fixed a path visualiser bug and did a little balancing
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@ -9,7 +9,8 @@ func _physics_process(_delta: float) -> void:
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for enemy in get_tree().get_nodes_in_group("Enemies"):
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if !is_instance_valid(enemy) or !enemy.alive or global_position.distance_to(enemy.global_position) > target_range:
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continue
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enemies_in_range.append(enemy)
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if enemy.stats.target_type & stats.target_type:
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enemies_in_range.append(enemy)
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if time_since_firing >= time_between_shots:
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time_since_firing -= time_between_shots
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for enemy in enemies_in_range:
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@ -105,7 +105,7 @@ func set_upcoming_wave():
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if is_multiplayer_authority():
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var spawn_power = WaveManager.calculate_spawn_power(wave + 1, connected_players_nodes.size())
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var new_wave = WaveManager.generate_wave(spawn_power, level.enemy_pool)
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networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 50))
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networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 70))
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@rpc("reliable", "call_local")
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@ -7,11 +7,12 @@ var visualizer_points = []
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func spawn_visualizer_points() -> void:
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var new_length = curve.get_baked_length()
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for x in new_length - length:
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for x in floori(new_length) - visualizer_points.size():
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var point = visual_scene.instantiate()
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visualizer_points.append(point)
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add_child(point)
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length = new_length
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#print(str(int(length)) + " / " + str(visualizer_points.size()) + ", diff: " + str(visualizer_points.size() - length))
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for x in visualizer_points.size():
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visualizer_points[x].progress_ratio = float(x) / visualizer_points.size()
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