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Do not track the MonsterType in SacrificeStone, so that a monster can have multiple

It's not a big performance cost anyways
This commit is contained in:
Steffo 2024-04-28 11:35:28 +02:00
parent a7f00b222d
commit c606f6b95f
Signed by: steffo
GPG key ID: 5ADA3868646C3FC0

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@ -7,7 +7,6 @@ signal sacrifice_changed(entity: PhysicsBody2D, type: Enums.MonsterType)
var current_monster: PhysicsBody2D
var current_type: Enums.MonsterType = Enums.MonsterType.None
func _on_tracked(body: PhysicsBody2D):
@ -18,12 +17,10 @@ func _on_tracked(body: PhysicsBody2D):
var types: Array = body.find_children("*", "Sacrificable", false, false)
for type in types:
current_monster = body
current_type = type.type
sacrifice_changed.emit(current_monster, current_type)
sacrifice_changed.emit(current_monster)
break
func _on_untracked(body: PhysicsBody2D):
if body == current_monster:
current_monster = null
current_type = Enums.MonsterType.None
sacrifice_changed.emit(current_monster, current_type)
sacrifice_changed.emit(current_monster)