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using System.Collections.Generic;
using System.Linq;
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using Babushka.scripts.CSharp.Common.Util;
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using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
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public partial class FightRoomSceneSetup : Node
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{
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[Export(PropertyHint.ArrayType)] private Node2D[] _enemyGroupSpawns;
[Export] private PackedScene _roamingEnemyGroupPrefab;
[Export] private FightSceneSwitcher _fightSceneSwitcher;
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public override void _Ready()
{
var room = FightWorld.Instance.currentRoom!;
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foreach (var (parent, group) in _enemyGroupSpawns.Zip(room.enemyGroups))
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{
if (group.AreAllDead())
continue;
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var roamingEnemyGroup = _roamingEnemyGroupPrefab.Instantiate<RoamingEnemyGroup>();
roamingEnemyGroup.Initialize(group, _fightSceneSwitcher);
parent.AddChild(roamingEnemyGroup);
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}
}
}