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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@@ -4,7 +4,7 @@ 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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[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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@@ -4,6 +4,7 @@ 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 RuntimeSet;
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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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@@ -12,8 +13,8 @@ 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 SpawnWaveEventSO startNewSpawnWaveEventChannel;
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[SerializeField] private SpawnWaveEventSO endSpawnWaveEventChannel;
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[SerializeField] private EnemyRuntimeSetSO enemyRuntimeSet;
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[SerializeField] private Transform spawnCenter;
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