Initial project sync
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extends Node
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signal beat_ticked(beat_index: int)
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signal judgement_made(quality: StringName, offset_ms: float, beat_index: int)
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signal intent_replaced(previous_intent, next_intent)
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signal action_started(action: Resource, intent)
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signal action_cancelled(action: Resource, reason: StringName)
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signal hit_confirmed(result: Dictionary)
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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 skill_executed(skill: Resource, judgement: StringName)
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signal projectile_requested(projectile_scene: PackedScene, spawn_position: Vector2, direction: Vector2, context: Dictionary)
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signal damage_dealt(target: Node, amount: int, hit_type: StringName)
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signal time_phase_changed(previous: StringName, current: StringName, reason: StringName)
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signal time_anchor_scheduled(anchor: Dictionary)
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signal time_anchor_resolved(anchor: Dictionary, held: bool, judgement: Dictionary)
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signal streak_changed(count: int)
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signal attack_buff_changed(stacks: int, max_stacks: int)
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signal flow_state_changed(previous: StringName, current: StringName)
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signal front_area_cleared
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signal player_health_changed(current: int, max_value: int)
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signal player_energy_changed(current: float, max_value: float)
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signal player_charge_changed(current: float, max_value: float, ready: bool, active: bool)
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signal combo_updated(inputs: Array[StringName])
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signal combo_cleared(reason: StringName)
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