added factory pattern and object pooling for enemies

This commit is contained in:
Mausham
2026-01-01 10:54:04 -08:00
parent d258428496
commit eeea619790
4 changed files with 7 additions and 10 deletions

View File

@@ -1,4 +1,8 @@
<!-- UNITY CODE ASSIST INSTRUCTIONS START --> <!-- UNITY CODE ASSIST INSTRUCTIONS START -->
- Project name: MobileShooter - Project name: MobileShooter
- Unity version: Unity 6000.3.0f1 - Unity version: Unity 6000.3.0f1
- Active game object:
- Name: Zombie_LeftHandMiddle3
- Tag: Untagged
- Layer: Default
<!-- UNITY CODE ASSIST INSTRUCTIONS END --> <!-- UNITY CODE ASSIST INSTRUCTIONS END -->

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 69cba197053ac6f44b64df072824462a
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using UnityEngine; using UnityEngine;
using VContainer; using VContainer;
using VContainer.Unity;
namespace Darkmatter.Domain namespace Darkmatter.Domain
{ {
@@ -40,7 +41,7 @@ namespace Darkmatter.Domain
default: default:
break; break;
} }
objectResolver.Inject(enemyObj); objectResolver.InjectGameObject(enemyObj);
IEnemyPawn enemyPawn = enemyObj.GetComponent<IEnemyPawn>(); IEnemyPawn enemyPawn = enemyObj.GetComponent<IEnemyPawn>();
IEnemyAnimController animController = enemyObj.GetComponent<IEnemyAnimController>(); IEnemyAnimController animController = enemyObj.GetComponent<IEnemyAnimController>();

View File

@@ -340,7 +340,7 @@ Transform:
m_GameObject: {fileID: 330585543} m_GameObject: {fileID: 330585543}
serializedVersion: 2 serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -25.7, y: 2.211, z: 16.14} m_LocalPosition: {x: -25.7, y: 2.211, z: 15.139999}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []