refactor: unify runtime sets, update naming of event channels (#17)
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Some general refactors: Turns HeroPartySO into a runtime set class. Make runtime set an IEnumerable Simplify name of events Reviewed-on: #17 Reviewed-by: zephyr <zephyr@noreply.localhost> Co-authored-by: Michael <mep053@gmail.com> Co-committed-by: Michael <mep053@gmail.com>
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Assets/Scenes/test.unity
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6
Assets/Scenes/test.unity
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@@ -527,9 +527,9 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: bb718e52728142e4a8db081fd6a36a70, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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startNewSpawnWaveEventChannel: {fileID: 11400000, guid: 3f9039af54fd5d240b144e1ab3bbeb72, type: 2}
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endSpawnWaveEventChannel: {fileID: 11400000, guid: b8a8049e92364834ebac76909a03324b, type: 2}
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enemyRuntimeSet: {fileID: 11400000, guid: 7c32c32e039cdda409e8a56d2e320f2d, type: 2}
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startNewSpawnWaveEvent: {fileID: 11400000, guid: 3f9039af54fd5d240b144e1ab3bbeb72, type: 2}
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endSpawnWaveEventEvent: {fileID: 11400000, guid: b8a8049e92364834ebac76909a03324b, type: 2}
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activeEnemies: {fileID: 11400000, guid: 7c32c32e039cdda409e8a56d2e320f2d, type: 2}
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spawnCenter: {fileID: 19609788}
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minimumSpawnRadius: 10
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timeBetweenClearedWaves: 0
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