* 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
72 lines
1.8 KiB
C#
72 lines
1.8 KiB
C#
using Godot;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.UI;
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[GlobalClass]
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public partial class DeathScreen : Control
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{
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[Export] public LevelResource CurrentLevel { get; set; }
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[Export] public Label CurrentLevelLabel { get; set; }
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[Export] public Label LivesLeftLabel { get; set; }
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[Export] public float TimeoutTime { get; set; } = 2.0f;
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[Export] public Godot.Collections.Array<Node> NodesToDisable { get; set; } = new();
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private GameManager _gameManager;
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private Timer _timer;
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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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SetLabels();
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}
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private void SetLabels()
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{
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if (_gameManager == null) return;
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if (CurrentLevel != null)
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{
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CurrentLevelLabel.Text = CurrentLevel.LevelName;
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}
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LivesLeftLabel.Text = $" x {_gameManager.GetLives()}";
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}
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private void SetupTimer()
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{
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_timer = new Timer();
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_timer.WaitTime = TimeoutTime;
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_timer.OneShot = true;
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_timer.Timeout += OnTimeout;
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AddChild(_timer);
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_timer.Start();
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}
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private void ToggleNodes()
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{
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foreach (var node in NodesToDisable)
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{
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node.ProcessMode = node.ProcessMode == ProcessModeEnum.Disabled
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? ProcessModeEnum.Inherit
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: ProcessModeEnum.Disabled;
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}
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}
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public void OnPlayerDeath()
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{
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if (_gameManager == null) return;
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ToggleNodes();
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SetLabels();
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Show();
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SetupTimer();
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}
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private void OnTimeout()
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{
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if (_gameManager == null || _gameManager.GetLives() == 0) return;
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GetTree().ReloadCurrentScene();
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}
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} |