class_name WaveViewer extends Control signal closed() @export var wave_vbox: VBoxContainer @export var enemy_row_scene: PackedScene @export var enemy_icon_tex: TextureRect @export var enemy_name_label: Label @export var enemy_desc_label: RichTextLabel func set_waves(waves: Array[Wave], starting_wave_number: int) -> void: var i: int = starting_wave_number for wave: Wave in waves: var enemy_row: EnemyRow = enemy_row_scene.instantiate() as EnemyRow enemy_row.enemy_clicked.connect(set_enemy_desc) wave_vbox.add_child(enemy_row) enemy_row.set_wave(i) i += 1 var enemy_dict: Dictionary[Enemy, int] = {} for group: EnemyCard in wave.enemy_groups: if enemy_dict.has(group.enemy): enemy_dict[group.enemy] += group_to_count(group) else: enemy_dict[group.enemy] = group_to_count(group) for enemy: Enemy in enemy_dict.keys(): enemy_row.add_enemy_tag(enemy, enemy_dict[enemy]) func group_to_count(group: EnemyCard) -> int: var count: int = 0 count = group.count return count func set_enemy_desc(enemy: Enemy) -> void: enemy_name_label.text = tr(enemy.title) enemy_icon_tex.texture = enemy.icon enemy_desc_label.text = tr(enemy.description) func _on_button_2_pressed() -> void: closed.emit() queue_free()