Files
przygody-pana-cegly/scripts/components/DamageComponent.cs
Gabriel Kaszewski d84f7d1740 Csharp rewrite (#4)
* 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
2025-08-15 00:45:57 +02:00

105 lines
2.8 KiB
C#

using Godot;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
public partial class DamageComponent : Node
{
[Export] public float Damage { get; set; } = 0.25f;
[Export] public Area2D Area { get; set; }
[Export] public StatusEffectDataResource StatusEffectData { get; set; }
[Export] public Timer DamageTimer { get; set; }
private Node _currentTarget = null;
[Signal] public delegate void EffectInflictedEventHandler(Node2D target, StatusEffectDataResource effect);
public override void _Ready()
{
if (Area == null)
{
GD.PushError($"DamageComponent: Area2D node is not set.");
return;
}
Area.BodyEntered += OnAreaBodyEntered;
Area.BodyExited += OnAreaBodyExited;
Area.AreaEntered += OnAreaAreaEntered;
if (DamageTimer != null)
{
DamageTimer.Timeout += OnDamageTimerTimeout;
}
}
public override void _Process(double delta)
{
if (_currentTarget == null) return;
if (DamageTimer != null) return;
ProcessEntityAndApplyDamage(_currentTarget as Node2D);
}
public void DealDamage(HealthComponent target) => target.DecreaseHealth(Damage);
private void OnAreaAreaEntered(Area2D area)
{
if (!CheckIfProcessingIsOn())
return;
if (area == Area) return;
var parent = area.GetParent();
if (parent.HasNode("DamageComponent"))
ProcessEntityAndApplyDamage(parent as Node2D);
}
private void OnAreaBodyExited(Node2D body)
{
if (body != _currentTarget) return;
_currentTarget = null;
DamageTimer?.Stop();
}
private void OnAreaBodyEntered(Node2D body)
{
_currentTarget = body;
if (!CheckIfProcessingIsOn())
return;
DamageTimer?.Start();
ProcessEntityAndApplyDamage(body);
}
private void OnDamageTimerTimeout()
{
if (_currentTarget == null) return;
ProcessEntityAndApplyDamage(_currentTarget as Node2D);
}
private void ProcessEntityAndApplyDamage(Node2D body)
{
if (body == null) return;
if (!body.HasNode("HealthComponent")) return;
var health = body.GetNode<HealthComponent>("HealthComponent");
var inv = body.GetNodeOrNull<InvulnerabilityComponent>("InvulnerabilityComponent");
if (inv != null && inv.IsInvulnerable())
return;
if (StatusEffectData != null && StatusEffectData.Type != StatusEffectType.None)
EmitSignalEffectInflicted(body, StatusEffectData);
DealDamage(health);
inv?.Activate();
}
private bool CheckIfProcessingIsOn()
{
return ProcessMode is ProcessModeEnum.Inherit or ProcessModeEnum.Always;
}
}