Files
przygody-pana-cegly/Autoloads/UIManager.cs
Gabriel Kaszewski d84f7d1740 Csharp rewrite (#4)
* 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
2025-08-15 00:45:57 +02:00

65 lines
1.7 KiB
C#

using Godot;
using Godot.Collections;
namespace Mr.BrickAdventures.Autoloads;
public partial class UIManager : Node
{
[Export] public Array<Control> UiStack { get; set; } = new();
[Signal] public delegate void ScreenPushedEventHandler(Control screen);
[Signal] public delegate void ScreenPoppedEventHandler(Control screen);
public void PushScreen(Control screen)
{
if (screen == null)
{
GD.PushError($"Cannot push a null screen.");
return;
}
UiStack.Add(screen);
screen.Show();
screen.SetProcessInput(true);
screen.SetFocusMode(Control.FocusModeEnum.All);
screen.GrabFocus();
EmitSignalScreenPushed(screen);
}
public void PopScreen()
{
if (UiStack.Count == 0)
{
GD.PushError($"Cannot pop screen from an empty stack.");
return;
}
var top = (Control)UiStack[^1];
UiStack.RemoveAt(UiStack.Count - 1);
top.Hide();
top.SetProcessInput(false);
EmitSignalScreenPopped(top);
top.AcceptEvent();
if (UiStack.Count > 0) ((Control)UiStack[^1]).GrabFocus();
}
public Control TopScreen() => UiStack.Count > 0 ? (Control)UiStack[^1] : null;
public bool IsScreenOnTop(Control screen) => UiStack.Count > 0 && (Control)UiStack[^1] == screen;
public bool IsVisibleOnStack(Control screen) => UiStack.Contains(screen) && screen.Visible;
public void CloseAll()
{
while (UiStack.Count > 0)
PopScreen();
}
public static void HideAndDisable(Control screen)
{
screen.Hide();
screen.SetProcessInput(false);
}
}