you really gotta calm down, marisa...
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68 changed files with 990 additions and 44 deletions
89
Assets/Scripts/Entities/Enemy.cs
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89
Assets/Scripts/Entities/Enemy.cs
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using Core.Extensions;
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using UnityEngine;
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using System.Collections.Generic;
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public class Enemy : Entity
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{
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[Header("Targetting")]
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public Entity closestTarget;
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public float engagementRange;
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public bool detectedPlayer = false;
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[Header("Direction")]
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public float acceleration;
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public Transform[] possibleDirections;
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public float forwardPercent;
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public float strafePercent;
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private float xSign = -1f;
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private float ySign = 1f;
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[System.Serializable]
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public class UpgradeDrop
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{
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public AbilityUpgrade droppedUpgrade;
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public float chance;
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}
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[Header("Drops")]
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public List<UpgradeDrop> possibleDrops = new();
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private void Start()
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{
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if (Random.Range(0f, 2f) > 1f)
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{
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xSign = -xSign;
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ySign = -ySign;
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}
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}
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protected override void FixedUpdate()
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{
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if (!detectedPlayer && Vector3.Distance(transform.position, closestTarget.transform.position) < engagementRange)
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{
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detectedPlayer = true;
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}
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if (stalled || !closestTarget || !detectedPlayer)
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{
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rb.VelocityTowards(Vector2.zero.ScaleToMagnitude(speed), acceleration);
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}
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else
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{
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Vector2 directionToTarget = (closestTarget.transform.position - transform.position).normalized;
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Vector2 directionToMove = directionToTarget;
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float currentHighestScore = float.NegativeInfinity;
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Vector2 strafeDirection = new Vector3(directionToTarget.y * ySign, directionToTarget.x * xSign);
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foreach (Transform direction in possibleDirections)
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{
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Vector3 directionToPoint = (direction.position - transform.position).normalized;
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float forwardScore = Vector3.Dot(directionToPoint, directionToTarget);
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float strafeScore = Vector3.Dot(directionToPoint, strafeDirection);
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float finalScore = (forwardScore * forwardPercent) + (strafeScore * strafePercent);
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//Debug.Log($"Forward: {forwardScore} Strafe: {strafeScore} Final: {finalScore}");
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if (finalScore > currentHighestScore)
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{
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//Debug.Log($"{finalScore} is higher than current score: {currentHighestScore}");
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currentHighestScore = finalScore;
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directionToMove = directionToPoint;
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}
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}
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rb.VelocityTowards(directionToMove.ScaleToMagnitude(speed), acceleration);
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FlipSprite(directionToMove);
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}
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}
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protected override void OnKillEffects()
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{
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Destroy(gameObject);
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foreach (UpgradeDrop drop in possibleDrops)
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{
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DropUpgrade(drop);
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}
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}
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protected virtual void DropUpgrade(UpgradeDrop drop)
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{
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float random = Random.Range(0, 100);
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{
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if (random < drop.chance) //just so it matches up with the number. 80 chance means 80 percent? idk but less than 80 lol
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{
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// drop the item
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}
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}
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}
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}
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2
Assets/Scripts/Entities/Enemy.cs.meta
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2
Assets/Scripts/Entities/Enemy.cs.meta
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fileFormatVersion: 2
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guid: d2f63beb11592bee5a56b820466a852d
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31
Assets/Scripts/Entities/EnemySpawner.cs
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31
Assets/Scripts/Entities/EnemySpawner.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public class EnemySpawner : MonoBehaviour
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{
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[SerializeField] private Marisa player;
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public Enemy[] enemiesToSpawn;
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public List<Transform> spawnPoints;
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public float spawnRate;
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[SerializeField] private float currentSpawnTime;
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[SerializeField] private Transform enemyFolder;
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private void Update()
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{
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currentSpawnTime -= Time.deltaTime;
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if (currentSpawnTime < 0)
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{
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currentSpawnTime = spawnRate;
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SpawnEnemy(enemiesToSpawn[Random.Range(0, enemiesToSpawn.Length)], spawnPoints[Random.Range(0, spawnPoints.Count)].position);
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}
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}
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public void SpawnEnemy(Enemy enemy, Vector3 location)
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{
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Enemy newEnemy = Instantiate(enemy, location, Quaternion.identity);
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newEnemy.transform.SetParent(enemyFolder);
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newEnemy.closestTarget = player; //idk if there's actually gonna be any other target lol
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}
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}
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2
Assets/Scripts/Entities/EnemySpawner.cs.meta
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2
Assets/Scripts/Entities/EnemySpawner.cs.meta
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fileFormatVersion: 2
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guid: 1feaa0eb8751bf4a1b4acb1457d0c538
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58
Assets/Scripts/Entities/Entity.cs
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58
Assets/Scripts/Entities/Entity.cs
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using UnityEngine;
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public class Entity : MonoBehaviour
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{
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[Header("Identification")]
