* 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
67 lines
1.9 KiB
C#
67 lines
1.9 KiB
C#
using Godot;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class MainMenu : Control
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{
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[Export] public Control MainMenuControl { get; set; }
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[Export] public Button NewGameButton { get; set; }
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[Export] public Button ContinueButton { get; set; }
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[Export] public Button SettingsButton { get; set; }
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[Export] public Button CreditsButton { get; set; }
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[Export] public Button ExitButton { get; set; }
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[Export] public Label VersionLabel { get; set; }
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[Export] public Control SettingsControl { get; set; }
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[Export] public Control CreditsControl { get; set; }
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private SaveSystem _saveSystem;
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private GameManager _gameManager;
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private UIManager _uiManager;
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public override void _Ready()
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{
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_saveSystem = GetNode<SaveSystem>("/root/SaveSystem");
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_gameManager = GetNode<GameManager>("/root/GameManager");
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_uiManager = GetNode<UIManager>("/root/UIManager");
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NewGameButton.Pressed += OnNewGamePressed;
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ContinueButton.Pressed += OnContinuePressed;
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SettingsButton.Pressed += OnSettingsPressed;
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CreditsButton.Pressed += OnCreditsPressed;
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ExitButton.Pressed += OnExitPressed;
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VersionLabel.Text = $"v. {ProjectSettings.GetSetting("application/config/version")}";
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ContinueButton.Disabled = !_saveSystem.CheckSaveExists();
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if (_saveSystem.CheckSaveExists())
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ContinueButton.GrabFocus();
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else
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NewGameButton.GrabFocus();
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}
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private void OnExitPressed()
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{
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_gameManager.QuitGame();
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}
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private void OnCreditsPressed()
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{
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_uiManager.PushScreen(CreditsControl);
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}
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private void OnSettingsPressed()
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{
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_uiManager.PushScreen(SettingsControl);
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}
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private void OnContinuePressed()
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{
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_gameManager.ContinueGame();
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}
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private void OnNewGamePressed()
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{
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_gameManager.StartNewGame();
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}
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} |