Better status effects
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46
scripts/components/status_effect_component.gd
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46
scripts/components/status_effect_component.gd
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@@ -0,0 +1,46 @@
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class_name StatusEffectComponent
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extends Node
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enum EffectType {
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NONE,
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FIRE,
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ICE
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}
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var active_effect: StatusEffectDataResource = null
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var timer: Timer
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var is_active: bool = false
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var time_elapsed: float = 0.0
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signal effect_applied(effect_data: StatusEffectDataResource)
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signal effect_removed(effect_type: EffectType)
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func _ready() -> void:
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timer = Timer.new()
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timer.timeout.connect(on_timer_timeout)
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add_child(timer)
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func apply_effect(effect_data: StatusEffectDataResource) -> void:
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if is_active:
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return
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is_active = true
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active_effect = effect_data
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prepare_timer()
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effect_applied.emit(active_effect)
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timer.start()
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func remove_effect() -> void:
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is_active = false
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effect_removed.emit(active_effect.effect_type)
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func on_timer_timeout() -> void:
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remove_effect()
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func prepare_timer() -> void:
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timer.set_wait_time(active_effect.duration)
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timer.set_one_shot(true)
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timer.stop()
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