added support for obstacles to levels again
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@@ -89,12 +89,12 @@ func networked_set_wave(wave_number: int) -> void:
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set_upcoming_wave()
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func spawn_level(scene: PackedScene, path: String) -> void:
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func spawn_level(scene: PackedScene) -> void:
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level = scene.instantiate() as Level
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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(path))
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flow_field.load_from_data(FlowFieldTool.load_flow_field_from_disc(level.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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@@ -106,6 +106,7 @@ func spawn_level(scene: PackedScene, path: String) -> 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_specs.points_blocked)
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func spawn_players() -> void:
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@@ -298,7 +299,8 @@ func end_wave() -> void:
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#else:
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#shop_chance += 0.09
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wave_finished.emit()
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set_upcoming_wave()
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if wave < wave_limit:
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set_upcoming_wave()
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@rpc("reliable", "call_local")
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@@ -322,7 +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, level_specs.data_path)
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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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