More tweaks but broke the enemy script
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@@ -21,21 +21,11 @@ var rot_amount : float
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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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SignalBus.enemy_killed.connect(enemy_in_room_killed)
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for i in self.get_children():
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if i.is_in_group("enemy"):
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enemies.append(i)
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if i.is_in_group("door"):
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doors.append(i)
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if i.is_in_group("room_check"):
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room_checks.append(i)
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i.room_entered.connect(room_entered)
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i.room_exited.connect(room_exited)
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#SignalBus.enemy_count_changed.connect(assign_enemies)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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if enemies.size() > 0:
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#calculate move position for each child
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for i in enemies:
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@@ -69,6 +59,17 @@ func _process(delta):
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else:
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enemy_in_room_killed()
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func assign_enemies():
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for i in self.get_children():
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if i.is_in_group("enemy"):
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enemies.append(i)
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if i.is_in_group("door"):
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doors.append(i)
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if i.is_in_group("room_check"):
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room_checks.append(i)
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i.room_entered.connect(room_entered)
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i.room_exited.connect(room_exited)
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func enemy_in_room_killed():
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var enemy_count = 0
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for i in self.get_children():
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