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using System;
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using System.Collections.Generic;
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using D2D;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using static D2D.Utilities.CommonGameplayFacade;
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public class MemberInitializer : Unit
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{
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[SerializeField] private List<SquadMember> listOfCharacters;
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[SerializeField] private List<NeutralMember> listOfNeutralCharacters;
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[SerializeField] private SquadMember squadMember;
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private SquadComponent squadComponent;
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[SerializeField] private NeutralsSpawn neutralsSpawn;
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public List<PoolMember> bulletParticleSystems;
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private void Awake()
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{
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}
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private void Start()
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{
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squadComponent = Get<SquadComponent>();
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squadMember = GetInitialSquadMember();
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neutralsSpawn.neutralMember = GetInitialNeutralMember();
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AddMember();
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BulletPrefabSetter();
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}
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void BulletPrefabSetter()
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{
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_gameData.pistolProjectile.prefab = bulletParticleSystems[GetIDFromPlayerPrefs()];
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}
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private SquadMember GetInitialSquadMember()
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{
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int selectedPlayerId = GetIDFromPlayerPrefs();
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return listOfCharacters[selectedPlayerId];
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}
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private NeutralMember GetInitialNeutralMember()
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{
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int selectedPlayerId = GetIDFromPlayerPrefs();
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return listOfNeutralCharacters[selectedPlayerId];
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}
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private int GetIDFromPlayerPrefs()
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{
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return PlayerPrefs.GetInt(Constants.PlayerSelectionKey, 0);
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}
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[Button]
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public void AddMember()
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{
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var newMember = Instantiate(squadMember.gameObject, Vector3.forward, Quaternion.identity, transform).GetComponent<SquadMember>();
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squadComponent.AddMember(newMember);
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}
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}
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