More tweaks but broke the enemy script

This commit is contained in:
derek
2024-12-03 13:27:44 -06:00
parent 299257e0d9
commit ad11da38f8
23 changed files with 194 additions and 86 deletions

View File

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