idle-survivors/Assets/Scripts/Wave/SpawnWaveSO.cs
Michael ad725ee518
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refactor: unify runtime sets, update naming of event channels (#17)
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>
2023-08-12 22:26:36 -05:00

27 lines
1.1 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace Wave
{
[CreateAssetMenu(fileName = "SpawnWave", menuName = "Spawn/Wave", order = 0)]
public class SpawnWaveSO : ScriptableObject
{
[SerializeField] private List<SpawnPackSO> packs;
[SerializeField] private SpawnDistribution distribution;
[SerializeField] [Min(10)] private float radius;
[SerializeField] [Min(0)] private float packRadius;
[SerializeField] [Min(0)] private float timeBetweenSpawns;
[SerializeField] [Min(0)] private float timeBetweenPacks;
[SerializeField] [Min(0)] private float timeToComplete;
public IReadOnlyCollection<SpawnPackSO> Packs => packs;
public SpawnDistribution Distribution => distribution;
public float Radius => radius;
public float PackRadius => packRadius;
public float TimeBetweenSpawns => timeBetweenSpawns;
public float TimeBetweenPacks => timeBetweenPacks;
public float TimeToComplete => timeToComplete;
}
}