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speed: 5
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projectileLifetime: 3
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@ -219,6 +219,7 @@ GameObject:
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- component: {fileID: 2019234432969631736}
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m_Name: Enemy5V3
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m_TagString: Enemy
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@ -381,6 +382,20 @@ Rigidbody2D:
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m_SleepingMode: 1
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m_CollisionDetection: 0
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m_CollisionDetection: 0
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m_Constraints: 0
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--- !u!114 &726348107358307867
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projectileLifetime: 3
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--- !u!1001 &2018686273432440032
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@ -219,6 +219,7 @@ GameObject:
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m_SleepingMode: 1
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m_SleepingMode: 1
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m_CollisionDetection: 0
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@ -381,6 +382,20 @@ Rigidbody2D:
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@ -219,6 +219,7 @@ GameObject:
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m_TagString: Enemy
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@ -381,6 +382,20 @@ Rigidbody2D:
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m_SleepingMode: 1
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m_SleepingMode: 1
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m_CollisionDetection: 0
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@ -31,7 +31,6 @@ public class InstantiateOverTime : MonoBehaviour
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private float CanShootTime;
|
private float CanShootTime;
|
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|
|
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public GameObject projectile;
|
public GameObject projectile;
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public ShootingRange shootingRange;
|
|
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public List<BulletPatternSequence> Patterns;
|
public List<BulletPatternSequence> Patterns;
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BulletPatternSequence _CurrentSequence;
|
BulletPatternSequence _CurrentSequence;
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|
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|
@ -42,7 +41,7 @@ public class InstantiateOverTime : MonoBehaviour
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|
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private void Update()
|
private void Update()
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{
|
{
|
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if (CanShootTime < Time.time && shootingRange.inRange) // We are allowed to shoot
|
if (CanShootTime < Time.time) // We are allowed to shoot
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{
|
{
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BulletPattern currentPattern = _CurrentSequence.sequence[_CurrentSequence.currentPattern];
|
BulletPattern currentPattern = _CurrentSequence.sequence[_CurrentSequence.currentPattern];
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|
|
@ -1,24 +0,0 @@
|
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using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
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public class ShootingRange : MonoBehaviour
|
|
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{
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|
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public float range = 5f;
|
|
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public LayerMask playerLayer;
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public bool inRange = false;
|
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void Update()
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{
|
|
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}
|
|
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private void OnTriggerEnter2D(Collider2D collision)
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{
|
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inRange = true;
|
|
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//Debug.Log("in range");
|
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}
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private void OnTriggerExit2D(Collider2D collision)
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{
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inRange=false;
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}
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}
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userData:
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assetBundleName:
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assetBundleVariant:
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Loading…
Reference in New Issue