2024-04-16 01:02:19 +00:00
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@icon("res://behaviours/spawner.svg")
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2024-04-19 02:30:35 +00:00
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extends Node2D
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class_name Spawner
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2024-04-19 02:30:35 +00:00
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## Emitted when a new scene is spawned.
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signal spawned(entity: Node2D)
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2024-04-19 02:30:35 +00:00
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## Emitted when the [field blocking_tracker] prevents something from spawning.
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signal spawn_blocked
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## The scene to spawn.
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@export var scene: PackedScene
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## Where the scene should be parented to in the tree.
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2024-04-19 01:47:34 +00:00
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@export var target: Node2D
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## If set, requires the tracker to not be tracking anything before spawning a scene.
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@export var blocking_tracker: Tracker
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2024-04-16 01:02:19 +00:00
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2024-04-19 02:30:35 +00:00
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## Spawn [field scene] at [field target] and the position of this node.
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2024-04-19 01:47:34 +00:00
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func spawn():
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if blocking_tracker != null:
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if not blocking_tracker.tracking.is_empty():
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spawn_blocked.emit()
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return # Perhaps enqueue the spawn?
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if not target:
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target = MainGame.get_via_group(self).default_spawn_parent
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2024-04-19 01:48:25 +00:00
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if not target:
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target = self
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2024-04-28 23:23:31 +00:00
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if not scene:
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Log.w(self, "Not spawning, no scene is set.")
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return
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var entity = scene.instantiate()
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entity.global_scale = global_scale
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entity.global_position = global_position
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entity.global_rotation = global_rotation
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target.add_child.call_deferred(entity) # Not sure why this is needed.
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