file refactor
This commit is contained in:
parent
da5a3e874b
commit
bffb012a26
175 changed files with 1086 additions and 1107 deletions
12
scripts/level/LeftBoundaryMarker.cs
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12
scripts/level/LeftBoundaryMarker.cs
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using Godot;
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using Newlon;
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public partial class LeftBoundaryMarker : Marker2D
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{
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public override void _Ready()
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{
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Utility.LeftFieldBoundary = (Vector2I)GlobalPosition;
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QueueFree();
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}
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}
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1
scripts/level/LeftBoundaryMarker.cs.uid
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1
scripts/level/LeftBoundaryMarker.cs.uid
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@ -0,0 +1 @@
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uid://d2dq6f0bk7pfx
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31
scripts/level/LoseCheckbox.cs
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31
scripts/level/LoseCheckbox.cs
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@ -0,0 +1,31 @@
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using Godot;
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using Newlon.Components.Zombies;
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namespace Newlon.Components.Level;
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public partial class LoseCheckbox : Area2D
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{
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[Export] private CanvasLayer gameOverLayer;
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[Export] private AnimationPlayer fadeAnimation;
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public override void _Ready()
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{
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AreaEntered += OnAreaEntered;
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}
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private void OnAreaEntered(Area2D area)
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{
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var parent = area.GetParent();
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if (parent != null && parent is RuntimeZombieData zombieData)
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{
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Engine.TimeScale = 1.0;
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fadeAnimation.Play("fade");
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GetTree().Paused = true;
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PhysicsServer2D.SetActive(true);
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Callable.From(()=>
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{
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zombieData.Reparent(gameOverLayer);
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}).CallDeferred();
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}
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}
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}
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1
scripts/level/LoseCheckbox.cs.uid
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1
scripts/level/LoseCheckbox.cs.uid
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@ -0,0 +1 @@
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uid://812ldoyxd5n5
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110
scripts/level/PlantField.cs
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110
scripts/level/PlantField.cs
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@ -0,0 +1,110 @@
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using Godot;
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using Newlon.Components.GUI.Seedpackets;
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using Newlon.Components.Plants;
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namespace Newlon.Components.Level;
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public partial class PlantField : Node2D
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{
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private Node2D _plantSetter;
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private DisplayResource _resource;
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private Seedpacket _slot;
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private bool _previousCanPlace;
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private ChannelPlayer player;
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[Export] private PackedScene particles;
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public static PlantField Instance {get; private set;}
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public override void _Ready()
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{
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Instance = this;
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_plantSetter = GetChild<Node2D>(0);
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player = GetNode<ChannelPlayer>("PlantPlayer");
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}
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public void SetPlant(Seedpacket slot, DisplayResource resource)
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{
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_resource = resource;
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_slot = slot;
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if (resource == null)
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{
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foreach(var child in _plantSetter.GetChildren())
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child.QueueFree();
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}
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else
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{
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var scene = resource.Scene.Instantiate<Node2D>();
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_plantSetter.AddChild(scene);
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scene.UseParentMaterial = true;
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}
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}
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public void ResetPlant()
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{
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SetPlant(null,null);
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}
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public override void _Process(double delta)
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{
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// Getting and storing global mouse position, setting plant-poiner to it
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var mouse_pos = GetGlobalMousePosition();
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_plantSetter.GlobalPosition = mouse_pos;
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// Getting position in grid coordinates
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var expected_pos = (_plantSetter.GlobalPosition / Utility.Tile).Ceil() * Utility.Tile - new Vector2(20, 14);
