refactor: better timer for spawn enemy
This commit is contained in:
parent
3452c943a5
commit
0624b61fc4
2 changed files with 2 additions and 22 deletions
|
|
@ -92,16 +92,9 @@ func spawnEnemy(enemyScene: PackedScene, laneToSpawn: int, delay: float) -> void
|
|||
var enemy : PathFollow3D = createEnemy(enemyScene)
|
||||
|
||||
if delay > 0:
|
||||
var enemyTimer : Timer = createTimer(delay)
|
||||
enemyTimer.timeout.connect(
|
||||
func():
|
||||
paths[laneToSpawn].add_child(enemy)
|
||||
enemyTimer.queue_free()
|
||||
)
|
||||
add_child(enemyTimer)
|
||||
else:
|
||||
paths[laneToSpawn].add_child(enemy)
|
||||
await get_tree().create_timer(delay).timeout
|
||||
|
||||
paths[laneToSpawn].add_child(enemy)
|
||||
enemiesAlive += 1
|
||||
|
||||
|
||||
|
|
@ -113,15 +106,6 @@ func createEnemy(enemyScene: PackedScene) -> PathFollow3D :
|
|||
return PF3D
|
||||
|
||||
|
||||
func createTimer(delay: float) -> Timer :
|
||||
var timer : Timer = Timer.new()
|
||||
timer.wait_time = delay
|
||||
timer.one_shot = true
|
||||
timer.autostart = true
|
||||
|
||||
return timer
|
||||
|
||||
|
||||
func addMap(mapScene : PackedScene) -> void:
|
||||
var map : Map = mapScene.instantiate()
|
||||
add_child(map)
|
||||
|
|
|
|||
|
|
@ -84,10 +84,6 @@ func _process(_delta: float) -> void:
|
|||
shoot()
|
||||
|
||||
|
||||
func get_available_upgrades() -> Array[TowerUpgrade]:
|
||||
return upgrades.filter(func(u: TowerUpgrade): u.isLevelMax)
|
||||
|
||||
|
||||
func shoot() -> void:
|
||||
energy -= energy_cost
|
||||
var projectile : Projectile = projectileScene.instantiate()
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue