Implement wave based spawning of enemies #11
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ci/woodpecker/push/woodpecker Pipeline was successful
Implements basic waves of enemies that spawn. #11 Reviewed-on: #16 Reviewed-by: zephyr <zephyr@noreply.localhost> Co-authored-by: Michael <mep053@gmail.com> Co-committed-by: Michael <mep053@gmail.com>
This commit is contained in:
9
Assets/Scripts/Wave/SpawnDistribution.cs
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9
Assets/Scripts/Wave/SpawnDistribution.cs
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namespace Wave
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{
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public enum SpawnDistribution
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{
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Uniform,
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Random,
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DiskRandom
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}
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}
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Assets/Scripts/Wave/SpawnDistribution.cs.meta
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Assets/Scripts/Wave/SpawnDistribution.cs.meta
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fileFormatVersion: 2
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guid: 2a4df8269a27463eaf87da9ae1283dcb
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timeCreated: 1690925288
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Assets/Scripts/Wave/SpawnPackSO.cs
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Assets/Scripts/Wave/SpawnPackSO.cs
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using DefaultNamespace;
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace Wave
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{
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[CreateAssetMenu(fileName = "SpawnPack", menuName = "Spawn/Pack", order = 0)]
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public class SpawnPackSO : ScriptableObject
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{
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[SerializeField] private List<Enemy> possibleEnemies;
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[SerializeField] [Min(0)] private int minCount;
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[SerializeField] [Min(0)] private int maxCount;
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public ReadOnlyCollection<Enemy> EnemiesToSpawn()
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{
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Assert.IsTrue(possibleEnemies.Count > 0);
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var count = Random.Range(minCount, maxCount);
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var enemiesToSpawn = new List<Enemy>();
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for (var i = 0; i < count; i++)
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{
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var enemyIndex = Random.Range(0, possibleEnemies.Count);
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enemiesToSpawn.Add(possibleEnemies[enemyIndex]);
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}
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return enemiesToSpawn.AsReadOnly();
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}
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}
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}
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Assets/Scripts/Wave/SpawnPackSO.cs.meta
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Assets/Scripts/Wave/SpawnPackSO.cs.meta
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fileFormatVersion: 2
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guid: 52673fed940f4a67b5a08641a55feff6
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timeCreated: 1690938542
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27
Assets/Scripts/Wave/SpawnWaveSO.cs
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Assets/Scripts/Wave/SpawnWaveSO.cs
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Wave
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{
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[CreateAssetMenu(fileName = "SpawnWave", menuName = "Spawn Wave", order = 0)]
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public class SpawnWaveSO : ScriptableObject
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{
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[SerializeField] private List<SpawnPackSO> packs;
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[SerializeField] private SpawnDistribution distribution;
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[SerializeField] [Min(10)] private float radius;
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[SerializeField] [Min(0)] private float packRadius;
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[SerializeField] [Min(0)] private float timeBetweenSpawns;
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[SerializeField] [Min(0)] private float timeBetweenPacks;
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[SerializeField] [Min(0)] private float timeToComplete;
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public IReadOnlyCollection<SpawnPackSO> Packs => packs;
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public SpawnDistribution Distribution => distribution;
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public float Radius => radius;
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public float PackRadius => packRadius;
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public float TimeBetweenSpawns => timeBetweenSpawns;
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public float TimeBetweenPacks => timeBetweenPacks;
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public float TimeToComplete => timeToComplete;
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}
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}
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Assets/Scripts/Wave/SpawnWaveSO.cs.meta
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Assets/Scripts/Wave/SpawnWaveSO.cs.meta
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fileFormatVersion: 2
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guid: 17a69c35e3e64b6d9f655533478f9772
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timeCreated: 1690856578
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120
Assets/Scripts/Wave/WaveSpawner.cs
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Assets/Scripts/Wave/WaveSpawner.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using DefaultNamespace;
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using Events;
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using UnityEngine;
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using UnityEngine.Assertions;
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using Random = UnityEngine.Random;
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namespace Wave
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{
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public class WaveSpawner : MonoBehaviour
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{
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[SerializeField] private SpawnWaveSOEventChannelSO startNewSpawnWaveEventChannel;
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[SerializeField] private SpawnWaveSOEventChannelSO endSpawnWaveEventChannel;
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[SerializeField] private EnemyRuntimeSetSO enemyRuntimeSet;
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[SerializeField] private Transform spawnCenter;
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[SerializeField] private float minimumSpawnRadius;
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[SerializeField] [Min(0)] private float timeBetweenClearedWaves;