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// Checking for boundaries
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bool inBoundary = expected_pos.X > Utility.LeftFieldBoundary.X && expected_pos.X < Utility.RightFieldBoundary.X && expected_pos.Y > Utility.LeftFieldBoundary.Y && expected_pos.Y < Utility.RightFieldBoundary.Y;
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bool canPlace = _resource != null
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&& inBoundary
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&& PoolContainer.Instance.EntityField[_resource.Layer].ContainsKey(expected_pos) == false
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&& RuntimeLevelData.Instance.CheckSpendSun(_resource.Cost);
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// Setting visuals
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if (_previousCanPlace != canPlace)
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{
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if (canPlace)
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{
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Material.Set("shader_parameter/amount", 0);
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}
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else
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{
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Material.Set("shader_parameter/amount", 1);
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}
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Cursor.Instance.plant = canPlace;
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Cursor.Instance.UpdateCursor();
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}
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_previousCanPlace = canPlace;
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if (canPlace)
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_plantSetter.GlobalPosition = expected_pos;
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (@event.IsActionPressed("cancel_plant") && _slot != null)
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{
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_slot.ReleaseFocus();
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}
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if (@event.IsActionPressed("primary_action") && _previousCanPlace)
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{
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var plant = _resource.Scene.Instantiate<RuntimePlantData>();
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PoolContainer.Instance.Plants.AddChild(plant);
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plant.GlobalPosition = (_plantSetter.GlobalPosition / Utility.Tile).Ceil() * Utility.Tile - new Vector2(20, 14);
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plant.Resource = (PlantResource)_resource;
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PoolContainer.Instance.EntityField[_resource.Layer].Add(plant.GlobalPosition, plant);
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RuntimeLevelData.Instance.SpendSun(_resource.Cost);
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PoolContainer.Instance.SpawnParticles(particles, plant.GlobalPosition + Vector2.Down * Utility.TileHeight/2.0f);
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player.Play();
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// Unfocusing and recharging slot
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_slot.Recharge();
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}
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}
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}
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1
scripts/level/PlantField.cs.uid
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1
scripts/level/PlantField.cs.uid
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@ -0,0 +1 @@
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uid://bj7rw2f6qu1lg
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66
scripts/level/PoolContainer.cs
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66
scripts/level/PoolContainer.cs
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@ -0,0 +1,66 @@
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using Godot;
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using System.Collections.Generic;
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namespace Newlon.Components.Level;
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//
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// PoolContainer contains nodes that contain different elemnts that generate during runtime
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// Is not pool in traditional sense, but named like that to prevent repetition
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//
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public partial class PoolContainer : Node2D
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{
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[Export]
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public Node2D Zombies { get; private set; }
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[Export]
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public Node2D Plants { get; private set; }
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[Export]
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public Node2D Projectiles { get; private set; }
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[Export]
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public Node2D Structures { get; private set; }
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[Export]
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public Node2D Particles { get; private set; }
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public static PoolContainer Instance { get; private set; }
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public Dictionary<Vector2, Entity>[] EntityField = { new(), new(), new() };
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public override void _Ready()
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{
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Instance = this;
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}
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public bool TryGetEntity(Vector2 key, out Entity result, int layer = 1)
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{
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if (EntityField[layer].ContainsKey(key))
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{
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result = EntityField[layer][key];
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}
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else
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{
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result = null;
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}
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return EntityField[layer].ContainsKey(key)
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&& EntityField[layer][key] != null;
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}
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public bool TryGetEntity<T>(Vector2 key, out T result, int layer = 1) where T : class
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{
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if (EntityField[layer].ContainsKey(key))
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{
