some ui polish and project cleanup

This commit is contained in:
2026-02-07 07:20:05 +11:00
parent f7e478357b
commit 9453389853
123 changed files with 330 additions and 671 deletions

View File

@@ -4,4 +4,4 @@ class_name LevelSpecs extends Resource
@export var allowed_cards: Array[Card]
@export var waves: Array[WaveConfig]
@export var points_blocked: Array[int]
@export var zone_scene: PackedScene
@export var zone: ZoneConfig

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@@ -97,7 +97,7 @@ func create_path() -> void:
func update_path() -> void:
if type != Data.EnemyType.LAND:
if type != Data.EnemyType.LAND or !flow_field.nodes:
return
path.curve = Curve3D.new()
var node: FlowNode = flow_field.get_closest_traversable_point(global_position)

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@@ -94,7 +94,7 @@ func spawn_level(scene: PackedScene) -> void:
var flow_field: FlowField = FlowField.new()
level.flow_field = flow_field
level.add_child(flow_field)
flow_field.load_from_data(FlowFieldTool.load_flow_field_from_disc(level.data_path))
flow_field.load_from_data(FlowFieldTool.load_flow_field_from_disc(level_specs.zone.flow_field_data_path))
level.load_flow_field()
level.game_manager = self
for x: EnemySpawner in level.enemy_spawns:
@@ -324,7 +324,7 @@ func setup() -> void:
connected_players_nodes.clear()
#Spawn new stuff
spawn_level(level_specs.zone_scene)
spawn_level(level_specs.zone.scene)
#Set starting parameters
game_active = false

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@@ -10,9 +10,7 @@ extends Node3D
@export var cinematic_cam: CinematicCamManager
@export var printer: CardPrinter
@export var shop: ShopStand
@export var obstacle_scenes: Array[PackedScene]
@export var obstacles: Array[PackedScene]
@export var data_path: String
var walls: Dictionary[FlowNode, TowerBase] = {}
var wall_id: int = 0
var tower_base_scene: PackedScene = load("res://Scenes/TowerBase/tower_base.tscn")