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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[SerializeField] protected bool isMovingRight = false;
|
[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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||||||
|
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||||||
protected IMovement movement = null;
|
protected IMovement movement = null;
|
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protected Collider2D[] nonAllocColliderArray = new Collider2D[10];
|
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|
|
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protected Vector2 leftCliffPosition => GetCliffPositionInWorld(leftCliffDetectorOrigin);
|
protected CollissionChecker leftWallChecker = null;
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protected Vector2 rightCliffPosition => GetCliffPositionInWorld(rightCliffDetectorOrigin);
|
protected CollissionChecker rightWallChecker = null;
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|
protected CollissionChecker leftGroundChecker = null;
|
||||||
|
protected CollissionChecker rightGroundChecker = null;
|
||||||
|
|
||||||
protected bool IsLeftDetectorCollided => Physics2D.OverlapBoxNonAlloc(leftCliffPosition, leftCliffDetectorSize, 0, nonAllocColliderArray, groundLayerMask) != 0;
|
|
||||||
protected bool IsRightDetectorCollided => Physics2D.OverlapBoxNonAlloc(rightCliffPosition, rightCliffDetectorSize, 0, nonAllocColliderArray, groundLayerMask) != 0;
|
// 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
|
||||||
|
// 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
|
||||||
|
// We should change directions
|
||||||
|
private bool ShouldChangeDirection
|
||||||
|
=> (isMovingRight && (rightWallChecker.IsCollided || !rightGroundChecker.IsCollided)) ||
|
||||||
|
(!isMovingRight && (leftWallChecker.IsCollided || !leftGroundChecker.IsCollided));
|
||||||
|
|
||||||
protected virtual void Awake()
|
protected virtual void Awake()
|
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{
|
{
|
||||||
movement = gameObject.AddComponent<EnemyMovement>();
|
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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|
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protected virtual void FixedUpdate()
|
protected virtual void FixedUpdate()
|
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{
|
{
|
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if ((isMovingRight && !IsRightDetectorCollided) || (!isMovingRight && !IsLeftDetectorCollided))
|
if (ShouldChangeDirection)
|
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isMovingRight = !isMovingRight;
|
isMovingRight = !isMovingRight;
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|
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movement.Move(isMovingRight ? 1f : -1f);
|
movement.Move(isMovingRight ? 1f : -1f);
|
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}
|
}
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||||||
|
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protected Vector2 GetCliffPositionInWorld(Vector2 cliffPosition)
|
protected CollissionChecker GetCollissionCheckerOnChild(string childName)
|
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=> cliffPosition + (Vector2)transform.position;
|
=> transform.Find(childName).GetComponent<CollissionChecker>();
|
||||||
|
|
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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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|
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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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}
|
}
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}
|
}
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||||||
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|
@ -0,0 +1,18 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Movement
|
||||||
|
{
|
||||||
|
public class CollissionChecker : MonoBehaviour
|
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|
{
|
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|
private Collider2D[] nonAllocColliderArray = new Collider2D[5];
|
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|
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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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|
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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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Loading…
Reference in New Issue