fixed the parity between air and land enemies. +added a lot of new cards
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@ -35,19 +35,20 @@ func _process(delta: float) -> void:
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enemy.stats = enemy_stats
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enemy.died.connect(signal_for_after_enemy_died)
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enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
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path.add_child(enemy)
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enemy.movement_controller.path = path.curve
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add_child(enemy)
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enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown
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signal_for_when_enemy_spawns.emit()
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if type == Data.EnemyType.AIR:
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var enemy = air_enemy_scene.instantiate() as AirEnemyController
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var enemy = air_enemy_scene.instantiate() as EnemyController
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var radius = 10.0
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var random_dir = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
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var random_pos = randf_range(0, radius) * random_dir.normalized()
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enemy.position = random_pos
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enemy.stats = enemy_stats
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enemy.destination = dest
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enemy.died.connect(signal_for_after_enemy_died)
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enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
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enemy.movement_controller.goal = dest
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add_child(enemy)
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enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown
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signal_for_when_enemy_spawns.emit()
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