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using System.Collections.Generic;
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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var i = 0;
foreach (var availableParent in _enemyGroupSpawns.Shuffle())
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{
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var enemyGroup = room.enemyGroups[i];
var roamingEnemyGroup = _roamingEnemyGroupPrefab.Instantiate<RoamingEnemyGroup>();
roamingEnemyGroup.Initialize(enemyGroup, _fightSceneSwitcher);
availableParent.AddChild(roamingEnemyGroup);
if (i >= room.enemyGroups.Count - 1) break;
i++;
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}
}
}