netmasked/scripts/room_spawn.gd

54 lines
1.2 KiB
GDScript

class_name RoomSpawn extends Area2D
@export var waves_container: Node2D
var waves: Array[Node] = []
var current_wave_index: int = 0
var active_enemies: int = 0
var has_triggered: bool = false
func _ready() -> void:
body_entered.connect(_on_body_entered)
if not waves_container:
push_error("Waves container not assigned in RoomSpawn!")
return
waves = waves_container.get_children()
for wave in waves:
wave.hide()
wave.process_mode = Node.PROCESS_MODE_DISABLED
func _on_body_entered(body: Node2D) -> void:
if has_triggered:
return
if body.is_in_group("player"):
has_triggered = true
start_next_wave()
func start_next_wave() -> void:
if current_wave_index >= waves.size():
return
var current_wave = waves[current_wave_index]
current_wave.show()
current_wave.process_mode = Node.PROCESS_MODE_INHERIT
var enemies = current_wave.get_children()
active_enemies = enemies.size()
if active_enemies == 0:
current_wave_index += 1
start_next_wave()
return
for enemy in enemies:
enemy.tree_exited.connect(_on_enemy_died)
func _on_enemy_died() -> void:
active_enemies -= 1
if active_enemies <= 0:
current_wave_index += 1
start_next_wave()