* 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
102 lines
2.8 KiB
C#
102 lines
2.8 KiB
C#
using Godot;
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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 DamageComponent : Node
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{
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[Export] public float Damage { get; set; } = 0.25f;
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[Export] public Area2D Area { get; set; }
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[Export] public StatusEffectDataResource StatusEffectData { get; set; }
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[Export] public Timer DamageTimer { get; set; }
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private Node _currentTarget = null;
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[Signal] public delegate void EffectInflictedEventHandler(Node2D target, StatusEffectDataResource effect);
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public override void _Ready()
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{
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if (Area != null)
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{
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Area.BodyEntered += OnAreaBodyEntered;
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Area.BodyExited += OnAreaBodyExited;
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Area.AreaEntered += OnAreaAreaEntered;
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}
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if (DamageTimer != null)
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{
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DamageTimer.Timeout += OnDamageTimerTimeout;
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}
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}
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public override void _Process(double delta)
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{
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if (_currentTarget == null) return;
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if (DamageTimer != null) return;
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ProcessEntityAndApplyDamage(_currentTarget as Node2D);
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}
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public void DealDamage(HealthComponent target) => target.DecreaseHealth(Damage);
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private void OnAreaAreaEntered(Area2D area)
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{
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if (!CheckIfProcessingIsOn())
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return;
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if (area == Area) return;
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var parent = area.GetParent();
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if (parent.HasNode("DamageComponent"))
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ProcessEntityAndApplyDamage(parent as Node2D);
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}
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private void OnAreaBodyExited(Node2D body)
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{
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if (body != _currentTarget) return;
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_currentTarget = null;
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DamageTimer?.Stop();
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}
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private void OnAreaBodyEntered(Node2D body)
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{
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_currentTarget = body;
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if (!CheckIfProcessingIsOn())
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return;
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DamageTimer?.Start();
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ProcessEntityAndApplyDamage(body);
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}
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private void OnDamageTimerTimeout()
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{
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if (_currentTarget == null) return;
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ProcessEntityAndApplyDamage(_currentTarget as Node2D);
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}
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private void ProcessEntityAndApplyDamage(Node2D body)
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{
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if (body == null) return;
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if (!body.HasNode("HealthComponent")) return;
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var health = body.GetNode<HealthComponent>("HealthComponent");
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var inv = body.GetNodeOrNull<InvulnerabilityComponent>("InvulnerabilityComponent");
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if (inv != null && inv.IsInvulnerable())
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return;
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if (StatusEffectData != null && StatusEffectData.Type != StatusEffectType.None)
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EmitSignalEffectInflicted(body, StatusEffectData);
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DealDamage(health);
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inv?.Activate();
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}
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private bool CheckIfProcessingIsOn()
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{
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return ProcessMode is ProcessModeEnum.Inherit or ProcessModeEnum.Always;
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}
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} |