UniTask over coroutines — cancellable, allocation-free; async loops live exactly as long as the object
SOLID in practice — EnemyRegistry stores, EnemyFactory creates, GameState owns lives and token, WaveManager spawns waves
LINQ-free hot path — manual foreach with one Vector3.Distance per enemy in the firing loop, zero allocations
Built with Unity 6000.5.2f1, URP
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