Files
przygody-pana-cegly/scripts/components/EnemyDeathComponent.cs
Gabriel Kaszewski d786ef4c22 Complete C# rewrite with working game in Editor (#6)
* 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
2025-08-27 01:12:26 +02:00

42 lines
1.0 KiB
C#

using System.Threading.Tasks;
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class EnemyDeathComponent : Node
{
[Export] public float TweenDuration { get; set; } = 0.5f;
[Export] public CollisionShape2D CollisionShape { get; set; }
[Export] public HealthComponent Health { get; set; }
public override void _Ready()
{
if (CollisionShape == null)
{
GD.PushError("EnemyDeathComponent: CollisionShape is not set.");
return;
}
if (Health == null)
{
GD.PushError("EnemyDeathComponent: Health is not set.");
return;
}
Health.Death += OnDeath;
}
private void OnDeath()
{
_ = Die();
}
private async Task Die()
{
CollisionShape.SetDisabled(true);
var tween = CreateTween();
tween.TweenProperty(Owner, "scale", Vector2.Zero, TweenDuration);
await ToSignal(tween, Tween.SignalName.Finished);
Owner.QueueFree();
}
}