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result = EntityField[layer][key] as T;
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}
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else
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{
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result = null;
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}
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return EntityField[layer].ContainsKey(key)
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&& EntityField[layer][key] != null
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&& result != null;
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}
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public void SpawnParticles(PackedScene particles, Vector2 position)
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{
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var emitter = particles.Instantiate<StandardParticles>();
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Instance.Particles.AddChild(emitter);
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emitter.GlobalPosition = position;
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}
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}
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1
scripts/level/PoolContainer.cs.uid
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1
scripts/level/PoolContainer.cs.uid
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@ -0,0 +1 @@
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uid://bso32xkw738sy
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12
scripts/level/RightBoundaryMarker.cs
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12
scripts/level/RightBoundaryMarker.cs
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@ -0,0 +1,12 @@
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using Godot;
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using Newlon;
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public partial class RightBoundaryMarker : Marker2D
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{
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public override void _Ready()
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{
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Utility.RightFieldBoundary = (Vector2I)GlobalPosition;
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QueueFree();
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}
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}
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1
scripts/level/RightBoundaryMarker.cs.uid
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1
scripts/level/RightBoundaryMarker.cs.uid
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@ -0,0 +1 @@
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uid://bymylx25skfot
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61
scripts/level/RuntimeLevelData.cs
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61
scripts/level/RuntimeLevelData.cs
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using System;
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using Godot;
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namespace Newlon.Components.Level;
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public partial class RuntimeLevelData : Node
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{
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public enum LevelStates
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{
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ChooseYourSeeds,
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Pregame,
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Game,
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Win,
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Loose
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}
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[Export]
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public float SunCount { get; private set; } = 0;
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public event Action<LevelStates> OnLevelStateChanged;
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public static RuntimeLevelData Instance { get; private set; }
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private LevelStates _currentState = LevelStates.ChooseYourSeeds;
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public override void _Ready()
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{
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Instance = this;
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GetTree().Paused = true;
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}
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#region Sun
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public void AddSun(float amount)
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{
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SunCount += amount;
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}
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public void SpendSun(float amount)
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{
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SunCount -= amount;
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}
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public bool CheckSpendSun(float amount)
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{
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if (SunCount - amount < 0) return false;
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return true;
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}
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#endregion
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public void SetLevelState(LevelStates state)
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{
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OnLevelStateChanged(state);
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_currentState = state;
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}
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//private Array<PlantResource> _selectedPlants;
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//private bool _selected;
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//public Array<PlantResource> GetSelectedPlants();
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//public bool TrySelectPlants(Array<PlantResource>);
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//public void ResetSelection();
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}
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1
scripts/level/RuntimeLevelData.cs.uid
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1
scripts/level/RuntimeLevelData.cs.uid
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@ -0,0 +1 @@
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uid://bndu1h5kgcde8
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29
scripts/level/SunSpawner.cs
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29
scripts/level/SunSpawner.cs
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using Godot;
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namespace Newlon.Components.Level;
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public partial class SunSpawner : Node
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{
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[Export]
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public int MinSun = 25;
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[Export]
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public int MaxSun = 25;
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[Export]
