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using System;using System.Collections;using System.Collections.Generic;using UnityEngine;public class UnitManager : MonoBehaviour{public static UnitManager Instance {get; private set;}private List<Unit> unitList;private List<Unit> enemyUnitList;private List<Unit> friendlyUnitList;private void Start() {Unit.OnAnyUnitDead += Unit_OnAnyUnitDead;Unit.OnAnyUnitSpawned += Unit_OnAnyUnitSpawned;}private void Awake() {if (Instance != null){Debug.LogError("There's more than one UnitActionSystem" + transform + " - " + Instance);Destroy(gameObject);return;}Instance = this;unitList = new List<Unit>();enemyUnitList = new List<Unit>();friendlyUnitList = new List<Unit>();}private void Unit_OnAnyUnitSpawned(object sender, EventArgs empty) {Unit unit = sender as Unit;if (unit.IsEnemy()) {enemyUnitList.Add(unit);} else {friendlyUnitList.Add(unit);}unitList.Add(unit);}private void Unit_OnAnyUnitDead(object sender, EventArgs empty) {Unit unit = sender as Unit;if (unit.IsEnemy()) {enemyUnitList.Remove(unit);} else {friendlyUnitList.Remove(unit);}unitList.Remove(unit);}public List<Unit> GetUnitList() {return unitList;}public List<Unit> GetEnemyUnitList() {return enemyUnitList;}public List<Unit> GetFriendlyUnitList() {return friendlyUnitList;}}
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using System;using System.Collections;using System.Collections.Generic;using UnityEngine;[CreateAssetMenu(fileName = "New UnitManager", menuName = "ScriptableObjects/UnitManager")]public class UnitManager : ScriptableObject{private List<Unit> unitList;private List<Unit> enemyUnitList;private List<Unit> friendlyUnitList;private void Awake() {unitList = new List<Unit>();enemyUnitList = new List<Unit>();friendlyUnitList = new List<Unit>();}private void OnEnable() {Unit.OnAnyUnitDead += Unit_OnAnyUnitDead;Unit.OnAnyUnitSpawned += Unit_OnAnyUnitSpawned;}private void OnDisable() {Unit.OnAnyUnitDead -= Unit_OnAnyUnitDead;Unit.OnAnyUnitSpawned -= Unit_OnAnyUnitSpawned;}private void Unit_OnAnyUnitSpawned(object sender, EventArgs empty) {Unit unit = sender as Unit;if (unit.IsEnemy()) {enemyUnitList.Add(unit);} else {friendlyUnitList.Add(unit);}unitList.Add(unit);}private void Unit_OnAnyUnitDead(object sender, EventArgs empty) {Debug.Log("UnitManager Unit_OnAnyUnitDead");Unit unit = sender as Unit;if (unit.IsEnemy()) {enemyUnitList.Remove(unit);} else {friendlyUnitList.Remove(unit);}unitList.Remove(unit);}public List<Unit> GetUnitList() {return unitList;}public List<Unit> GetEnemyUnitList() {return enemyUnitList;}public List<Unit> GetFriendlyUnitList() {return friendlyUnitList;}}
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