prototype vibe
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21
scenes/world/world_manager.gd
Normal file
21
scenes/world/world_manager.gd
Normal file
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extends Node
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func _ready() -> void:
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EventBus.game_over.connect(_on_game_over)
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if GameState.force_return_to_world:
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call_deferred("_handle_force_return")
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func _handle_force_return() -> void:
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GameState.force_return_to_world = false
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var player: Node3D = get_tree().get_first_node_in_group("player")
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var tavern: Node3D = get_tree().get_first_node_in_group("tavern")
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if player and tavern:
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player.global_position = tavern.global_position + Vector3(0, 1, -6)
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var invasion: Node = get_node_or_null("../Systems/InvasionSystem")
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if invasion:
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invasion.trigger()
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func _on_game_over() -> void:
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var overlay: CanvasLayer = get_node_or_null("../GameOverOverlay")
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if overlay and overlay.has_method("show_overlay"):
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overlay.show_overlay(GameState.current_wave)
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