Refactor rhythm action architecture
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23
scenes/components/damage_receiver.gd
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23
scenes/components/damage_receiver.gd
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class_name DamageReceiver
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extends Area2D
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signal damage_received(amount: int, hit_type: StringName, from: Vector2)
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func _ready() -> void:
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add_to_group("damage_receivers")
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func take_damage(amount: int, hit_type: StringName, from: Vector2) -> void:
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damage_received.emit(amount, hit_type, from)
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_event_bus().emit_signal("damage_dealt", self, amount, hit_type)
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func _event_bus() -> Node:
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var root := get_tree().root
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var bus := root.get_node_or_null("EventBus")
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if bus == null:
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bus = load("res://autoload/event_bus.gd").new()
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bus.name = "EventBus"
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root.add_child(bus)
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return bus
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