using System.Collections.Generic; using MedievalParty.Core; using MedievalParty.Map.States; using UnityEngine; namespace MedievalParty.Map { public class MapManager: StateBehaviour { [Header("Characters")] [SerializeField] private CharacterListSO characterList; [SerializeField] private CharacterObject characterPrefab; [Header("Spawn")] [SerializeField] private List spawnPoints; [SerializeField] private float delayBeforeFirstSpawn = 1f; [SerializeField] private float delayBetweenSpawn = .6f; protected override void Start() { base.Start(); MapManager_SpawnState spawnState = new MapManager_SpawnState(characterList, characterPrefab, spawnPoints, delayBeforeFirstSpawn, delayBetweenSpawn); spawnState.onSpawnOver += (_, _) => ChangeState(); ChangeState(spawnState); } } }