* 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
44 lines
1.2 KiB
C#
44 lines
1.2 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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public partial class RequirementComponent : Node
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{
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[Export] public CollectableType RequirementType { get; set; }
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[Export] public int RequirementAmount { get; set; } = 1;
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private int _currentAmount = 0;
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private const string CollectableGroupName = "Collectables";
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[Signal]
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public delegate void RequirementMetEventHandler(CollectableType requirementType);
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public override void _Ready()
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{
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var collectables = GetTree().GetNodesInGroup(CollectableGroupName);
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foreach (var collectable in collectables)
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{
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var c = collectable.GetNodeOrNull<CollectableComponent>("CollectableComponent");
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if (c != null && c.Data.Type == RequirementType)
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{
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c.Collected += OnCollected;
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}
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}
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}
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private void OnCollected(float amount, CollectableType type, Node2D body)
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{
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AddProgress((int)amount);
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}
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private void AddProgress(int amount = 1)
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{
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_currentAmount += amount;
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if (_currentAmount >= RequirementAmount)
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{
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EmitSignalRequirementMet(RequirementType);
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}
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}
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} |