Added assets from old repo
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using Pathfinding;
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using System.Threading.Tasks;
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using System;
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using System.Linq;
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using System.Text;
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//Designed by Jacob Weedman
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//Use on Cloaker type enemies
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public class CloakerAI : MonoBehaviour
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{
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//MISC
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GameObject target;
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public float nextWaypointDistance = 5;
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Path path;
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int currentWaypoint = 0;
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bool reachedEndOfPath = false;
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GameObject projectile;
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GameObject player;
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public List<GameObject> SuitablePositions;
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public List<GameObject> AllPositions;
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float DistanceFromPlayer;
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Vector2 StartPosition;
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public List<GameObject> PatrolPositions;
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GameObject LastKnownPlayerLocation;
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//CONDITIONS/GENERAL INFORMATION
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bool canJump = true;
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bool canMove = true; // Prevent all movement
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bool canPursue = false; // Follow player
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bool canFire = false;
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bool currentlyReloading = false;
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bool targetingPlayer = false;
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bool inFiringCycle = false;
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bool canDash = true;
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//ENEMY STATS (Changeable)
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public float Speed = 0.7f; // In relation to player's walking speed
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public float JumpHeight = 1.4f; // In relation to player's regular jump height
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public float Health = 15;
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public int PlayerDetectionRange = 25;
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public float HiddenTransparencyAmmount = 0.05f;
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public float dashSpeed = 40f; // Strength of the dash
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//WEAPON STATS (CHANGEABLE)
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public int WeaponDamage = 40; // Damage per hit
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public int WeaponFireRate = 1500; // Delay in time between attacks both melee and ranged
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public float WeaponMeleeRange = 0.75f;
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//REFERENCES
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Seeker seeker;
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Rigidbody2D rb;
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//ONCE THE GAME STARTS
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void Start()
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{
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seeker = GetComponent<Seeker>();
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rb = GetComponent<Rigidbody2D>();
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transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = false;
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StartPosition = transform.position;
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AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList();
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projectile = GameObject.Find("EnemyProjectile");
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player = GameObject.FindGameObjectWithTag("Player");
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LastKnownPlayerLocation = null;
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target = gameObject;
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InvokeRepeating("UpdatePath", 0f, 0.1f);
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InvokeRepeating("PathfindingTimeout", 0f, 10);
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}
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// When enemy has reached the next node
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void OnPathComplete(Path p)
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{
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if (!p.error)
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{
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path = p;
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currentWaypoint = 0;
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}
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}
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// Select next node
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void UpdatePath()
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{
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if (seeker.IsDone() && target != null)
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{
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seeker.StartPath(rb.position, target.transform.position, OnPathComplete);
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}
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}
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// Pathfiniding Timeout
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void PathfindingTimeout()
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{
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if (Vector2.Distance(transform.position, target.transform.position) > 0.5)
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{
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LastKnownPlayerLocation = null;
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targetingPlayer = false;
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target = gameObject;
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}
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}
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//MAIN LOGIC
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void FixedUpdate()
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{
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//DEATH
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if (Health <= 0)
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{
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GameObject DeadBody;
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DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity);
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Destroy(GameObject.Find(DeadBody.name).GetComponent<TestEnemyAIGroundRanged>());
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Destroy(GameObject.Find(DeadBody.name).GetComponent<Seeker>());
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foreach (Transform child in DeadBody.transform) {
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GameObject.Destroy(child.gameObject);
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}
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Destroy(gameObject);
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}
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//ICONS
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if (targetingPlayer && gameObject.GetComponent<SpriteRenderer>().color.a == 1)
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{
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transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = true;
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}
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else
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{
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transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = false;
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gameObject.GetComponent<SpriteRenderer>().color = new Color(1f, 0f, 0f, HiddenTransparencyAmmount);
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}
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//MISC PATHFINDING
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if (path == null)
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return;
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if (target == null)
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return;
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if (currentWaypoint >= path.vectorPath.Count)
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{
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reachedEndOfPath = true;
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return;
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}
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else
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{
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reachedEndOfPath = false;
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}
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//ATTACK
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// Check if enemy has line of sight on the player & if they are in the acceptable range
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if (canFire == true && currentlyReloading == false)
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{
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if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(player.transform.position, transform.position) <= WeaponMeleeRange)
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{
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gameObject.GetComponent<SpriteRenderer>().color = new Color(1f, 0f, 0f, 1f);
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UseWeapon();
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}
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}
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//CALL DASH
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if (DetermineLineOfSight(gameObject, player) && targetingPlayer && canDash == true)
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{
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Dash();
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}
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//MOVEMENT
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if (canMove == true)
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{
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canFire = false;
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Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position;
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if (direction.x > 0) // Move right
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{
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rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y));
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}
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if (direction.x < 0) // Move left
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{
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rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y));
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}
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if (direction.y > 1f) // Wants to jump
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{
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JumpMethod();
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}
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// A* logic
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float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]);
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if (distance < nextWaypointDistance)
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{
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currentWaypoint++;
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}
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}
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//GROUND DETECTION
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//Detecting if the enemy has reached the ground
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if (GetComponentInChildren<GroundCheck>().isGrounded == true && rb.linearVelocity.y == 0)
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{
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canJump = true;
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if (inFiringCycle == false)
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{
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canFire = true;
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}
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}
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else
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{
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canJump = false;
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canFire = false;
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}
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//DETECTION
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// Enemy detects player
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if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange)
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{
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targetingPlayer = true;
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canPursue = true;
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target = player;
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// Get the last know player location by finding which of the positions is closest to the player
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if (LastKnownPlayerLocation == null)
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{
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LastKnownPlayerLocation = gameObject;
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}
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foreach (GameObject pos in AllPositions)
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{
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if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position))
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{
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LastKnownPlayerLocation = pos;
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}
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}
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}
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// Player has broken line of sight and the enemy will attempt to move to the last known location
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else if (LastKnownPlayerLocation != null)
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{
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if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5)
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{
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canPursue = false;
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target = LastKnownPlayerLocation;
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}
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if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false)
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{
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targetingPlayer = false;
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LastKnownPlayerLocation = null;
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}
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}
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//TARGET DETERMINATION
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if (canPursue == true)
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{
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// If the enemy reaches the target
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if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player))
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{
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if (canFire == false && inFiringCycle == false)
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{
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canFire = true;
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}
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}
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}
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}
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//MISC METHODS
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// Perform jump
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async Task JumpMethod()
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{
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if (canJump == true)
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{
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rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12);
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canJump = false;
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await Task.Delay(500);
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}
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}
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// Dash
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async Task Dash()
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{
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canDash = false;
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// Perform dash
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rb.linearVelocity = new Vector2(transform.position.x - player.transform.position.x, transform.position.y - player.transform.position.y).normalized * dashSpeed * -1;
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await Task.Delay(1000); // Dash delay ms
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canDash = true;
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}
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// Use Ranged Weapon
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async Task UseWeapon()
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{
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canFire = false;
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inFiringCycle = true;
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// melee attack
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//Damage
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GameObject.Find("GameData").GetComponent<GameData>().CurrentHealth -= WeaponDamage;
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await Task.Delay(WeaponFireRate);
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canFire = true;
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inFiringCycle = false;
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}
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// General Utility
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bool DetermineLineOfSight(GameObject object1, GameObject object2)
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{
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Vector3 RaycastStart = object1.transform.position;
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Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized;
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float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position);
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if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false)
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{
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Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance);
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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