Removed debuging comments
Fixed the behavior of WaveObserver when a monster dies
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a0aa9cfb64
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@ -40,7 +40,6 @@ public class WaveObserver : Singleton<WaveObserver>
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if(_levelConfig.ConstantSpawn[i].GetEnemyObject() == paramPrefab)
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if(_levelConfig.ConstantSpawn[i].GetEnemyObject() == paramPrefab)
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{
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{
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currentCount = _copyConstantSpawn[i]--;
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currentCount = _copyConstantSpawn[i]--;
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Debug.Log("nbr " + currentCount);
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break;
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break;
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}
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}
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}
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}
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@ -68,7 +67,6 @@ public class WaveObserver : Singleton<WaveObserver>
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{
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{
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_subjects[i].StopSpawn();
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_subjects[i].StopSpawn();
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}
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}
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Debug.Log("Made in: " + i + ". In count of : " + _aliveEnemyCount[i]);
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return i;
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return i;
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}
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}
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}
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}
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@ -82,6 +80,5 @@ public class WaveObserver : Singleton<WaveObserver>
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_subjects[position].StartSpawn();
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_subjects[position].StartSpawn();
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}
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}
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_aliveEnemyCount[position]--;
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_aliveEnemyCount[position]--;
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Debug.Log("RIP");
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}
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}
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}
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}
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@ -8,6 +8,7 @@ public class Opponent : Entity
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private Vector2 _movementVector = Vector2.zero;
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private Vector2 _movementVector = Vector2.zero;
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private Rigidbody2D _rigidbody;
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private Rigidbody2D _rigidbody;
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private WaveObserver _observer;
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private WaveObserver _observer;
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private int _index;
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public override void Start()
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public override void Start()
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{
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{
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@ -16,7 +17,7 @@ public class Opponent : Entity
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_rigidbody = GetComponent<Rigidbody2D>();
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_rigidbody = GetComponent<Rigidbody2D>();
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Animation = gameObject.AddComponent<AnimationEntity>();
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Animation = gameObject.AddComponent<AnimationEntity>();
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_observer = WaveObserver.Instance;
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_observer = WaveObserver.Instance;
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_observer.NotifyEnemy(transform.position.y);
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_index = _observer.NotifyEnemy(transform.position.y);
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}
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}
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void Update()
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void Update()
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@ -49,4 +50,9 @@ public class Opponent : Entity
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AttackSpeedWait += Time.deltaTime;
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AttackSpeedWait += Time.deltaTime;
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}
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}
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private void OnDisable()
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{
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_observer.NotifyDies(_index);
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}
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}
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}
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@ -66,7 +66,6 @@ public class SpawnerTile : LevelTile
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internal void StopSpawn()
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internal void StopSpawn()
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{
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{
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stopped = true;
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stopped = true;
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Debug.Log("I STOPPED, GAWSH!!!");
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}
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}
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internal void StartSpawn()
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internal void StartSpawn()
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