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252 lines
7.3 KiB
252 lines
7.3 KiB
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6 days ago
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extends Node3D
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class_name EnemySpawner
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## Spawns enemies in waves around the arena edge
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## Server-authoritative spawning with multiplayer sync
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signal wave_started(wave_number: int)
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signal wave_completed(wave_number: int)
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signal enemy_spawned(enemy: Node)
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signal all_enemies_defeated()
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## Spawn configuration
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@export_category("Spawn Settings")
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@export var spawn_radius: float = 20.0 ## Distance from spawner center to spawn enemies
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@export var spawn_height: float = 0.5 ## Height above ground to spawn
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@export var enemies_per_wave: int = 3 ## How many enemies spawn per wave
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@export var auto_start_next_wave: bool = false ## Auto-start next wave when all defeated
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@export var wave_delay: float = 5.0 ## Delay before next wave auto-starts
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@export_category("Enemy Pool")
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@export var enemy_scenes: Array[PackedScene] = [] ## List of enemy scenes to spawn from
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## Wave tracking
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var current_wave: int = 0
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var active_enemies: Array[Node] = []
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var _wave_delay_timer: float = 0.0
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var _waiting_for_next_wave: bool = false
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var _enemy_id_counter: int = 0
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## Debug visualization
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@export var show_spawn_radius: bool = false ## Show spawn radius circle in game
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var _debug_circle: MeshInstance3D = null
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func _ready():
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print("[EnemySpawner] Ready. Server: ", multiplayer.is_server())
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_create_debug_circle()
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## Start a new wave
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func start_wave():
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if not multiplayer.is_server():
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return
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if not is_inside_tree():
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push_error("[EnemySpawner] Cannot start wave - spawner not in scene tree!")
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return
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if enemy_scenes.is_empty():
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push_error("[EnemySpawner] No enemy scenes configured!")
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return
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current_wave += 1
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print("[EnemySpawner] Starting wave ", current_wave)
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wave_started.emit(current_wave)
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# Spawn enemies
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for i in range(enemies_per_wave):
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_spawn_enemy(i, enemies_per_wave)
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## Spawn a single enemy at a position around the circle
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func _spawn_enemy(index: int, total: int):
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if not multiplayer.is_server():
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return
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if not is_inside_tree():
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push_error("[EnemySpawner] Cannot spawn enemy - spawner not in scene tree!")
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return
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if enemy_scenes.is_empty():
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return
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# Pick a random enemy scene from the pool
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var enemy_scene = enemy_scenes[randi() % enemy_scenes.size()]
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# Calculate spawn position in a circle
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var angle = (TAU / total) * index # Evenly distribute around circle
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var offset = Vector3(
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cos(angle) * spawn_radius,
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spawn_height,
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sin(angle) * spawn_radius
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)
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var spawn_pos = global_position + offset
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# Generate unique name for multiplayer sync
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_enemy_id_counter += 1
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var enemy_name = "Enemy_" + str(current_wave) + "_" + str(_enemy_id_counter)
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# Spawn on all clients via RPC (call_local will spawn on server too)
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var enemy_scene_path = enemy_scene.resource_path
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rpc("_spawn_enemy_on_client", enemy_name, spawn_pos, enemy_scene_path)
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## RPC to spawn enemy on all clients (including server via call_local)
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@rpc("any_peer", "call_local", "reliable")
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func _spawn_enemy_on_client(enemy_name: String, spawn_pos: Vector3, scene_path: String):
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# Load the enemy scene
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var enemy_scene = load(scene_path)
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if not enemy_scene:
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push_error("[EnemySpawner] Failed to load enemy scene: ", scene_path)
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return
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# Instantiate enemy
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var enemy = enemy_scene.instantiate()
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enemy.name = enemy_name
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enemy.position = spawn_pos
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# Find enemies container
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var level = get_tree().get_current_scene()
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var enemies_container = null
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if level and level.has_node("EnemiesContainer"):
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enemies_container = level.get_node("EnemiesContainer")
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else:
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push_error("[EnemySpawner] EnemiesContainer not found!")
