extends Node ## Fx — the one place gameplay code fires a visual effect. Code names WHICH effect and WHERE; ## the .tscn owns HOW it looks (colour, curves, emission — all inspector-editable, no recompile). ## Autoload singleton. Usage: Fx.spawn(&"blood_burst", hit_transform) ## ## Scenes are loaded lazily (not preloaded) so this autoload compiles and boots even before the ## placeholder .tscn are seeded — see tools/seed_fx_placeholders.gd. const _PATHS: Dictionary = { &"blood_burst": "res://systems/fx/blood_burst.tscn", &"slam_dust": "res://systems/fx/slam_dust.tscn", &"spark": "res://systems/fx/spark.tscn", &"hit_flash": "res://systems/fx/hit_flash.tscn", } var _cache: Dictionary = {} # Spawn a named effect at `xform`, parented to `parent` (or the current scene). Returns the # instance, or null if the effect is unknown or its scene is missing. func spawn(effect: StringName, xform: Transform3D, parent: Node = null) -> Node: var scene := _scene(effect) if scene == null: return null var host := parent if parent != null else _default_host() if host == null: push_warning("Fx.spawn(%s): no parent and no current scene to attach to" % effect) return null var inst := scene.instantiate() as Node3D host.add_child(inst) inst.global_transform = xform return inst func _scene(effect: StringName) -> PackedScene: if _cache.has(effect): return _cache[effect] if not _PATHS.has(effect): push_warning("Fx.spawn: unknown effect '%s' (add it to fx/fx.gd)" % effect) return null var scene := load(_PATHS[effect]) as PackedScene if scene == null: push_warning("Fx.spawn: scene missing for '%s' at %s" % [effect, _PATHS[effect]]) return null _cache[effect] = scene return scene func _default_host() -> Node: var tree := get_tree() return tree.current_scene if tree != null else null