Refactor rhythm action architecture
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40
scenes/components/motion_executor.gd
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40
scenes/components/motion_executor.gd
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class_name MotionExecutor
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extends Node
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signal motion_started(action: Resource)
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signal motion_finished(action: Resource)
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var current_action: Resource
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var velocity := Vector2.ZERO
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var duration := 0.0
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var elapsed := 0.0
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var active := false
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func execute(action: Resource, direction: Vector2, beat_time: float, speed := 220.0) -> void:
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current_action = action
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duration = maxf(0.01, float(action.get("action_beats")) * maxf(0.01, beat_time))
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elapsed = 0.0
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active = true
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var move_x := float(action.get("move_mult_x"))
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if move_x == 0.0:
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move_x = -1.0 if StringName(str(action.get("displacement"))) == &"left" else 1.0 if StringName(str(action.get("displacement"))) == &"right" else 0.0
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velocity = Vector2(direction.x if direction.x != 0.0 else move_x, direction.y).normalized() * speed if move_x != 0.0 or direction != Vector2.ZERO else Vector2.ZERO
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motion_started.emit(action)
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func tick(delta: float) -> Vector2:
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if not active:
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return Vector2.ZERO
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elapsed += delta
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if elapsed >= duration:
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active = false
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velocity = Vector2.ZERO
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motion_finished.emit(current_action)
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return velocity
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func cancel() -> void:
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active = false
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velocity = Vector2.ZERO
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current_action = null
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