Finished group spawn
Created Serializable class GroupList in WaveConfig.cs to contain multiple enemy types per group
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@ -10,12 +10,14 @@ namespace GatherAndDefend.LevelEditor
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{
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EditorGUILayout.HelpBox(@"How to use :
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- ConstantSpawn: Drag the chosen Enemy and insert the number to make in Count
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- GroupSpawn: Each group contains enemies, and the time to trigger in float format for minutes.
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- GameDuration : Duration of the game, in minutes
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- Usage : Drop this config into a level
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- Creation interval is determined by the game duration and the number of enemies to create
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- The creation interval is determined by the game duration and the number of enemies to create
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Important consideration :
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- You must assign at least 1 enemy of Count of at least 1 to play.", MessageType.None);
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- You must assign at least 1 enemy of Count of at least 1 to play.
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- GameDuration cannot be 0.", MessageType.None);
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base.OnInspectorGUI();
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}
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}
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@ -1,6 +1,11 @@
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using System.Collections.Generic;
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using UnityEngine;
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[System.Serializable]
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public class GroupList
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{
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public List<EnemyType> groupSpawn;
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public float triggerTime;
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}
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[CreateAssetMenu(menuName = "Gather And Defend/Levels/WaveConfig")]
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public class WaveConfig : ScriptableObject
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{
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@ -8,9 +13,9 @@ public class WaveConfig : ScriptableObject
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[SerializeField]
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private List<EnemyType> _constantSpawn = new List<EnemyType>();
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[SerializeField]
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private List<EnemyType> _groupSpawn = new List<EnemyType>(); //TODO: Turn into List of list later on
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private List<GroupList> _nestedGroupSpawn = new List<GroupList>();
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[SerializeField]
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private float _gameDuration = 0;
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private float _gameDuration = 1;
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private float _enemySpawndOnStart = 0;
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private int _enemySum = 0;
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public List<EnemyType> ConstantSpawn
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@ -20,17 +25,35 @@ public class WaveConfig : ScriptableObject
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return _constantSpawn;
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}
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}
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/**
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* Contains every list of enemy groups
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*/
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public List<GroupList> NestedGroupSpawn
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{
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get
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{
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return _nestedGroupSpawn;
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}
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}
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public float GetInterval()
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{
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float interval = _gameDuration * 60.0f / (_enemySum > 0 ? _enemySum.ToFloat() : SumCount()) ;
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float interval = _gameDuration * 60.0f / (_enemySum > 0 ? _enemySum.ToFloat() : SumCount());
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return interval;
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}
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/**
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* Returns the updated game interval after adjusting to enemies spawned at the start
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*/
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public float GetUpdatedInterval()
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{
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_enemySpawndOnStart++;
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float interval = Mathf.Max(_gameDuration * 60.0f / (_enemySum - _enemySpawndOnStart).ToFloat(), 0);
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return interval;
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}
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/**
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* Returns a random enemy among the constantSpawn list
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*/
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public EnemyType GetRandomSpawn()
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{
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if (_constantSpawn.Count == 1)
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@ -39,6 +62,10 @@ public class WaveConfig : ScriptableObject
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}
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return _constantSpawn[Random.Range(0, _constantSpawn.Count - 1)];
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}
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/**
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* Returns the count of enemies to spawn
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*/
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private float SumCount()
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{
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foreach (EnemyType enemy in _constantSpawn)
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@ -47,10 +74,4 @@ public class WaveConfig : ScriptableObject
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}
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return _enemySum.ToFloat();
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}
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public List<EnemyType> getGroupList()
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{
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return _groupSpawn;
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}
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}
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@ -1,26 +1,36 @@
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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public class WaveObserver : Singleton<WaveObserver>
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{
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private List<SpawnerTile> _subjects = new List<SpawnerTile>();
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private List<float> _aliveEnemyCount = new List<float>();
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private List<int> _copyConstantSpawn;
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private List<GroupList> _copyGroupSpawn;
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private List<float> _groupSpawnTimers;
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private WaveConfig _levelConfig;
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private const int MAXTOUGHNESS = 10;
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private int _spawnerTiming = 0;
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private List<int> _intervalTiming = new List<int>();
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private bool _once = true;
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private int _currentGroupIndex = 0;
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public WaveConfig LevelConfig
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{
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set
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{
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_levelConfig = value;
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_copyConstantSpawn = new List<int>();
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_copyGroupSpawn = new List<GroupList>();
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_groupSpawnTimers = new List<float>();
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foreach (EnemyType enemy in _levelConfig.ConstantSpawn)
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{
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_copyConstantSpawn.Add(enemy.Count);
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}
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for (int index = 0; index < _levelConfig.NestedGroupSpawn.Count; index++)
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{
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_copyGroupSpawn.Add(_levelConfig.NestedGroupSpawn[index]);
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_groupSpawnTimers.Add(_levelConfig.NestedGroupSpawn[index].triggerTime);
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}
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}
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}
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@ -35,6 +45,12 @@ public class WaveObserver : Singleton<WaveObserver>
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_subjects.Add(spawnerSubject);
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_aliveEnemyCount.Add(0);
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_intervalTiming.Add(++_spawnerTiming);
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// Ensures that only one spawner keeps track of the grouped spawn timer.
