Files
przygody-pana-cegly/scripts/components/PlayerController.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

103 lines
2.7 KiB
C#

using System.Collections.Generic;
using Godot;
using Mr.BrickAdventures.scripts.interfaces;
namespace Mr.BrickAdventures.scripts.components;
public partial class PlayerController : CharacterBody2D
{
[Export]
public string DefaultMovementType { get; set; } = "platform";
[Export]
public Godot.Collections.Dictionary<string, NodePath> MovementTypes { get; set; }
[Export]
public Sprite2D ShipSprite { get; set; }
public IMovement CurrentMovement = null;
[Signal]
public delegate void MovementSwitchedEventHandler(string movementType);
public override void _Ready()
{
base._Ready();
foreach (var movementType in MovementTypes.Keys)
{
var movementNode = GetNodeOrNull(movementType);
if (movementNode is IMovement playerMovement)
{
playerMovement.Enabled = false;
}
}
SwitchMovement(DefaultMovementType);
}
public override void _UnhandledInput(InputEvent @event)
{
base._UnhandledInput(@event);
if (@event is InputEventKey inputEventKey && inputEventKey.IsActionPressed("switch_movement"))
{
var nextMovementType = GetNextMovementType();
SwitchMovement(nextMovementType);
}
}
private void SwitchMovement(string movementType)
{
if (CurrentMovement != null)
{
CurrentMovement.Enabled = false;
}
if (MovementTypes.TryGetValue(movementType, out var movement))
{
CurrentMovement = GetNodeOrNull<IMovement>(movement);
if (CurrentMovement == null)
{
GD.PushError($"Movement type '{movementType}' not found in MovementTypes.");
return;
}
CurrentMovement.Enabled = true;
EmitSignalMovementSwitched(movementType);
}
else
{
GD.PushError($"Movement type '{movementType}' not found in MovementTypes.");
}
if (CurrentMovement == null)
{
GD.PushError("No current movement set after switching.");
}
}
private string GetNextMovementType()
{
var keys = new List<string>(MovementTypes.Keys);
var currentIndex = keys.IndexOf(CurrentMovement?.MovementType);
if (currentIndex == -1)
{
return DefaultMovementType;
}
currentIndex = (currentIndex + 1) % keys.Count;
return keys[currentIndex];
}
public void OnSpaceshipEntered()
{
SwitchMovement("ship");
ShipSprite.Visible = true;
}
public void OnSpaceshipExited()
{
SwitchMovement(DefaultMovementType);
ShipSprite.Visible = false;
}
}