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>
This commit is contained in:
2023-08-12 22:26:36 -05:00
committed by madxmike
parent 7b48612c4b
commit ad725ee518
21 changed files with 104 additions and 80 deletions

View File

@@ -4,7 +4,7 @@ using UnityEngine.Serialization;
namespace Wave
{
[CreateAssetMenu(fileName = "SpawnWave", menuName = "Spawn Wave", order = 0)]
[CreateAssetMenu(fileName = "SpawnWave", menuName = "Spawn/Wave", order = 0)]
public class SpawnWaveSO : ScriptableObject
{
[SerializeField] private List<SpawnPackSO> packs;

View File

@@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Linq;
using DefaultNamespace;
using Events;
using RuntimeSet;
using UnityEngine;
using UnityEngine.Assertions;
using Random = UnityEngine.Random;
@@ -12,8 +13,8 @@ namespace Wave
{
public class WaveSpawner : MonoBehaviour
{
[SerializeField] private SpawnWaveSOEventChannelSO startNewSpawnWaveEventChannel;
[SerializeField] private SpawnWaveSOEventChannelSO endSpawnWaveEventChannel;
[SerializeField] private SpawnWaveEventSO startNewSpawnWaveEventChannel;
[SerializeField] private SpawnWaveEventSO endSpawnWaveEventChannel;
[SerializeField] private EnemyRuntimeSetSO enemyRuntimeSet;
[SerializeField] private Transform spawnCenter;