Enemy Movement and BasicPatrollingEnemyAI has added
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using Movement;
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using UnityEngine;
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namespace AI
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{
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public class BasicPatrollingEnemyAI : MonoBehaviour
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{
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[SerializeField] protected bool isMovingRight = false;
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[Space]
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[Header("Left Detector")]
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[SerializeField] protected Vector2 leftCliffDetectorOrigin = Vector2.left;
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[SerializeField] protected Vector2 leftCliffDetectorSize = Vector2.one;
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[Space]
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[Header("Right Detector")]
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[SerializeField] protected Vector2 rightCliffDetectorOrigin = Vector2.right;
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[SerializeField] protected Vector2 rightCliffDetectorSize = Vector2.one;
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[Space]
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[Header("Right Detector")]
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[SerializeField] protected LayerMask groundLayerMask = ~(1 << 6); // Everything except the "Player" layer
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protected IMovement movement = null;
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protected Collider2D[] nonAllocColliderArray = new Collider2D[10];
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protected Vector2 leftCliffPosition => GetCliffPositionInWorld(leftCliffDetectorOrigin);
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protected Vector2 rightCliffPosition => GetCliffPositionInWorld(rightCliffDetectorOrigin);
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protected bool IsLeftDetectorCollided => Physics2D.OverlapBoxNonAlloc(leftCliffPosition, leftCliffDetectorSize, 0, nonAllocColliderArray, groundLayerMask) != 0;
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protected bool IsRightDetectorCollided => Physics2D.OverlapBoxNonAlloc(rightCliffPosition, rightCliffDetectorSize, 0, nonAllocColliderArray, groundLayerMask) != 0;
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protected virtual void Awake()
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{
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movement = gameObject.AddComponent<EnemyMovement>();
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}
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protected virtual void FixedUpdate()
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{
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if ((isMovingRight && !IsRightDetectorCollided) || (!isMovingRight && !IsLeftDetectorCollided))
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isMovingRight = !isMovingRight;
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movement.Move(isMovingRight ? 1f : -1f);
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}
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protected Vector2 GetCliffPositionInWorld(Vector2 cliffPosition)
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=> cliffPosition + (Vector2)transform.position;
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protected virtual void OnDrawGizmosSelected()
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{
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Gizmos.color = IsLeftDetectorCollided ? Color.green : Color.red;
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Gizmos.DrawWireCube(leftCliffPosition, leftCliffDetectorSize);
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Gizmos.color = IsRightDetectorCollided ? Color.green : Color.red;
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Gizmos.DrawWireCube(rightCliffPosition, rightCliffDetectorSize);
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}
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}
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}
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using UnityEngine;
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namespace Movement
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{
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[RequireComponent(typeof(Rigidbody2D))]
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public class EnemyMovement : MonoBehaviour, IMovement
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{
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private Rigidbody2D _rigidbody2D = null;
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private bool _isPaused = false;
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private float moveValue = 0f;
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public float BaseSpeed { get; set; } = 1f;
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public bool IsPaused => _isPaused;
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private void Awake()
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=> _rigidbody2D = GetComponent<Rigidbody2D>();
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private void FixedUpdate()
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{
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if (IsPaused)
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return;
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Vector2 velocity = _rigidbody2D.velocity;
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velocity.x = moveValue;
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_rigidbody2D.velocity = velocity;
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}
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public void Move(float value)
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=> moveValue = value * BaseSpeed;
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public void Pause()
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{
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_isPaused = true;
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UpdateRigidbody();
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}
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public void Resume()
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{
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_isPaused = false;
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UpdateRigidbody();
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}
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private void UpdateRigidbody()
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=> _rigidbody2D.simulated = !_isPaused;
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}
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}
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