adapted monster structure and save game

This commit is contained in:
Luca 2024-09-22 13:44:49 +02:00
parent 04873e3880
commit aa4afc4c4b
22 changed files with 358 additions and 183 deletions

View file

@ -7,7 +7,7 @@ extends Node3D
# monsters are only spawned, if the player is not looking
# list that holds all spawnable monsters
@export var spawnable_monsters: Array[MonsterStats]
@export var spawnable_monsters: Array[MonsterData]
# ignore spawning only if visible
@export var ignore_visibility: bool = false
@ -71,7 +71,7 @@ func spawn() -> void:
var debug_level_node = get_parent_node_3d()
debug_level_node.add_child(monster_to_spawn)
print("Spawning Mob \"%s\"" % monster_to_spawn.stats.name)
print("Spawning Mob \"%s\"" % monster_to_spawn.stats.display_name)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void: