added Enemy
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@@ -29,12 +29,11 @@ public class Character : MonoBehaviour
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{
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{
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var groundCheck = Physics2D.BoxCast(_boxCollider.bounds.center, _boxCollider.bounds.size, 0f, Vector2.down, .1f, groundLayer);
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var groundCheck = Physics2D.BoxCast(_boxCollider.bounds.center, _boxCollider.bounds.size, 0f, Vector2.down, .1f, groundLayer);
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float h_movement=0;
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float v_movement=0;
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float v_movement=0;
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if (groundCheck || _isOnLadder)
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if (groundCheck || _isOnLadder)
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{
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{
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_isFall = false;
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_isFall = false;
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h_movement=inputHorizontal ;
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float h_movement = inputHorizontal;
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if (h_movement > 0 && !_facingRight)
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if (h_movement > 0 && !_facingRight)
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{
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{
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FlipCharacter();
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FlipCharacter();
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@@ -1,7 +1,22 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using static UnityEditor.Searcher.SearcherWindow.Alignment;
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public class EnemyAI :Character
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public class EnemyAI :Character
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{
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{
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private void Update()
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{
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float horizontal = 0;
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float vertical = 0;
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if (Mathf.Abs(Player.Instance.transform.position.x - transform.position.x)>0.5f)
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{
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horizontal = Player.Instance.transform.position.x - transform.position.x;
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}
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else
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{
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vertical = Player.Instance.transform.position.y - transform.position.y;
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}
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base.MoveTo(horizontal, vertical);
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}
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}
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}
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@@ -2,10 +2,24 @@ using UnityEngine;
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public class Player : Character
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public class Player : Character
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{
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{
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private int _totalCoins = 0;
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private int _totalCoins = 0;
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private bool _hasKey = false;
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private bool _hasKey = false;
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public static Player Instance { get; private set; }
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private void Awake()
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{
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if (Instance != null)
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{
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Destroy(gameObject);
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Debug.Log("There's more than one player instance");
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return;
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}
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PlayerPrefs.SetString("lastExitName", string.Empty);
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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public void AddCoin()
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public void AddCoin()
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{
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{
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