added temp scene and wave based enemy
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8
Assets/Darkmatter/Code/Core/Audio.meta
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8
Assets/Darkmatter/Code/Core/Audio.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 75b5cdb2a0393e9468f0df134cd18157
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -10,11 +10,12 @@ namespace Darkmatter.Core
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GameObject GameObject { get; }
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void InitializeFromFactory(Transform player,List<Transform> patrolPoints);
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bool isDead { get; }
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bool isDead { get; set; }
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NavMeshAgent EnemyAI { get; }
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List<Transform> PatrolPoints { get; }
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void SetDestination(Vector3 destination);
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Vector3 ReturnMyPos();
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Transform PlayerTarget { get; }
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void Reset();
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}
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}
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@@ -0,0 +1,13 @@
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using UnityEngine;
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namespace Darkmatter.Core
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{
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public interface IAudioService
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{
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void PlayMusic(AudioId id);
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void StopMusic();
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void PlaySFX(AudioId id,float volume);
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void PlaySFXAt(AudioId id, UnityEngine.Vector3 position);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ad5ce615be52e274db215ee4a11cf0e4
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@@ -14,5 +14,5 @@ MonoBehaviour:
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m_EditorClassIdentifier: CoreAssembly::Darkmatter.Core.EnemyConfigSO
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walkSpeed: 1
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chaseSpeed: 2
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visionRange: 15
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visionRange: 50
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attackRange: 2
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@@ -7,4 +7,18 @@ namespace Darkmatter.Core
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Fat,
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slim
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}
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public enum AudioId
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{
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Music_Gameplay,
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Music_Menu,
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Gun_Fire,
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Gun_Reload,
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Zombie_Growl,
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Zombie_Death,
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UI_Click
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}
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}
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