Start monster core
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@ -5,6 +5,7 @@ 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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public bool dropsMonsterCore;
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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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@ -45,6 +46,7 @@ public class WaveConfig : ScriptableObject
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}
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}
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public float GameDuration { get { return _gameDuration; } }
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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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@ -13,6 +13,7 @@ public class WaveObserver : Singleton<WaveObserver>
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private List<int> _copyConstantSpawn;
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private List<int> _intervalTiming = new List<int>();
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private List<List<int>> _copyGroupSpawn; //Contains count of enemies per group
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private List<bool> _monsterCoreGroups;
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private WaveConfig _levelConfig;
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private int _spawnerTiming = 0;
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private int _currentGroupIndex = 0;
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@ -51,6 +52,7 @@ public class WaveObserver : Singleton<WaveObserver>
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_copyGroupSpawn[index].Add(_levelConfig.NestedGroupSpawn[index].groupSpawn[nestedIndex].Count);
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}
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_groupSpawnTimers.Add(_levelConfig.NestedGroupSpawn[index].triggerTime);
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_monsterCoreGroups.Add(_levelConfig.NestedGroupSpawn[index].dropsMonsterCore);
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}
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// Start game timer, at the end, player wins.
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@ -262,4 +264,9 @@ public class WaveObserver : Singleton<WaveObserver>
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}
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}
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}
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private void ChooseMonsterCore(List<EnemyType> currentGroup)
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{
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// Fetch the group's mosnter core bool attribute
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}
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}
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