adapted monster structure and save game
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22 changed files with 358 additions and 183 deletions
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@ -7,7 +7,7 @@ extends Node3D
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# monsters are only spawned, if the player is not looking
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# list that holds all spawnable monsters
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@export var spawnable_monsters: Array[MonsterStats]
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@export var spawnable_monsters: Array[MonsterData]
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# ignore spawning only if visible
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@export var ignore_visibility: bool = false
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@ -71,7 +71,7 @@ func spawn() -> void:
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var debug_level_node = get_parent_node_3d()
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debug_level_node.add_child(monster_to_spawn)
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print("Spawning Mob \"%s\"" % monster_to_spawn.stats.name)
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print("Spawning Mob \"%s\"" % monster_to_spawn.stats.display_name)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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