* 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
47 lines
1.1 KiB
C#
47 lines
1.1 KiB
C#
using Godot;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class HealComponent : Node
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{
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[Export] public GpuParticles2D HealFx { get; set; }
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[Export] public CollectableComponent Collectable { get; set; }
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public override void _Ready()
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{
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if (Collectable == null)
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{
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GD.PushError("HealComponent: Collectable is not set.");
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return;
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}
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Collectable.Collected += OnCollected;
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}
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private void OnCollected(float amount, CollectableType type, Node2D body)
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{
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if (type != CollectableType.Health) return;
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if (Collectable == null) return;
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var healthComponent = body.GetNodeOrNull<HealthComponent>("HealthComponent");
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if (healthComponent == null) return;
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healthComponent.IncreaseHealth(amount);
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if (HealFx != null)
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{
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PlayHealFx();
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}
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Owner.QueueFree();
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}
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private void PlayHealFx()
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{
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if (HealFx == null) return;
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HealFx.Restart();
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HealFx.Emitting = true;
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}
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} |