some ui polish and project cleanup
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@@ -4,4 +4,4 @@ class_name LevelSpecs extends Resource
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@export var allowed_cards: Array[Card]
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@export var waves: Array[WaveConfig]
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@export var points_blocked: Array[int]
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@export var zone_scene: PackedScene
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@export var zone: ZoneConfig
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@@ -97,7 +97,7 @@ func create_path() -> void:
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func update_path() -> void:
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if type != Data.EnemyType.LAND:
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if type != Data.EnemyType.LAND or !flow_field.nodes:
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return
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path.curve = Curve3D.new()
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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:
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var flow_field: FlowField = FlowField.new()
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level.flow_field = flow_field
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level.add_child(flow_field)
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flow_field.load_from_data(FlowFieldTool.load_flow_field_from_disc(level.data_path))
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flow_field.load_from_data(FlowFieldTool.load_flow_field_from_disc(level_specs.zone.flow_field_data_path))
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level.load_flow_field()
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level.game_manager = self
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for x: EnemySpawner in level.enemy_spawns:
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@@ -324,7 +324,7 @@ func setup() -> void:
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connected_players_nodes.clear()
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#Spawn new stuff
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spawn_level(level_specs.zone_scene)
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spawn_level(level_specs.zone.scene)
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#Set starting parameters
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game_active = false
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@@ -10,9 +10,7 @@ extends Node3D
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@export var cinematic_cam: CinematicCamManager
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@export var printer: CardPrinter
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@export var shop: ShopStand
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@export var obstacle_scenes: Array[PackedScene]
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@export var obstacles: Array[PackedScene]
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@export var data_path: String
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var walls: Dictionary[FlowNode, TowerBase] = {}
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var wall_id: int = 0
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var tower_base_scene: PackedScene = load("res://Scenes/TowerBase/tower_base.tscn")
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