class_name EffectComponent extends Node2D @export var target_node: Node var active_effects: Array[BaseEffect] = [] func _process(delta: float) -> void: # Process all active effects backwards so we can safely remove finished ones for i in range(active_effects.size() - 1, -1, -1): var effect = active_effects[i] effect.process(delta, target_node) # Example: simple time-based expiration effect.duration -= delta if effect.duration <= 0.0: remove_effect(effect) func apply_effect(effect: BaseEffect) -> void: effect.start(target_node) active_effects.append(effect) func remove_effect(effect: BaseEffect) -> void: effect.stop(target_node) active_effects.erase(effect)