TowerDefense/Levels/Scripts/WaveManager.gd
2025-09-01 11:18:44 +02:00

99 lines
2 KiB
GDScript

extends Path3D
class_name WaveManager
const PACK_DELAY : float = .15
@export var level : Level
var current_wave : Wave
var current_troop : Troop
var enemies_to_spawn : int = 0
var wave : int = 0
var enemies_alive : int = 0
@onready var troopTimer : Timer = $TroopTimer
func _ready() -> void:
troopTimer.timeout.connect(spawn_troop)
EventBus.player_defeated.connect(clearLevel)
EventBus.allowedTowerHasChange.emit.call_deferred(level.allowedTowers)
func _process(delta: float) -> void:
if wave > 0 || level.auto_start:
spawn_manager()
func spawn_next_wave() -> void:
if level.waves.is_empty():
queue_free.call_deferred()
EventBus.player_has_won.emit()
return
current_wave = level.waves.pop_front()
wave += 1
EventBus.waveHasChange.emit(wave)
func spawn_troop() -> void:
for n in current_troop.number_to_spawn:
spawnEnemy(n * PACK_DELAY)
func spawnEnemy(delay : float) -> void:
var enemy : PathFollow3D = createEnemy()
if delay > 0:
var enemyTimer : Timer = createTimer(delay)
enemyTimer.timeout.connect(
func():
add_child(enemy)
enemyTimer.queue_free()
)
add_child(enemyTimer)
else:
add_child(enemy)
enemies_alive += 1
func createEnemy() -> PathFollow3D :
var PF3D : PathFollow3D = current_troop.enemy.instantiate()
var enemy : Enemy = PF3D.find_children("*", "Enemy")[0]
enemy.died.connect(func(): enemies_alive -= 1)
return PF3D
func spawn_manager() -> void:
if not troopTimer.is_stopped():
return
if not current_wave || enemies_alive == 0 && current_wave.troops.is_empty():
spawn_next_wave()
return
current_troop = current_wave.troops.pop_front()
if not current_troop:
return
if current_troop.spawn_delay == 0:
spawn_troop()
else:
troopTimer.start(current_troop.spawn_delay)
func clearLevel() -> void:
queue_free()
func createTimer(delay : float, oneShot = true, autoStart = true) -> Timer :
var timer : Timer = Timer.new()
timer.wait_time = delay
timer.one_shot = oneShot
timer.autostart = autoStart
return timer