Refactor NPC spawning logic and adjust grid size; remove unused power-up type
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@@ -1,13 +1,14 @@
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using System;
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using System.Collections.Generic;
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using Core.Ports;
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using UnityEngine;
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using Random = System.Random;
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namespace Core.Domain
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{
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public class GameSession
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{
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private const string HighScoreKey = "HighScore";
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private const float NpcSpawnTime = 30f;
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private const float PowerUpSpawnInterval = 25f;
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public int Score { get; private set; }
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@@ -15,6 +16,7 @@ namespace Core.Domain
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public bool IsGameOver { get; private set; }
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public float TimeDilation { get; private set; } = 1.0f;
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public float NpcSpawnTime { get; private set; } = 30f;
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public event Action<int> OnScoreChanged;
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public event Action<string> OnOrbSpawned;
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@@ -28,7 +30,7 @@ namespace Core.Domain
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private readonly Random _rng = new();
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private int _playerFloorIndex = 0;
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private float _timeSinceStart;
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private bool _npcSpawned;
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private float _npcTimer;
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private float _powerUpTimer;
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private float _timeSlowTimer;
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@@ -53,7 +55,6 @@ namespace Core.Domain
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{
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_timeSinceStart = 0f;
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_powerUpTimer = 0f;
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_npcSpawned = false;
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TimeDilation = 1.0f;
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ComboMultiplier = 1;
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@@ -67,10 +68,13 @@ namespace Core.Domain
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if (IsGameOver) return;
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_timeSinceStart += deltaTime;
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if (!_npcSpawned && _timeSinceStart >= NpcSpawnTime)
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_npcTimer += deltaTime;
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if (_npcTimer >= NpcSpawnTime)
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{
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_npcSpawned = true;
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_npcTimer = 0f;
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OnSpawnNpc?.Invoke();
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NpcSpawnTime = Mathf.Max(5f, NpcSpawnTime * 0.95f);
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}
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_powerUpTimer += deltaTime;
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@@ -189,7 +193,6 @@ namespace Core.Domain
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{
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case 0: type = PowerUpType.LightFooted; break;
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case 1: type = PowerUpType.SpeedBoost; break;
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case 2: type = PowerUpType.Hover; break;
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case 3: type = PowerUpType.TimeSlow; break;
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}
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