* 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
37 lines
1.0 KiB
C#
37 lines
1.0 KiB
C#
using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public class ProjectileInitParams
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{
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public Vector2 Position { get; set; } = Vector2.Zero;
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public Vector2 Direction { get; set; } = Vector2.Right;
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public float Rotation { get; set; } = 0f;
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public float PowerMultiplier { get; set; } = 1f;
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}
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public partial class ProjectileInitComponent : Node
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{
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[Export] public LaunchComponent LaunchComponent { get; set; }
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public void Initialize(ProjectileInitParams p)
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{
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var position = p.Position;
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var direction = p.Direction;
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var rotation = p.Rotation;
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var power = p.PowerMultiplier;
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if (Owner is Node2D root)
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{
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root.GlobalPosition = position;
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root.GlobalRotation = rotation;
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}
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if (LaunchComponent == null) return;
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LaunchComponent.InitialDirection = direction;
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LaunchComponent.SpawnPosition = position;
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LaunchComponent.SpawnRotation = rotation;
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LaunchComponent.Speed *= power;
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}
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} |