Update Enemy Return Func & Pastie Spawning
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6688ec3137
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@ -176,6 +176,10 @@ MonoBehaviour:
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rigidbody2D: {fileID: 0}
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normalSpeed: 5
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returnSpeed: 5
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droppedObject: {fileID: 2252406525984333962, guid: a445f9af9bec11a4e89494c4031e6162,
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type: 3}
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deathEffect: {fileID: 1496494696399852, guid: e61802031429a4e2e8f547dbca07fe84,
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type: 3}
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--- !u!114 &114000011533140650
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MonoBehaviour:
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m_ObjectHideFlags: 0
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20
Unity-Files/Assets/Examples/Defender/Pastie.prefab
generated
20
Unity-Files/Assets/Examples/Defender/Pastie.prefab
generated
@ -11,6 +11,7 @@ GameObject:
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- component: {fileID: 3590677777586087654}
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- component: {fileID: 1762312007996219834}
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- component: {fileID: 9035969042858155278}
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- component: {fileID: 2612555762601387375}
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- component: {fileID: 885697997895152444}
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m_Layer: 0
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m_Name: Pastie
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@ -28,7 +29,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 2, y: 2, z: 1}
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m_Children:
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- {fileID: 4878835270198494247}
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m_Father: {fileID: 0}
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@ -111,6 +112,19 @@ BoxCollider2D:
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serializedVersion: 2
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m_Size: {x: 0.29, y: 0.14}
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m_EdgeRadius: 0
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--- !u!114 &2612555762601387375
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m_PrefabInstance: {fileID: 0}
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--- !u!210 &885697997895152444
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@ -121,7 +135,7 @@ SortingGroup:
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m_Enabled: 1
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_SortingOrder: -6
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--- !u!1 &8759752071964469198
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GameObject:
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m_ObjectHideFlags: 0
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@ -203,7 +217,7 @@ TextMesh:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8759752071964469198}
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m_Text: 5
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m_Text:
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m_OffsetZ: 0
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m_CharacterSize: 0.05
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m_LineSpacing: 1
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 7fb007fc909a54d4e9f2700296b8898d
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guid: 2d5bb11f68e548f4b8699da51f5e5982
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@ -10,6 +10,10 @@ public class EnemyReturn : Physics2DObject
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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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[Header("Dropped Object")]
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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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private bool isReturning = false;
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private Vector2 movement = new Vector2(0f, 0f);
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@ -43,14 +47,28 @@ 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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// 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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else if (playerTag == "Bullet")
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{
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if (deathEffect != null)
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{
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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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Destroy(gameObject);
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}
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}
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}
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