2024-02-16 12:35:30 +00:00
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extends Node2D
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2024-02-16 15:35:39 +00:00
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signal enemy_defeat
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2024-02-16 12:35:30 +00:00
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@export var common_parent: Node2D
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@export var path_follow: PathFollow2D
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@export var target: PackedScene
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@export var common_target: Node2D
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2024-02-16 15:35:39 +00:00
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@export var respawn_timer: Timer
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2024-02-17 04:04:43 +00:00
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@export var respawn_duration = 2.0
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@export var respawn_multiplier = 0.25
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2024-02-16 15:35:39 +00:00
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2024-02-16 12:35:30 +00:00
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func spawn():
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var instance = target.instantiate()
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# Randomize
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path_follow.progress_ratio = randi()
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instance.position = path_follow.position
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var target_scale = randf_range(0.2, 0.95)
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instance.scale = Vector2(target_scale, target_scale)
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instance.speed = randi_range(800, 1400)
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instance.target = common_target
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2024-02-16 15:35:39 +00:00
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instance.connect("enemy_defeat", _on_enemy_defeat)
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2024-02-16 12:35:30 +00:00
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# Add into common parent
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common_parent.add_child(instance)
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2024-02-16 15:35:39 +00:00
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func _on_wave_finished():
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2024-02-17 04:04:43 +00:00
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for child in common_parent.get_children():
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if not child is Timer:
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child.queue_free()
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2024-02-16 15:35:39 +00:00
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respawn_timer.stop()
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2024-02-17 04:04:43 +00:00
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func _on_wave_started(count):
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var additional = respawn_multiplier * (count - 1)
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respawn_timer.wait_time = respawn_duration - additional
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2024-02-16 15:35:39 +00:00
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respawn_timer.start()
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func _on_enemy_defeat():
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enemy_defeat.emit()
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