Add EnemyWave and EnemyWavesManager classes; implement enemy spawning system for wave-based gameplay
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68
Assets/Scripts/Systems/EnemyWavesManager.cs
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68
Assets/Scripts/Systems/EnemyWavesManager.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Data;
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using KBCore.Refs;
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using Sirenix.OdinInspector;
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using Sirenix.Serialization;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Systems
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{
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public class EnemyWavesManager : MonoBehaviour
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{
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[OdinSerialize, ListDrawerSettings(NumberOfItemsPerPage = 20), SerializeField]
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private List<EnemyWave> waves = new();
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[OdinSerialize, SerializeField] private Transform[] spawnPoints;
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private Coroutine spawnCoroutine;
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private List<GameObject> aliveEnemies = new();
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[Self, SerializeField] private GameManager gameManager;
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private void OnEnable()
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{
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gameManager.OnRoundStart += StartWave;
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gameManager.OnRoundEnd += EndWave;
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}
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private void OnDisable()
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{
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gameManager.OnRoundStart -= StartWave;
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gameManager.OnRoundEnd -= EndWave;
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}
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private void StartWave(int round)
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{
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if (spawnCoroutine != null) StopCoroutine(spawnCoroutine);
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if (round - 1 < waves.Count) spawnCoroutine = StartCoroutine(SpawnWave(waves[round - 1]));
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}
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private void EndWave(int round)
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{
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foreach (var enemy in aliveEnemies)
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{
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if (!enemy) continue;
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Destroy(enemy);
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}
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aliveEnemies.Clear();
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if (spawnCoroutine != null) StopCoroutine(spawnCoroutine);
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}
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private IEnumerator SpawnWave(EnemyWave wave)
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{
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foreach (var spawn in wave.spawns)
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{
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for (var i = 0; i < spawn.count; i++)
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{
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var spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)];
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var enemy = Instantiate(spawn.enemyPrefab, spawnPoint.position, Quaternion.identity);
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aliveEnemies.Add(enemy);
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yield return new WaitForSeconds(spawn.spawnInterval);
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}
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}
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}
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}
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}
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