* 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
42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
using Godot;
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using Mr.BrickAdventures.Autoloads;
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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 ScoreComponent : Node
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{
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private GameManager _gameManager;
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private const string CoinsGroupName = "coins";
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public override async void _Ready()
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{
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await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
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_gameManager = GetNode<GameManager>("/root/GameManager");
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if (_gameManager == null)
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{
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GD.PrintErr("GameManager not found in the scene tree.");
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return;
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}
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var coins = GetTree().GetNodesInGroup(CoinsGroupName);
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foreach (var coin in coins)
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{
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var c = coin.GetNodeOrNull<CollectableComponent>("CollectableComponent");
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if (c != null)
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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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if (type != CollectableType.Coin) return;
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var coinAmount = (int)amount;
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var currentCoins = (int)_gameManager.CurrentSessionState["coins_collected"];
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_gameManager.CurrentSessionState["coins_collected"] = currentCoins + coinAmount;
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}
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} |