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https://github.com/MartinKral/Slash-The-Hordes
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Item manager
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@@ -1,8 +1,6 @@
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import { Component, Node, random, randomRange, Vec3, _decorator } from "cc";
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import { Component, Node, _decorator } from "cc";
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import { ISignal } from "../../../Services/EventSystem/ISignal";
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import { EnemyManagerSettings } from "../../Data/GameSettings";
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import { GoldSpawner } from "../../Gold/GoldSpawner";
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import { XPSpawner } from "../../XP/XPSpawner";
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import { Enemy } from "./Enemy";
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import { EnemyMovementType } from "./EnemyMovementType";
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import { EnemyMover } from "./EnemyMover/EnemyMover";
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@@ -20,8 +18,6 @@ const { ccclass, property } = _decorator;
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@ccclass("EnemyManager")
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export class EnemyManager extends Component {
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@property(EnemySpawner) private enemySpawner: EnemySpawner;
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@property(XPSpawner) private xpSpawner: XPSpawner;
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@property(GoldSpawner) private goldSpawner: GoldSpawner;
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private movementTypeToMover: Map<EnemyMovementType, EnemyMover> = new Map<EnemyMovementType, EnemyMover>();
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@@ -50,9 +46,6 @@ export class EnemyManager extends Component {
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this.movementTypeToMover.set(EnemyMovementType.Follow, new FollowTargetEnemyMover(targetNode));
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this.movementTypeToMover.set(EnemyMovementType.Launch, new WaveEnemyMover(targetNode));
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this.movementTypeToMover.set(EnemyMovementType.PeriodicFollow, new PeriodicFollowTargetEnemyMover(targetNode, 5, 5));
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this.xpSpawner.init();
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this.goldSpawner.init();
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}
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public gameTick(deltaTime: number): void {
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@@ -74,39 +67,13 @@ export class EnemyManager extends Component {
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}
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private onEnemyAdded(enemy: Enemy): void {
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enemy.DeathEvent.on(this.onEnemyDied, this);
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this.getEnemyMover(enemy).addEnemy(enemy);
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}
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private onEnemyRemoved(enemy: Enemy): void {
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enemy.DeathEvent.off(this.onEnemyDied);
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this.getEnemyMover(enemy).removeEnemy(enemy);
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}
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private onEnemyDied(enemy: Enemy): void {
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for (let index = 0; index < enemy.XPReward; index++) {
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const position: Vec3 = enemy.node.worldPosition;
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position.x += randomRange(-10, 10);
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position.y += randomRange(-10, 10);
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this.xpSpawner.spawnXp(position, 1);
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}
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if (0 < enemy.GoldReward) {
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if (enemy.GoldReward < 1) {
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if (random() < enemy.GoldReward) {
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this.goldSpawner.spawn(enemy.node.worldPosition);
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}
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} else {
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for (let i = 0; i < enemy.GoldReward; i++) {
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const position: Vec3 = enemy.node.worldPosition;
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position.x += randomRange(-10, 10);
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position.y += randomRange(-10, 10);
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this.goldSpawner.spawn(position);
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}
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}
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}
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}
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private getEnemyMover(enemy: Enemy): EnemyMover {
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if (this.movementTypeToMover.has(enemy.MovementType)) {
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return this.movementTypeToMover.get(enemy.MovementType);
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