extends Node3D class_name EnemySpawner @export var own_id : int = 0 @export var path : VisualizedPath @export var type : Data.EnemyType @export var dest : Node3D @export var enemy_path : Node var signal_for_after_enemy_died var signal_for_after_enemy_reached_goal signal signal_for_when_enemy_spawns var current_wave var enemy_spawn_timers = {} var enemies_spawned = {} var enemies_to_spawn := 0 var done_spawning = true var enemy_id = 0 @export var land_enemy_scene : PackedScene @export var air_enemy_scene : PackedScene func _process(delta: float) -> void: if enemies_to_spawn == 0: done_spawning = true return for x in enemy_spawn_timers: if enemies_spawned[x] == current_wave[x]: continue var enemy_stats = x enemy_spawn_timers[x] += delta if enemy_spawn_timers[x] >= enemy_stats.spawn_cooldown: if is_multiplayer_authority(): if type == Data.EnemyType.LAND: networked_spawn_land_enemy.rpc(var_to_str(enemy_stats), own_id, enemy_id) if type == Data.EnemyType.AIR: var radius = 10.0 var random_dir = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1)) var random_pos = randf_range(0, radius) * random_dir.normalized() networked_spawn_air_enemy.rpc(var_to_str(enemy_stats), random_pos, own_id, enemy_id) enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown signal_for_when_enemy_spawns.emit() enemy_id += 1 enemies_spawned[x] += 1 enemies_to_spawn -= 1 @rpc("reliable", "call_local") func networked_spawn_land_enemy(enemy_stats, id1, id2): var enemy = land_enemy_scene.instantiate() as EnemyController enemy.name = str(id1) + str(id2) enemy.stats = str_to_var(enemy_stats) enemy.died.connect(signal_for_after_enemy_died) enemy.reached_goal.connect(signal_for_after_enemy_reached_goal) enemy.movement_controller.path = path.curve enemy.position = global_position enemy_path.add_child(enemy) @rpc("reliable", "call_local") func networked_spawn_air_enemy(enemy_stats, pos, id1, id2): var enemy = air_enemy_scene.instantiate() as EnemyController enemy.name = str(id1) + str(id2) enemy.position = pos + global_position enemy.stats = str_to_var(enemy_stats) enemy.died.connect(signal_for_after_enemy_died) enemy.reached_goal.connect(signal_for_after_enemy_reached_goal) enemy.movement_controller.goal = dest enemy_path.add_child(enemy) func spawn_wave(value): var relevant_enemies = {} var wave = {} for index in value: wave[Data.enemies[index]] = value[index] for x in wave: if x.target_type == type: relevant_enemies[x] = wave[x] current_wave = relevant_enemies enemies_to_spawn = 0 enemy_spawn_timers = {} for x in current_wave: enemies_to_spawn += current_wave[x] enemy_spawn_timers[x] = 0.0 enemies_spawned[x] = 0 done_spawning = false