66 lines
1.3 KiB
GDScript

class_name StandardEntityMarker
extends Node2D
enum SPAWN_METHOD {
ALL,
FURTHEST,
ONCE,
NONE
}
enum ENTITY_SELECTION_METHOD {
RANDOM,
POP
}
@export_category("Entity Spawning")
@export
var marker_id: String
@export
var entities: Array[PackedScene] = []
@export
var spawn_method: SPAWN_METHOD
@export_range(0, 1.0)
var spawn_chance: float = 1.0
@export
var entity_selection_method: ENTITY_SELECTION_METHOD
@export_category("Marker Debug")
@export
var debug_color: Color = Color.WHITE
@export
var marker_size: int = 16
func _ready() -> void:
self.add_to_group("genv2:entity_marker")
var sprite: Sprite2D = self.get_node_or_null("Sprite2D")
if not sprite:
sprite = Sprite2D.new()
sprite.texture = _get_debug_texture()
self.add_child(sprite)
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)
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