Shooting Animations Added
This commit is contained in:
		
							
								
								
									
										53
									
								
								Assets/Animations/Enemy/Shooting Patrolling Attack.anim
									
									
									
									
									
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										53
									
								
								Assets/Animations/Enemy/Shooting Patrolling Attack.anim
									
									
									
									
									
										Normal file
									
								
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										53
									
								
								Assets/Animations/Enemy/Shooting Patrolling.anim
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										53
									
								
								Assets/Animations/Enemy/Shooting Patrolling.anim
									
									
									
									
									
										Normal file
									
								
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										8
									
								
								Assets/Animations/Enemy/Shooting Patrolling.anim.meta
									
									
									
									
									
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										8
									
								
								Assets/Animations/Enemy/Shooting Patrolling.anim.meta
									
									
									
									
									
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								Assets/Animations/Enemy/ShootingPatrollingEnemy_0.controller
									
									
									
									
									
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										12
									
								
								Assets/Animations/Enemy/ShootingPatrollingEnemy_0.controller
									
									
									
									
									
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					--- !u!4 &2215831379607469555 stripped
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@@ -14,7 +14,7 @@ GameObject:
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@@ -20,6 +20,8 @@ namespace AI
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        protected Transform target = null;
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					        protected Transform target = null;
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        protected bool isShooting = false;
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					        protected bool isShooting = false;
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        protected IMovement movement = null;
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					        protected IMovement movement = null;
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					        protected Animator animator = null;
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					        protected int layerMask = ~(1 << 9);
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        protected bool canShoot => target != null && (target.transform.position - transform.position).sqrMagnitude < attackRangeSquared;
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					        protected bool canShoot => target != null && (target.transform.position - transform.position).sqrMagnitude < attackRangeSquared;
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@@ -41,6 +43,7 @@ namespace AI
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        protected virtual void Start()
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					        protected virtual void Start()
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        {
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					        {
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            movement = transform.GetComponentInParent<IMovement>();
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					            movement = transform.GetComponentInParent<IMovement>();
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					            animator = transform.GetComponentInParent<Animator>();
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            UpdateTarget(FindObjectOfType<Player.PlayerController>()?.transform);
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					            UpdateTarget(FindObjectOfType<Player.PlayerController>()?.transform);
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        }
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					        }
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@@ -57,8 +60,11 @@ namespace AI
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            isShooting = true;
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					            isShooting = true;
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            float movementBaseSpeed = movement.BaseSpeed;
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					            float movementBaseSpeed = movement.BaseSpeed;
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            movement.BaseSpeed = 0f;
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					            movement.BaseSpeed = 0f;
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					            animator.SetBool("isAttacking", true);
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					            animator.speed = 0f;
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            yield return new WaitForSeconds(focusingTime);
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					            yield return new WaitForSeconds(focusingTime);
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					            animator.speed = 1f;
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            while (canShoot)
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					            while (canShoot)
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            {
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					            {
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@@ -67,6 +73,7 @@ namespace AI
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                yield return null;
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					                yield return null;
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            }
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					            }
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            movement.BaseSpeed = movementBaseSpeed;
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					            movement.BaseSpeed = movementBaseSpeed;
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					            animator.SetBool("isAttacking", false);
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            isShooting = false;
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					            isShooting = false;
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        }
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					        }
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@@ -77,7 +84,7 @@ namespace AI
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            Vector3 velocity = GetVelocityForProjectile(timeForProjectileToHit);
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					            Vector3 velocity = GetVelocityForProjectile(timeForProjectileToHit);
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			||||||
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            RaycastHit2D raycastHit2D = Physics2D.Raycast(transform.position, target.position - transform.position, attackRange);
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					            RaycastHit2D raycastHit2D = Physics2D.Raycast(transform.position, target.position - transform.position, attackRange, layerMask);
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            if (raycastHit2D.transform != target)
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					            if (raycastHit2D.transform != target)
 | 
				
			||||||
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					                velocity = GetVelocityForProjectile(timeForProjectileToHit * 2);
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			||||||
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 | 
				
			||||||
 
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		Reference in New Issue
	
	Block a user