* 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
142 lines
4.2 KiB
C#
142 lines
4.2 KiB
C#
using System.Collections.Generic;
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class Marketplace : Node
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{
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[Export] public Array<SkillData> Skills { get; set; } = [];
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[Export] public GridContainer ToUnlockGrid { get; set; }
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[Export] public GridContainer UnlockedGrid { get; set; }
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[Export] public Font Font { get; set; }
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[Export] public SkillUnlockedComponent SkillUnlockedComponent { get; set; }
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[Export] public Array<Node> ComponentsToDisable { get; set; } = [];
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[Export] public PackedScene MarketplaceButtonScene { get; set; }
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[Export] public PackedScene SkillButtonScene { get; set; }
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private GameManager _gameManager;
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private readonly List<Button> _unlockButtons = [];
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private readonly List<SkillButton> _skillButtons = [];
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public override void _Ready()
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{
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var skillsToUnlock = new List<SkillData>();
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foreach (var skill in Skills) skillsToUnlock.Add(skill);
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foreach (var skill in skillsToUnlock) CreateUpgradeButton(skill);
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var unlockedSkills = _gameManager.GetUnlockedSkills();
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foreach (var skill in unlockedSkills) CreateSkillButton(skill);
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SkillUnlockedComponent.SkillUnlocked += OnSkillUnlocked;
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}
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public override void _ExitTree()
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{
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SkillUnlockedComponent.SkillUnlocked -= OnSkillUnlocked;
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}
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public override void _Input(InputEvent @event)
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{
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var root = Owner as Control;
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if (!@event.IsActionPressed("show_marketplace")) return;
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if (root != null && root.IsVisible())
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{
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root.Hide();
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foreach (var c in ComponentsToDisable) c.ProcessMode = ProcessModeEnum.Inherit;
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}
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else
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{
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root?.Show();
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foreach (var c in ComponentsToDisable) c.ProcessMode = ProcessModeEnum.Disabled;
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}
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}
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private string GetButtonText(SkillData skill)
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{
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return $"{Tr(skill.Name)} {skill.Cost}";
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}
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private void OnSkillUnlocked(SkillData skill)
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{
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if (_skillButtons.Count == 0) CreateSkillButton(skill);
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foreach (var btn in _skillButtons)
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{
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if (btn.Data.IsActive)
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btn.Activate();
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else
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btn.Deactivate();
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}
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}
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private void CreateSkillButton(SkillData skill)
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{
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var button = SkillButtonScene.Instantiate<SkillButton>();
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button.Data = skill;
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button.Setup();
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button.Pressed += () => OnSkillButtonPressed(button);
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button.Activate();
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_skillButtons.Add(button);
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UnlockedGrid.AddChild(button);
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UnlockedGrid.QueueSort();
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}
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private void CreateUpgradeButton(SkillData skill)
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{
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var button = MarketplaceButtonScene.Instantiate<MarketplaceButton>();
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button.Text = GetButtonText(skill);
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button.Data = skill;
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button.Icon = skill.Icon;
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button.Pressed += () => OnUpgradeButtonPressed(skill);
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_unlockButtons.Add(button);
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UnlockedGrid.AddChild(button);
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UnlockedGrid.QueueSort();
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}
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private void OnUpgradeButtonPressed(SkillData skill)
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{
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if (_gameManager.IsSkillUnlocked(skill))
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{
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if (skill.Level < skill.MaxLevel)
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{
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SkillUnlockedComponent.TryUpgradeSkill(skill);
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if (!skill.IsActive) SkillUnlockedComponent.SkillManager.ToggleSkillActivation(skill);
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}
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else
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{
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SkillUnlockedComponent.SkillManager.ToggleSkillActivation(skill);
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}
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}
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else
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{
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SkillUnlockedComponent.TryUnlockSkill(skill);
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}
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}
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private void RemoveButton(SkillData skill)
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{
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foreach (var node in ToUnlockGrid.GetChildren())
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{
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var child = (Button)node;
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if (child.Text != GetButtonText(skill)) continue;
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child.QueueFree();
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break;
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}
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}
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private void OnSkillButtonPressed(SkillButton button)
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{
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SkillUnlockedComponent.SkillManager.ToggleSkillActivation(button.Data);
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}
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} |