Files
MovementTests/scenes/spawners/Spawner.cs
Minimata 9690280cd7
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Create tag and build when new code gets to main / Export (push) Successful in 10m36s
better spawning
2026-01-18 10:27:21 +01:00

70 lines
1.5 KiB
C#

using Godot;
using System;
public partial class Spawner : Node3D
{
[Export(PropertyHint.NodeType)]
public PackedScene EnemyToSpawn { get; set; }
[Export]
public RMovement MovementInputs { get; set; }
[Export]
public RHealth HealthInputs { get; set; }
[Export]
public RDamage DamageInputs { get; set; }
[Export]
public Node3D Target { get; set; }
[Export(PropertyHint.Range, "0.1, 100, 0.1, or_greater")]
public float SpawnInterval { get; set; } = 1.0f;
[Export]
public bool IsActiveOnStart { get; set; } = true;
private float _spawnTimer;
private bool _isActive;
public override void _Ready()
{
_isActive = IsActiveOnStart;
_spawnTimer = SpawnInterval;
}
public override void _Process(double delta)
{
if (!_isActive) return;
_spawnTimer -= (float) delta;
if (_spawnTimer <= 0) Spawn();
}
public void Spawn()
{
if (EnemyToSpawn == null || !EnemyToSpawn.CanInstantiate()) return;
if (EnemyToSpawn.Instantiate() is not Enemy spawnedInstance) return;
spawnedInstance.Target = Target;
spawnedInstance.RMovement = MovementInputs;
spawnedInstance.RDamage = DamageInputs;
spawnedInstance.RHealth = HealthInputs;
spawnedInstance.Initialize();
GetTree().GetCurrentScene().AddChild(spawnedInstance);
spawnedInstance.GlobalPosition = GlobalPosition;
_spawnTimer = SpawnInterval;
}
public void StartSpawning()
{
_isActive = true;
_spawnTimer = SpawnInterval;
}
public void StopSpawning()
{
_isActive = false;
}
}