Animation Pauses
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@ -11,6 +11,7 @@ namespace AI
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protected IMovement movement = null;
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protected SpriteRenderer spriteRenderer = null;
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protected Animator animator = null;
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protected CollisionChecker leftWallChecker = null;
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protected CollisionChecker rightWallChecker = null;
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@ -19,8 +20,16 @@ namespace AI
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#region IPausable
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public bool IsPaused { get; protected set; } = false;
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public virtual void Pause() => IsPaused = true;
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public virtual void Resume() => IsPaused = false;
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public virtual void Pause()
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{
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IsPaused = true;
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animator.enabled = !IsPaused;
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}
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public virtual void Resume()
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{
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IsPaused = false;
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animator.enabled = !IsPaused;
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}
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#endregion
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@ -35,6 +44,8 @@ namespace AI
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{
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movement = gameObject.AddComponent<EnemyMovement>();
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spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
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animator = gameObject.GetComponent<Animator>();
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leftWallChecker = GetCollisionCheckerOnChild("Collision Checkers/Left Wall");
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rightWallChecker = GetCollisionCheckerOnChild("Collision Checkers/Right Wall");
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leftGroundChecker = GetCollisionCheckerOnChild("Collision Checkers/Left Ground");
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@ -8,11 +8,13 @@ namespace AI
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{
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public Rigidbody2D Rigidbody { get; private set; } = null;
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private AudioSource audioSource = null;
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private Animator animator = null;
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private void Awake()
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{
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Rigidbody = GetComponent<Rigidbody2D>();
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audioSource = GetComponent<AudioSource>();
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animator = GetComponent<Animator>();
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}
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public void SetVelocity(Vector2 velocity)
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@ -34,17 +36,18 @@ namespace AI
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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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UpdateComponents();
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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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UpdateComponents();
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}
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private void UpdateRigidbody()
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private void UpdateComponents()
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{
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Rigidbody.simulated = !IsPaused;
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animator.enabled = !IsPaused;
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}
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}
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}
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@ -51,6 +51,9 @@ namespace AI
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protected virtual void Update()
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{
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if (IsPaused)
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return;
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remainingCooldown -= Time.deltaTime;
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if (canShoot && !isShooting)
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@ -162,13 +162,19 @@ namespace Player
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public void Pause()
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{
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IsPaused = true;
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_playerRigidbody2D.simulated = !IsPaused;
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UpdateComponents();
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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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UpdateComponents();
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}
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private void UpdateComponents()
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{
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_playerRigidbody2D.simulated = !IsPaused;
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animator.enabled = !IsPaused;
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}
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// MOVE METHODS
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