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public string entityName;
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public SpriteRenderer sprite;
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[Header("Flags")]
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public bool stalled;
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public bool invincible;
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[Header("Stats")]
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public float health;
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public float maxHealth;
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[Header("Movement")]
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[SerializeField] private bool isFacingRight;
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[SerializeField] protected Rigidbody2D rb;
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protected Vector2 moveDirection;
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public float speed;
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protected void FlipSprite(Vector2 lookDirection)
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{
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if (lookDirection.x < 0f && isFacingRight)
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{
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sprite.flipX = true;
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isFacingRight = !isFacingRight;
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}
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else if (lookDirection.x > 0f && !isFacingRight)
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{
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sprite.flipX = false;
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isFacingRight = !isFacingRight;
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}
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}
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protected virtual void FixedUpdate()
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{
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if (!stalled)
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{
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rb.linearVelocity = moveDirection * speed;
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}
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}
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public void TakeDamage(float damage)
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{
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health -= damage;
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if (health < 0)
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{
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OnKillEffects();
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}
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}
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public void Heal(float healingAmount)
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{
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health += healingAmount;
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health = Mathf.Clamp(health, 0, maxHealth);
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}
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protected virtual void OnKillEffects()
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{
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}
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}
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2
Assets/Scripts/Entities/Entity.cs.meta
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2
Assets/Scripts/Entities/Entity.cs.meta
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fileFormatVersion: 2
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guid: 74fafccf721a0a5d2b3580fb7042d4f8
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23
Assets/Scripts/Entities/Marisa.cs
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23
Assets/Scripts/Entities/Marisa.cs
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using System;
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using Core.Extensions;
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using UnityEngine;
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public class Marisa : Entity
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{
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[Header("Mouse")]
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[SerializeField] private Camera cam;
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public Vector2 mouseWorldPos;
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public Transform firingPointBase;
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public Transform firingPoint;
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private void Update()
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{
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mouseWorldPos = cam.ScreenToWorldPoint(Input.mousePosition);
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firingPointBase.Lookat2D(mouseWorldPos);
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}
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protected override void FixedUpdate()
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{
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moveDirection = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
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base.FixedUpdate();
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}
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}
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2
Assets/Scripts/Entities/Marisa.cs.meta
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2
Assets/Scripts/Entities/Marisa.cs.meta
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fileFormatVersion: 2
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guid: 52bda12b42435d197a10a340f8608249
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52
Assets/Scripts/Entities/MarisaAbilityHandler.cs
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52
Assets/Scripts/Entities/MarisaAbilityHandler.cs
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using System;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class MarisaAbilityHandler : MonoBehaviour
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{
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[SerializeField] private PlayerInput inputHandler;
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[SerializeField] private Marisa thisPlayer;
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[Header("Abilities")] //maybe have to make them public for when you're changing out abilities
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[SerializeField] private PlayerAbility mainAttack;
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[SerializeField] private PlayerAbility secondaryAttack;
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[SerializeField] private PlayerAbility spellA;
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[SerializeField] private PlayerAbility spellB;
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[Header("Ability Instances")]
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public PlayerAbility mainAttackInstance;
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public PlayerAbility secondaryAttackInstance;
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public PlayerAbility spellAInstance;
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public PlayerAbility spellBInstance;
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private void Awake()
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{
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mainAttackInstance = Instantiate(mainAttack, transform);
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mainAttackInstance.thisPlayer = thisPlayer;
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secondaryAttackInstance = Instantiate(secondaryAttack, transform);
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secondaryAttackInstance.thisPlayer = thisPlayer;
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spellAInstance = Instantiate(spellA, transform);
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spellAInstance.thisPlayer = thisPlayer;
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spellBInstance = Instantiate(spellB, transform);
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spellBInstance.thisPlayer = thisPlayer;
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}
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private void Update()
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{
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if (inputHandler.actions["MainAttack"].inProgress)
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{
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mainAttackInstance.TryAbility();
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}
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else if (inputHandler.actions["SecondaryAttack"].inProgress)
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{
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secondaryAttackInstance.TryAbility();
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}
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else if (inputHandler.actions["SpellA"].inProgress)
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{
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spellAInstance.TryAbility();
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}
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else if (inputHandler.actions["SpellB"].inProgress)
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{
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spellBInstance.TryAbility();
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}
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}
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}
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2
Assets/Scripts/Entities/MarisaAbilityHandler.cs.meta
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2
Assets/Scripts/Entities/MarisaAbilityHandler.cs.meta
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fileFormatVersion: 2
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guid: e4cb2f99b870cbec6b3f8e40a997b596
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