update
This commit is contained in:
@@ -1,45 +0,0 @@
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extends Node
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@export var stats: EntityStats
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var max_health: float
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var health_regen: float
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var current_health: float
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func _ready() -> void:
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max_health = stats.max_health
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health_regen = stats.health_regen
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current_health = max_health
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EventBus.damage_requested.connect(_on_damage_requested)
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EventBus.heal_requested.connect(_on_heal_requested)
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func _process(delta: float) -> void:
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if current_health > 0 and current_health < max_health and health_regen > 0:
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current_health = min(current_health + health_regen * delta, max_health)
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EventBus.health_changed.emit(get_parent(), current_health, max_health)
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func _on_damage_requested(attacker: Node, target: Node, amount: float) -> void:
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if target != get_parent():
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return
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var remaining: float = amount
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var shield: Node = get_parent().get_node_or_null("Shield")
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if shield:
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remaining = shield.absorb(remaining)
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EventBus.damage_dealt.emit(attacker, get_parent(), amount)
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if remaining > 0:
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take_damage(remaining, attacker)
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func take_damage(amount: float, attacker: Node) -> void:
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current_health -= amount
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if current_health <= 0:
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current_health = 0
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EventBus.health_changed.emit(get_parent(), current_health, max_health)
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if current_health <= 0:
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EventBus.entity_died.emit(get_parent())
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func heal(amount: float) -> void:
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current_health = min(current_health + amount, max_health)
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EventBus.health_changed.emit(get_parent(), current_health, max_health)
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func _on_heal_requested(healer: Node, target: Node, amount: float) -> void:
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if target == get_parent():
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heal(amount)
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@@ -1 +0,0 @@
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uid://b053b4fkkeaod
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@@ -3,38 +3,55 @@ extends Sprite3D
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@onready var viewport: SubViewport = $SubViewport
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@onready var health_bar: ProgressBar = $SubViewport/HealthBar
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@onready var border: ColorRect = $SubViewport/Border
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@onready var health: Node = get_parent().get_node("Health")
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@onready var parent_node: Node = get_parent()
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var shield: Node = null
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var shield_bar: ProgressBar = null
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var style_normal: StyleBoxFlat
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var style_aggro: StyleBoxFlat
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func _ready() -> void:
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texture = viewport.get_texture()
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health_bar.max_value = health.max_health
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shield = get_parent().get_node_or_null("Shield")
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shield_bar = $SubViewport.get_node_or_null("ShieldBar")
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if shield and shield_bar:
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shield_bar.max_value = shield.max_shield
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elif shield_bar:
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shield_bar.visible = false
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border.visible = false
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style_normal = health_bar.get_theme_stylebox("fill").duplicate()
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style_aggro = style_normal.duplicate()
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style_aggro.bg_color = Color(0.2, 0.4, 0.9, 1)
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EventBus.target_changed.connect(_on_target_changed)
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EventBus.health_changed.connect(_on_health_changed)
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EventBus.shield_changed.connect(_on_shield_changed)
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_init_bars()
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func _init_bars() -> void:
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var max_health: Variant = Stats.get_stat(parent_node, "max_health")
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if max_health != null:
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health_bar.max_value = max_health
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health_bar.value = Stats.get_stat(parent_node, "health")
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var max_shield: Variant = Stats.get_stat(parent_node, "max_shield")
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if shield_bar:
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if max_shield != null and max_shield > 0:
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shield_bar.max_value = max_shield
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shield_bar.value = Stats.get_stat(parent_node, "shield")
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else:
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shield_bar.visible = false
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func _process(_delta: float) -> void:
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health_bar.value = health.current_health
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if shield and shield_bar:
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shield_bar.value = shield.current_shield
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var player: Node = get_tree().get_first_node_in_group("player")
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if player and "target" in parent_node and parent_node.target == player:
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health_bar.add_theme_stylebox_override("fill", style_aggro)
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else:
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health_bar.add_theme_stylebox_override("fill", style_normal)
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func _on_health_changed(entity: Node, current: float, max_val: float) -> void:
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if entity != parent_node:
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return
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health_bar.max_value = max_val
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health_bar.value = current
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func _on_shield_changed(entity: Node, current: float, max_val: float) -> void:
