Merge remote-tracking branch 'origin/Syntriax' into Over
# Conflicts: # Assets/Scripts/Player/PlayerController.cs
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@ -1,9 +1,10 @@
|
||||||
using Movement;
|
using Movement;
|
||||||
|
using Pausable;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace AI
|
namespace AI
|
||||||
{
|
{
|
||||||
public class BasicPatrollingEnemyAI : MonoBehaviour
|
public class BasicPatrollingEnemyAI : MonoBehaviour, IPausable
|
||||||
{
|
{
|
||||||
[SerializeField] protected bool isMovingRight = false;
|
[SerializeField] protected bool isMovingRight = false;
|
||||||
|
|
||||||
|
@ -14,6 +15,12 @@ namespace AI
|
||||||
protected CollisionChecker leftGroundChecker = null;
|
protected CollisionChecker leftGroundChecker = null;
|
||||||
protected CollisionChecker rightGroundChecker = null;
|
protected CollisionChecker rightGroundChecker = null;
|
||||||
|
|
||||||
|
#region IPausable
|
||||||
|
public bool IsPaused { get; protected set; } = false;
|
||||||
|
public virtual void Pause() => IsPaused = true;
|
||||||
|
public virtual void Resume() => IsPaused = false;
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
|
||||||
// If moving Right, and either there's no more ground to move into or there is a wall at the Right side of the enemy OR
|
// If moving Right, and either there's no more ground to move into or there is a wall at the Right side of the enemy OR
|
||||||
// If moving Left, and either there's no more ground to move into or there is a wall at the Left side of the enemy
|
// If moving Left, and either there's no more ground to move into or there is a wall at the Left side of the enemy
|
||||||
|
@ -24,7 +31,7 @@ namespace AI
|
||||||
|
|
||||||
protected virtual void Awake()
|
protected virtual void Awake()
|
||||||
{
|
{
|
||||||
movement = gameObject.GetComponent<EnemyMovement>();
|
movement = gameObject.AddComponent<EnemyMovement>();
|
||||||
leftWallChecker = GetCollisionCheckerOnChild("Collision Checkers/Left Wall");
|
leftWallChecker = GetCollisionCheckerOnChild("Collision Checkers/Left Wall");
|
||||||
rightWallChecker = GetCollisionCheckerOnChild("Collision Checkers/Right Wall");
|
rightWallChecker = GetCollisionCheckerOnChild("Collision Checkers/Right Wall");
|
||||||
leftGroundChecker = GetCollisionCheckerOnChild("Collision Checkers/Left Ground");
|
leftGroundChecker = GetCollisionCheckerOnChild("Collision Checkers/Left Ground");
|
||||||
|
@ -33,6 +40,9 @@ namespace AI
|
||||||
|
|
||||||
protected virtual void FixedUpdate()
|
protected virtual void FixedUpdate()
|
||||||
{
|
{
|
||||||
|
if (IsPaused)
|
||||||
|
return;
|
||||||
|
|
||||||
if (ShouldChangeDirection)
|
if (ShouldChangeDirection)
|
||||||
isMovingRight = !isMovingRight;
|
isMovingRight = !isMovingRight;
|
||||||
|
|
||||||
|
|
|
@ -6,6 +6,7 @@ namespace Movement
|
||||||
public class EnemyMovement : MonoBehaviour, IMovement
|
public class EnemyMovement : MonoBehaviour, IMovement
|
||||||
{
|
{
|
||||||
protected Rigidbody2D _rigidbody2D = null;
|
protected Rigidbody2D _rigidbody2D = null;
|
||||||
|
protected Vector2 gravityForce = Vector2.down;
|
||||||
protected bool _isPaused = false;
|
protected bool _isPaused = false;
|
||||||
protected float moveValue = 0f;
|
protected float moveValue = 0f;
|
||||||
|
|
||||||
|
@ -13,16 +14,23 @@ namespace Movement
|
||||||
public bool IsPaused => _isPaused;
|
public bool IsPaused => _isPaused;
|
||||||
|
|
||||||
protected virtual void Awake()
|
protected virtual void Awake()
|
||||||
=> _rigidbody2D = GetComponent<Rigidbody2D>();
|
{
|
||||||
|
_rigidbody2D = GetComponent<Rigidbody2D>();
|
||||||
|
|
||||||
|
_rigidbody2D.gravityScale = 0f;
|
||||||
|
gravityForce *= -Physics2D.gravity.y * _rigidbody2D.mass;
|
||||||
|
}
|
||||||
|
|
||||||
protected virtual void FixedUpdate()
|
protected virtual void FixedUpdate()
|
||||||
{
|
{
|
||||||
|
_rigidbody2D.AddRelativeForce(gravityForce);
|
||||||
|
|
||||||
if (IsPaused)
|
if (IsPaused)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
Vector2 velocity = _rigidbody2D.velocity;
|
Vector2 velocity = transform.InverseTransformDirection(_rigidbody2D.velocity);
|
||||||
velocity.x = moveValue;
|
velocity.x = moveValue;
|
||||||
_rigidbody2D.velocity = velocity;
|
_rigidbody2D.velocity = transform.TransformDirection(velocity);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Move(float value)
|
public void Move(float value)
|
||||||
|
|
|
@ -1,29 +0,0 @@
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Movement
|
|
||||||
{
|
|
||||||
public class EnemyVerticalMovement : EnemyMovement
|
|
||||||
{
|
|
||||||
protected Vector2 gravityForce = Vector2.right;
|
|
||||||
|
|
||||||
protected override void Awake()
|
|
||||||
{
|
|
||||||
base.Awake();
|
|
||||||
|
|
||||||
_rigidbody2D.gravityScale = 0f;
|
|
||||||
gravityForce *= -Physics2D.gravity.y * _rigidbody2D.mass;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void FixedUpdate()
|
|
||||||
{
|
|
||||||
_rigidbody2D.AddRelativeForce(gravityForce);
|
|
||||||
|
|
||||||
if (IsPaused)
|
|
||||||
return;
|
|
||||||
|
|
||||||
Vector2 velocity = _rigidbody2D.velocity;
|
|
||||||
velocity.y = moveValue;
|
|
||||||
_rigidbody2D.velocity = velocity;
|
|
||||||
}
|
|
||||||
}
|
|
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}
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|
|
@ -1,11 +0,0 @@
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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assetBundleVariant:
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Loading…
Reference in New Issue