Merge remote-tracking branch 'origin/Syntriax' into Over
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@@ -9,10 +9,10 @@ namespace AI
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protected IMovement movement = null;
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protected CollissionChecker leftWallChecker = null;
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protected CollissionChecker rightWallChecker = null;
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protected CollissionChecker leftGroundChecker = null;
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protected CollissionChecker rightGroundChecker = null;
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protected CollisionChecker leftWallChecker = null;
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protected CollisionChecker rightWallChecker = null;
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protected CollisionChecker leftGroundChecker = null;
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protected CollisionChecker rightGroundChecker = null;
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// 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
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@@ -25,10 +25,10 @@ namespace AI
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protected virtual void Awake()
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{
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movement = gameObject.AddComponent<EnemyMovement>();
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leftWallChecker = GetCollissionCheckerOnChild("Collission Checkers/Left Wall");
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rightWallChecker = GetCollissionCheckerOnChild("Collission Checkers/Right Wall");
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leftGroundChecker = GetCollissionCheckerOnChild("Collission Checkers/Left Ground");
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rightGroundChecker = GetCollissionCheckerOnChild("Collission Checkers/Right Ground");
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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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rightGroundChecker = GetCollisionCheckerOnChild("Collision Checkers/Right Ground");
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}
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protected virtual void FixedUpdate()
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@@ -39,7 +39,7 @@ namespace AI
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movement.Move(isMovingRight ? 1f : -1f);
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}
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protected CollissionChecker GetCollissionCheckerOnChild(string childName)
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=> transform.Find(childName).GetComponent<CollissionChecker>();
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protected CollisionChecker GetCollisionCheckerOnChild(string childName)
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=> transform.Find(childName).GetComponent<CollisionChecker>();
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}
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}
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@@ -2,11 +2,11 @@ using UnityEngine;
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namespace Movement
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{
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public class CollissionChecker : MonoBehaviour
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public class CollisionChecker : MonoBehaviour
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{
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private Collider2D[] nonAllocColliderArray = new Collider2D[5];
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public LayerMask LayerMask = ~((1 << 6) | (1 << 7)); // Everything except the "Player" and "Enemy" layer
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public LayerMask LayerMask { get; set; } = ~((1 << 6) | (1 << 7)); // Everything except the "Player" and "Enemy" layer
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public bool IsCollided => Physics2D.OverlapBoxNonAlloc(transform.position, transform.localScale, 0, nonAllocColliderArray, LayerMask) != 0;
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public void OnDrawGizmosSelected()
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 02e036b6321fff34cbd154fd665a8b23
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guid: 7000c8c0eb91b2d4cb9a0e3ee1b609a7
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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