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if entity != parent_node or shield_bar == null:
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return
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shield_bar.max_value = max_val
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shield_bar.value = current
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func _on_target_changed(_player: Node, target: Node) -> void:
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border.visible = (target == get_parent())
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@@ -1,57 +0,0 @@
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extends Node
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@export var stats: EntityStats
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var max_shield: float
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var regen_delay: float
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var regen_time: float
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var current_shield: float
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var regen_timer := 0.0
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var base_max_shield: float
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func _ready() -> void:
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max_shield = stats.max_shield
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base_max_shield = max_shield
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regen_delay = stats.shield_regen_delay
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regen_time = stats.shield_regen_time
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current_shield = max_shield
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EventBus.role_changed.connect(_on_role_changed)
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func _process(delta: float) -> void:
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if max_shield <= 0:
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return
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if current_shield < max_shield:
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regen_timer += delta
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if regen_timer >= regen_delay:
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current_shield += (max_shield / regen_time) * delta
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if current_shield >= max_shield:
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current_shield = max_shield
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EventBus.shield_regenerated.emit(get_parent())
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EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
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func _on_role_changed(_player: Node, _role_type: int) -> void:
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if get_parent() != _player:
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return
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var role: Node = get_parent().get_node_or_null("Role")
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if not role:
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return
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var ability_set: AbilitySet = role.get_ability_set()
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if not ability_set:
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return
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max_shield = base_max_shield
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for ability in ability_set.abilities:
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if ability and ability.type == Ability.Type.PASSIVE and ability.passive_stat == "shield":
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max_shield = base_max_shield * (1.0 + ability.damage / 100.0)
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current_shield = min(current_shield, max_shield)
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EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
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func absorb(amount: float) -> float:
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if current_shield <= 0:
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return amount
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regen_timer = 0.0
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var absorbed: float = min(amount, current_shield)
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current_shield -= absorbed
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if current_shield <= 0:
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EventBus.shield_broken.emit(get_parent())
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EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
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return amount - absorbed
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@@ -1 +0,0 @@
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uid://bpfw71oprcvou
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@@ -1,44 +0,0 @@
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extends Node
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@export var spawn_scene: PackedScene
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@export var spawn_count := 3
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@export var thresholds: Array[float] = [0.85, 0.70, 0.55, 0.40, 0.25, 0.10]
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var triggered: Array[bool] = []
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@onready var parent: Node3D = get_parent()
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@onready var health: Node = get_parent().get_node("Health")
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func _ready() -> void:
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triggered.resize(thresholds.size())
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triggered.fill(false)
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func _process(_delta: float) -> void:
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if not spawn_scene or health.current_health <= 0:
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return
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var ratio: float = health.current_health / health.max_health
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for i in range(thresholds.size()):
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if not triggered[i] and ratio <= thresholds[i]:
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triggered[i] = true
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_spawn()
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func _spawn() -> void:
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var spawned: Array = []
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for j in range(spawn_count):
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var entity: Node = spawn_scene.instantiate()
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var offset := Vector3(randf_range(-2, 2), 0, randf_range(-2, 2))
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parent.get_parent().add_child(entity)
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entity.global_position = parent.global_position + offset
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if "spawn_position" in entity:
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entity.spawn_position = parent.global_position
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if "portal" in entity:
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entity.portal = parent
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spawned.append(entity)
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var player: Node = get_tree().get_first_node_in_group("player")
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if player:
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var dist: float = parent.global_position.distance_to(player.global_position)
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if dist <= 10.0:
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for entity in spawned:
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if entity.has_method("_engage"):
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entity._engage(player)
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EventBus.portal_spawn.emit(parent, spawned)
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@@ -1 +0,0 @@
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uid://cm2s3xkmuesey
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