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Dog-Lynx-And-HCN/scripts/Tools/Managers/WorldManager.gd
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extends Node2D
class_name WorldManager
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static var rootNode: WorldManager
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static var tree: SceneTree
static var runningTime: int = 0
static var peer: ENetMultiplayerPeer
static var spawner: MultiplayerSpawner
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func _ready():
tree = get_tree()
rootNode = self
spawner = $%spawner
ComponentManager.init()
spawner.spawn_function = justReturn
func _physics_process(delta):
runningTime += delta * 1000
if canNextWave() and runningTime > 1000:
UIState.setPanel("MakeFeed")
@rpc("authority")
func doNextWave(waves: Array):
Wave.next(waves)
func canNextWave():
return len(EntityBase.getMobs()) == 0 and len(ItemDropped.getDropsCanCollet()) == 0
func spawnWave(center: Vector2):
var waves = Wave.spawn(center)
doNextWave(waves)
if MultiplayerState.isMultiplayer and multiplayer.is_server():
doNextWave.rpc(waves)
func spawn(node: Node):
if MultiplayerState.isMultiplayer:
if multiplayer.is_server():
spawner.spawn([node])
else:
add_child(node)
func justReturn(data):
return ArrayTool.parseEncodedObject(data)[0]
static func getTime():
return runningTime
static func spawnNode(node: Node):
rootNode.spawn(node)
static func isRelease() -> bool:
return !OS.is_debug_build()