using ColdMint.scripts.character;
using ColdMint.scripts.map.room;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.map;
///
/// Ai character generation point
/// Ai角色生成点
///
public partial class AiCharacterSpawn : Marker2D, ISpawnMarker
{
[Export] private string[]? _resPathArray;
public Node2D? Spawn(int waveNumber)
{
if (GameSceneDepend.AiCharacterContainer == null)
{
return null;
}
if (_resPathArray == null)
{
return null;
}
if (waveNumber < 0 || waveNumber >= _resPathArray.Length)
{
return null;
}
var resPath = _resPathArray[waveNumber];
if (string.IsNullOrEmpty(resPath))
{
return null;
}
var packedScene = GD.Load(resPath);
if (packedScene == null)
{
return null;
}
var aiCharacter = NodeUtils.InstantiatePackedScene(packedScene);
if (aiCharacter == null)
{
return null;
}
NodeUtils.CallDeferredAddChild(GameSceneDepend.AiCharacterContainer, aiCharacter);
aiCharacter.GlobalPosition = GlobalPosition;
return aiCharacter;
}
public int GetMaxWaveNumber()
{
return _resPathArray?.Length ?? 0;
}
public bool CanQueueFree()
{
return true;
}
public void DoQueueFree()
{
QueueFree();
}
}