starting work on enemy ai
This commit is contained in:
@@ -960,6 +960,16 @@ Tilemap:
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m_TileObjectToInstantiateIndex: 65535
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m_TileObjectToInstantiateIndex: 65535
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dummyAlignment: 0
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dummyAlignment: 0
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m_AllTileFlags: 1073741825
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m_AllTileFlags: 1073741825
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- first: {x: 4, y: -3, z: 0}
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second:
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serializedVersion: 2
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m_TileIndex: 0
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m_TileSpriteIndex: 3
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m_TileMatrixIndex: 0
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m_TileColorIndex: 0
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m_TileObjectToInstantiateIndex: 65535
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dummyAlignment: 0
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m_AllTileFlags: 1073741825
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- first: {x: 5, y: -3, z: 0}
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- first: {x: 5, y: -3, z: 0}
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second:
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second:
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serializedVersion: 2
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serializedVersion: 2
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@@ -1000,16 +1010,6 @@ Tilemap:
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m_TileObjectToInstantiateIndex: 65535
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m_TileObjectToInstantiateIndex: 65535
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dummyAlignment: 0
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dummyAlignment: 0
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m_AllTileFlags: 1073741825
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m_AllTileFlags: 1073741825
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- first: {x: 3, y: -2, z: 0}
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second:
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serializedVersion: 2
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m_TileIndex: 0
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m_TileSpriteIndex: 3
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m_TileMatrixIndex: 0
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m_TileColorIndex: 0
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m_TileObjectToInstantiateIndex: 65535
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dummyAlignment: 0
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m_AllTileFlags: 1073741825
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- first: {x: 8, y: -2, z: 0}
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- first: {x: 8, y: -2, z: 0}
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second:
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second:
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serializedVersion: 2
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serializedVersion: 2
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@@ -2246,7 +2246,7 @@ BoxCollider2D:
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m_AutoTiling: 0
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m_AutoTiling: 0
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serializedVersion: 2
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serializedVersion: 2
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m_Size: {x: 0.65, y: 1}
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m_Size: {x: 0.65, y: 1}
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m_EdgeRadius: 0
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m_EdgeRadius: 0.02
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--- !u!50 &747593873
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--- !u!50 &747593873
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Rigidbody2D:
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Rigidbody2D:
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serializedVersion: 4
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serializedVersion: 4
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@@ -18,13 +18,15 @@ public class Character : MonoBehaviour
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private bool _isFall;
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private bool _isFall;
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private bool _facingRight = true;
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private bool _facingRight = true;
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protected bool isAllowVertical = true;
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protected bool isAllowHorisontal = true;
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private void Start()
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private void Start()
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{
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{
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_body = GetComponent<Rigidbody2D>();
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_body = GetComponent<Rigidbody2D>();
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_boxCollider = GetComponent<BoxCollider2D>();
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_boxCollider = GetComponent<BoxCollider2D>();
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}
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}
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protected void MoveTo(float inputHorizontal,float inputVertical)
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protected void MoveTo(float inputHorizontal,float inputVertical)
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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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@@ -32,6 +34,8 @@ public class Character : MonoBehaviour
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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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isAllowVertical = false;
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isAllowHorisontal = true;
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_isFall = false;
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_isFall = false;
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float 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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@@ -47,6 +51,7 @@ public class Character : MonoBehaviour
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if (IsLadder(Vector2.down))
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if (IsLadder(Vector2.down))
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{
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{
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isAllowVertical = true;
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_isOnLadder = true;
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_isOnLadder = true;
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v_movement=inputVertical;
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v_movement=inputVertical;
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@@ -3,17 +3,16 @@ 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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private void Update()
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{
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{
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float horizontal = 0;
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float horizontal = 0;
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float vertical = 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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if (Mathf.Abs(Player.Instance.transform.position.x - transform.position.x)>0.5f && isAllowHorisontal)
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{
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{
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horizontal = Player.Instance.transform.position.x - transform.position.x;
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horizontal = Player.Instance.transform.position.x - transform.position.x;
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}
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}
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else
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if (Mathf.Abs(Player.Instance.transform.position.y - transform.position.y) > 0.5f && isAllowVertical)
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{
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{
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vertical = Player.Instance.transform.position.y - transform.position.y;
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vertical = Player.Instance.transform.position.y - transform.position.y;
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}
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}
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