Refactor rhythm action architecture

This commit is contained in:
wxm
2026-07-02 09:47:52 -07:00
parent fc941cf08d
commit e62ed84518
124 changed files with 7516 additions and 2440 deletions

View File

@@ -9,30 +9,24 @@ func _init() -> void:
push_error("Could not load main.tscn")
quit(1)
return
var main: Node = scene.instantiate()
var main := scene.instantiate()
if main.get_script() == null:
failures.append("Main script failed to load")
var required_nodes := [
"RhythmConductor",
"RhythmFeedback",
"Player",
]
for node_name: String in required_nodes:
if not main.has_node(node_name):
failures.append("Missing required node: %s" % node_name)
for node_path: String in ["Stage", "Stage/ActorsContainer/Player", "ChartRunner", "UI"]:
if not main.has_node(node_path):
failures.append("Missing required node: %s" % node_path)
if main.has_node("RhythmConductor"):
var conductor: Node = main.get_node("RhythmConductor")
if not conductor.has_method("judge_action"):
failures.append("RhythmConductor missing judge_action")
if not conductor is AudioStreamPlayer:
failures.append("RhythmConductor should be an AudioStreamPlayer")
elif (conductor as AudioStreamPlayer).stream == null:
failures.append("RhythmConductor should have a music stream")
failures.append("RhythmConductor should be promoted to RhythmManager autoload")
if not ProjectSettings.has_setting("autoload/RhythmManager"):
failures.append("RhythmManager autoload should be configured")
main.free()
_finish()
func _finish() -> void:
if failures.is_empty():
print("PASS rhythm scene")
quit(0)