* 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
90 lines
2.5 KiB
C#
90 lines
2.5 KiB
C#
using Godot;
|
|
using Mr.BrickAdventures.Autoloads;
|
|
using Mr.BrickAdventures.scripts.components;
|
|
using Mr.BrickAdventures.scripts.Resources;
|
|
|
|
namespace Mr.BrickAdventures.scripts.UI;
|
|
|
|
public partial class MarketplaceButton : Button
|
|
{
|
|
[Export] public SkillData Data { get; set; }
|
|
[Export] public Texture2D UnlockedSkillIcon { get; set; }
|
|
[Export] public Texture2D LockedSkillIcon { get; set; }
|
|
[Export] public Container SkillLevelContainer { get; set; }
|
|
|
|
private GameManager _gameManager;
|
|
private SkillUnlockerComponent _skillUnlockerComponent;
|
|
|
|
public override void _Ready()
|
|
{
|
|
_gameManager = GetNode<GameManager>("/root/GameManager");
|
|
var player = _gameManager.Player;
|
|
if (player == null) return;
|
|
|
|
_skillUnlockerComponent = player.GetNodeOrNull<SkillUnlockerComponent>("SkillUnlockerComponent");
|
|
if (_skillUnlockerComponent != null)
|
|
{
|
|
_skillUnlockerComponent.SkillUnlocked += OnSkillStateChanged;
|
|
}
|
|
|
|
UpdateButtonState();
|
|
}
|
|
|
|
public override void _ExitTree()
|
|
{
|
|
if (_skillUnlockerComponent != null)
|
|
{
|
|
_skillUnlockerComponent.SkillUnlocked -= OnSkillStateChanged;
|
|
}
|
|
}
|
|
|
|
private void OnSkillStateChanged(SkillData skill)
|
|
{
|
|
if (skill.Name == Data.Name)
|
|
{
|
|
UpdateButtonState();
|
|
}
|
|
}
|
|
|
|
private void UpdateButtonState()
|
|
{
|
|
if (Data == null || Data.Upgrades.Count == 0)
|
|
{
|
|
Visible = false;
|
|
return;
|
|
}
|
|
|
|
var isUnlocked = _gameManager.IsSkillUnlocked(Data);
|
|
|
|
for (var i = 0; i < SkillLevelContainer.GetChildCount(); i++)
|
|
{
|
|
SkillLevelContainer.GetChild(i).QueueFree();
|
|
}
|
|
|
|
for (var i = 0; i < Data.MaxLevel; i++)
|
|
{
|
|
var icon = new TextureRect()
|
|
{
|
|
Texture = (isUnlocked && i < Data.Level) ? UnlockedSkillIcon : LockedSkillIcon,
|
|
ExpandMode = TextureRect.ExpandModeEnum.FitWidthProportional
|
|
};
|
|
SkillLevelContainer.AddChild(icon);
|
|
}
|
|
|
|
if (!isUnlocked)
|
|
{
|
|
Text = $"{Tr(Data.Name)} ({Data.Upgrades[0].Cost})";
|
|
Disabled = false;
|
|
}
|
|
else if (Data.Level < Data.MaxLevel)
|
|
{
|
|
Text = $"{Tr(Data.Name)} ({Data.Upgrades[Data.Level].Cost})";
|
|
Disabled = false;
|
|
}
|
|
else
|
|
{
|
|
Text = $"{Tr(Data.Name)} (MAX)";
|
|
Disabled = true;
|
|
}
|
|
}
|
|
} |