FIx enemy AI
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@@ -6496,7 +6496,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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_prefab: {fileID: 3591543287615843076, guid: 9343f4905e9dde64aa00eaf4ff433352, type: 3}
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_maxCharacters: 2
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_maxCharacters: 1
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_spawnPoint: {fileID: 0}
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--- !u!4 &1638752929
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Transform:
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@@ -2998,11 +2998,11 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 7345322822309755345, guid: 3d1aa56cd139405448c73b1385177b04, type: 3}
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propertyPath: m_LocalPosition.x
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value: 4.5
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value: 3.5
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objectReference: {fileID: 0}
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- target: {fileID: 7345322822309755345, guid: 3d1aa56cd139405448c73b1385177b04, type: 3}
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propertyPath: m_LocalPosition.y
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value: -0.5
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value: -1.5
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objectReference: {fileID: 0}
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- target: {fileID: 7345322822309755345, guid: 3d1aa56cd139405448c73b1385177b04, type: 3}
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propertyPath: m_LocalPosition.z
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@@ -145,9 +145,18 @@ public abstract class Character : MonoBehaviour
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private bool CanGoDown()
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{
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var rayCastHit = Physics2D.RaycastAll(_capsuleCollider.bounds.center, Vector2.down, _capsuleCollider.size.y+0.5f, _mapLayer);
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if (rayCastHit.Any(x=>x.collider.transform.GetComponent<MapElement>().ElementSO.ElementType != MapElementType.Ladder))
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var rayCastHit = Physics2D.RaycastAll(_capsuleCollider.bounds.center, Vector2.down, 0.5f, _mapLayer);
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var isNoladder = rayCastHit.Any(x => x.collider.transform.GetComponent<MapElement>().ElementSO.ElementType != MapElementType.Ladder);
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foreach (var hit in rayCastHit)
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{
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Debug.DrawLine(hit.point, hit.point + hit.normal.normalized * 0.2f, isNoladder? Color.blue: Color.red);
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}
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if (isNoladder)
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{
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return false;
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}
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return true;
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}
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@@ -22,11 +22,11 @@ public class EnemyAI : Character
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float verticalDistance = Player.Instance.transform.position.y - transform.position.y;
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if (verticalDistance > 0 && isCanClimbUp && isAllowVertical)
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if (verticalDistance > 0.1f && isCanClimbUp && isAllowVertical)
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{
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vertical = VerticalMove(verticalDistance);
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}
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else if (verticalDistance < 0 && isAllowVertical && isCanGoDown)
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else if (verticalDistance < 0.1f && isAllowVertical && isCanGoDown)
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{
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vertical = VerticalMove(verticalDistance);
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}
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