added temp scene and wave based enemy
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@@ -15,12 +15,13 @@ namespace Darkmatter.App
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[SerializeField] private PlayerMotor playerMotor;
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[SerializeField] private PlayerAnimController playerAnim;
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[SerializeField] private PlayerConfigSO playerConfig;
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[SerializeField] private EnemyConfigSO enemyConfig;
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[SerializeField] private CameraConfigSO cameraConfig;
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[SerializeField] private CameraService camService;
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[SerializeField] private GunWeapon gunWeapon;
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[SerializeField] private PlayerAimTargetProvider TargetProvider;
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[SerializeField] private AudioService audioService;
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[Header("Factory parameters")]
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[SerializeField] private Transform playerTransform;
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@@ -29,8 +30,6 @@ namespace Darkmatter.App
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[SerializeField] private List<Transform> patrolPoints;
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[SerializeField] private EnemiesSpawnner spawnner;
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private readonly IObjectResolver resolver;
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protected override void Configure(IContainerBuilder builder)
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{
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builder.RegisterEntryPoint<PlayerController>(Lifetime.Scoped);
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@@ -42,25 +41,24 @@ namespace Darkmatter.App
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builder.RegisterComponent(playerConfig);
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builder.RegisterComponent(cameraConfig);
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builder.RegisterComponent(enemyConfig);
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builder.RegisterComponent<ICameraService>(camService);
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builder.RegisterComponent<IReloadableWeapon>(gunWeapon);
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builder.RegisterComponent(spawnner);
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builder.RegisterComponent<IAudioService>(audioService);
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builder.Register<PlayerStateMachine>(Lifetime.Scoped);
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builder.Register<EnemyStateMachine>(Lifetime.Scoped);
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builder.Register<IEnemyFactory>(c =>
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new EnemyFactory(
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playerTransform,
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patrolPoints,
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fatZombie,
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SlimZombie,
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c.Resolve<IObjectResolver>(),
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enemyConfig), // <-- inject resolver properly
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Lifetime.Scoped);
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new EnemyFactory(
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playerTransform,
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patrolPoints,
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fatZombie,
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SlimZombie,
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c.Resolve<IObjectResolver>()), // <-- inject resolver properly
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Lifetime.Scoped);
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