added enemy factory and pool
This commit is contained in:
@@ -39,28 +39,28 @@ namespace Darkmatter.App
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builder.RegisterComponent<IInputReader>(inputReader);
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builder.RegisterComponent<IPlayerPawn>(playerMotor);
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builder.RegisterComponent<ITargetProvider>(TargetProvider);
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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.RegisterComponentInHierarchy<IEnemyAnimController>();
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//builder.RegisterComponentInHierarchy<IEnemyPawn>();
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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>(container =>
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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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resolver),
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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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@@ -7,6 +7,8 @@ namespace Darkmatter.Core
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{
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public interface IEnemyPawn : IDamageable
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{
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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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NavMeshAgent EnemyAI { get; }
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@@ -5,6 +5,7 @@ namespace Darkmatter.Core
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{
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public interface IDamageable
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{
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event Action<float> OnHealthDecreased;
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float Health { get; set; }
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void TakeDamage(float damage);
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@@ -6,7 +6,12 @@ namespace Darkmatter.Domain
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{
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public class EnemyController : MonoBehaviour
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{
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[Inject] EnemyStateMachine esm;
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EnemyStateMachine esm;
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public void Initialize(EnemyStateMachine esm)
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{
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this.esm = esm;
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}
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public void Start()
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{
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@@ -7,9 +7,16 @@ namespace Darkmatter.Domain
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{
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public class EnemyStateMachine:StateMachine
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{
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[Inject] public readonly IEnemyPawn enemyPawn;
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[Inject] public readonly IEnemyAnimController enemyAnimController;
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[Inject] public readonly EnemyConfigSO enemyConfig;
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public readonly IEnemyPawn enemyPawn;
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public readonly IEnemyAnimController enemyAnimController;
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public readonly EnemyConfigSO enemyConfig;
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public EnemyStateMachine(IEnemyPawn pawn, IEnemyAnimController animController,EnemyConfigSO enemyConfig)
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{
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enemyPawn = pawn;
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enemyAnimController = animController;
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this.enemyConfig = enemyConfig;
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}
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public void SetSpeed(float speed)
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{
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@@ -13,13 +13,15 @@ namespace Darkmatter.Domain
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private readonly GameObject fatZombiePrefab;
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private readonly GameObject slimZombiePrefab;
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private readonly IObjectResolver objectResolver;
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public EnemyFactory(Transform playerTransform, List<Transform> patrolPoints, GameObject fatZombiePrefab, GameObject slimZombiePrefab, IObjectResolver resolver)
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private readonly EnemyConfigSO enemyConfig;
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public EnemyFactory(Transform playerTransform, List<Transform> patrolPoints, GameObject fatZombiePrefab, GameObject slimZombiePrefab, IObjectResolver resolver , EnemyConfigSO enemyConfig)
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{
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this.playerTransform = playerTransform;
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this.patrolPoints = patrolPoints;
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this.fatZombiePrefab = fatZombiePrefab;
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this.slimZombiePrefab = slimZombiePrefab;
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this.objectResolver = resolver;
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this.enemyConfig = enemyConfig;
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}
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public IEnemyPawn GetEnemy(ZombieType type)
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{
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@@ -39,8 +41,18 @@ namespace Darkmatter.Domain
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break;
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}
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objectResolver.Inject(enemyObj);
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IEnemyPawn enemyPawn = enemyObj.GetComponent<IEnemyPawn>();
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IEnemyAnimController animController = enemyObj.GetComponent<IEnemyAnimController>();
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EnemyStateMachine esm = new EnemyStateMachine(enemyPawn, animController,enemyConfig);
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EnemyController controller = enemyObj.GetComponent<EnemyController>();
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controller.Initialize(esm);
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enemyPawn.InitializeFromFactory(playerTransform, GetRandomPatrolPoints(Random.Range(4, patrolPoints.Count)));
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return enemyPawn;
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}
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@@ -1,5 +1,6 @@
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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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@@ -7,14 +8,54 @@ namespace Darkmatter.Presentation
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public class EnemiesSpawnner : MonoBehaviour
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{
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[Inject] IEnemyFactory _enemyFactory;
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public int enemiesCount = 2;
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public int enemiesPerWave = 5;
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private ObjectPool<IEnemyPawn> _enemyPool;
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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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for (int i = 0;i< enemiesCount;i++)
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SpawnWave();
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}
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private void SpawnWave()
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{
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for (int i = 0; i < enemiesPerWave; i++)
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{
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_enemyFactory.GetEnemy(ZombieType.Fat);
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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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_enemyPool.Release(enemy);
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}
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}
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}
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@@ -9,8 +9,9 @@ namespace Darkmatter.Presentation
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{
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public class EnemyMotor : MonoBehaviour, IEnemyPawn
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{
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public static event Action<IEnemyPawn> OnEnemyDead;
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public GameObject GameObject => this.gameObject;
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[SerializeField] private NavMeshAgent enemyAI;
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[Inject] private EnemyConfigSO enemyConfig;
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public Transform PlayerTarget { get; private set; }
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public NavMeshAgent EnemyAI => enemyAI;
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@@ -24,6 +25,7 @@ namespace Darkmatter.Presentation
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public void Die()
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{
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if(isDead) return;
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isDead = true;
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enemyAI.enabled = false;
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Invoke(nameof(Hide), 8f);
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@@ -31,7 +33,7 @@ namespace Darkmatter.Presentation
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private void Hide()
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{
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this.gameObject.SetActive(false);
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OnEnemyDead?.Invoke(this);
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}
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public Vector3 ReturnMyPos()
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@@ -51,14 +53,6 @@ namespace Darkmatter.Presentation
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OnHealthDecreased?.Invoke(Health);
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}
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private void OnDrawGizmos()
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{
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(transform.position, enemyConfig.visionRange);
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(transform.position, enemyConfig.attackRange);
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}
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public void InitializeFromFactory(Transform player, List<Transform> patrolPoints)
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{
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this.PlayerTarget = player;
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@@ -10,6 +10,7 @@ namespace Darkmatter.Presentation
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{
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public class PlayerMotor : MonoBehaviour, IPlayerPawn
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{
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[Header("LookSetting")]
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public Transform cinemachineFollowTarget;
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@@ -340,7 +340,7 @@ Transform:
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m_GameObject: {fileID: 330585543}
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serializedVersion: 2
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: -25.7, y: 2.211, z: 15.139999}
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m_LocalPosition: {x: -25.7, y: 2.211, z: 16.14}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@@ -16007,7 +16007,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: a025e89a66ec0f147a00c91dcb63c22f, type: 3}
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m_Name:
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m_EditorClassIdentifier: PresentationAssembly::Darkmatter.Presentation.EnemiesSpawnner
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enemiesCount: 2
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enemiesPerWave: 6
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--- !u!1 &1188606426
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GameObject:
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m_ObjectHideFlags: 0
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