Refactor rhythm action architecture
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110
scenes/chart/chart_runner.gd
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110
scenes/chart/chart_runner.gd
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class_name ChartRunner
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extends Node
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signal chart_event_upcoming(event: Resource, time_to_event: float)
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signal chart_event_triggered(event: Resource)
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signal chart_reset(chart_id: StringName)
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signal chart_finished(chart_id: StringName)
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const UPCOMING_TIME_EPSILON := 0.02
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@export var chart: Resource
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@export var rhythm_manager_path: NodePath
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@export var beat_time_override := 0.0
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@export var auto_run := true
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var running := true
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var _upcoming_keys: Dictionary = {}
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var _triggered_keys: Dictionary = {}
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func _ready() -> void:
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running = auto_run
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func _physics_process(_delta: float) -> void:
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if not running or chart == null:
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return
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var rhythm := _rhythm_manager()
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if rhythm == null or not rhythm.has_method("song_position"):
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return
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update_for_song_time(float(rhythm.call("song_position")))
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func set_chart(next_chart: Resource) -> void:
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chart = next_chart
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reset()
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func reset() -> void:
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_upcoming_keys.clear()
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_triggered_keys.clear()
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var chart_id := &""
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if chart != null:
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chart_id = StringName(str(chart.get("chart_id")))
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chart_reset.emit(chart_id)
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var bus := _event_bus_or_null()
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if bus != null:
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bus.emit_signal("chart_reset", chart_id)
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func update_for_song_time(song_time: float) -> void:
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if chart == null:
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return
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var beat_time := _beat_time()
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for event: Resource in chart.call("all_events"):
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var event_time := float(event.call("time_seconds", beat_time))
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var time_to_event := event_time - song_time
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var lead_time := maxf(0.0, float(event.get("lead_beats"))) * beat_time
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var event_key: StringName = event.call("key")
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if not _upcoming_keys.has(event_key) and time_to_event > 0.0 and time_to_event <= lead_time + UPCOMING_TIME_EPSILON:
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_upcoming_keys[event_key] = true
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_emit_upcoming(event, time_to_event)
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if not _triggered_keys.has(event_key) and song_time >= event_time:
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_triggered_keys[event_key] = true
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_emit_triggered(event)
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func pause() -> void:
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running = false
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func resume() -> void:
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running = true
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func _emit_upcoming(event: Resource, time_to_event: float) -> void:
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chart_event_upcoming.emit(event, time_to_event)
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var bus := _event_bus_or_null()
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if bus != null:
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bus.emit_signal("chart_event_upcoming", event, time_to_event)
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func _emit_triggered(event: Resource) -> void:
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chart_event_triggered.emit(event)
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var bus := _event_bus_or_null()
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if bus != null:
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bus.emit_signal("chart_event_triggered", event)
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func _beat_time() -> float:
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if beat_time_override > 0.0:
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return beat_time_override
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var rhythm := _rhythm_manager()
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if rhythm != null:
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return float(rhythm.get("beat_time"))
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return 0.5
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func _rhythm_manager() -> Node:
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if not is_inside_tree():
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return null
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if not rhythm_manager_path.is_empty():
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return get_node_or_null(rhythm_manager_path)
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return get_tree().root.get_node_or_null("RhythmManager")
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func _event_bus_or_null() -> Node:
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if not is_inside_tree():
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return null
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return get_tree().root.get_node_or_null("EventBus")
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1
scenes/chart/chart_runner.gd.uid
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1
scenes/chart/chart_runner.gd.uid
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@@ -0,0 +1 @@
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uid://d1st4d2h1bt1m
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