Refactor NPC spawning logic and adjust grid size; remove unused power-up type
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@@ -18,9 +18,11 @@ namespace Infrastructure.Unity
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private Vector3 _currentDir;
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private float _timer;
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private Func<float> _timeDilationProvider;
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private Action _onPlayerHit;
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public void Initialize(Func<float> timeDilationProvider)
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public void Initialize(Func<float> timeDilationProvider, Action onPlayerHit)
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{
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_onPlayerHit = onPlayerHit;
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_timeDilationProvider = timeDilationProvider;
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}
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@@ -70,5 +72,14 @@ namespace Infrastructure.Unity
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case 3: _currentDir = Vector3.right; break;
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}
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}
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private void OnCollisionEnter(Collision other)
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{
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if (other.gameObject.TryGetComponent<PlayerController>(out var player))
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{
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_onPlayerHit?.Invoke();
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Destroy(gameObject);
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}
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}
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}
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}
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