Bear, level selector (to be removed), new matador spawn, new bear level, saving config updates source files
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extends Node3D
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signal matador_killed
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signal all_defeated
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@export var enemy_scene: PackedScene = null
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var _alive: int = 0
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var _resolved: bool = false
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func _ready() -> void:
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add_to_group(&"matador_spawn")
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_spawn.call_deferred()
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func _spawn() -> void:
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if enemy_scene == null:
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return
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var bear: Node3D = enemy_scene.instantiate()
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bear.position = Vector3.ZERO
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get_parent().add_child(bear)
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if bear.has_signal(&"killed"):
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bear.killed.connect(_on_bear_killed)
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_alive += 1
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func _on_bear_killed() -> void:
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matador_killed.emit()
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_alive -= 1
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if not _resolved:
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_resolved = true
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all_defeated.emit()
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