Add spawning kitchen after hosting
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extends MultiplayerSpawner
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@export var kitchen_scene: PackedScene
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func _ready() -> void:
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if not kitchen_scene:
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push_error("StationSpawner missing kitchen_scene")
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if NetworkManager.is_server():
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# Later we will do procedural generation here.
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# For now we just load a scene.
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var kitchen = kitchen_scene.instantiate()
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get_node(spawn_path).add_child(kitchen)
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@@ -0,0 +1 @@
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uid://dw3bfum87xs55
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