extends TileMapLayer @export var upgrade : PackedScene @export var inventory : Control var upgrades : Array[Upgrade] @export var spawn_points : Array[Marker2D] var working = false func _process(delta): if working: if len(upgrades) < len(spawn_points): add_upgrade() func start(): working = true enabled = true func stop(): for upgrade in get_tree().get_nodes_in_group("upgrades"): upgrade.queue_free() upgrades.clear() enabled = false working = false func add_upgrade(): var new_upgrade = upgrade.instantiate() var random_spawn_point : Marker2D = spawn_points.pick_random() while random_spawn_point.get_children() != []: random_spawn_point = spawn_points.pick_random() #new_upgrade.global_position = random_spawn_point.global_position new_upgrade.inventory = inventory random_spawn_point.add_child(new_upgrade) upgrades.append(new_upgrade)