Files
Fighting_Rthythm_game/scenes/components/burst_component.gd
2026-07-02 09:47:52 -07:00

69 lines
1.6 KiB
GDScript

class_name BurstComponent
extends Node
signal burst_changed(burst_ready: bool, active: bool, cooldown: int)
@export var active_beats := 16
@export var cooldown_beats := 4
var burst_ready := false
var active := false
var cooldown := 0
var _beats_left := 0
func _ready() -> void:
var rhythm := get_tree().root.get_node_or_null("RhythmManager")
if rhythm != null and not rhythm.is_connected("beat_ticked", _on_beat_ticked):
rhythm.connect("beat_ticked", _on_beat_ticked)
func set_ready(value: bool) -> void:
if active or cooldown > 0:
burst_ready = false
else:
burst_ready = value
burst_changed.emit(burst_ready, active, cooldown)
func activate() -> bool:
if not burst_ready or active or cooldown > 0:
return false
burst_ready = false
active = true
_beats_left = active_beats
_set_rhythm_scale(1.25)
burst_changed.emit(burst_ready, active, cooldown)
return true
func damage_mult(_action: Resource = null) -> float:
return 1.2 if active else 1.0
func cost_mult(_action: Resource = null) -> float:
return 0.0 if active else 1.0
func move_mult(_action: Resource = null) -> float:
return 1.0
func _on_beat_ticked(_beat_index: int) -> void:
if active:
_beats_left -= 1
if _beats_left <= 0:
active = false
cooldown = cooldown_beats
_set_rhythm_scale(1.0)
burst_changed.emit(burst_ready, active, cooldown)
elif cooldown > 0:
cooldown -= 1
burst_changed.emit(burst_ready, active, cooldown)
func _set_rhythm_scale(scale: float) -> void:
var rhythm := get_tree().root.get_node_or_null("RhythmManager")
if rhythm != null:
rhythm.set("judgement_scale", scale)