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
1.2 KiB
GDScript
34 lines
1.2 KiB
GDScript
extends Node3D
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## Live preview stage for the FX library. Cycles through every registered effect on a loop against
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## arena-ish lighting so Siim sees each one as it reads in-game. Open fx/effect_gallery.tscn and
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## press Play, then edit any effect .tscn in the inspector and re-run to compare. See fx/README.md.
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const _CYCLE_SEC := 1.6
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const _EFFECTS: Array[StringName] = [
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&"blood_burst", &"slam_dust", &"spark", &"hit_flash",
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&"bull_slam", &"bull_kick", &"bull_dash",
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]
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@onready var _label: Label = $UI/Label
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# Reached by path rather than the Fx global so the placeholder-seeder can compile and attach this
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# script headless (autoload globals aren't resolvable during an on-demand compile in a --script run).
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@onready var _fx: Node = get_node("/root/Fx")
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var _index := 0
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func _ready() -> void:
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var timer := Timer.new()
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timer.wait_time = _CYCLE_SEC
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timer.autostart = true
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add_child(timer)
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timer.timeout.connect(_fire_next)
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_fire_next()
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func _fire_next() -> void:
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var effect := _EFFECTS[_index % _EFFECTS.size()]
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_index += 1
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_label.text = "%s (%d/%d)" % [effect, (_index - 1) % _EFFECTS.size() + 1, _EFFECTS.size()]
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_fx.call("spawn", effect, global_transform.translated_local(Vector3(0.0, 0.25, 0.0)))
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