c0a022fed4
An Fx autoload + one_shot_effect base so every effect is an inspector-editable .tscn (the systems/fx/ authoring dir): blood/slam/spark/flash primitives and the bull's kick/dash/slam/roll + movement effects (bull_*.tscn), fired via Fx.spawn() / Fx.attach(). Plus a preview gallery + smoke test, and bull_impact_fx.gd for the coded, non-particle slam rings + kick flash-pop. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
34 lines
1.0 KiB
GDScript
34 lines
1.0 KiB
GDScript
extends CPUParticles3D
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## Root helper for a one-shot effect scene: fires this emitter (and any CPUParticles3D children)
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## once when spawned, then frees the whole scene after the longest-lived particle has died. This
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## is what lets an effect be nothing but a tunable CPUParticles3D scene — no per-effect code, so
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## Siim owns the look entirely in the inspector. Fired by the Fx autoload; see fx/README.md.
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const _FREE_MARGIN := 0.5
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func _ready() -> void:
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var ttl := _arm(self)
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for emitter: CPUParticles3D in _child_emitters():
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ttl = maxf(ttl, _arm(emitter))
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get_tree().create_timer(ttl + _FREE_MARGIN).timeout.connect(queue_free)
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func _arm(p: CPUParticles3D) -> float:
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p.one_shot = true
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p.emitting = true
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return p.lifetime
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func _child_emitters() -> Array[CPUParticles3D]:
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var out: Array[CPUParticles3D] = []
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_gather(self, out)
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return out
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func _gather(node: Node, out: Array[CPUParticles3D]) -> void:
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for child: Node in node.get_children():
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if child is CPUParticles3D:
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out.append(child)
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_gather(child, out)
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