extends Node func _ready() -> void: var player: Node = get_tree().get_first_node_in_group("player") if player: GameState.restore_player(player) EventBus.entity_died.connect(_on_entity_died) func _on_entity_died(entity: Node) -> void: if entity.is_in_group("boss"): await get_tree().create_timer(2.0).timeout GameState.dungeon_cleared = true GameState.returning_from_dungeon = false GameState.clear() EventBus.dungeon_cleared.emit() get_tree().change_scene_to_file("res://scenes/world/world.tscn")