* 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
83 lines
2.1 KiB
C#
83 lines
2.1 KiB
C#
using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class ExplosiveComponent : Node2D
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{
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[Export] public DamageComponent Damage { get; set; }
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[Export] public Area2D Area { get; set; }
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[Export] public Area2D ExplodeArea { get; set; }
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[Export] public PackedScene ExplosionEffect { get; set; }
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[Export] public float TimeToExplode { get; set; } = 9f;
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[Signal] public delegate void OnExplosionEventHandler(Node2D body);
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private Timer _timer;
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public override void _Ready()
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{
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if (Damage == null)
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{
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GD.PushError("ExplosiveComponent: DamageComponent is not set.");
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return;
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}
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if (ExplodeArea == null)
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{
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GD.PushError("ExplosiveComponent: ExplodeArea is not set.");
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return;
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}
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Area.BodyEntered += OnAreaBodyEntered;
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Area.AreaEntered += OnAreaAreaEntered;
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PrepareTimer();
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}
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private void OnAreaAreaEntered(Area2D area)
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{
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Explode();
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}
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private void OnAreaBodyEntered(Node2D body)
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{
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Explode();
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}
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private void PrepareTimer()
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{
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_timer = new Timer();
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_timer.SetWaitTime(TimeToExplode);
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_timer.OneShot = true;
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_timer.Autostart = true;
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_timer.Timeout += Explode;
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AddChild(_timer);
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}
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private void Explode()
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{
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_timer.Stop();
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if (ExplosionEffect != null)
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{
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var explosionInstance = ExplosionEffect.Instantiate<GpuParticles2D>();
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if (Owner is Node2D root) explosionInstance.SetGlobalPosition(root.GlobalPosition);
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GetTree().CurrentScene.AddChild(explosionInstance);
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explosionInstance.SetEmitting(true);
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}
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var bodies = ExplodeArea.GetOverlappingBodies();
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foreach (var body in bodies)
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{
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var health = body.GetNodeOrNull<HealthComponent>("HealthComponent");
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if (Damage != null && health != null)
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{
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Damage.DealDamage(health);
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}
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EmitSignalOnExplosion(body);
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}
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Owner.QueueFree();
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}
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} |