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private PackedScene SunScene;
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public void Spawn()
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{
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float x = GD.Randf()*9*Utility.TileWidth;
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uint y = GD.Randi() % 5;
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var sun = SunScene.Instantiate<Sun>();
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PoolContainer.Instance.Projectiles.AddChild(sun);
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sun.GlobalPosition = new Vector2(Utility.LeftFieldBoundary.X + x, -90);
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var moveTween = CreateTween();
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moveTween.TweenProperty(sun,"global_position", new Vector2(Utility.LeftFieldBoundary.X + x,
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Utility.LeftFieldBoundary.Y + Utility.TileHeight * y + Utility.TileHeight/2.0f),9-y);
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}
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}
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1
scripts/level/SunSpawner.cs.uid
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1
scripts/level/SunSpawner.cs.uid
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@ -0,0 +1 @@
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uid://cslqjdd5wq4rc
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170
scripts/level/zombe_spawners/SurvivalZombieSpawner.cs
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170
scripts/level/zombe_spawners/SurvivalZombieSpawner.cs
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@ -0,0 +1,170 @@
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using System.Collections.Generic;
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using Godot;
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using Godot.Collections;
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public partial class SurvivalZombieSpawner : Node
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{
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// Zombie pools
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// Points from pools go in that order: support -> tank -> horde -> bank
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// Horde pool is allowed to shrink during runtime
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[Export] private Array<string> supportPool;
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[Export] private Array<string> tankPool;
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[Export] private Array<string> hordePool;
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private List<ZombieResource> cachedSupportPool;
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private List<ZombieResource> cachedTankPool;
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private List<ZombieResource> cachedHordePool;
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private float minSupportPoints;
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private float minTankPoints;
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private float minHordePoints;
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[Export] private float points = 0;
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[Export] private float huge_wave_points;
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[Export] private Curve velocity_curve;
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private float velocity = 0;
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[Export] private double time = 0.0;
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private float fin_a;
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private RandomNumberGenerator rng = new();
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public override void _Ready()
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{
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rng.Randomize();
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cachedSupportPool = LoadFromRegistry(supportPool);
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cachedTankPool = LoadFromRegistry(tankPool);
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cachedHordePool = LoadFromRegistry(hordePool);
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cachedTankPool.Sort((x, y) =>
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{
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return (int)(x.Cost - y.Cost);
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});
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cachedHordePool.Sort((x, y) =>
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{
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return (int)(x.Cost - y.Cost);
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});
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minSupportPoints = cachedSupportPool[0].Cost;
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minTankPoints = cachedTankPool[0].Cost;
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minHordePoints = cachedHordePool[0].Cost;
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fin_a = (velocity_curve.Sample(velocity_curve.MaxDomain) - velocity_curve.Sample(velocity_curve.MaxDomain - 0.001f)) / 0.001f;
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}
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public override void _Process(double delta)
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{
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points += velocity * (float)delta;
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if (time > velocity_curve.MaxDomain)
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{
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velocity += fin_a * (float)delta;
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}
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else
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{
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velocity = velocity_curve.Sample((float)time);
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}
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time += delta;
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}
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public void SummonWave()
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{
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bool big_wave = false;
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if ((int)time % 300 == 0)
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{
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points += velocity/velocity_curve.Sample((float)time)*huge_wave_points;
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big_wave = true;
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}
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float support_points = points * 0.2f;
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float tank_points = points * 0.5f;
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float horde_points = points * 0.3f;
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points = 0;
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List<ZombieResource> wave = [];
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var remaining = SummonTank(tank_points, wave);
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support_points += remaining * 0.8f;
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horde_points += remaining * 0.2f;
