* Implement BeamComponent in C# and enhance marketplace button functionality * Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager * cleanup * Add new components: CanPickUpComponent, CollapsableComponent, DestroyableComponent, EffectInflictorComponent, StatusEffectComponent, and StatusEffectDataResource * Add new components: EnemyDeathComponent, EnemyWaveTriggerComponent, and ExitDoorComponent * Add new components: ExplosiveComponent, FadeAwayComponent, FireEffectComponent, FlipComponent, GravityMotionComponent, LaunchComponent, and update PlatformMovement with LastDirection property * Add new components: HealComponent, HitComponent, HomingMissileMotionComponent, LeverComponent, and TriggerLeverComponent * Refactor GameManager session state handling and add new components: CanBeLaunchedComponent, IceEffectComponent, JumpPadComponent, KillPlayerOutOfScreenComponent, KnockbackComponent, LifetimeComponent, MagneticSkillComponent, OutOfScreenComponent, PeriodicShootingComponent, PlayerDeathComponent, ProgressiveDamageComponent, ProjectileComponent, ProjectileInitComponent, RequirementComponent, ScoreComponent, ShipMovementComponent, ShipShooterComponent, and SideToSideMovementComponent * Add new components: CannotStompComponent, SkillUnlockedComponent, SpaceshipEnterComponent, SpaceshipExitComponent, SpinComponent, StompDamageComponent, StraightMotionComponent, TerrainHitFx, TooltipComponent, TrailComponent, and UnlockOnRequirementComponent * Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem * Add audio settings management and platform movement component * Add ChargeProgressBar, Credits, and GameOverScreen components for UI management * Add UID files for ConfigFileHandler, GameManager, SaveSystem, and UIManager components * Add README.md file with game description and features; include project license and contribution guidelines * Add Hud component for UI management; display health, coins, and lives * Add MainMenu and Marketplace components; implement game management and skill unlocking features * Add PauseMenu, SettingsMenu, and SkillButton components; enhance game management and UI functionality
81 lines
2.2 KiB
C#
81 lines
2.2 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 CollapsableComponent : Node
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{
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[Export] public Timer ToCollapseTimer { get; set; }
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[Export] public Timer ResetTimer { get; set; }
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[Export] public Sprite2D Sprite2D { get; set; }
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[Export] public CollisionShape2D CollisionShape { get; set; }
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[Export] public float CollapseTime { get; set; } = 0.5f;
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[Export] public float ResetTime { get; set; } = 0.5f;
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[Export] public float AnimationTime { get; set; } = 0.25f;
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public override void _Ready()
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{
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ResetTimers();
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ToCollapseTimer.Timeout += OnToCollapseTimerTimeout;
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ResetTimer.Timeout += OnResetTimerTimeout;
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}
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public void OnCollapsableDetectorBodyEntered(Node2D body)
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{
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ToCollapseTimer.Start();
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}
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public void OnCollapsableDetectorBodyExited(Node2D body)
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{
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var collapseTimeLeft = Mathf.Abs(ToCollapseTimer.TimeLeft - CollapseTime);
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if (collapseTimeLeft < (0.1f * CollapseTime))
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{
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ResetTimers();
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}
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}
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private void OnToCollapseTimerTimeout()
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{
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_ = Collapse();
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}
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private void OnResetTimerTimeout()
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{
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_ = Reactivate();
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}
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private async Task Collapse()
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{
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ToCollapseTimer.Stop();
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ToCollapseTimer.SetWaitTime(CollapseTime);
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var tween = CreateTween();
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tween.TweenProperty(Sprite2D, "modulate:a", 0f, AnimationTime);
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await ToSignal(tween, Tween.SignalName.Finished);
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CollisionShape?.CallDeferred("set_disabled", true);
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ResetTimer.Start();
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}
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private async Task Reactivate()
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{
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ResetTimer.Stop();
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ResetTimer.SetWaitTime(ResetTime);
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var tween = CreateTween();
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tween.TweenProperty(Sprite2D, "modulate:a", 1f, AnimationTime);
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await ToSignal(tween, Tween.SignalName.Finished);
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CollisionShape?.CallDeferred("set_disabled", false);
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}
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private void ResetTimers()
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{
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ToCollapseTimer.Stop();
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ToCollapseTimer.SetWaitTime(CollapseTime);
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ResetTimer.Stop();
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ResetTimer.SetWaitTime(ResetTime);
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}
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} |