79 lines
2.3 KiB
C#
79 lines
2.3 KiB
C#
using Godot;
|
|
using Godot.Collections;
|
|
using Mr.BrickAdventures.Autoloads;
|
|
using Mr.BrickAdventures.scripts.interfaces;
|
|
using Mr.BrickAdventures.scripts.Resources;
|
|
|
|
namespace Mr.BrickAdventures.scripts.components;
|
|
|
|
public partial class SkillUnlockerComponent : Node
|
|
{
|
|
[Export] public SkillManager SkillManager { get; set; }
|
|
|
|
[Signal]
|
|
public delegate void SkillUnlockedEventHandler(SkillData skill);
|
|
|
|
private GameManager _gameManager;
|
|
|
|
public override void _Ready()
|
|
{
|
|
_gameManager = GetNode<GameManager>("/root/GameManager");
|
|
}
|
|
|
|
private bool HasEnoughCoins(int amount)
|
|
{
|
|
return _gameManager != null && _gameManager.GetCoins() >= amount;
|
|
}
|
|
|
|
public bool TryUnlockSkill(SkillData skill)
|
|
{
|
|
if (_gameManager == null) return false;
|
|
if (_gameManager.IsSkillUnlocked(skill)) return false;
|
|
if (!HasEnoughCoins(skill.Upgrades[0].Cost)) return false;
|
|
|
|
skill.Level = 1;
|
|
skill.IsActive = true;
|
|
_gameManager.RemoveCoins(skill.Upgrades[0].Cost);
|
|
|
|
var skillsUnlocked = (Array<SkillData>)_gameManager.CurrentSessionState["skills_unlocked"];
|
|
skillsUnlocked.Add(skill);
|
|
SkillManager.AddSkill(skill);
|
|
EmitSignalSkillUnlocked(skill);
|
|
|
|
return true;
|
|
}
|
|
|
|
public void UnlockAllSkills()
|
|
{
|
|
var availableSkills = SkillManager.AvailableSkills;
|
|
|
|
foreach (var skill in availableSkills)
|
|
{
|
|
EmitSignalSkillUnlocked(skill);
|
|
}
|
|
|
|
_gameManager.UnlockSkills(availableSkills);
|
|
SkillManager.ApplyUnlockedSkills();
|
|
}
|
|
|
|
public bool TryUpgradeSkill(SkillData skill)
|
|
{
|
|
if (_gameManager == null) return false;
|
|
if (!_gameManager.IsSkillUnlocked(skill)) return false;
|
|
if (skill.Level >= skill.MaxLevel) return false;
|
|
if (!HasEnoughCoins(skill.Upgrades[skill.Level].Cost)) return false;
|
|
|
|
_gameManager.RemoveCoins(skill.Upgrades[skill.Level].Cost);
|
|
skill.Level++;
|
|
if (SkillManager.ActiveComponents.TryGetValue(skill.Name, out Variant componentVariant))
|
|
{
|
|
var component = componentVariant.AsGodotObject();
|
|
if (component is ISkill skillInstance)
|
|
{
|
|
skillInstance.ApplyUpgrade(skill.Upgrades[skill.Level - 1]);
|
|
}
|
|
}
|
|
EmitSignalSkillUnlocked(skill);
|
|
return true;
|
|
}
|
|
} |