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

78 lines
2.1 KiB
C#

using System;
using Godot;
using Godot.Collections;
namespace Mr.BrickAdventures.scripts.components;
public partial class MagneticSkillComponent : Node
{
[Export] public Area2D MagneticArea { get; set; }
[Export] public float MagneticMoveDuration { get; set; } = 1.25f;
private Array<Node2D> _collectablesToPickUp = [];
public override void _Ready()
{
MagneticArea.AreaEntered += OnAreaEntered;
MagneticArea.BodyEntered += OnBodyEntered;
}
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, "Collectable")) return;
if (_collectablesToPickUp.Contains(body)) return;
_collectablesToPickUp.Add(body);
}
private void OnAreaEntered(Area2D area)
{
if (!HasComponentInChildren(area, "Collectable")) 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)) return;
if (Owner is not Node2D root) return;
var direction = (root.GlobalPosition - collectable.GlobalPosition).Normalized();
var speed = direction.Length() / MagneticMoveDuration;
collectable.GlobalPosition += direction.Normalized() * speed;
}
}