* 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
82 lines
2.0 KiB
C#
82 lines
2.0 KiB
C#
using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class FlashingComponent : Node
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{
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[Export] public Node2D Sprite { get; set; }
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[Export] public float FlashDuration { get; set; } = 0.5f;
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[Export] public float FlashTime { get; set; } = 0.1f;
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[Export] public bool UseModulate { get; set; } = true;
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[Export] public HealthComponent HealthComponent { get; set; }
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private Tween _tween;
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public override void _Ready()
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{
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if (HealthComponent != null)
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{
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HealthComponent.HealthChanged += OnHealthChanged;
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HealthComponent.Death += OnDeath;
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}
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if (Sprite == null)
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{
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GD.PushError("FlashingComponent: Sprite node is not set.");
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return;
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}
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}
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public void StartFlashing()
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{
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if (Sprite == null) return;
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if (_tween != null && _tween.IsRunning()) return;
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_tween = CreateTween();
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_tween.SetParallel(false);
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var flashes = (int)(FlashDuration / FlashTime);
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for (var i = 0; i < flashes; i++)
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{
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if (UseModulate)
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{
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var opacity = i % 2 == 0 ? 1.0f : 0.3f;
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_tween.TweenProperty(Sprite, "modulate:a", opacity, FlashTime);
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}
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else
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{
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var visible = i % 2 == 0;
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_tween.TweenProperty(Sprite, "visible", visible, FlashTime);
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}
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}
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_tween.TweenCallback(Callable.From(StopFlashing));
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}
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public void StopFlashing()
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{
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if (UseModulate)
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{
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var modulateColor = Sprite.GetModulate();
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modulateColor.A = 1.0f;
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Sprite.SetModulate(modulateColor);
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}
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else
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{
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Sprite.SetVisible(true);
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}
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}
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private void OnHealthChanged(float delta, float totalHealth)
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{
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if (delta < 0f)
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{
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StartFlashing();
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}
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}
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private void OnDeath()
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{
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StopFlashing();
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}
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} |