Updated EnemyReturn Script To Handle Dropping Item
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Unity-Files/Assets/Examples/Defender/Defender.unity
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77
Unity-Files/Assets/Examples/Defender/Defender.unity
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@ -14,6 +14,8 @@ public class EnemyReturn : Physics2DObject
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public GameObject droppedObject;
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[Header("Death Effect When Shot")]
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public GameObject deathEffect;
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[Header("Has Droppable Object")]
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public bool hasDroppableObject = false;
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private bool isReturning = false;
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private Vector2 movement = new Vector2(0f, 0f);
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@ -47,12 +49,6 @@ public class EnemyReturn : Physics2DObject
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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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@ -63,11 +59,25 @@ public class EnemyReturn : Physics2DObject
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GameObject newDeathEffect = Instantiate<GameObject>(deathEffect);
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newDeathEffect.transform.position = this.transform.position;
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}
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float randomX = Random.Range(0, 1);
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float randomY = Random.Range(0, 1);
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GameObject newDroppedObject = Instantiate<GameObject>(droppedObject);
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newDroppedObject.transform.position = new Vector2(randomX + this.transform.position.x, randomY + this.transform.position.y);
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if (hasDroppableObject)
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{
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GameObject newDroppedObject = Instantiate<GameObject>(droppedObject);
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newDroppedObject.transform.position = new Vector2(Random.Range(0, 1) + this.transform.position.x, Random.Range(0, 1) + this.transform.position.y);
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}
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Destroy(gameObject);
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}
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else if (playerTag == "Finish" && hasDroppableObject)
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{
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HealthSystemAttribute healthScript = GameObject.Find("CollisionDetector").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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Destroy(gameObject);
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}
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else if (playerTag == "Finish" && isReturning)
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{
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Destroy(gameObject);
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}
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}
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