some refactoring
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@@ -1,8 +1,13 @@
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[gd_scene load_steps=3 format=3 uid="uid://brnx3xyyd0e71"]
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[gd_scene load_steps=5 format=3 uid="uid://brnx3xyyd0e71"]
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[ext_resource type="PackedScene" uid="uid://kkfxguj0lr5a" path="res://Scenes/Spawnables/template_spawnable.tscn" id="1_verf7"]
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[ext_resource type="Texture2D" uid="uid://ddvr5ltbo8ome" path="res://Assets/Bat/noBKG_BatFlight_strip.png" id="2_0p8tq"]
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[ext_resource type="Script" path="res://Scenes/Spawnables/AIs/ai_bat.gd" id="2_x3ldf"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_bnd0j"]
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atlas = ExtResource("2_0p8tq")
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region = Rect2(0, 0, 64, 64)
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[node name="BatSpawnable" instance=ExtResource("1_verf7")]
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maxHp = 10
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attackSpeed = 50.0
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@@ -10,6 +15,10 @@ speed = 4000.0
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damage = 1
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priority = 1
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expReward = 50
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cost = 100
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minSpawnRange = 10.0
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monsterName = "Bat"
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monsterIcon = SubResource("AtlasTexture_bnd0j")
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[node name="AnimatedSprite2D" parent="." index="1"]
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frame_progress = 0.482614
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@@ -12,7 +12,8 @@ const ATTACK_COOLDOWN : float = 100
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@export var cost : int = 0
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@export var minSpawnRange : float = 0
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@export var canAttack : bool = true
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@export var monsterName : String = ""
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@export var monsterIcon : Texture2D = null
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@onready var ai : Node = $AI
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@onready var animatedSprite : AnimatedSprite2D = $AnimatedSprite2D
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@@ -29,6 +30,8 @@ var enemy : CharacterBody2D = null
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var currentHp : int = 0
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var cooldown : float = 0
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signal signal_death(monster : TemplateSpawnable)
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func _ready():
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enemy = get_node("../Enemy")
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currentHp = maxHp
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@@ -95,6 +98,7 @@ func receive_damage(dmg):
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func die():
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enemy.remove_foe(self)
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signal_death.emit(self)
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bodyCollision.disabled = true
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damageCollision.disabled = true
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spawnableUI.visible = false
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