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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