mtd/Scripts/enemy_spawner.gd

71 lines
2.1 KiB
GDScript

extends Node3D
class_name EnemySpawner
@export var path : VisualizedPath
@export var type : Data.EnemyType
@export var dest : Node3D
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
@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 type == Data.EnemyType.LAND:
var enemy = land_enemy_scene.instantiate() as EnemyController
enemy.stats = enemy_stats
enemy.died.connect(signal_for_after_enemy_died)
enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
path.add_child(enemy)
enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown
signal_for_when_enemy_spawns.emit()
if type == Data.EnemyType.AIR:
var enemy = air_enemy_scene.instantiate() as AirEnemyController
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()
enemy.position = random_pos
enemy.stats = enemy_stats
enemy.destination = dest
enemy.died.connect(signal_for_after_enemy_died)
enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
add_child(enemy)
enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown
signal_for_when_enemy_spawns.emit()
enemies_spawned[x] += 1
enemies_to_spawn -= 1
func spawn_wave(value):
var relevant_enemies = {}
for x in value:
if x.target_type == type:
relevant_enemies[x] = value[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