* 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
50 lines
1.5 KiB
C#
50 lines
1.5 KiB
C#
using System;
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using Godot;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class CollectableComponent : Node
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{
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private bool _hasFadeAway = false;
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[Export] public Area2D Area2D { get; set; }
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[Export] public CollisionShape2D CollisionShape { get; set; }
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[Export] public CollectableResource Data { get; set; }
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[Export] public AudioStreamPlayer2D Sfx {get; set; }
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[Signal] public delegate void CollectedEventHandler(float amount, CollectableType type, Node2D body);
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public override void _Ready()
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{
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if (Area2D != null)
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Area2D.BodyEntered += OnArea2DBodyEntered;
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else
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GD.PushError("Collectable node missing Area2D node.");
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if (Owner.HasNode("FadeAwayComponent"))
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_hasFadeAway = true;
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}
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private async void OnArea2DBodyEntered(Node2D body)
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{
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try
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{
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if (!body.HasNode("CanPickUpComponent")) return;
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EmitSignalCollected(Data.Amount, Data.Type, body);
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CollisionShape?.CallDeferred("set_disabled", true);
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Sfx?.Play();
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if (_hasFadeAway) return;
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if (Sfx != null)
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await ToSignal(Sfx, AudioStreamPlayer2D.SignalName.Finished);
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Owner.QueueFree();
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}
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catch (Exception e)
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{
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GD.PushError($"Error in CollectableComponent.OnArea2DBodyEntered: {e.Message}");
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}
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}
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} |