added enemy factory and pool

This commit is contained in:
Mausham
2025-12-31 22:09:12 +05:45
parent 3470ca4dc6
commit d258428496
10 changed files with 94 additions and 31 deletions

View File

@@ -9,8 +9,9 @@ namespace Darkmatter.Presentation
{
public class EnemyMotor : MonoBehaviour, IEnemyPawn
{
public static event Action<IEnemyPawn> OnEnemyDead;
public GameObject GameObject => this.gameObject;
[SerializeField] private NavMeshAgent enemyAI;
[Inject] private EnemyConfigSO enemyConfig;
public Transform PlayerTarget { get; private set; }
public NavMeshAgent EnemyAI => enemyAI;
@@ -24,6 +25,7 @@ namespace Darkmatter.Presentation
public void Die()
{
if(isDead) return;
isDead = true;
enemyAI.enabled = false;
Invoke(nameof(Hide), 8f);
@@ -31,7 +33,7 @@ namespace Darkmatter.Presentation
private void Hide()
{
this.gameObject.SetActive(false);
OnEnemyDead?.Invoke(this);
}
public Vector3 ReturnMyPos()
@@ -51,14 +53,6 @@ namespace Darkmatter.Presentation
OnHealthDecreased?.Invoke(Health);
}
private void OnDrawGizmos()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, enemyConfig.visionRange);
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, enemyConfig.attackRange);
}
public void InitializeFromFactory(Transform player, List<Transform> patrolPoints)
{
this.PlayerTarget = player;