Enemy flip add
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propertyPath: m_Name
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value: Enemy1V1
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value: Enemy1V1
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objectReference: {fileID: 0}
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m_AddedGameObjects: []
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m_AddedGameObjects: []
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@ -20,13 +20,14 @@ public class EnemyPathFinding : MonoBehaviour
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}
|
}
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private void Update()
|
private void Update()
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{
|
{
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|
if (targets.Length == 0) return;
|
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|
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Transform closestTarget = GetClosestTarget();
|
Transform closestTarget = GetClosestTarget();
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if (closestTarget == null) return;
|
if (closestTarget == null) return;
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|
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// Make sure no rope parts are in front
|
// Make sure no rope parts are in front
|
||||||
Vector2 dir = closestTarget.position - transform.position;
|
Vector2 dir = closestTarget.position - transform.position;
|
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if (Physics2D.Raycast(transform.position, dir.normalized, ropeDistCheck, ropeCheckMask))
|
if (Physics2D.Raycast(transform.position, dir.normalized, ropeDistCheck, ropeCheckMask)) return;
|
||||||
return;
|
|
||||||
|
|
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agent.SetDestination(closestTarget.position);
|
agent.SetDestination(closestTarget.position);
|
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}
|
}
|
||||||
|
|
|
@ -2,6 +2,8 @@
|
||||||
|
|
||||||
public class SpriteMovementFlipper : MonoBehaviour
|
public class SpriteMovementFlipper : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
[SerializeField] private bool invert = false;
|
||||||
|
|
||||||
SpriteRenderer sp;
|
SpriteRenderer sp;
|
||||||
|
|
||||||
Vector3 prevPos;
|
Vector3 prevPos;
|
||||||
|
@ -15,11 +17,11 @@ public class SpriteMovementFlipper : MonoBehaviour
|
||||||
{
|
{
|
||||||
if ((transform.position - prevPos).x > 0.1f)
|
if ((transform.position - prevPos).x > 0.1f)
|
||||||
{
|
{
|
||||||
sp.flipX = false;
|
sp.flipX = invert;
|
||||||
}
|
}
|
||||||
else if ((transform.position - prevPos).x < -0.1f)
|
else if ((transform.position - prevPos).x < -0.1f)
|
||||||
{
|
{
|
||||||
sp.flipX = true;
|
sp.flipX = !invert;
|
||||||
}
|
}
|
||||||
|
|
||||||
prevPos = transform.position;
|
prevPos = transform.position;
|
||||||
|
|
Loading…
Reference in New Issue