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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
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1 changed files with 2 additions and 5 deletions
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@ -7,7 +7,6 @@ signal sacrifice_changed(entity: PhysicsBody2D, type: Enums.MonsterType)
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var current_monster: PhysicsBody2D
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var current_type: Enums.MonsterType = Enums.MonsterType.None
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func _on_tracked(body: PhysicsBody2D):
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@ -18,12 +17,10 @@ func _on_tracked(body: PhysicsBody2D):
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var types: Array = body.find_children("*", "Sacrificable", false, false)
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for type in types:
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current_monster = body
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current_type = type.type
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sacrifice_changed.emit(current_monster, current_type)
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sacrifice_changed.emit(current_monster)
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break
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func _on_untracked(body: PhysicsBody2D):
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if body == current_monster:
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current_monster = null
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current_type = Enums.MonsterType.None
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sacrifice_changed.emit(current_monster, current_type)
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sacrifice_changed.emit(current_monster)
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