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import { Component, Node, Prefab, Vec3, _decorator } from "cc";
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import { ISignal } from "../../../Services/EventSystem/ISignal";
import { Signal } from "../../../Services/EventSystem/Signal";
import { ObjectPool } from "../../../Services/ObjectPool";
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import { Enemy } from "./Enemy";
const { ccclass, property } = _decorator;
@ccclass("EnemySpawner")
export class EnemySpawner extends Component {
@property(Prefab) private enemies: Prefab[] = [];
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public enemyAddedEvent: Signal<Enemy> = new Signal<Enemy>();
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public enemyRemovedEvent: Signal<Enemy> = new Signal<Enemy>();
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private enemyPool: ObjectPool<Enemy>;
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private targetNode: Node;
public init(targetNode: Node): void {
this.targetNode = targetNode;
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this.enemyPool = new ObjectPool(this.enemies[0], this.node, 50, "Enemy");
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}
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public get EnemyAddedEvent(): ISignal<Enemy> {
return this.enemyAddedEvent;
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}
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public get EnemyRemovedEvent(): ISignal<Enemy> {
return this.enemyRemovedEvent;
}
public spawnNewEnemy(positionX: number, positionY: number): void {
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const enemy = this.enemyPool.borrow();
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const spawnPosition = new Vec3();
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spawnPosition.x = this.targetNode.worldPosition.x + positionX;
spawnPosition.y = this.targetNode.worldPosition.y + positionY;
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enemy.setup(spawnPosition);
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enemy.DeathEvent.on(this.returnEnemyToPool, this);
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this.enemyAddedEvent.trigger(enemy);
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}
private returnEnemyToPool(enemy: Enemy): void {
enemy.DeathEvent.off(this.returnEnemyToPool);
this.enemyPool.return(enemy);
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this.enemyRemovedEvent.trigger(enemy);
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}
}