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return
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# Add to scene
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enemies_container.add_child(enemy, true)
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# Only server tracks active enemies and connects signals
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if multiplayer.is_server():
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active_enemies.append(enemy)
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# Connect death signal if enemy is BaseEnemy
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if enemy is BaseEnemy:
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enemy.died.connect(_on_enemy_died.bind(enemy))
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enemy_spawned.emit(enemy)
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print("[EnemySpawner] Spawned ", enemy.name, " at ", enemy.global_position, " on peer ", multiplayer.get_unique_id())
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## Called when an enemy dies
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func _on_enemy_died(killer_id: int, enemy: Node):
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if not multiplayer.is_server():
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return
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print("[EnemySpawner] Enemy ", enemy.name, " defeated by ", killer_id)
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# Will be cleaned up in _update_active_enemies
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## Update list of active enemies and check if wave complete
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func _update_active_enemies():
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if not multiplayer.is_server():
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return
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# Remove dead/invalid enemies from active list
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var alive_count = 0
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for enemy in active_enemies:
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if is_instance_valid(enemy) and enemy is BaseEnemy and not enemy.is_dead:
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alive_count += 1
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# Check if wave is complete
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if active_enemies.size() > 0 and alive_count == 0:
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_on_wave_completed()
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## Called when all enemies in wave are defeated
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func _on_wave_completed():
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if not multiplayer.is_server():
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return
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print("[EnemySpawner] Wave ", current_wave, " completed!")
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wave_completed.emit(current_wave)
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# Clean up dead enemies after a delay
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await get_tree().create_timer(2.0).timeout
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_cleanup_dead_enemies()
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all_enemies_defeated.emit()
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# Auto-start next wave if enabled
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if auto_start_next_wave:
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_waiting_for_next_wave = true
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_wave_delay_timer = wave_delay
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print("[EnemySpawner] Next wave starts in ", wave_delay, " seconds")
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## Remove dead enemies from the scene
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func _cleanup_dead_enemies():
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var cleaned = 0
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for enemy in active_enemies:
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if is_instance_valid(enemy) and enemy is BaseEnemy and enemy.is_dead:
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enemy.queue_free()
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cleaned += 1
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active_enemies.clear()
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print("[EnemySpawner] Cleaned up ", cleaned, " defeated enemies")
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## Manual wave control
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func start_next_wave():
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if not multiplayer.is_server():
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return
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start_wave()
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func stop_waves():
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_waiting_for_next_wave = false
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## Get current wave info
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func get_alive_enemy_count() -> int:
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var count = 0
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for enemy in active_enemies:
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if is_instance_valid(enemy) and enemy is BaseEnemy and not enemy.is_dead:
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count += 1
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return count
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func is_wave_active() -> bool:
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return get_alive_enemy_count() > 0
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## Create debug visualization circle
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func _create_debug_circle():
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# Create a circle mesh to show spawn radius
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_debug_circle = MeshInstance3D.new()
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_debug_circle.name = "DebugSpawnCircle"
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# Create circle mesh using ImmediateMesh
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var immediate_mesh = ImmediateMesh.new()
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var material = StandardMaterial3D.new()
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material.albedo_color = Color(1, 0.5, 0, 0.6) # Orange
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material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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material.cull_mode = BaseMaterial3D.CULL_DISABLED
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# Draw circle
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immediate_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP)
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var segments = 64
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for i in range(segments + 1):
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var angle = (TAU / segments) * i
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var x = cos(angle) * spawn_radius
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var z = sin(angle) * spawn_radius
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immediate_mesh.surface_add_vertex(Vector3(x, spawn_height, z))
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immediate_mesh.surface_end()
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_debug_circle.mesh = immediate_mesh
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_debug_circle.material_override = material
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_debug_circle.visible = show_spawn_radius
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add_child(_debug_circle)
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## Update debug visualization (useful when changing spawn_radius in editor)
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func _process(_delta):
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# Update circle visibility
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if _debug_circle:
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_debug_circle.visible = show_spawn_radius
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# Server spawning logic
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if not multiplayer.is_server():
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return
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# Handle wave delay timer
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if _waiting_for_next_wave:
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_wave_delay_timer -= _delta
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if _wave_delay_timer <= 0:
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_waiting_for_next_wave = false
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start_wave()
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# Check if all enemies defeated
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_update_active_enemies()
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