Hide enemy Character when it dead
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@@ -18,11 +18,14 @@ public abstract class Character : MonoBehaviour
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private LayerMask _mapLayer;
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protected SpriteRenderer _spriteRenderer;
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private Rigidbody2D _body;
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private CapsuleCollider2D _capsuleCollider;
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protected bool _isOnBridge;
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private bool _isOnLadder = false;
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protected bool _isFalling;
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protected bool _facingRight = true;
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@@ -37,7 +40,7 @@ public abstract class Character : MonoBehaviour
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{
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_body = GetComponent<Rigidbody2D>();
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_capsuleCollider = GetComponent<CapsuleCollider2D>();
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_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
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_cellSize = new Vector2(0.6f, 1f);
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Spawn();
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}
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@@ -9,6 +9,7 @@ public class EnemyAI : Character
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protected override void OnDeath()
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{
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_needRespawn = true;
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_spriteRenderer.enabled =false;
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}
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protected override void SetClimbingAnimation(bool isClimbing)
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@@ -28,6 +29,7 @@ public class EnemyAI : Character
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{
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_respawnElementTimer = _respawnTimeout;
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_needRespawn = false;
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_spriteRenderer.enabled =true;
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Spawn();
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}
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return;
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@@ -30,7 +30,7 @@ public class Player : Character
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private GameObject _hammer;
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private bool _isHoldingHammer = true;
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private SpriteRenderer _spriteRenderer;
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public event EventHandler<TreasureType> OnPlayerTakeItem;
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@@ -46,7 +46,7 @@ public class Player : Character
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Instance = this;
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DontDestroyOnLoad(gameObject);
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_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
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}
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public void AddCoin()
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