* 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
59 lines
1.4 KiB
C#
59 lines
1.4 KiB
C#
using System.Threading.Tasks;
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class ShipShooterComponent : Node
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{
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[Export] public PackedScene BulletScene { get; set; }
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[Export] public float FireRate { get; set; } = 0.2f;
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[Export] public Marker2D BulletSpawn { get; set; }
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[Export] public AudioStreamPlayer2D ShootSfx { get; set; }
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private bool _canShoot = true;
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public override void _Ready()
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{
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SetProcess(false);
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}
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public override void _Process(double delta)
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{
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if (Input.IsActionJustPressed("attack") && _canShoot)
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{
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_ = Shoot();
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}
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}
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private async Task Shoot()
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{
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if (!_canShoot) return;
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var bullet = BulletScene.Instantiate<Node2D>();
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var init = bullet.GetNodeOrNull<ProjectileInitComponent>("ProjectileInitComponent");
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init?.Initialize(new ProjectileInitParams()
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{
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Position = BulletSpawn.GlobalPosition,
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});
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GetTree().CurrentScene.AddChild(bullet);
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ShootSfx?.Play();
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_canShoot = false;
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await ToSignal(GetTree().CreateTimer(FireRate), Timer.SignalName.Timeout);
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_canShoot = true;
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}
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private void OnShipEntered()
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{
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_canShoot = true;
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SetProcess(true);
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}
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private void OnShipExited()
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{
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_canShoot = false;
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SetProcess(false);
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ShootSfx?.Stop();
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}
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} |