I have an IPoolService for my Object Pooling interface, and I'm trying to inject it into every FireballWeapon or IWeapon in my scene.
I'm using this in my GameLifetimeScope.cs:
...
// Pooling System
builder.RegisterComponentInHierarchy<PoolManager>().As<IPoolService>();
// Weapons
builder.RegisterComponentInHierarchy<FireballWeapon>();
...
Yet it only injects into the first FireballWeapon MonoBehavior it finds.
How can solve this ??? I obviously want to avoid assigning the pools in the inspector.