full multiplayer plus new models
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@@ -4,9 +4,28 @@ var confirmation_popup_scene = preload("res://Scenes/Menus/confirmation_popup.ts
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var text_input_popup_scene = preload("res://Scenes/Menus/text_input_popup.tscn")
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var multiplayer_lobby_scene_path = "res://Scenes/multiplayer_lobby.tscn"
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var options_menu_scene = preload("res://Scenes/Menus/options_menu.tscn")
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@export var bg_level : Level
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func _ready() -> void:
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$ProfileEditor/VBoxContainer/HBoxContainer/DisplayName.text = Data.player_profile.display_name
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bg_level.a_star_graph_3d.make_grid()
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bg_level.a_star_graph_3d.find_path()
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bg_level.a_star_graph_3d.build_random_maze(50)
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bg_level.a_star_graph_3d.place_random_towers(20)
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var new_wave = WaveManager.generate_wave(400, bg_level.enemy_pool)
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for spawn in bg_level.enemy_spawns:
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spawn.signal_for_after_enemy_died = enemy_died
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spawn.signal_for_after_enemy_reached_goal = damage_goal
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spawn.signal_for_when_enemy_spawns.connect(increase_enemy_count)
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spawn.spawn_wave(new_wave)
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func enemy_died(some_arg):
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pass
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func damage_goal():
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pass
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func increase_enemy_count():
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pass
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func _on_display_name_edit_pressed() -> void:
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