refactor: unify runtime sets, update naming of event channels #17

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madxmike merged 1 commits from refactor-unify-naming into main 2023-08-12 22:26:36 -05:00
Owner

Some general refactors:
Turns HeroPartySO into a runtime set class.
Make runtime set an IEnumerable
Simplify name of events

Some general refactors: Turns HeroPartySO into a runtime set class. Make runtime set an IEnumerable Simplify name of events
madxmike added 1 commit 2023-08-10 17:16:57 -05:00
ci/woodpecker/push/woodpecker Pipeline was successful Details
22995ac307
refactor: unify runtime sets, update naming of event channels
zephyr approved these changes 2023-08-10 20:18:56 -05:00
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using UnityEngine;
[CreateAssetMenu(fileName = "HeroParty", menuName = "Hero Party")]
public class HeroPartySO : ScriptableObject
Owner

Just FYI, I made the hero party a separate class rather than a generic RuntimeSetSO because the hero party will have other constraints, e.g. on size.

Just FYI, I made the hero party a separate class rather than a generic RuntimeSetSO because the hero party will have other constraints, e.g. on size.
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Owner

test

test
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srtinky

srtinky
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test

test
madxmike merged commit ad725ee518 into main 2023-08-12 22:26:36 -05:00
madxmike deleted branch refactor-unify-naming 2023-08-12 22:26:36 -05:00
madxmike reviewed 2023-08-12 22:26:43 -05:00
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namespace Events
{
[CreateAssetMenu(menuName = "Events/Spawn Wave Event")]
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test

test
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namespace Events
{
[CreateAssetMenu(menuName = "Events/Spawn Wave Event")]
public class SpawnWaveEventSO : ScriptableObject
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testtest

testtest
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test

test
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Reference: studio/idle-survivors#17
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