59 lines
1.6 KiB
C#
59 lines
1.6 KiB
C#
using Godot;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.State;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class ExitDoorComponent : Area2D, IUnlockable
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{
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[Export] public bool Locked { get; set; } = true;
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[Export] public Sprite2D DoorSprite { get; set; }
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[Export] public AudioStreamPlayer2D OpenDoorSfx { get; set; }
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[Export] public int OpenedDoorFrame { get; set; } = 0;
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[Export] public string AchievementId = "level_complete_1";
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[Signal] public delegate void ExitTriggeredEventHandler();
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private GameManager _gameManager;
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private AchievementManager _achievementManager;
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public override void _Ready()
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{
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_gameManager = GameManager.Instance;
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_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
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BodyEntered += OnExitAreaBodyEntered;
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}
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private void OnExitAreaBodyEntered(Node2D body)
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{
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if (Locked) return;
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EmitSignalExitTriggered();
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_achievementManager.UnlockAchievement(AchievementId);
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// Get current level from GameStateStore
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var currentLevel = GameStateStore.Instance?.Session.CurrentLevel ?? 0;
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_gameManager.UnlockLevel(currentLevel + 1);
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CallDeferred(nameof(GoToNextLevel));
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}
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public void Unlock()
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{
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Locked = false;
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if (DoorSprite != null)
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{
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DoorSprite.Frame = OpenedDoorFrame;
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}
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OpenDoorSfx?.Play();
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}
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private void GoToNextLevel()
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{
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_gameManager.OnLevelComplete();
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}
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} |