Files
przygody-pana-cegly/scripts/components/DamageComponent.cs
Gabriel Kaszewski 321905e68e refactor: fix bugs and improve architecture
- Fix double-execution bug in LevelStateHandler (coins/skills were committed twice per level)
- Fix DamageComponent to track multiple targets via HashSet instead of single node
- Fix HealthComponent: update health immediately, decouple from PlayerController via signal wiring in PlayerController
- Remove dead loop in SkillManager.RemoveSkill; simplify O(n²) throw skill loop
- Replace GetNode<T>(path) with .Instance across managers; add Instance to StatisticsManager/SpeedRunManager
- GameManager.GetPlayer() now uses EventBus.PlayerSpawned instead of scanning all scene nodes
- UIManager.UiStack: remove [Export], use private List<Control>
- PlayerState: extract DefaultLives constant, simplify CreateDefault()
2026-03-19 01:41:14 +01:00

112 lines
3.2 KiB
C#

using Godot;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class DamageComponent : Node
{
[Export] public float Damage { get; set; } = 0.25f;
[Export] public Area2D Area { get; set; }
[Export] public StatusEffectDataResource StatusEffectData { get; set; }
[Export] public Timer DamageTimer { get; set; }
private readonly System.Collections.Generic.HashSet<Node> _currentTargets = new();
private KnockbackComponent _knockbackComponent = null;
[Signal] public delegate void EffectInflictedEventHandler(Node2D target, StatusEffectDataResource effect);
public override void _Ready()
{
_knockbackComponent = Owner.GetNodeOrNull<KnockbackComponent>("KnockbackComponent");
if (Area != null)
{
Area.BodyEntered += OnAreaBodyEntered;
Area.BodyExited += OnAreaBodyExited;
Area.AreaEntered += OnAreaAreaEntered;
}
if (DamageTimer != null)
{
DamageTimer.Timeout += OnDamageTimerTimeout;
}
}
public override void _Process(double delta)
{
if (_currentTargets.Count == 0) return;
if (DamageTimer != null) return;
foreach (var target in _currentTargets)
ProcessEntityAndApplyDamage(target as Node2D);
}
public void DealDamage(HealthComponent target) => target.DecreaseHealth(Damage);
private void OnAreaAreaEntered(Area2D area)
{
if (!CheckIfProcessingIsOn())
return;
if (area == Area) return;
var parent = area.GetParent();
if (parent.HasNode("DamageComponent"))
ProcessEntityAndApplyDamage(parent as Node2D);
}
private void OnAreaBodyExited(Node2D body)
{
_currentTargets.Remove(body);
if (_currentTargets.Count == 0)
DamageTimer?.Stop();
}
private void OnAreaBodyEntered(Node2D body)
{
_currentTargets.Add(body);
if (!CheckIfProcessingIsOn())
return;
if (_currentTargets.Count == 1)
DamageTimer?.Start();
ProcessEntityAndApplyDamage(body);
}
private void OnDamageTimerTimeout()
{
foreach (var target in _currentTargets)
ProcessEntityAndApplyDamage(target as Node2D);
}
private void ProcessEntityAndApplyDamage(Node2D body)
{
if (body == null) return;
if (!body.HasNode("HealthComponent")) return;
var health = body.GetNode<HealthComponent>("HealthComponent");
var inv = body.GetNodeOrNull<InvulnerabilityComponent>("InvulnerabilityComponent");
if (inv != null && inv.IsInvulnerable())
return;
if (StatusEffectData != null && StatusEffectData.Type != StatusEffectType.None)
EmitSignalEffectInflicted(body, StatusEffectData);
DealDamage(health);
if (_knockbackComponent != null && body is CharacterBody2D characterBody && Owner is Node2D source)
{
_knockbackComponent.ApplyKnockback(characterBody, source);
}
inv?.Activate();
}
private bool CheckIfProcessingIsOn()
{
return ProcessMode is ProcessModeEnum.Inherit or ProcessModeEnum.Always;
}
}