Merge remote-tracking branch 'origin/Syntriax' into Over
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using Movement;
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using UnityEngine;
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||||
namespace AI
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||||
{
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||||
public class BasicPatrollingEnemyAI : MonoBehaviour
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{
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[SerializeField] protected bool isMovingRight = false;
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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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|
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|
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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
|
||||
// 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
|
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protected bool ShouldChangeDirection
|
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=> (isMovingRight && (rightWallChecker.IsCollided || !rightGroundChecker.IsCollided)) ||
|
||||
(!isMovingRight && (leftWallChecker.IsCollided || !leftGroundChecker.IsCollided));
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
movement = gameObject.AddComponent<EnemyMovement>();
|
||||
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()
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||||
{
|
||||
if (ShouldChangeDirection)
|
||||
isMovingRight = !isMovingRight;
|
||||
|
||||
movement.Move(isMovingRight ? 1f : -1f);
|
||||
}
|
||||
|
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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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using UnityEngine;
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namespace Movement
|
||||
{
|
||||
public class CollissionChecker : MonoBehaviour
|
||||
{
|
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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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|
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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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@ -0,0 +1,46 @@
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using UnityEngine;
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namespace Movement
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||||
{
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
public class EnemyMovement : MonoBehaviour, IMovement
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||||
{
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private Rigidbody2D _rigidbody2D = null;
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private bool _isPaused = false;
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private float moveValue = 0f;
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public float BaseSpeed { get; set; } = 1f;
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public bool IsPaused => _isPaused;
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private void Awake()
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=> _rigidbody2D = GetComponent<Rigidbody2D>();
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private void FixedUpdate()
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{
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if (IsPaused)
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||||
return;
|
||||
|
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Vector2 velocity = _rigidbody2D.velocity;
|
||||
velocity.x = moveValue;
|
||||
_rigidbody2D.velocity = velocity;
|
||||
}
|
||||
|
||||
public void Move(float value)
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=> moveValue = value * BaseSpeed;
|
||||
|
||||
public void Pause()
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{
|
||||
_isPaused = true;
|
||||
UpdateRigidbody();
|
||||
}
|
||||
|
||||
public void Resume()
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{
|
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_isPaused = false;
|
||||
UpdateRigidbody();
|
||||
}
|
||||
|
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private void UpdateRigidbody()
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=> _rigidbody2D.simulated = !_isPaused;
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}
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}
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@ -0,0 +1,10 @@
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using Pausable;
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|
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namespace Movement
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||||
{
|
||||
public interface IMovement : IPausable
|
||||
{
|
||||
float BaseSpeed { get; set; }
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void Move(float value);
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namespace Pausable
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{
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public interface IPausable
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{
|
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bool IsPaused { get; }
|
||||
void Pause();
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void Resume();
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|
||||
"ignore": false,
|
||||
"defaultInstantiationMode": 0,
|
||||
"supportsModification": true
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.Texture2D",
|
||||
"ignore": false,
|
||||
"defaultInstantiationMode": 0,
|
||||
"supportsModification": true
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.Timeline.TimelineAsset",
|
||||
"ignore": false,
|
||||
"defaultInstantiationMode": 0,
|
||||
"supportsModification": true
|
||||
}
|
||||
],
|
||||
"defaultDependencyTypeInfo": {
|
||||
"userAdded": false,
|
||||
"type": "<default_scene_template_dependencies>",
|
||||
"ignore": false,
|
||||
"defaultInstantiationMode": 1,
|
||||
"supportsModification": true
|
||||
},
|
||||
"newSceneOverride": 0
|
||||
}
|
|
@ -11,8 +11,8 @@ TagManager:
|
|||
-
|
||||
- Water
|
||||
- UI
|
||||
-
|
||||
-
|
||||
- Player
|
||||
- Enemy
|
||||
-
|
||||
-
|
||||
-
|
||||
|
|
Loading…
Reference in New Issue