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