update
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45
scripts/world/portal_spawner.gd
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45
scripts/world/portal_spawner.gd
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extends Node
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const PORTAL_SCENE: PackedScene = preload("res://scenes/portal/portal.tscn")
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const GATE_SCENE: PackedScene = preload("res://scenes/portal/gate.tscn")
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const SPAWN_INTERVAL := 30.0
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const MAX_PORTALS := 3
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const MIN_DISTANCE := 20.0
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const MAX_DISTANCE := 40.0
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var portals: Array[Node] = []
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var timer := 0.0
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func _ready() -> void:
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if GameState.portal_position != Vector3.ZERO and not GameState.dungeon_cleared:
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call_deferred("_restore_gate")
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else:
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if GameState.dungeon_cleared:
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GameState.clear()
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call_deferred("_spawn_portal")
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func _restore_gate() -> void:
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var gate: Node3D = GATE_SCENE.instantiate()
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get_parent().add_child(gate)
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gate.global_position = GameState.portal_position
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func _process(delta: float) -> void:
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timer += delta
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if timer >= SPAWN_INTERVAL:
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timer = 0.0
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_cleanup_dead()
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if portals.size() < MAX_PORTALS:
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_spawn_portal()
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func _spawn_portal() -> void:
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var angle: float = randf() * TAU
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var distance: float = randf_range(MIN_DISTANCE, MAX_DISTANCE)
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var pos := Vector3(cos(angle) * distance, 0, sin(angle) * distance)
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var portal: Node3D = PORTAL_SCENE.instantiate()
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get_parent().add_child(portal)
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portal.global_position = pos
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portals.append(portal)
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print("Portal gespawnt bei: %s" % pos)
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func _cleanup_dead() -> void:
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portals = portals.filter(func(p: Node) -> bool: return is_instance_valid(p))
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1
scripts/world/portal_spawner.gd.uid
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1
scripts/world/portal_spawner.gd.uid
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@@ -0,0 +1 @@
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uid://cskx6o07iukwh
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