Big stupid refactor of spawning almost done
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using Minigames.Airplane.Data;
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using UnityEngine;
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namespace Minigames.Airplane.Data
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{
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/// <summary>
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/// Component to store spawn positioning data on prefabs.
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/// Attach this to obstacle prefabs that need specific positioning behavior.
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/// If not present, spawner will use default positioning from AirplaneSettings.
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/// </summary>
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[AddComponentMenu("Airplane/Prefab Spawn Entry")]
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public class PrefabSpawnEntryComponent : MonoBehaviour
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{
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[Tooltip("How to position this object vertically")]
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public SpawnPositionMode spawnPositionMode = SpawnPositionMode.SnapToGround;
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[Tooltip("Y position to use (when mode is SpecifiedY)")]
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public float specifiedY;
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[Tooltip("Min Y for random range (when mode is RandomRange)")]
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public float randomYMin = -5f;
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[Tooltip("Max Y for random range (when mode is RandomRange)")]
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public float randomYMax = 5f;
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}
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}
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fileFormatVersion: 2
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guid: 90239fb003214b4087d0717f6f417161
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timeCreated: 1765990367
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@@ -0,0 +1,32 @@
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using Core.Settings;
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using UnityEngine;
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namespace Minigames.Airplane.Data
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{
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/// <summary>
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/// Parameters passed from AirplaneSpawnManager to spawners during initialization.
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/// Encapsulates shared references and configuration.
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/// </summary>
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public class SpawnInitParameters
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{
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/// <summary>
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/// Parent transform for spawned objects (organization)
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/// </summary>
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public Transform SpawnContainer { get; set; }
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/// <summary>
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/// Settings reference for spawn configuration
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/// </summary>
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public IAirplaneSettings Settings { get; set; }
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/// <summary>
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/// Create spawn initialization parameters
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/// </summary>
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public SpawnInitParameters(Transform spawnContainer, IAirplaneSettings settings)
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{
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SpawnContainer = spawnContainer;
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Settings = settings;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: eb788e2f6d204a5fb1b2ae79ed38e7c2
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timeCreated: 1765972065
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