more playing with async loading
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@@ -25,12 +25,11 @@ func _on_body_entered(body: Node3D) -> void:
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if body.is_in_group("player"):
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if active and timer_active:
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active = false
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var scene = ENEMY_WORKING_SCENE_ASYNCTEST.instantiate()
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scene.global_basis = global_basis
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get_tree().current_scene.add_child(scene)
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scene.global_position = global_position
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scene.rotation = rotation
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scene.scale = Vector3.ONE
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add_child(scene)
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##Let the Bounds detector know player is exiting
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#SignalBus.emit_signal("player_exiting_tree")
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#
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@@ -44,8 +43,8 @@ func _on_body_entered(body: Node3D) -> void:
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#SaveLoad.save_game_data(get_tree().current_scene.get_name())
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#SaveLoad.save_user_data()
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#get_tree().change_scene_to_file(scene_path)
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else:
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body.velocity = -body.velocity * 1.1
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#else:
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#body.velocity = -body.velocity * 1.1
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func _on_start_activation_timeout() -> void:
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