Initial project sync

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wxm
2026-07-06 22:55:14 -07:00
commit 8cca00d0da
1066 changed files with 58585 additions and 0 deletions
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class_name BurstComponent
extends Node
signal burst_changed(burst_ready: bool, active: bool, cooldown: int)
const BURST_EFFECT_PATH := "res://resources/effects/effect_burst_power.tres"
@export var active_beats := 16
@export var cooldown_beats := 4
var burst_ready := false
var active := false
var cooldown := 0
var _beats_left := 0
@onready var effect_container: Node = get_node_or_null("../EffectContainer")
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
_apply_burst_effect()
burst_changed.emit(burst_ready, active, cooldown)
return true
func damage_mult(_action: Resource = null) -> float:
return _effect_stat_multiplier(&"damage_mult")
func cost_mult(_action: Resource = null) -> float:
return _effect_stat_multiplier(&"cost_mult")
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
burst_changed.emit(burst_ready, active, cooldown)
elif cooldown > 0:
cooldown -= 1
burst_changed.emit(burst_ready, active, cooldown)
func _apply_burst_effect() -> void:
if effect_container == null:
effect_container = get_node_or_null("../EffectContainer")
if effect_container != null and effect_container.has_method("add_effect"):
var burst_effect: Resource = load(BURST_EFFECT_PATH) if ResourceLoader.exists(BURST_EFFECT_PATH) else null
if burst_effect != null:
effect_container.call("add_effect", burst_effect, &"burst")
func _effect_stat_multiplier(stat: StringName) -> float:
if not active:
return 1.0
if effect_container == null:
effect_container = get_node_or_null("../EffectContainer")
if effect_container != null and effect_container.has_method("stat_multiplier"):
return float(effect_container.call("stat_multiplier", stat, null))
return 1.0