some refactoring
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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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