KillTrackerComponent
extends Node class_name KillTrackerComponent @export var mastery_component: Node func _ready(): print("KillTracker ready in controller") # Call this from the controller when spawning an ability func register_hitbox(hitbox: HitboxComponent): print("KillTracker registering new hitbox") hitbox.hit_enemy.connect(_on_hitbox_hit_enemy) func _on_hitbox_hit_enemy(enemy: Node2D): print("KillTracker detected hit on: ", enemy.name) if !enemy.has_node("HealthComponent"): return var health = enemy.get_node("HealthComponent") if health.is_connected("died", _on_enemy_died): return print("KillTracker connecting to enemy death signal") health.died.connect(_on_enemy_died.bind(), CONNECT_ONE_SHOT) func _on_enemy_died(): print("KillTracker: Enemy died, registering kill") if mastery_component: mastery_component.register_kill() else: push_error("KillTracker: No mastery component assigned")
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