Added Enemy Variants for Wall and Ground Enemies
Added Todo to CollisionChecker
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										76
									
								
								Assets/Prefabs/Basic Ground Patrolling Enemy Variant.prefab
									
									
									
									
									
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										104
									
								
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@@ -24,7 +24,7 @@ namespace AI
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
        protected virtual void Awake()
 | 
					        protected virtual void Awake()
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            movement = gameObject.AddComponent<EnemyMovement>();
 | 
					            movement = gameObject.GetComponent<EnemyMovement>();
 | 
				
			||||||
            leftWallChecker = GetCollisionCheckerOnChild("Collision Checkers/Left Wall");
 | 
					            leftWallChecker = GetCollisionCheckerOnChild("Collision Checkers/Left Wall");
 | 
				
			||||||
            rightWallChecker = GetCollisionCheckerOnChild("Collision Checkers/Right Wall");
 | 
					            rightWallChecker = GetCollisionCheckerOnChild("Collision Checkers/Right Wall");
 | 
				
			||||||
            leftGroundChecker = GetCollisionCheckerOnChild("Collision Checkers/Left Ground");
 | 
					            leftGroundChecker = GetCollisionCheckerOnChild("Collision Checkers/Left Ground");
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -4,9 +4,9 @@ namespace Movement
 | 
				
			|||||||
{
 | 
					{
 | 
				
			||||||
    public class CollisionChecker : MonoBehaviour
 | 
					    public class CollisionChecker : MonoBehaviour
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        private Collider2D[] nonAllocColliderArray = new Collider2D[5];
 | 
					        private Collider2D[] nonAllocColliderArray = new Collider2D[5]; // TODO increase the size if it causes problems
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        public LayerMask LayerMask { get; set; } = ~((1 << 6) | (1 << 7)); // Everything except the "Player" and "Enemy" layer
 | 
					        public LayerMask LayerMask = ~((1 << 6) | (1 << 7)); // Everything except the "Player" and "Enemy" layer
 | 
				
			||||||
        public bool IsCollided => Physics2D.OverlapBoxNonAlloc(transform.position, transform.localScale, 0, nonAllocColliderArray, LayerMask) != 0;
 | 
					        public bool IsCollided => Physics2D.OverlapBoxNonAlloc(transform.position, transform.localScale, 0, nonAllocColliderArray, LayerMask) != 0;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        public void OnDrawGizmosSelected()
 | 
					        public void OnDrawGizmosSelected()
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -5,17 +5,17 @@ namespace Movement
 | 
				
			|||||||
    [RequireComponent(typeof(Rigidbody2D))]
 | 
					    [RequireComponent(typeof(Rigidbody2D))]
 | 
				
			||||||
    public class EnemyMovement : MonoBehaviour, IMovement
 | 
					    public class EnemyMovement : MonoBehaviour, IMovement
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        private Rigidbody2D _rigidbody2D = null;
 | 
					        protected Rigidbody2D _rigidbody2D = null;
 | 
				
			||||||
        private bool _isPaused = false;
 | 
					        protected bool _isPaused = false;
 | 
				
			||||||
        private float moveValue = 0f;
 | 
					        protected float moveValue = 0f;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        public float BaseSpeed { get; set; } = 1f;
 | 
					        public float BaseSpeed { get; set; } = 1f;
 | 
				
			||||||
        public bool IsPaused => _isPaused;
 | 
					        public bool IsPaused => _isPaused;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        private void Awake()
 | 
					        protected virtual void Awake()
 | 
				
			||||||
            => _rigidbody2D = GetComponent<Rigidbody2D>();
 | 
					            => _rigidbody2D = GetComponent<Rigidbody2D>();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        private void FixedUpdate()
 | 
					        protected virtual void FixedUpdate()
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            if (IsPaused)
 | 
					            if (IsPaused)
 | 
				
			||||||
                return;
 | 
					                return;
 | 
				
			||||||
@@ -40,7 +40,7 @@ namespace Movement
 | 
				
			|||||||
            UpdateRigidbody();
 | 
					            UpdateRigidbody();
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        private void UpdateRigidbody()
 | 
					        protected void UpdateRigidbody()
 | 
				
			||||||
            => _rigidbody2D.simulated = !_isPaused;
 | 
					            => _rigidbody2D.simulated = !_isPaused;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
							
								
								
									
										29
									
								
								Assets/Scripts/Movement/EnemyVerticalMovement.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										29
									
								
								Assets/Scripts/Movement/EnemyVerticalMovement.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,29 @@
 | 
				
			|||||||
 | 
					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;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										11
									
								
								Assets/Scripts/Movement/EnemyVerticalMovement.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Scripts/Movement/EnemyVerticalMovement.cs.meta
									
									
									
									
									
										Normal file
									
								
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		Reference in New Issue
	
	Block a user