* 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
152 lines
3.9 KiB
C#
152 lines
3.9 KiB
C#
using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts;
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public partial class SkillManager : Node
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{
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private GameManager _gameManager;
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[Export] public Array<SkillData> AvailableSkills { get; set; } = [];
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public Dictionary ActiveComponents { get; private set; } = new();
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[Signal]
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public delegate void ActiveThrowSkillChangedEventHandler(BrickThrowComponent throwComponent);
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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ApplyUnlockedSkills();
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}
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public void AddSkill(SkillData skillData)
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{
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if (ActiveComponents.ContainsKey(skillData.Name))
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return;
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if (skillData.Type == SkillType.Throw)
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{
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var unlocked = _gameManager.GetUnlockedSkills();
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foreach (var sd in unlocked)
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{
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SkillData data = null;
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foreach (var s in AvailableSkills)
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{
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if (s == sd)
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{
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data = s;
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break;
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}
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}
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if (data is { Type: SkillType.Throw })
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RemoveSkill(data.Name);
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}
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}
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var instance = skillData.Node.Instantiate();
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if (instance is ISkill skill)
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{
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skill.Initialize(Owner, skillData);
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skill.Activate();
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}
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else
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{
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GD.PrintErr($"Skill scene for '{skillData.Name}' does not implement ISkill!");
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instance.QueueFree();
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return;
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}
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Owner.AddChild(instance);
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ActiveComponents[skillData.Name] = instance;
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if (instance is BrickThrowComponent btc)
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{
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EmitSignalActiveThrowSkillChanged(btc);
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}
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}
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public void RemoveSkill(string skillName)
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{
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if (!ActiveComponents.TryGetValue(skillName, out var component))
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return;
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if (component.AsGodotObject() is BrickThrowComponent)
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{
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EmitSignalActiveThrowSkillChanged(null);
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}
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var inst = (Node)component;
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if (inst is ISkill skill)
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{
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skill.Deactivate();
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}
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if (IsInstanceValid(inst))
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inst.QueueFree();
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var skills = _gameManager.GetUnlockedSkills();
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foreach (SkillData s in skills)
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{
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if (s.Name == skillName)
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{
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s.IsActive = false;
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break;
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}
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}
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ActiveComponents.Remove(skillName);
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}
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public void ApplyUnlockedSkills()
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{
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foreach (var sd in AvailableSkills)
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{
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if (_gameManager.IsSkillUnlocked(sd))
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{
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CallDeferred(MethodName.AddSkill, sd);
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}
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else
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{
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RemoveSkill(sd.Name);
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}
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}
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}
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public SkillData GetSkillByName(string skillName)
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{
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foreach (var sd in AvailableSkills)
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if (sd.Name == skillName) return sd;
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return null;
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}
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public void ActivateSkill(SkillData skill)
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{
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if (!ActiveComponents.ContainsKey(skill.Name))
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{
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AddSkill(skill);
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skill.IsActive = true;
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}
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}
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public void DeactivateSkill(SkillData skill)
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{
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if (ActiveComponents.ContainsKey(skill.Name))
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{
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RemoveSkill(skill.Name);
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skill.IsActive = false;
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}
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}
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public void ToggleSkillActivation(SkillData skill)
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{
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if (skill == null) return;
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if (ActiveComponents.ContainsKey(skill.Name))
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DeactivateSkill(skill);
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else
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ActivateSkill(skill);
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}
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} |