added support for obstacles to levels again
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@@ -12,6 +12,7 @@ extends Node3D
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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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@@ -84,6 +85,20 @@ func spawn_wall(point: FlowNode, name_id: int, caller_id: int) -> void:
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disable_path_tower_frames()
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func generate_obstacle(ids: Array[int]) -> void:
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var points: Array[FlowNode] = []
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for node: FlowNode in flow_field.nodes:
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if ids.has(node.node_id):
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points.append(node)
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for node: FlowNode in points:
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var obstacle: Node3D = obstacles[0].instantiate()
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obstacle.position = node.position
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flow_field.toggle_buildable(node)
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if node.traversable:
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flow_field.toggle_traversable(node)
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add_child(obstacle)
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func generate_obstacles() -> void:
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pass
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#print(str(multiplayer.get_unique_id()) + " spawning obstacles with seed: " + str(Game.rng.seed))
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