- Fix double-execution bug in LevelStateHandler (coins/skills were committed twice per level) - Fix DamageComponent to track multiple targets via HashSet instead of single node - Fix HealthComponent: update health immediately, decouple from PlayerController via signal wiring in PlayerController - Remove dead loop in SkillManager.RemoveSkill; simplify O(n²) throw skill loop - Replace GetNode<T>(path) with .Instance across managers; add Instance to StatisticsManager/SpeedRunManager - GameManager.GetPlayer() now uses EventBus.PlayerSpawned instead of scanning all scene nodes - UIManager.UiStack: remove [Export], use private List<Control> - PlayerState: extract DefaultLives constant, simplify CreateDefault()
112 lines
3.2 KiB
C#
112 lines
3.2 KiB
C#
using Godot;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class DamageComponent : Node
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{
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[Export] public float Damage { get; set; } = 0.25f;
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[Export] public Area2D Area { get; set; }
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[Export] public StatusEffectDataResource StatusEffectData { get; set; }
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[Export] public Timer DamageTimer { get; set; }
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private readonly System.Collections.Generic.HashSet<Node> _currentTargets = new();
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private KnockbackComponent _knockbackComponent = null;
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[Signal] public delegate void EffectInflictedEventHandler(Node2D target, StatusEffectDataResource effect);
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public override void _Ready()
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{
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_knockbackComponent = Owner.GetNodeOrNull<KnockbackComponent>("KnockbackComponent");
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if (Area != null)
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{
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Area.BodyEntered += OnAreaBodyEntered;
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Area.BodyExited += OnAreaBodyExited;
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Area.AreaEntered += OnAreaAreaEntered;
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}
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if (DamageTimer != null)
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{
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DamageTimer.Timeout += OnDamageTimerTimeout;
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}
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}
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public override void _Process(double delta)
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{
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if (_currentTargets.Count == 0) return;
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if (DamageTimer != null) return;
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foreach (var target in _currentTargets)
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ProcessEntityAndApplyDamage(target as Node2D);
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}
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public void DealDamage(HealthComponent target) => target.DecreaseHealth(Damage);
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private void OnAreaAreaEntered(Area2D area)
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{
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if (!CheckIfProcessingIsOn())
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return;
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if (area == Area) return;
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var parent = area.GetParent();
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if (parent.HasNode("DamageComponent"))
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ProcessEntityAndApplyDamage(parent as Node2D);
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}
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private void OnAreaBodyExited(Node2D body)
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{
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_currentTargets.Remove(body);
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if (_currentTargets.Count == 0)
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DamageTimer?.Stop();
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}
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private void OnAreaBodyEntered(Node2D body)
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{
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_currentTargets.Add(body);
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if (!CheckIfProcessingIsOn())
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return;
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if (_currentTargets.Count == 1)
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DamageTimer?.Start();
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ProcessEntityAndApplyDamage(body);
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}
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private void OnDamageTimerTimeout()
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{
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foreach (var target in _currentTargets)
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ProcessEntityAndApplyDamage(target as Node2D);
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}
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private void ProcessEntityAndApplyDamage(Node2D body)
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{
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if (body == null) return;
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if (!body.HasNode("HealthComponent")) return;
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var health = body.GetNode<HealthComponent>("HealthComponent");
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var inv = body.GetNodeOrNull<InvulnerabilityComponent>("InvulnerabilityComponent");
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if (inv != null && inv.IsInvulnerable())
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return;
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if (StatusEffectData != null && StatusEffectData.Type != StatusEffectType.None)
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EmitSignalEffectInflicted(body, StatusEffectData);
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DealDamage(health);
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if (_knockbackComponent != null && body is CharacterBody2D characterBody && Owner is Node2D source)
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{
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_knockbackComponent.ApplyKnockback(characterBody, source);
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}
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inv?.Activate();
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}
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private bool CheckIfProcessingIsOn()
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{
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return ProcessMode is ProcessModeEnum.Inherit or ProcessModeEnum.Always;
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}
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} |