Files
przygody-pana-cegly/scripts/components/MagneticSkillComponent.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

132 lines
3.6 KiB
C#

using System;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
public partial class MagneticSkillComponent : Node, ISkill
{
[Export] public Area2D MagneticArea { get; set; }
[Export] public float MagneticMoveDuration { get; set; } = 1.25f;
private Array<Node2D> _collectablesToPickUp = [];
private Node2D _owner;
private SkillData _skillData;
public override void _Process(double delta)
{
foreach (var collectable in _collectablesToPickUp)
{
if (!IsInstanceValid(collectable))
{
_collectablesToPickUp.Remove(collectable);
continue;
}
MoveCollectableToOwner(collectable);
}
}
private void OnBodyEntered(Node2D body)
{
if (!HasComponentInChildren(body, "CollectableComponent")) return;
if (_collectablesToPickUp.Contains(body)) return;
_collectablesToPickUp.Add(body);
}
private void OnAreaEntered(Area2D area)
{
if (!HasComponentInChildren(area, "CollectableComponent")) return;
if (_collectablesToPickUp.Contains(area)) return;
_collectablesToPickUp.Add(area);
}
private bool HasComponentInChildren(Node node, string componentName)
{
if (node == null) return false;
if (node.HasNode(componentName)) return true;
foreach (var child in node.GetChildren())
{
if (child is { } childNode && HasComponentInChildren(childNode, componentName))
{
return true;
}
}
return false;
}
private void MoveCollectableToOwner(Node2D collectable)
{
if (!IsInstanceValid(collectable) || !IsInstanceValid(_owner)) return;
var direction = (_owner.GlobalPosition - collectable.GlobalPosition).Normalized();
var speed = direction.Length() / MagneticMoveDuration;
collectable.GlobalPosition += direction.Normalized() * speed;
}
public void Initialize(Node owner, SkillData data)
{
_owner = owner as Node2D;
_skillData = data;
if (_owner == null)
{
GD.PushWarning("MagneticSkillComponent: Owner is not a Node2D.");
}
if (MagneticArea == null)
{
if (owner is Area2D area2D) MagneticArea = area2D;
else
{
MagneticArea = owner.GetNodeOrNull<Area2D>("MagneticArea");
if (MagneticArea == null)
{
GD.PushError("MagneticSkillComponent: MagneticArea is not set.");
return;
}
}
}
if (_skillData.Level > 0 && _skillData.Upgrades.Count >= _skillData.Level)
{
ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]);
}
}
public void Activate()
{
if (MagneticArea == null)
{
GD.PushError("MagneticSkillComponent: MagneticArea is not set.");
return;
}
MagneticArea.BodyEntered += OnBodyEntered;
MagneticArea.AreaEntered += OnAreaEntered;
}
public void Deactivate()
{
if (MagneticArea == null) return;
MagneticArea.BodyEntered -= OnBodyEntered;
MagneticArea.AreaEntered -= OnAreaEntered;
}
public void ApplyUpgrade(SkillUpgrade upgrade)
{
foreach (var property in upgrade.Properties)
{
Set(property.Key, property.Value);
}
}
}