* 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
62 lines
1.8 KiB
C#
62 lines
1.8 KiB
C#
using Godot;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class MarketplaceButton : Button
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{
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[Export] public SkillData Data { get; set; }
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[Export] public Texture2D UnlockedSkillIcon { get; set; }
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[Export] public Texture2D LockedSkillIcon { get; set; }
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[Export] public Container SkillLevelContainer { get; set; }
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private GameManager _gameManager;
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private SkillUnlockedComponent _skillUnlockedComponent;
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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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Setup();
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var player = _gameManager.Player;
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var skillUnlockerComponent = player?.GetNodeOrNull<SkillUnlockedComponent>("SkillUnlockerComponent");
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if (skillUnlockerComponent == null) return;
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skillUnlockerComponent.SkillUnlocked += OnSkillUnlock;
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}
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public override void _ExitTree()
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{
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_skillUnlockedComponent.SkillUnlocked -= OnSkillUnlock;
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}
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private void Setup()
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{
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if (Data == null) return;
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for (var i = 0; i < Data.MaxLevel; i++)
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{
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var icon = new TextureRect()
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{
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Texture = i < Data.Level ? UnlockedSkillIcon : LockedSkillIcon,
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};
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SkillLevelContainer.AddChild(icon);
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}
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}
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private void OnSkillUnlock(SkillData skill)
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{
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if (skill.Name != Data.Name) return;
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for (var i = 0; i < Data.MaxLevel; i++)
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{
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var icon = SkillLevelContainer.GetChildOrNull<TextureRect>(i);
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if (icon == null) continue;
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icon.Texture = i < Data.Level ? UnlockedSkillIcon : LockedSkillIcon;
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Disabled = i >= Data.Level;
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}
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}
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} |