class_name EnemyManager extends Node2D @export var max_enemies: int @export var spawn_rate: float @export var target: CollisionObject2D @onready var timer: Timer = $Timer var enemy_scene = preload("res://scenes/enemies/enemy.tscn") func _ready() -> void: timer.wait_time = spawn_rate / 1 timer.start() func _on_timer_timeout() -> void: var enemies = get_tree().get_nodes_in_group(GlobalConst.GROUP_ENEMY) GlobalConst.sig_debug_stats_set.emit("enemy_count", "%s" % len(enemies)) if len(enemies) < max_enemies: var new_enemy = enemy_scene.instantiate() new_enemy.position = target.position + Vector2(50, 50) new_enemy.target = target add_child(new_enemy)