fixed the path rebuilding lag
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@@ -109,7 +109,7 @@ 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_config.zone.flow_field_data_path))
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flow_field.data = FlowFieldTool.load_flow_field_from_disc(level_config.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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@@ -121,7 +121,7 @@ func spawn_level(scene: PackedScene) -> void:
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root_scene.add_child(level)
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for spawner: EnemySpawner in level.enemy_spawns:
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spawner.create_path()
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level.generate_obstacle(level_config.points_blocked)
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level.generate_obstacles(level_config.points_blocked)
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func spawn_players() -> void:
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@@ -214,7 +214,9 @@ func temp_set_upcoming_wave(new_wave: WaveConfig, coins: int) -> void:
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pot = coins
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var dict: Dictionary[String, int] = {}
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for enemy_group: EnemyGroup in new_wave.enemy_groups.keys():
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dict[enemy_group.enemy.title] = enemy_group.count
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if !dict.has(enemy_group.enemy.title):
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dict[enemy_group.enemy.title] = 0
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dict[enemy_group.enemy.title] += enemy_group.count
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connected_players_nodes[multiplayer.get_unique_id()].hud.set_upcoming_wave(dict)
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@@ -351,7 +353,6 @@ func start() -> void:
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set_upcoming_wave()
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level.flow_field.calculate()
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level.enemy_spawns[0].update_path()
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level.generate_obstacles()
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#Start game
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game_active = true
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