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if (_once)
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{
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_once = false;
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spawnerSubject.GroupSpawnTimers = _groupSpawnTimers;
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}
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}
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/**
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@ -139,4 +155,21 @@ public class WaveObserver : Singleton<WaveObserver>
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spawnerTile.ChangeSpawnSpeed(_levelConfig.GetInterval() * _intervalTiming[index]);
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_intervalTiming.Remove(index);
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}
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/**
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* Called when it is time to spawn a group
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* Assigns a random element of the group to a random spawner
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*/
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public void NotifyGroupSpawn()
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{
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System.Random rand = new System.Random();
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foreach (EnemyType groupEnemy in _copyGroupSpawn[_currentGroupIndex].groupSpawn)
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{
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for (int i = 0; i < groupEnemy.Count; i++)
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{
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_subjects[rand.Next(_subjects.Count)].TriggerSpawn(groupEnemy.GetEnemyObject());
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}
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}
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_currentGroupIndex++;
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}
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}
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@ -16,6 +16,14 @@ public class SpawnerTile : LevelTile
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private WaveObserver _observer;
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private bool _stopped = false;
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private bool _cooldownEnded = false;
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private List<float> _groupSpawnTimers = new List<float>();
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public List<float> GroupSpawnTimers
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{
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set
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{
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_groupSpawnTimers = value;
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}
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}
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public override void LevelStart()
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@ -24,7 +32,7 @@ public class SpawnerTile : LevelTile
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_observer.Attach(this);
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if (_spawnOnStart && _lifetime <= 0)
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{
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_prefab.Create(Position, parent: LevelManager.Instance.LevelTransform);
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TriggerSpawn(_prefab);
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_observer.NotifyOnStart(this);
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}
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}
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@ -36,6 +44,14 @@ public class SpawnerTile : LevelTile
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{
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_spawnCounter += Time.deltaTime;
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}
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if (_groupSpawnTimers.Count > 0)
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{
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if (_lifetime / 60 > _groupSpawnTimers[0])
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{
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_groupSpawnTimers.RemoveAt(0);
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_observer.NotifyGroupSpawn();
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}
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}
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if (_spawnCounter < _spawnSpeed) return;
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_spawnCounter = 0;
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@ -45,7 +61,7 @@ public class SpawnerTile : LevelTile
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_cooldownEnded = true;
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return;
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}
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_prefab.Create(Position, parent: LevelManager.Instance.LevelTransform);
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TriggerSpawn(_prefab);
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_observer.NotifySpawned(this);
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}
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public override bool Equals(ILevelObject other)
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@ -110,4 +126,13 @@ public class SpawnerTile : LevelTile
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{
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_spawnSpeed = value;
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}
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/**
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* Instantly spawns an enemy.
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* Used for GroupSpawn
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*/
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public void TriggerSpawn(GameObject enemy)
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{
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enemy.Create(Position, parent: LevelManager.Instance.LevelTransform);
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}
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}
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@ -15,9 +15,17 @@ MonoBehaviour:
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_constantSpawn:
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- _enemy: {fileID: 313037212318601125, guid: 5bbf0d85fa5bb3f4599da79f0a84e3a9, type: 3}
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_count: 5
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_groupSpawn:
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_nestedGroupSpawn:
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- groupSpawn:
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- _enemy: {fileID: 313037212318601125, guid: 5bbf0d85fa5bb3f4599da79f0a84e3a9, type: 3}
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_count: 3
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- _enemy: {fileID: 313037212318601125, guid: 5bbf0d85fa5bb3f4599da79f0a84e3a9, type: 3}
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_count: 1
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_gameDuration: 1
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triggerTime: 0.5
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- groupSpawn:
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- _enemy: {fileID: 313037212318601125, guid: 5bbf0d85fa5bb3f4599da79f0a84e3a9, type: 3}
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_count: 1
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- _enemy: {fileID: 313037212318601125, guid: 5bbf0d85fa5bb3f4599da79f0a84e3a9, type: 3}
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_count: 2
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triggerTime: 0
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_gameDuration2: 5
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