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2Hard - The wanted, but forgotten sequel.
In the last commit, we focused on the EnemyMovement class and some changes were introduced to handle unsubscribing enemies objects from GameManager 'OnModeChange' event, with the intuit of avoiding memory leaks or the garbage collector running unexpectedly.
Testing the solution, we discovered that making the object unsubscribe itself from the event throws a null reference error.
2Hard/Assets/Scripts/EnemyMovement.cs
Line 42 in ad8449f
The solution found was to execute this action on the EnemyManager class and inside the ResetStart method, just before the enemies objects are disabled.
The implementation needs to be polished and applied to Survival mode , taking in consideration the new instantiated objects.
Reference:
2Hard/Assets/Scripts/EnemyManager.cs
Line 134 in ad8449f
Some of the enemy objects are colliding correctly into the screen limits but others are colliding earlier and out of the expected behavior.
We should investigate possible new ways to control how enemies should stay inside the screen.
After the last commit, enemy objects are instantiated in the beginning of the game and should be handled by enabling/disabling then when necessary.
The EnemyManager class is lacking the necessary logic to execute this behavior and should be covered with urgency.
The class Survival may still need some extra changes.
2Hard/Assets/Scripts/EnemyManager.cs
Lines 57 to 65 in 2b3c67c
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