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