✨ Defeated enemygroups now drop a beet_seed
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@@ -1,15 +1,16 @@
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using System.Collections.Generic;
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using System.Linq;
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using Babushka.scripts.CSharp.Common.Util;
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using Babushka.scripts.CSharp.Common.Inventory;
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using Godot;
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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;
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[Export] private PackedScene _roamingEnemyGroupPrefab;
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[Export] private FightSceneSwitcher _fightSceneSwitcher;
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[Export(PropertyHint.ArrayType)] private Node2D[] _enemyGroupSpawns = null!;
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[Export] private PackedScene _roamingEnemyGroupPrefab = null!;
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[Export] private PackedScene _itemOnGroundPrefab = null!;
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[Export] private FightSceneSwitcher _fightSceneSwitcher = null!;
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public override void _Ready()
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@@ -19,11 +20,30 @@ public partial class FightRoomSceneSetup : Node
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foreach (var (parent, group) in _enemyGroupSpawns.Zip(room.enemyGroups))
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{
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if (group.AreAllDead())
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continue;
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var roamingEnemyGroup = _roamingEnemyGroupPrefab.Instantiate<RoamingEnemyGroup>();
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roamingEnemyGroup.Initialize(group, _fightSceneSwitcher);
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parent.AddChild(roamingEnemyGroup);
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{
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SpawnLoot(group, parent);
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}
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else
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{
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SpawnEnemies(group, parent);
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}
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}
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}
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private void SpawnEnemies(FightWorld.FighterGroup group, Node2D parent)
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{
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var roamingEnemyGroup = _roamingEnemyGroupPrefab.Instantiate<RoamingEnemyGroup>();
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roamingEnemyGroup.Initialize(group, _fightSceneSwitcher);
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parent.AddChild(roamingEnemyGroup);
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}
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private void SpawnLoot(FightWorld.FighterGroup group, Node2D parent)
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{
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if (group.lootToDrop == null)
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return;
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var onGroundInstance = _itemOnGroundPrefab.Instantiate<ItemOnGround2D>();
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onGroundInstance.itemInstance = group.lootToDrop;
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parent.AddChild(onGroundInstance);
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}
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}
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