Start refactoring of spawn generator
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@ -10,7 +10,7 @@ public class OverMind : MonoBehaviour
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[SerializeField] private Gameplay gamePlay;
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[SerializeField] private Gameplay gamePlay;
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// [SerializeField] private GameObject mobPull;
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// [SerializeField] private GameObject mobPull;
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[SerializeField] private GameObject activeMobs;
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private float balanceScale = 1f;
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private float balanceScale = 1f;
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private List<GameObject> _pullEnemies;
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private List<GameObject> _pullEnemies;
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@ -41,6 +41,9 @@ public struct MobParameters
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}
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}
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[SerializeField] private List<MobParameters> mobs;
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[SerializeField] private List<MobParameters> mobs;
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private GameObject mobsObject;
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private GameObject activeMobs;
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// [SerializeField] private MobParameters standartMob;
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// [SerializeField] private MobParameters standartMob;
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// [SerializeField] private MobParameters lightMob;
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// [SerializeField] private MobParameters lightMob;
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// [SerializeField] private MobParameters heavyMob;
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// [SerializeField] private MobParameters heavyMob;
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@ -52,10 +55,15 @@ void Start()
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print(GenerateSpawnRegions().TopRegion);
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print(GenerateSpawnRegions().TopRegion);
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generatedSpawnRegions = GenerateSpawnRegions();
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generatedSpawnRegions = GenerateSpawnRegions();
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mobsObject = Instantiate(new GameObject());
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mobsObject.name = "Mobs";
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mobsObject.transform.parent = transform;
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//activeMobs = new GameObject
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}
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}
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public SpawnRegions GenerateSpawnRegions()
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private static SpawnRegions GenerateSpawnRegions()
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{
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{
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const float spawnBorder = 2f;
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const float spawnBorder = 2f;
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var stageDimensions = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height,0));
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var stageDimensions = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height,0));
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@ -122,7 +130,7 @@ private Vector4 PickRandomSpawnBorder()
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// }
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// }
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// }
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// }
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Vector3 GenerateRandomSpawnMobPoint()
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private Vector3 GenerateRandomSpawnMobPoint()
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{
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{
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var _randomSpawnRegion = PickRandomSpawnBorder();
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var _randomSpawnRegion = PickRandomSpawnBorder();
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var spawnPoint = new Vector3(
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var spawnPoint = new Vector3(
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