Files
przygody-pana-cegly/scripts/Resources/ChargeThrowInputResource.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

70 lines
2.1 KiB
C#

using Godot;
namespace Mr.BrickAdventures.scripts.Resources;
public partial class ChargeThrowInputResource : ThrowInputResource
{
[Export] public float MinPower { get; set; } = 0.5f;
[Export] public float MaxPower { get; set; } = 2.0f;
[Export] public float MaxChargeTime { get; set; } = 2.0f;
[Export] public float MinChargeDuration { get; set; } = 0.1f;
private bool _isCharging = false;
private float _chargeStartTime = 0f;
[Signal] public delegate void ChargeStartedEventHandler();
[Signal] public delegate void ChargeUpdatedEventHandler(float chargeRatio);
[Signal] public delegate void ChargeStoppedEventHandler();
public override void ProcessInput(InputEvent @event)
{
if (@event.IsActionPressed("attack"))
{
_isCharging = true;
_chargeStartTime = Time.GetTicksMsec() / 1000f;
EmitSignalChargeStarted();
}
if (@event.IsActionReleased("attack") && _isCharging)
{
var power = CalculatePower();
_isCharging = false;
EmitSignalThrowRequested(power);
EmitSignalChargeStopped();
}
}
public override void Update(double delta)
{
if (!_isCharging) return;
var t = Mathf.Clamp(GetChargeRatio(), MinPower, MaxPower);
EmitSignalChargeUpdated(t);
}
public override bool SupportsCharging()
{
return true;
}
private float CalculatePower()
{
var now = Time.GetTicksMsec() / 1000f;
var heldTime = now - _chargeStartTime;
if (heldTime < MinChargeDuration)
return MinPower;
var t = Mathf.Clamp(heldTime / MaxChargeTime, 0f, 1f);
return Mathf.Lerp(MinPower, MaxPower, t);
}
private float GetChargeRatio()
{
if (!_isCharging) return MinPower;
var now = Time.GetTicksMsec() / 1000f;
var heldTime = now - _chargeStartTime;
var t = Mathf.Clamp(heldTime / MaxChargeTime, 0f, 1f);
return Mathf.Lerp(MinPower, MaxPower, t);
}
}