extends Node2D @export var map_generator : Node @export var bunny_generator : Node @export var player : Node var bunnys = [] var gen_data : Dictionary var wave : int var in_wave_gen : bool func _ready(): gen_data = map_generator.generate() as Dictionary print("time for generation: " + str(gen_data.time)) pass func _process(_delta): if bunnys.size() == 0 and !in_wave_gen: in_wave_gen = true wave += 1 bunnys = await bunny_generator.spawn_batched_wave(25, 0.25, gen_data.free_tiles.duplicate(), TEAM.EVIL, wave * 250, 3, 1, 5.0) for bunny in bunnys: bunny.sub_on_death(func(bunny): bunnys.erase(bunny)) bunny.target = get_enemy_target(bunny.team) bunny.sub_on_death(func(bunny): bunny.queue_free()) in_wave_gen = false pass func get_enemy_target(own_team : int) -> Node: match own_team: TEAM.EVIL: return player TEAM.GOOD: return null _: return null pass