Merged Wall and Ground Enemies into One
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@@ -31,7 +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");
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            rightWallChecker = GetCollisionCheckerOnChild("Collision Checkers/Right Wall");
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					            rightWallChecker = GetCollisionCheckerOnChild("Collision Checkers/Right Wall");
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            leftGroundChecker = GetCollisionCheckerOnChild("Collision Checkers/Left Ground");
 | 
					            leftGroundChecker = GetCollisionCheckerOnChild("Collision Checkers/Left Ground");
 | 
				
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@@ -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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@@ -7,10 +7,10 @@ namespace Player
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{
 | 
					{
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    public class PlayerController : MonoBehaviour, IMovement, Input.PlayerInput.IPlayerControlActions
 | 
					    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;
 | 
					        private const float DefaultMass = 80.0f;
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        private const float DefaultSpeed = 500.0f;
 | 
					        private const float DefaultSpeed = 500.0f;
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        private const float GravityScale = 3.0f;
 | 
					        private const float GravityScale = 1.0f;
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			||||||
 | 
					
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        private Input.PlayerInput _controls;
 | 
					        private Input.PlayerInput _controls;
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        private Rigidbody2D _playerRigidbody2D;
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					        private Rigidbody2D _playerRigidbody2D;
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		Reference in New Issue
	
	Block a user