* 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
27 lines
767 B
C#
27 lines
767 B
C#
using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class ProjectileComponent : Node2D
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{
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[Export] public float Speed { get; set; } = 16f;
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[Export] public float AngleDirection { get; set; }
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[Export] public Vector2 SpawnPosition { get; set; } = Vector2.Zero;
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[Export] public float SpawnRotation { get; set; } = 0f;
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[Export] public CharacterBody2D Body { get; set; }
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public override void _Ready()
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{
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GlobalPosition = SpawnPosition;
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GlobalRotation = SpawnRotation;
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}
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public override void _PhysicsProcess(double delta)
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{
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if (Body == null) return;
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Body.Velocity += new Vector2(0f, -Speed).Rotated(AngleDirection);
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Body.MoveAndSlide();
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}
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} |