extends Node func _ready() -> void: EventBus.role_changed.connect(_on_role_changed) func _process(delta: float) -> void: if PlayerData.gcd > 0: PlayerData.gcd -= delta if PlayerData.aa_timer > 0: PlayerData.aa_timer -= delta for i in range(PlayerData.cooldowns.size()): if PlayerData.cooldowns[i] > 0: PlayerData.cooldowns[i] -= delta EventBus.cooldown_tick.emit(PlayerData.cooldowns, PlayerData.max_cooldowns, PlayerData.gcd) func _on_role_changed(_player: Node, _role_type: int) -> void: PlayerData.cooldowns.fill(0.0) PlayerData.max_cooldowns.fill(0.0) PlayerData.gcd = 0.0