Files
brotato/scenes/arena/spawner.gd
T
2026-05-20 16:13:24 +08:00

66 lines
1.6 KiB
GDScript

extends Node2D
class_name Spawner
@export var spawn_area_size := Vector2(1000, 500)
@export var waves_data: Array[WaveData]
@export var enemy_collection: Array[UnitStats]
@onready var spawn_timer: Timer = $SpawnTimer
@onready var wave_timer: Timer = $WaveTimer
var wave_index := 1
var current_wave_data: WaveData
var spawned_enemiese: Array[Enemy] = []
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
start_wave()
func find_wave_data() -> WaveData:
for wave in waves_data:
if wave and wave.is_vaild_index(wave_index):
return wave
return null
func start_wave() -> void:
current_wave_data = find_wave_data()
if not current_wave_data :
printerr("No valid wave.")
spawn_timer.stop()
wave_timer.stop()
return
wave_timer.wait_time = current_wave_data.wave_time
wave_timer.start()
set_spawn_timer()
func set_spawn_timer() -> void:
match current_wave_data.spawn_type:
WaveData.SpawnType.FIXED:
spawn_timer.wait_time = current_wave_data.fixed_spawn_time
WaveData.SpawnType.RANDOM:
var min_t := current_wave_data.min_spawn_time
var max_t := current_wave_data.max_spawn_time
spawn_timer.wait_time = randf_range(min_t, max_t)
if spawn_timer.is_stopped():
spawn_timer.start()
func spawn_enemy() -> void:
var enemy_scene := current_wave_data.get_randon_unit_scene() as PackedScene
if enemy_scene:
var enemy_instance := enemy_scene.instantiate() as Enemy
enemy_instance.global_position = Vector2.ZERO
get_parent().add_child(enemy_instance)
spawned_enemiese.append(enemy_instance)
set_spawn_timer()
func _on_spawn_timer_timeout() -> void:
spawn_enemy()