extends Node var game_loaded = false var high_score : int = 0 var deposited_money : int = 0 var money : int = 0 var health : int = 0 var held_guns = [] var current_gun_index var gun_ammo = {} var ammo_reserve = {} var loading_gamemode var current_level = "res://scenes/HUBWORLD.tscn" var current_gamemode #Persistent Data var user_id = 0 var last_leaderboard_id = 0 var user_names = ["Profile 1","Profile 2","Profile 3","Profile 4","Profile 5"] var all_user_leaderboards = [["Global"]] var playlist_test #Player Stats var player_deaths = 0 var shots_fired = 0 var last_hit_path var enemies_killed = 0 func _ready() -> void: SignalBus.money_deposited.connect(deposit_money) func deposit_money(): if money > deposited_money: deposited_money = money if deposited_money > high_score: high_score = deposited_money func _process(delta: float) -> void: pass #print("current level : ",get_tree().current_scene.scene_file_path) func money_penalty(): var level_control = get_tree().current_scene #Do money penalty money = money * level_control.gamemode.money_lost_multiplier deposited_money = money func weapon_penalty(): var level_control = get_tree().current_scene GameGlobals.ammo_reserve = {} match level_control.gamemode.weapon_penalty: 0: #Drop All GameGlobals.held_guns = [] 1: #Drop Percentage var weapons_lost = GameGlobals.held_guns.size() * level_control.gamemode.weapon_drop_percentage for weapon in weapons_lost: GameGlobals.held_guns.erase(GameGlobals.held_guns.pick_random()) 2: #Do Nothing pass