prototype vibe
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16
scenes/dungeon/dungeon_manager.gd
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16
scenes/dungeon/dungeon_manager.gd
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extends Node
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func _ready() -> void:
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call_deferred("_scale_dungeon")
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func _scale_dungeon() -> void:
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var variant_multiplier: float = 10.0 if GameState.last_dungeon_variant == 1 else 1.0
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var total_scale: float = PlayerData.level_scale * variant_multiplier
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var parent: Node = get_parent()
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for child in parent.get_children():
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if not child.is_in_group("enemies"):
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continue
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if child.is_in_group("boss"):
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BossData.apply_scale(child, total_scale)
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else:
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EnemyData.apply_scale(child, total_scale)
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