position = Player.GlobalPosition,
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Rotation = Player.Rotation,
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Direction = Player.LastDirection,
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PowerMultiplier = powerMultiplier,
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};
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init.Initialize(@params);
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}
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GetTree().CurrentScene.AddChild(instance);
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_canThrow = false;
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_timer.Start();
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}
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public override void Initialize(Node owner, SkillData data, int level)
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{
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base.Initialize(owner, data, level);
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ThrowInputBehavior = (ThrowInputResource)ThrowInputBehavior?.Duplicate();
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ApplyCurrentUpgrade();
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}
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public override void Activate()
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{
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if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested += ThrowBrick;
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SetProcessInput(true);
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}
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public override void Deactivate()
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{
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if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested -= ThrowBrick;
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}
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public override void ApplyUpgrade(SkillUpgrade upgrade)
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{
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foreach (var property in upgrade.Properties)
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{
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Set(property.Key, property.Value);
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}
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}
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} |