Merged Wall and Ground Enemies into One
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@ -31,7 +31,7 @@ namespace AI
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protected virtual void Awake()
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{
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movement = gameObject.GetComponent<EnemyMovement>();
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movement = gameObject.AddComponent<EnemyMovement>();
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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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public class EnemyMovement : MonoBehaviour, IMovement
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{
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protected Rigidbody2D _rigidbody2D = null;
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protected Vector2 gravityForce = Vector2.down;
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protected bool _isPaused = false;
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protected float moveValue = 0f;
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public bool IsPaused => _isPaused;
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protected virtual void Awake()
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=> _rigidbody2D = GetComponent<Rigidbody2D>();
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{
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_rigidbody2D = GetComponent<Rigidbody2D>();
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_rigidbody2D.gravityScale = 0f;
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gravityForce *= -Physics2D.gravity.y * _rigidbody2D.mass;
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}
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protected virtual void FixedUpdate()
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{
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_rigidbody2D.AddRelativeForce(gravityForce);
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if (IsPaused)
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return;
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Vector2 velocity = _rigidbody2D.velocity;
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Vector2 velocity = transform.InverseTransformDirection(_rigidbody2D.velocity);
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velocity.x = moveValue;
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_rigidbody2D.velocity = velocity;
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_rigidbody2D.velocity = transform.TransformDirection(velocity);
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}
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public void Move(float value)
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using UnityEngine;
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namespace Movement
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{
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public class EnemyVerticalMovement : EnemyMovement
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{
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protected Vector2 gravityForce = Vector2.right;
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protected override void Awake()
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{
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base.Awake();
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_rigidbody2D.gravityScale = 0f;
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gravityForce *= -Physics2D.gravity.y * _rigidbody2D.mass;
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}
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protected override void FixedUpdate()
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{
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_rigidbody2D.AddRelativeForce(gravityForce);
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if (IsPaused)
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return;
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Vector2 velocity = _rigidbody2D.velocity;
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velocity.y = moveValue;
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_rigidbody2D.velocity = velocity;
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}
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}
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}
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@ -7,10 +7,10 @@ namespace Player
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{
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public class PlayerController : MonoBehaviour, IMovement, Input.PlayerInput.IPlayerControlActions
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{
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private const float DefaultJumpForce = 1200.0f;
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private const float DefaultJumpForce = 784.0f;
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private const float DefaultMass = 80.0f;
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private const float DefaultSpeed = 500.0f;
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private const float GravityScale = 3.0f;
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private const float GravityScale = 1.0f;
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private Input.PlayerInput _controls;
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private Rigidbody2D _playerRigidbody2D;
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}
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