added temp scene and wave based enemy

This commit is contained in:
Mausham
2026-01-01 17:48:58 -08:00
parent eeea619790
commit 15a7bed129
623 changed files with 15683 additions and 1206 deletions

View File

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