* Refactor collectable components to C# and update resource scripts for consistency * Update resource paths and refactor properties for consistency * Refactor UI components to inherit from Control and update node paths for consistency * Update node paths and group assignments for consistency across scenes * Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling * Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration * Refactor skill components and update resource paths for consistency; enhance skill management in scenes * Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling * Add next level command and refactor player retrieval in GameManager; update scene files for consistency * Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations * Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states * Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions * Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
42 lines
1.0 KiB
C#
42 lines
1.0 KiB
C#
using System.Threading.Tasks;
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class EnemyDeathComponent : Node
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{
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[Export] public float TweenDuration { get; set; } = 0.5f;
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[Export] public CollisionShape2D CollisionShape { get; set; }
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[Export] public HealthComponent Health { get; set; }
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public override void _Ready()
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{
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if (CollisionShape == null)
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{
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GD.PushError("EnemyDeathComponent: CollisionShape is not set.");
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return;
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}
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if (Health == null)
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{
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GD.PushError("EnemyDeathComponent: Health is not set.");
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return;
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}
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Health.Death += OnDeath;
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}
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private void OnDeath()
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{
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_ = Die();
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}
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private async Task Die()
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{
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CollisionShape.SetDisabled(true);
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var tween = CreateTween();
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tween.TweenProperty(Owner, "scale", Vector2.Zero, TweenDuration);
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await ToSignal(tween, Tween.SignalName.Finished);
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Owner.QueueFree();
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}
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} |