extends Node2D class_name SacrificeCircle @onready var spawner: Spawner = $"Spawner" ## The scene to spawn. @export var scene_imp: PackedScene ## The [SacrificeStone]s part of this summoning circle. var stones: Array[SacrificeStone] = [] ## Refresh the value of [field stones]. func refresh_stones() -> void: stones.assign( find_children("*", "SacrificeStone", false, false) ) func try_sacrifice() -> void: var first_monster = sacrifices[0] var all_same = true for m in sacrifices: if m != first_monster: all_same = false break if not all_same: return if first_monster == Enums.MonsterType.Sheep: spawn(scene_imp) func spawn(type: PackedScene) -> void: spawner.scene = type spawner.spawn() for s in stones: s.entity.queue_free() func _on_sacrifice_changed(_entity: Node2D, _type: Enums.MonsterType): refresh_sacrifices() try_sacrifice()