Sync + enemies hopefully networked spawning
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@ -3729,7 +3729,10 @@ MonoBehaviour:
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initialSpawnDelay: 5
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SpawnCenter: {fileID: 5796191506433166635}
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timer: 0
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enemyList: []
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enemyList:
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- prefabs:
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- {fileID: 7065654593080984807, guid: cfacc720818aabb4e9217dd1ae770886, type: 3}
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Difficulty: 0
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--- !u!1001 &4158834148864819266
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PrefabInstance:
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m_ObjectHideFlags: 0
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@ -61,7 +61,7 @@ public class EnemySpawner : NetworkBehaviour
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timer = WaveTime - initialSpawnDelay;
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if (!IsClient) // If server then start spawning
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if (IsServer || IsHost) // If server then start spawning
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StartSpawning();
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}
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@ -104,6 +104,7 @@ public class EnemySpawner : NetworkBehaviour
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{
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GameObject enemy = Instantiate(decendingList[i].prefabs[UnityEngine.Random.Range(0, decendingList[i].prefabs.Length)], GetRandomPointOnCircle(SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform);
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difficulty -= decendingList[i].Difficulty;
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enemy.GetComponent<NetworkObject>().Spawn();
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enemy.GetComponent<EnemyPathFinding>().targets = players.Select(x=>x.transform).ToArray();
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}
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