Files
przygody-pana-cegly/scripts/components/CollectableComponent.cs
Gabriel Kaszewski d786ef4c22 Complete C# rewrite with working game in Editor (#6)
* 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
2025-08-27 01:12:26 +02:00

50 lines
1.5 KiB
C#

using System;
using Godot;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
public partial class CollectableComponent : Node
{
private bool _hasFadeAway = false;
[Export] public Area2D Area2D { get; set; }
[Export] public CollisionShape2D CollisionShape { get; set; }
[Export] public CollectableResource Data { get; set; }
[Export] public AudioStreamPlayer2D Sfx {get; set; }
[Signal] public delegate void CollectedEventHandler(float amount, CollectableType type, Node2D body);
public override void _Ready()
{
if (Area2D != null)
Area2D.BodyEntered += OnArea2DBodyEntered;
else
GD.PushError("Collectable node missing Area2D node.");
if (Owner.HasNode("FadeAwayComponent"))
_hasFadeAway = true;
}
private async void OnArea2DBodyEntered(Node2D body)
{
try
{
if (!body.HasNode("CanPickUpComponent")) return;
EmitSignalCollected(Data.Amount, Data.Type, body);
CollisionShape?.CallDeferred("set_disabled", true);
Sfx?.Play();
if (_hasFadeAway) return;
if (Sfx != null)
await ToSignal(Sfx, AudioStreamPlayer2D.SignalName.Finished);
Owner.QueueFree();
}
catch (Exception e)
{
GD.PushError($"Error in CollectableComponent.OnArea2DBodyEntered: {e.Message}");
}
}
}