110 lines
3.0 KiB
GDScript
110 lines
3.0 KiB
GDScript
extends Node
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@export var max_enemies: int = 3
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@export var enemies_container: Node
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@export var enemy_scenes: Array[PackedScene]
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@export var enemies_ui_manager: Node
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@export var spawn_points_container: Node
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var player: Player
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var current_enemies: Array[Enemy] = []
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var _enemy_counter: int = 0
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var _enemy_ui_ready: bool = false
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var spawn_points: Array[SpawnPoint]
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var enemy_ui_ready: bool:
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get:
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return _enemy_ui_ready
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set(value):
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_enemy_ui_ready = value
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if value:
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ensure_enemy_count()
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func _ready() -> void:
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player = get_tree().get_first_node_in_group("player")
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if player == null:
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print("Error: No player found!")
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# SpawnPoints aus dem Container laden (falls gesetzt)
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populate_spawn_points_from_container()
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func populate_spawn_points_from_container() -> void:
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if spawn_points_container == null:
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push_warning("spawn_points_container is not assigned; cannot auto-collect SpawnPoints.")
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return
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var collected: Array[SpawnPoint] = []
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var children: Array = spawn_points_container.get_children()
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for child in children:
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if child is SpawnPoint:
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collected.append(child)
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spawn_points = collected
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func ensure_enemy_count() -> void:
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var current := current_enemies.size()
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print("Enough enemies? %d/%d" % [current, max_enemies])
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if current >= max_enemies:
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print("Enough enemies!")
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return
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var empty_points := find_empty_spawn_points()
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if empty_points.is_empty():
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print("No free SpawnPoints found!")
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return
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var need: int = min(max_enemies - current, empty_points.size())
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for i in need:
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spawn_enemy(empty_points[i])
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func spawn_enemy(spawn_point: SpawnPoint) -> void:
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var scene: PackedScene = enemy_scenes.pick_random()
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if scene == null:
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push_warning("No enemy scene available to spawn.")
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return
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var new_enemy := scene.instantiate() as Enemy
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if new_enemy == null:
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push_warning("PackedScene did not instantiate as Enemy.")
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return
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new_enemy.player = player
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_enemy_counter += 1
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new_enemy.name = "%s%d" % [new_enemy.name, _enemy_counter]
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new_enemy.unit_name = new_enemy.name
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print("Spawn %s on %s" % [new_enemy.unit_name, spawn_point.name])
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new_enemy.position = spawn_point.position
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new_enemy.unit_died.connect(_on_unit_died)
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enemies_container.add_child(new_enemy)
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spawn_point.isFull = true
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spawn_point.enemy = new_enemy
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current_enemies.append(new_enemy)
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enemies_ui_manager.update_enemies_ui(current_enemies)
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func find_empty_spawn_points() -> Array[SpawnPoint]:
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var empty_spawn_points: Array[SpawnPoint] = []
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print("Count of spawn points: " + str(spawn_points.size()))
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for sp in spawn_points:
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if not sp.isFull:
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empty_spawn_points.append(sp)
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else:
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print("Spawn point " + sp.name + " is full!")
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return empty_spawn_points
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func _on_unit_died(unit: Unit) -> void:
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if unit is Enemy:
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print("%s died -> Remove from current_enemies." % unit.unit_name)
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var index := current_enemies.find(unit)
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if index != -1:
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current_enemies.remove_at(index)
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ensure_enemy_count()
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else:
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print("Enemy is not in the list!")
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else:
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print("Something died which is not an enemy!")
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