* 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
79 lines
2.3 KiB
C#
79 lines
2.3 KiB
C#
using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class SkillUnlockerComponent : Node
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{
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[Export] public SkillManager SkillManager { get; set; }
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[Signal]
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public delegate void SkillUnlockedEventHandler(SkillData skill);
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private GameManager _gameManager;
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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}
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private bool HasEnoughCoins(int amount)
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{
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return _gameManager != null && _gameManager.GetCoins() >= amount;
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}
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public bool TryUnlockSkill(SkillData skill)
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{
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if (_gameManager == null) return false;
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if (_gameManager.IsSkillUnlocked(skill)) return false;
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if (!HasEnoughCoins(skill.Upgrades[0].Cost)) return false;
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skill.Level = 1;
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skill.IsActive = true;
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_gameManager.RemoveCoins(skill.Upgrades[0].Cost);
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var skillsUnlocked = (Array<SkillData>)_gameManager.CurrentSessionState["skills_unlocked"];
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skillsUnlocked.Add(skill);
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SkillManager.AddSkill(skill);
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EmitSignalSkillUnlocked(skill);
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return true;
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}
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public void UnlockAllSkills()
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{
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var availableSkills = SkillManager.AvailableSkills;
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foreach (var skill in availableSkills)
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{
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EmitSignalSkillUnlocked(skill);
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}
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_gameManager.UnlockSkills(availableSkills);
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SkillManager.ApplyUnlockedSkills();
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}
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public bool TryUpgradeSkill(SkillData skill)
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{
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if (_gameManager == null) return false;
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if (!_gameManager.IsSkillUnlocked(skill)) return false;
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if (skill.Level >= skill.MaxLevel) return false;
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if (!HasEnoughCoins(skill.Upgrades[skill.Level].Cost)) return false;
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_gameManager.RemoveCoins(skill.Upgrades[skill.Level].Cost);
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skill.Level++;
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if (SkillManager.ActiveComponents.TryGetValue(skill.Name, out Variant componentVariant))
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{
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var component = componentVariant.AsGodotObject();
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if (component is ISkill skillInstance)
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{
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skillInstance.ApplyUpgrade(skill.Upgrades[skill.Level - 1]);
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}
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}
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EmitSignalSkillUnlocked(skill);
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return true;
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}
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} |