Files
przygody-pana-cegly/scripts/components/ExplosiveComponent.cs
Gabriel Kaszewski d786ef4c22 Complete C# rewrite with working game in Editor (#6)
* 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
2025-08-27 01:12:26 +02:00

83 lines
2.1 KiB
C#

using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class ExplosiveComponent : Node2D
{
[Export] public DamageComponent Damage { get; set; }
[Export] public Area2D Area { get; set; }
[Export] public Area2D ExplodeArea { get; set; }
[Export] public PackedScene ExplosionEffect { get; set; }
[Export] public float TimeToExplode { get; set; } = 9f;
[Signal] public delegate void OnExplosionEventHandler(Node2D body);
private Timer _timer;
public override void _Ready()
{
if (Damage == null)
{
GD.PushError("ExplosiveComponent: DamageComponent is not set.");
return;
}
if (ExplodeArea == null)
{
GD.PushError("ExplosiveComponent: ExplodeArea is not set.");
return;
}
Area.BodyEntered += OnAreaBodyEntered;
Area.AreaEntered += OnAreaAreaEntered;
PrepareTimer();
}
private void OnAreaAreaEntered(Area2D area)
{
Explode();
}
private void OnAreaBodyEntered(Node2D body)
{
Explode();
}
private void PrepareTimer()
{
_timer = new Timer();
_timer.SetWaitTime(TimeToExplode);
_timer.OneShot = true;
_timer.Autostart = true;
_timer.Timeout += Explode;
AddChild(_timer);
}
private void Explode()
{
_timer.Stop();
if (ExplosionEffect != null)
{
var explosionInstance = ExplosionEffect.Instantiate<GpuParticles2D>();
if (Owner is Node2D root) explosionInstance.SetGlobalPosition(root.GlobalPosition);
GetTree().CurrentScene.AddChild(explosionInstance);
explosionInstance.SetEmitting(true);
}
var bodies = ExplodeArea.GetOverlappingBodies();
foreach (var body in bodies)
{
var health = body.GetNodeOrNull<HealthComponent>("HealthComponent");
if (Damage != null && health != null)
{
Damage.DealDamage(health);
}
EmitSignalOnExplosion(body);
}
Owner.QueueFree();
}
}