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