class_name StandardEntityMarker extends Node2D ## The method used to spawn entities ## ## ALL: Spawns all entities in the list ## FURTHEST: Spawns the entity furthest from the player ## ONCE: Spawns the entity once at a random marker ## NONE: Does not spawn any entities enum EntitySpawnMethod { ALL, FURTHEST, ONCE, NONE } ## The method used to select entities ## ## RANDOM: Selects a random entity from the list ## POP: Removes the entity from the list after it is selected enum EntitySelectionMethod { RANDOM, POP } @export_category("Entity Spawning") ## The ID representing the type of this marker @export var marker_id: String ## The entities that can be spawned by this marker @export var entities: Array[PackedScene] = [] ## The method used to spawn entities @export var spawn_method: EntitySpawnMethod ## The chance that an entity will be spawned @export_range(0, 1.0) var spawn_chance: float = 1.0 ## The method used to select entities @export var entity_selection_method: EntitySelectionMethod @export_category("Marker Debug") ## The color of the debug sprite @export var debug_color: Color = Color.WHITE ## The size of the debug sprite @export var marker_size: int = 16 func _ready() -> void: self.add_to_group("genv2:entity_marker") ## Create a debug sprite if one doesn't exist var sprite: Sprite2D = self.get_node_or_null("Sprite2D") if not sprite: sprite = Sprite2D.new() sprite.texture = _get_debug_texture() self.add_child(sprite) ## Registers this marker with the world generator func register(gen: StandardWorldGenerator) -> void: if self.marker_id == "": push_error("Marker ID is empty, this marker will not be used for spawning entities.") return gen.register_marker("genv2:entity_marker:%s" % self.marker_id, self) ## Generates a texture for the debug sprite func _get_debug_texture() -> Texture2D: var texture = GradientTexture2D.new() var gradient = Gradient.new() gradient.colors = [self.debug_color] texture.gradient = gradient texture.width = self.marker_size texture.height = self.marker_size return texture