using Godot; using Godot.Collections; using GodotUtilities; using SupaLidlGame.Extensions; namespace SupaLidlGame.Utils; public partial class Spawner : Node2D { [Export] public Area2D SpawnArea { get; set; } [Export] public PackedScene Character { get; set; } [Export] public double SpawnTime { get; set; } protected double _timeLeftToSpawn = 0; public override void _Ready() { } public override void _Process(double delta) { if ((_timeLeftToSpawn -= delta) <= 0) { _timeLeftToSpawn = SpawnTime; Spawn(); } } public void Spawn() { var coll = GetNode("Area2D/CollisionShape2D"); var rect = coll.Shape as RectangleShape2D; if (rect is not null) { Vector2 size = rect.Size / 2; Vector2 pos = GlobalPosition; double x1, x2, y1, y2; x1 = pos.X - size.X; x2 = pos.X + size.X; y1 = pos.Y - size.Y; y2 = pos.Y + size.Y; float randX = (float)GD.RandRange(x1, x2); float randY = (float)GD.RandRange(y1, y2); Vector2 randPos = new Vector2(randX, randY); var chr = Character.Instantiate(); chr.GlobalPosition = randPos; this.GetAncestor().Entities.AddChild(chr); } } }