tweaks to assassinate vip mode

This commit is contained in:
derek
2025-05-05 16:37:57 -05:00
parent 7dc8ca1c88
commit 56af7a3481
10 changed files with 78 additions and 35 deletions

View File

@@ -2,20 +2,28 @@ extends Node
class_name Modifier
@export var time_to_kill : float = 30.0
@export var percent_of_targets : float = 1.0
@onready var level: Node3D = $"../../Level"
@onready var level_node: Node3D = $"../../Level"
@onready var scene_parent: Node3D = $"../.."
@onready var marker = preload("res://enemyTargetMarker.tscn")
@onready var level_control = get_tree().current_scene
var target_enemy
var total_targets
var active = false
var timer
func _ready() -> void:
await get_tree().create_timer(5).timeout
select_random_enemy()
await level_node.all_enemies_spawned
SignalBus.connect("enemy_killed",check_killed_target)
SignalBus.connect("player_left_tube",begin_activity)
timer = time_to_kill
scene_parent.tube_top.switch.active = false
scene_parent.tube_top.switch.label.text = str("Kill all vip \n targets to exit")
func begin_activity():
select_random_enemy()
func _process(delta: float) -> void:
if active:
@@ -24,6 +32,7 @@ func _process(delta: float) -> void:
timer -= delta
update_timer("kill target")
else:
level_control.last_hit = target_enemy
level_control.die()
active = false
else:
@@ -48,7 +57,7 @@ func add_marker_to_enemy():
instance_marker.global_position = target_enemy.global_position
func select_random_enemy():
var level_stuff = level.get_children()
var level_stuff = level_node.get_children()
var enemies = []
for node in level_stuff:
print(node)
@@ -61,4 +70,8 @@ func select_random_enemy():
active = true
print("TARGET ENEMY : ",target_enemy.name)
else:
print("KILLED EM ALL")
activity_completed()
SignalBus.emit_signal("ui_timer_visibility",false)
func activity_completed():
scene_parent.tube_top.switch.active = true