more enemy stuff
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3b60583c76
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235 changed files with 27781 additions and 3909 deletions
14
Assets/Scripts/Entities/Enemy/BossRange.cs
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14
Assets/Scripts/Entities/Enemy/BossRange.cs
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using System;
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using UnityEngine;
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public class BossRange : MonoBehaviour
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{
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (other.CompareTag(tag))
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{
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EnemySpawner.instance.StartBoss();
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gameObject.SetActive(false);
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}
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}
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}
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2
Assets/Scripts/Entities/Enemy/BossRange.cs.meta
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2
Assets/Scripts/Entities/Enemy/BossRange.cs.meta
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fileFormatVersion: 2
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guid: 4b504e72f3e510d93bbb892b7ce53bbe
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126
Assets/Scripts/Entities/Enemy/Enemy.cs
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126
Assets/Scripts/Entities/Enemy/Enemy.cs
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using System;
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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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using Random = UnityEngine.Random;
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public class Enemy : Entity
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{
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[System.Serializable]
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public class Ability
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{
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public EnemyAbility ability;
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public float currentCooldown;
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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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[SerializeField] private UpgradePickup pickupObject;
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[Header("Abilities")]
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[SerializeField] private Ability[] allAbilities;
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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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private void Update()
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{
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if (detectedPlayer)
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{
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Ability foundAbility = null;
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foreach (Ability availableAbility in allAbilities)
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{
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if (foundAbility == null && availableAbility.currentCooldown <= 0)
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{
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foundAbility = availableAbility;
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}
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else if (availableAbility.currentCooldown > 0)
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{
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availableAbility.currentCooldown -= Time.deltaTime;
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}
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}
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if (foundAbility != null)
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{
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foundAbility.ability.UseAbility(closestTarget, this);
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foundAbility.currentCooldown = foundAbility.ability.cooldown;
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}
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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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UpgradePickup newPickup = Instantiate(pickupObject, transform.position, Quaternion.identity);
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newPickup.upgradeDropped = drop.droppedUpgrade;
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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/Enemy.cs.meta
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2
Assets/Scripts/Entities/Enemy/Enemy.cs.meta
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fileFormatVersion: 2
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guid: d2f63beb11592bee5a56b820466a852d
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36
Assets/Scripts/Entities/Enemy/EnemyFireBullet.cs
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36
Assets/Scripts/Entities/Enemy/EnemyFireBullet.cs
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using UnityEngine;
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[CreateAssetMenu(fileName = "New Enemy Projectile Ability", menuName = "EnemyAbilities/FireBullet")]
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public class EnemyFireBullet : EnemyAbility
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{
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public enum FireMode {Angled, Offset};
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[Header("Projectile")]
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public FireMode fireMode = FireMode.Offset;
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public Vector2 offset;
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public float angle;
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public int projectileCount;
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public int pierceAmount;
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public float projectileSpeed;
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public float bulletLifetime;
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public float accuracy;
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public Projectile projectile;
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public override void UseAbility(Entity target, Enemy owner)
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{
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for (int i = 0; i < projectileCount; i++)
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{
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Projectile newProjectile = Instantiate(projectile, owner.transform.position, Quaternion.identity);
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newProjectile.RotateToTarget(target.transform.position);
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if (fireMode == FireMode.Offset && projectileCount > 1)
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{
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newProjectile.transform.position += new Vector3(Random.Range(-offset.x, offset.x), Random.Range(-offset.y, offset.y));
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}
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newProjectile.pierceAmount = pierceAmount;
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newProjectile.damage = power;
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newProjectile.speed = projectileSpeed;
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newProjectile.lifetime = bulletLifetime;
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newProjectile.transform.Rotate(0, 0, Random.Range(-accuracy, accuracy));
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newProjectile.tag = owner.tag;
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}
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}
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}
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2
Assets/Scripts/Entities/Enemy/EnemyFireBullet.cs.meta
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2
Assets/Scripts/Entities/Enemy/EnemyFireBullet.cs.meta
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fileFormatVersion: 2
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guid: 0c76701d260732d13a1beca8945ac458
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61
Assets/Scripts/Entities/Enemy/EnemySpawner.cs
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61
Assets/Scripts/Entities/Enemy/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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#region Statication
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public static EnemySpawner instance;
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private void Awake()
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{
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if (instance != null && instance != this)
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{
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Destroy(gameObject);
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return;
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}
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instance = this;
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}
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#endregion
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[Header("Enemies")]
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public bool canSpawn = true;
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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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[Header("Boss")]
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public Enemy bossEnemy;
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public Transform bossSpawnPoint;
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[Header("Cache")]
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[SerializeField] private Transform enemyFolder;
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[SerializeField] private Marisa player;
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private void Update()
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{
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if (canSpawn)
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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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}
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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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public void StartBoss()
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{
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SpawnEnemy(bossEnemy, bossSpawnPoint.position);
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canSpawn = false;
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}
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}
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2
Assets/Scripts/Entities/Enemy/EnemySpawner.cs.meta
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2
Assets/Scripts/Entities/Enemy/EnemySpawner.cs.meta
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fileFormatVersion: 2
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guid: 1feaa0eb8751bf4a1b4acb1457d0c538
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