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.
90 lines
2.8 KiB
C#
90 lines
2.8 KiB
C#
using Godot;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.Progression;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.UI;
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/// <summary>
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/// One buy/upgrade button in the marketplace.
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/// </summary>
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/// <remarks>
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/// Reads the owned level from the Playthrough and the costs from the authored upgrade table — the split
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/// <c>SkillData.Level</c> used to blur. It also listens to <see cref="EventBus.SkillSetChanged"/> rather
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/// than to a signal on a component it had to locate by node path on the player.
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/// </remarks>
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public partial class MarketplaceButton : Button
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{
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[Export] public SkillData Data { get; set; }
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[Export] public Texture2D UnlockedSkillIcon { get; set; }
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[Export] public Texture2D LockedSkillIcon { get; set; }
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[Export] public Container SkillLevelContainer { get; set; }
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private static ProgressionRoot Progression => ProgressionRoot.Instance;
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public override void _Ready()
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{
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if (EventBus.Instance != null)
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{
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EventBus.Instance.SkillSetChanged += UpdateButtonState;
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EventBus.Instance.CoinsChanged += OnCoinsChanged;
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}
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UpdateButtonState();
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}
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public override void _ExitTree()
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{
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if (EventBus.Instance != null)
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{
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EventBus.Instance.SkillSetChanged -= UpdateButtonState;
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EventBus.Instance.CoinsChanged -= OnCoinsChanged;
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}
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}
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private void OnCoinsChanged(int totalCoins) => UpdateButtonState();
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/// <summary>The level the player owns this skill at, or 0 when they do not own it.</summary>
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private int OwnedLevel()
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{
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if (Data == null || Progression == null || string.IsNullOrWhiteSpace(Data.Name)) return 0;
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return Progression.LevelOf(SkillId.Of(Data.Name))?.Value ?? 0;
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}
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private void UpdateButtonState()
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{
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if (Data == null || Data.Upgrades.Count == 0)
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{
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// No authored upgrades means it cannot be bought at any price.
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Visible = false;
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return;
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}
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var owned = OwnedLevel();
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for (var i = 0; i < SkillLevelContainer.GetChildCount(); i++)
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SkillLevelContainer.GetChild(i).QueueFree();
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for (var i = 0; i < Data.MaxLevel; i++)
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{
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SkillLevelContainer.AddChild(new TextureRect
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{
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Texture = i < owned ? UnlockedSkillIcon : LockedSkillIcon,
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ExpandMode = TextureRect.ExpandModeEnum.FitWidthProportional,
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});
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}
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if (owned >= Data.MaxLevel)
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{
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Text = $"{Tr(Data.Name)} (MAX)";
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Disabled = true;
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return;
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}
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// Upgrades[n] is the cost to reach level n + 1, so the next level costs Upgrades[owned].
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Text = $"{Tr(Data.Name)} ({Data.Upgrades[owned].Cost})";
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Disabled = false;
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}
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}
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