More tweaks but broke the enemy script
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@@ -43,13 +43,16 @@ var engine_time_scale_cache : float = 1.0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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#refresh_scene()
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#connect to signals
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SignalBus.enemy_count_changed.connect(enemy_count)
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##LOAD DATA
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SaveLoad.load_persistent_data()
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SaveLoad.load_save_game_data()
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if SaveLoad.data_cleared:
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refresh_scene()
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else:
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SaveLoad.load_save_game_data()
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#Spawn Crown
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var crown_spawn = crown.instantiate()
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@@ -140,8 +143,10 @@ func gun_spawn(index):
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func enemy_count():
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var sum = 0
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for i in enemy_hiveminds:
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sum += i.enemies.size()
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var enemies = get_tree().get_nodes_in_group("enemy")
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for i in enemies:
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if i.get_class() == "CharacterBody3D":
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sum += 1
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print("enemies: " + str(sum))
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if sum == 0:
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cleared()
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@@ -204,6 +209,5 @@ func pause_menu():
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paused = !paused
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func save_quit():
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SaveLoad.save_persistent_data()
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SaveLoad.save_game_data()
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get_tree().quit()
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