Added Enemy Return Script Functionality
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127
Unity-Files/Assets/Examples/Defender/Enemy Ship.prefab
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127
Unity-Files/Assets/Examples/Defender/Enemy Ship.prefab
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@ -5,15 +5,52 @@ using UnityEngine;
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[RequireComponent(typeof(Rigidbody2D))]
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public class EnemyReturn : Physics2DObject
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{
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[Header("Movement Speed")]
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[Tooltip("The amount of speed in which the boat moves towards the castle")]
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public float normalSpeed = 5f;
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[Tooltip("The amount of speed in which the boat moves away from the castle")]
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public float returnSpeed = 5f;
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private bool isReturning = false;
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private Vector2 movement = new Vector2(0f, 0f);
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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if (isReturning)
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{
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movement = new Vector2(0f, returnSpeed);
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}
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else
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{
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movement = new Vector2(0f, -normalSpeed);
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}
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}
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//FixedUpdate is called every frame when the physics are calculated
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void FixedUpdate()
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{
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rigidbody2D.AddForce(movement);
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}
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void OnTriggerEnter2D(Collider2D otherCollider)
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{
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string playerTag = otherCollider.gameObject.tag;
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if (playerTag == "Player" || playerTag == "Player2")
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{
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HealthSystemAttribute healthScript = otherCollider.gameObject.GetComponent<HealthSystemAttribute>();
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if (healthScript != null)
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{
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// subtract health from the player
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healthScript.ModifyHealth(-1);
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}
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this.GetComponent<SpriteRenderer>().flipY = false;
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isReturning = true;
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}
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}
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}
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