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horde_points += SummonSupport(support_points, wave);
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points += SummonHorde(horde_points, wave, big_wave);
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wave.Sort((x, y) => { return rng.RandiRange(-1, 1); });
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foreach (var zom in wave)
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{
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ZombieSequencer.Instance.Add(zom.internal_id);
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}
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big_wave = false;
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}
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private float SummonSupport(float given_points, List<ZombieResource> wave)
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{
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if (cachedSupportPool.Count == 0)
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{
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return given_points;
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}
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while (given_points >= minSupportPoints)
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{
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var chosen_zombie = cachedSupportPool[rng.RandiRange(0, cachedSupportPool.Count - 1)];
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if (given_points - chosen_zombie.Cost >= 0)
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{
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wave.Add(chosen_zombie);
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given_points -= chosen_zombie.Cost;
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}
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}
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return given_points;
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}
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private float SummonTank(float given_points, List<ZombieResource> wave)
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{
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if (cachedTankPool.Count == 0)
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{
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return given_points;
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}
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int zombieIndex = cachedTankPool.Count - 1;
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while (given_points >= minSupportPoints && zombieIndex > -1)
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{
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if (cachedTankPool[zombieIndex].Cost > given_points)
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{
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zombieIndex--;
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continue;
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}
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var chosen_zombie = cachedTankPool[zombieIndex];
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wave.Add(chosen_zombie);
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given_points -= chosen_zombie.Cost;
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}
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return given_points;
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}
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private float SummonHorde(float given_points, List<ZombieResource> wave, bool is_big)
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{
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if (cachedHordePool.Count == 0)
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{
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return given_points;
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}
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while (is_big == false && cachedHordePool.Count > 1 && cachedHordePool[1].Cost * 15 <= given_points)
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{
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cachedHordePool.RemoveAt(0);
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minHordePoints = cachedHordePool[0].Cost;
|
||||
}
|
||||
while (given_points >= minHordePoints)
|
||||
{
|
||||
var chosen_zombie = cachedHordePool[rng.RandiRange(0, cachedHordePool.Count - 1)];
|
||||
if (given_points - chosen_zombie.Cost >= 0)
|
||||
{
|
||||
wave.Add(chosen_zombie);
|
||||
given_points -= chosen_zombie.Cost;
|
||||
}
|
||||
}
|
||||
return given_points;
|
||||
}
|
||||
|
||||
private List<ZombieResource> LoadFromRegistry(Array<string> pool)
|
||||
{
|
||||
List<ZombieResource> list = [];
|
||||
foreach (var res in pool)
|
||||
{
|
||||
list.Add(GameRegistry.GetZombieByName(res));
|
||||
}
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1 @@
|
|||
uid://nkb6i7lrkl8y
|
||||
90
scripts/level/zombe_spawners/ZombieSequencer.cs
Normal file
90
scripts/level/zombe_spawners/ZombieSequencer.cs
Normal file
|
|
@ -0,0 +1,90 @@
|
|||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
using Newlon;
|
||||
using Newlon.Components.Level;
|
||||
using Newlon.Components.Zombies;
|
||||
|
||||
public partial class ZombieSequencer : Node2D
|
||||
{
|
||||
public static ZombieSequencer Instance { get; private set; }
|
||||
private Queue<string> queue = [];
|
||||
private RandomNumberGenerator rng = new();
|
||||
private bool turbo = false;
|
||||
|
||||
[Export] private Timer spawnTimer;
|
||||
[Export] private Timer waveTimer;
|
||||
|
||||
private double startSpawnTime;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
rng.Randomize();
|
||||
Instance = this;
|
||||
startSpawnTime = spawnTimer.WaitTime;
|
||||
}
|
||||
|
||||
|
||||
private void FormSquad()
|
||||
{
|
||||
if (queue.Count == 0) return;
|
||||
int count = rng.RandiRange(1, queue.Count > 5 ? 5 : queue.Count);
|
||||
|
||||
if (count == 5)
|
||||
{
|
||||
Spawn(queue.Dequeue(), 1);
|
||||
Spawn(queue.Dequeue(), 2);
|
||||
Spawn(queue.Dequeue(), 3);
|
||||
Spawn(queue.Dequeue(), 4);
|
||||
Spawn(queue.Dequeue(), 5);
|
||||
}
|
||||
|
||||
List<int> list = [];
|
||||
while (list.Count < count)
|
||||
{
|
||||
int lane = rng.RandiRange(1, 5);
|
||||
if (list.Contains(lane) == true)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
list.Add(lane);
|
||||
}
|
||||
|
||||
foreach (int lane in list)
|
||||
{
|
||||
if (queue.Count > 0)
|
||||
Spawn(queue.Dequeue(), lane);
|
||||
}
|
||||
}
|
||||
|
||||
private void Spawn(string id, int lane)
|
||||
{
|
||||
RuntimeZombieData zombie = GameRegistry.GetZombieByName(id).Scene.Instantiate<RuntimeZombieData>();
|
||||
PoolContainer.Instance.Zombies.AddChild(zombie);
|
||||
|
||||
zombie.GlobalPosition = new Vector2(GlobalPosition.X, Utility.RightFieldBoundary.Y - (lane - 1) * Utility.TileHeight);
|
||||
}
|
||||
|
||||
public void Add(string id)
|
||||
{
|
||||
queue.Enqueue(id);
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (turbo == false && queue.Count > waveTimer.WaitTime / startSpawnTime * 5.0)
|
||||
{
|
||||
spawnTimer.WaitTime = waveTimer.WaitTime / queue.Count;
|
||||
turbo = true;
|
||||
}
|
||||
else if(turbo && queue.Count == 0)
|
||||
{
|
||||
spawnTimer.WaitTime = startSpawnTime;
|
||||
turbo = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void DebugClearQueue()
|
||||
{
|
||||
queue.Clear();
|
||||
}
|
||||
}
|
||||
1
scripts/level/zombe_spawners/ZombieSequencer.cs.uid
Normal file
1
scripts/level/zombe_spawners/ZombieSequencer.cs.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://bsuw5lvnr3kol
|
||||
Loading…
Add table
Add a link
Reference in a new issue