* 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
37 lines
1.4 KiB
C#
37 lines
1.4 KiB
C#
using System.Linq;
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using Godot;
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#nullable enable
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namespace PhantomCamera.Manager;
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public static class PhantomCameraManager
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{
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private static GodotObject? _instance;
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public static GodotObject Instance => _instance ??= Engine.GetSingleton("PhantomCameraManager");
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public static PhantomCamera2D[] PhantomCamera2Ds =>
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Instance.Call(MethodName.GetPhantomCamera2Ds).AsGodotArray<Node2D>()
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.Select(node => new PhantomCamera2D(node)).ToArray();
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public static PhantomCamera3D[] PhantomCamera3Ds =>
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Instance.Call(MethodName.GetPhantomCamera3Ds).AsGodotArray<Node3D>()
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.Select(node => new PhantomCamera3D(node)).ToArray();
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public static PhantomCameraHost[] PhantomCameraHosts =>
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Instance.Call(MethodName.GetPhantomCameraHosts).AsGodotArray<Node>()
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.Select(node => new PhantomCameraHost(node)).ToArray();
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public static PhantomCamera2D[] GetPhantomCamera2Ds() => PhantomCamera2Ds;
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public static PhantomCamera3D[] GetPhantomCamera3Ds() => PhantomCamera3Ds;
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public static PhantomCameraHost[] GetPhantomCameraHosts() => PhantomCameraHosts;
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public static class MethodName
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{
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public const string GetPhantomCamera2Ds = "get_phantom_camera_2ds";
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public const string GetPhantomCamera3Ds = "get_phantom_camera_3ds";
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public const string GetPhantomCameraHosts = "get_phantom_camera_hosts";
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}
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}
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