extends Node2D class_name WorldManager static var rootNode: WorldManager static var tree: SceneTree static var runningTime: int = 0 static var peer: ENetMultiplayerPeer static var spawner: MultiplayerSpawner func _ready(): tree = get_tree() rootNode = self spawner = $%spawner ComponentManager.init() spawner.spawn_function = justReturn func _physics_process(delta): runningTime += delta * 1000 if EntityBase.mobCount() == 0 and runningTime > 1000: UIState.setPanel("MakeFeed") @rpc("authority") func nextWave(waves: Array): Wave.next(waves) func spawnWave(): var waves = Wave.spawn() nextWave(waves) if MultiplayerState.isMultiplayer and multiplayer.is_server(): nextWave.rpc(waves) func spawn(node: Node): if MultiplayerState.isMultiplayer: if multiplayer.is_server(): spawner.spawn([node]) else: add_child(node) func justReturn(data): print(ArrayTool.parseEncodedObject(data)) return ArrayTool.parseEncodedObject(data)[0] static func getTime(): return runningTime static func spawnNode(node: Node): rootNode.spawn(node)