added factory pattern and object pooling for enemies
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@@ -1,4 +1,8 @@
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<!-- UNITY CODE ASSIST INSTRUCTIONS START -->
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<!-- UNITY CODE ASSIST INSTRUCTIONS START -->
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- Project name: MobileShooter
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- Project name: MobileShooter
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- Unity version: Unity 6000.3.0f1
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- Unity version: Unity 6000.3.0f1
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- Active game object:
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- Name: Zombie_LeftHandMiddle3
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- Tag: Untagged
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- Layer: Default
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<!-- UNITY CODE ASSIST INSTRUCTIONS END -->
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<!-- UNITY CODE ASSIST INSTRUCTIONS END -->
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 69cba197053ac6f44b64df072824462a
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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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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using UnityEngine;
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using UnityEngine;
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using VContainer;
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using VContainer;
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using VContainer.Unity;
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namespace Darkmatter.Domain
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namespace Darkmatter.Domain
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{
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{
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@@ -40,7 +41,7 @@ namespace Darkmatter.Domain
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default:
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default:
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break;
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break;
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}
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}
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objectResolver.Inject(enemyObj);
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objectResolver.InjectGameObject(enemyObj);
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IEnemyPawn enemyPawn = enemyObj.GetComponent<IEnemyPawn>();
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IEnemyPawn enemyPawn = enemyObj.GetComponent<IEnemyPawn>();
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IEnemyAnimController animController = enemyObj.GetComponent<IEnemyAnimController>();
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IEnemyAnimController animController = enemyObj.GetComponent<IEnemyAnimController>();
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@@ -340,7 +340,7 @@ Transform:
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m_GameObject: {fileID: 330585543}
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m_GameObject: {fileID: 330585543}
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serializedVersion: 2
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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_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: -25.7, y: 2.211, z: 16.14}
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m_LocalPosition: {x: -25.7, y: 2.211, z: 15.139999}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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