Collission Checker has been Added and Basic Patrolling Enemy Updated to use the Checkers
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@@ -7,52 +7,39 @@ namespace AI
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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 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 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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// 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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// If moving Left, and either there's no more ground to move into or there is a wall at the Left side of the enemy
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// We should change directions
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private bool ShouldChangeDirection
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=> (isMovingRight && (rightWallChecker.IsCollided || !rightGroundChecker.IsCollided)) ||
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(!isMovingRight && (leftWallChecker.IsCollided || !leftGroundChecker.IsCollided));
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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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}
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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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if (ShouldChangeDirection)
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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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protected CollissionChecker GetCollissionCheckerOnChild(string childName)
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=> transform.Find(childName).GetComponent<CollissionChecker>();
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}
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}
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18
Assets/Scripts/Movement/CollissionChecker.cs
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18
Assets/Scripts/Movement/CollissionChecker.cs
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@@ -0,0 +1,18 @@
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using UnityEngine;
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namespace Movement
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{
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public class CollissionChecker : 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 bool IsCollided => Physics2D.OverlapBoxNonAlloc(transform.position, transform.localScale, 0, nonAllocColliderArray, LayerMask) != 0;
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public void OnDrawGizmosSelected()
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{
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Gizmos.color = IsCollided ? Color.green : Color.red;
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Gizmos.DrawWireCube(transform.position, transform.localScale);
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}
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}
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}
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11
Assets/Scripts/Movement/CollissionChecker.cs.meta
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11
Assets/Scripts/Movement/CollissionChecker.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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