Initial commit
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using Darkmatter.Core;
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using UnityEngine;
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using UnityEngine.Pool;
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using VContainer;
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namespace Darkmatter.Presentation
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{
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public class EnemiesSpawnner : MonoBehaviour
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{
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[Inject] IEnemyFactory _enemyFactory;
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[Inject] IGameScreenController gameScreenController;
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public int baseEnemyCount =2;
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private ObjectPool<IEnemyPawn> _enemyPool;
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private int killedEnemies = 0;
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private int enemiesMultiplier = 1;
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private void OnEnable()
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{
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EnemyMotor.OnEnemyDead += ReturnEnemy;
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}
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private void OnDisable()
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{
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EnemyMotor.OnEnemyDead -= ReturnEnemy;
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}
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private void Awake()
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{
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_enemyPool = new ObjectPool<IEnemyPawn>(
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createFunc: () => _enemyFactory.GetEnemy(GetRandomType()),
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actionOnGet: enemy => enemy.GameObject.SetActive(true),
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actionOnRelease: enemy => enemy.GameObject.SetActive(false),
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actionOnDestroy: enemy => Destroy(enemy.GameObject),
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collectionCheck: true,
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defaultCapacity: 10,
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maxSize: 50
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);
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}
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private ZombieType GetRandomType()
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{
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return Random.value > 0.5f ? ZombieType.Fat : ZombieType.slim;
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}
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private void Start()
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{
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SpawnWave(enemiesMultiplier);
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}
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private void SpawnWave(int multiplier)
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{
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gameScreenController.UpdateTotalZombiesCount(baseEnemyCount*multiplier);
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gameScreenController.UpdateRemainingZombiesCount(baseEnemyCount*multiplier);
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for (int i = 0; i < baseEnemyCount*multiplier; i++)
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{
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IEnemyPawn enemy = _enemyPool.Get();
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enemy.GameObject.transform.position = enemy.PatrolPoints[Random.Range(0, enemy.PatrolPoints.Count)].position;
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}
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}
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public void ReturnEnemy(IEnemyPawn enemy)
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{
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enemy.Reset();
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_enemyPool.Release(enemy);
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killedEnemies++;
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gameScreenController.UpdateRemainingZombiesCount(baseEnemyCount*enemiesMultiplier - killedEnemies);
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if(killedEnemies == baseEnemyCount*enemiesMultiplier)
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{
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killedEnemies = 0;
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enemiesMultiplier++;
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SpawnWave(enemiesMultiplier);
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}
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}
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}
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}
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