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48 lines
1 KiB
GDScript
48 lines
1 KiB
GDScript
extends Node2D
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class_name SacrificeCircle
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@onready var spawner: Spawner = $"Spawner"
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## The scene to spawn.
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@export var scene_imp: PackedScene
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var stones: Array[SacrificeStone]
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var sacrifices: Array[Enums.MonsterType]
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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stones = []
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sacrifices = []
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stones.assign(find_children("*", "SacrificeStone", true, false))
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for stone in stones:
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sacrifices.append(stone.current_type)
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func refresh_sacrifices() -> void:
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for i in len(stones):
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sacrifices[i] = stones[i].current_type
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func try_sacrifice() -> void:
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var first_monster = sacrifices[0]
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var all_same = true
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for m in sacrifices:
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if m != first_monster:
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all_same = false
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break
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if not all_same:
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return
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if first_monster == Enums.MonsterType.Sheep:
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spawn(scene_imp)
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func spawn(type: PackedScene) -> void:
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spawner.scene = type
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spawner.spawn()
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for s in stones:
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s.entity.queue_free()
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func _on_sacrifice_changed(_entity: Node2D, _type: Enums.MonsterType):
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refresh_sacrifices()
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try_sacrifice()
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