extends Node3D class_name TrainingManager ## Manages multiple GameScenes. ## Resets all game scenes at this many steps and ends episode @export var reset_after_steps := 300 @export var game_scene_to_instantiate: PackedScene @export var scene_count: int = 8 @export var offset_between_scenes: Vector3 # Physics steps since game started var _steps := 0 var _game_scenes: Array[GameSceneManager] func _ready(): var current_position = offset_between_scenes for i in range(0, scene_count): var new_instance = game_scene_to_instantiate.instantiate() as GameSceneManager add_child(new_instance, true) new_instance.training_manager = self new_instance.global_position += current_position current_position += offset_between_scenes new_instance.reset_game(0, false) # Reset game initially to randomize positions _game_scenes.append(new_instance) func _physics_process(delta: float) -> void: _steps += 1 if _steps > reset_after_steps: for game_scene in _game_scenes: game_scene.reset_game(0, true) _steps = 0