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[SerializeField] [Min(0)] private float timeBeforeFirstWave;
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private float _timeSinceLastSpawnWaveStarted;
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private Coroutine _handleSpawnWaves;
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private bool HasWaveBeenCleared => enemyRuntimeSet.IsEmpty;
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public void Begin(IEnumerable<SpawnWaveSO> spawnWaves)
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{
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Assert.IsNull(_handleSpawnWaves);
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_handleSpawnWaves = StartCoroutine(CO_HandleSpawnWaves(spawnWaves));
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}
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public void End()
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{
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StopCoroutine(_handleSpawnWaves);
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}
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private IEnumerator CO_HandleSpawnWaves(IEnumerable<SpawnWaveSO> spawnWaves)
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{
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yield return new WaitForSeconds(timeBeforeFirstWave);
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foreach (var spawnWave in spawnWaves)
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{
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startNewSpawnWaveEventChannel.RaiseEvent(spawnWave);
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yield return SpawnWave(spawnWave);
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_timeSinceLastSpawnWaveStarted = 0.0f;
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yield return new WaitUntil(() => _timeSinceLastSpawnWaveStarted >= spawnWave.TimeToComplete || HasWaveBeenCleared);
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endSpawnWaveEventChannel.RaiseEvent(spawnWave);
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if (HasWaveBeenCleared)
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{
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yield return new WaitForSeconds(timeBetweenClearedWaves);
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}
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}
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}
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private IEnumerator SpawnWave(SpawnWaveSO spawnWave)
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{
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var enemyPacksToSpawn = spawnWave.Packs.Select(pack => pack.EnemiesToSpawn()).ToList().AsReadOnly();
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for (var packN = 0; packN < enemyPacksToSpawn.Count; packN++)
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{
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var waveCompletionPercentage = (float)packN / (float)enemyPacksToSpawn.Count;
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var enemyPackSpawnOffset = SampleSpawnOffset(spawnWave.Distribution, spawnWave.Radius, waveCompletionPercentage);
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enemyPackSpawnOffset += enemyPackSpawnOffset.normalized * (minimumSpawnRadius + spawnWave.PackRadius);
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var enemyPackSpawnPosition = spawnCenter.position + enemyPackSpawnOffset;
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var enemyPackToSpawn = enemyPacksToSpawn[packN];
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for (var enemyN = 0; enemyN < enemyPackToSpawn.Count; enemyN++)
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{
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var packCompletionPercentage = (float)enemyN / (float)enemyPackToSpawn.Count;
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var enemySpawnOffset = SampleSpawnOffset(SpawnDistribution.DiskRandom, spawnWave.PackRadius, packCompletionPercentage);
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var enemySpawnPosition = enemyPackSpawnPosition + enemySpawnOffset;
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var spawnedEnemy = Instantiate(enemyPackToSpawn[enemyN], enemySpawnPosition, Quaternion.identity);
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enemyRuntimeSet.Add(spawnedEnemy);
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if (spawnWave.TimeBetweenSpawns > 0.0f)
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{
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yield return new WaitForSeconds(spawnWave.TimeBetweenSpawns);
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}
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}
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if (spawnWave.TimeBetweenPacks > 0.0f)
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{
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yield return new WaitForSeconds(spawnWave.TimeBetweenPacks);
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}
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}
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}
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private static Vector3 SampleSpawnOffset(SpawnDistribution distribution, float radius, float completionPercentage)
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{
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// TODO (Michael): Both the pack and enemy position samplers need to be a bit smarter. I think in most scenarios the pack circle just needs to not overlap with other pack circles.
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// The enemy spawns probably need something like a poission disk sampler so that monsters dont overlap. The enemy spawn radius at the pack's position should also probably scale with the size of the pack.
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var angle = completionPercentage * 2 * MathF.PI;
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var unitCirclePosition = Random.insideUnitCircle;
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var swizzledUnitCirclePosition = new Vector3(unitCirclePosition.x, 0, unitCirclePosition.y);
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return distribution switch
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{
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SpawnDistribution.Uniform => new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * radius,
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SpawnDistribution.Random => swizzledUnitCirclePosition.normalized * radius,
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SpawnDistribution.DiskRandom => swizzledUnitCirclePosition * radius,
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_ => throw new ArgumentOutOfRangeException(nameof(distribution), distribution, null)
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};
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}
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private void Update()
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{
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_timeSinceLastSpawnWaveStarted += Time.deltaTime;
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}
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}
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}
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3
Assets/Scripts/Wave/WaveSpawner.cs.meta
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3
Assets/Scripts/Wave/WaveSpawner.cs.meta
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fileFormatVersion: 2
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guid: bb718e52728142e4a8db081fd6a36a70
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timeCreated: 1690856916
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