Files
Bullosseum/fx/one_shot_effect.gd
T
richard 973db7d8b8 Add scene-authored FX effect library and Fx autoload
Replace code-buried CPUParticles with inspector-editable effect scenes fired
through one Fx autoload: code names the effect (Fx.spawn(&"blood_burst", xform)),
the .tscn owns the look. Ships four placeholder effects (blood_burst, slam_dust,
spark, hit_flash) seeded from the old code params, a self-freeing one_shot_effect
root helper, a live preview gallery, and an FX style guide for Siim. CPUParticles
only (mobile GLES3 constraint). Existing call sites untouched -- migrated later.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-05 00:13:43 +03:00

34 lines
1.0 KiB
GDScript

extends CPUParticles3D
## Root helper for a one-shot effect scene: fires this emitter (and any CPUParticles3D children)
## once when spawned, then frees the whole scene after the longest-lived particle has died. This
## is what lets an effect be nothing but a tunable CPUParticles3D scene — no per-effect code, so
## Siim owns the look entirely in the inspector. Fired by the Fx autoload; see fx/README.md.
const _FREE_MARGIN := 0.5
func _ready() -> void:
var ttl := _arm(self)
for emitter: CPUParticles3D in _child_emitters():
ttl = maxf(ttl, _arm(emitter))
get_tree().create_timer(ttl + _FREE_MARGIN).timeout.connect(queue_free)
func _arm(p: CPUParticles3D) -> float:
p.one_shot = true
p.emitting = true
return p.lifetime
func _child_emitters() -> Array[CPUParticles3D]:
var out: Array[CPUParticles3D] = []
_gather(self, out)
return out
func _gather(node: Node, out: Array[CPUParticles3D]) -> void:
for child: Node in node.get_children():
if child is CPUParticles3D:
out.append(child)
_gather(child, out)