correction du merge request
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ccd2e898e5
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@ -4,8 +4,14 @@ using UnityEngine;
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public class Ally : Entity
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{
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public override void Start()
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{
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base.Start();
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void Update() {
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}
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void Update()
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{
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if(IsEnemyDetected) {
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AttackEnemy();
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@ -13,17 +19,17 @@ public class Ally : Entity
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}
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void AttackEnemy() {
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void AttackEnemy()
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{
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//Attack Cooldown
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if(AttackSpeed < AttackSpeedWait) {
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Enemy.hit(AttackDamage);
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Debug.Log("Opponent Hp = " + Enemy.Hp);
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Enemy.Hit(AttackDamage);
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//Kill if no hp
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if(Enemy.Hp <= 0) {
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IsEnemyDetected = false;
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Enemy.death();
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Enemy.Death();
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}
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AttackSpeedWait = 0f;
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@ -11,12 +11,16 @@ public class Archer : Ally
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private Rigidbody2D _rigidbodyAlly;
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private Rigidbody2D _rigidbodyOpponent;
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void Start() {
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public override void Start()
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{
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base.Start();
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_rigidbodyAlly = GetComponent<Rigidbody2D>();
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Animation = gameObject.AddComponent<AnimationEntity>();
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}
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void Update() {
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void Update()
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{
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if(IsEnemyDetected) {
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_rigidbodyOpponent = Enemy.GetComponent<Rigidbody2D>();
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@ -25,12 +29,13 @@ public class Archer : Ally
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}
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void AttackEnemy() {
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void AttackEnemy()
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{
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//Attack Cooldown
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if(AttackSpeed < AttackSpeedWait) {
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Animation.Attack();
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Animation.PlayAttackAnim();
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GameObject _newArrow = Instantiate(_arrow, _rigidbodyAlly.position, Quaternion.identity);
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@ -5,44 +5,50 @@ using UnityEngine;
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public class AnimationEntity : MonoBehaviour
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{
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private Animator _animator_entity;
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private Animator _animatorEntity;
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private bool _doSomething = false;
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private bool _isDead = false;
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void Start() {
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_animator_entity = GetComponentInChildren<Animator>();
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void Start()
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{
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_animatorEntity = GetComponentInChildren<Animator>();
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}
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void Update() {
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if (_doSomething && _animator_entity.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
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void Update()
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{
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Idle();
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if (_doSomething && _animatorEntity.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
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{
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PlayIdleAnim();
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_doSomething = false;
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}
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}
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public void Idle() {
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public void PlayIdleAnim()
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{
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if(!_isDead) {
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_animator_entity.Play("idle", 0, 0f);
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_animatorEntity.Play("idle", 0, 0f);
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}
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}
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public void Walk() {
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public void PlayWalkAnim()
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{
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if(!_isDead) {
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_animator_entity.Play("walk", 0, 0f);
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_animatorEntity.Play("walk", 0, 0f);
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}
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}
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public void Attack() {
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public void PlayAttackAnim()
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{
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if(!_isDead) {
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_animator_entity.Play("attack", 0, 0f);
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_animatorEntity.Play("attack", 0, 0f);
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_doSomething = true;
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}
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}
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public void Die() {
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_animator_entity.Play("die", 0, 0f);
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public void PlayDieAnim()
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{
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_animatorEntity.Play("die", 0, 0f);
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_doSomething = true;
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_isDead = true;
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}
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@ -22,13 +22,13 @@ public class Detection : MonoBehaviour
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void OnTriggerEnter2D(Collider2D other)
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{
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//Projectiles detection + damage deal
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if(_entityLinked is not null) {
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if(_entityLinked != null) {
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if(_projectileDamage > 0 && other.gameObject.GetComponent<Entity>() == _entityLinked) {
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_entityLinked.hit(_projectileDamage);
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_entityLinked.Hit(_projectileDamage);
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//Kill if no hp
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if(other.gameObject.GetComponent<Entity>().Hp <= 0) {
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other.gameObject.GetComponent<Entity>().death();
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other.gameObject.GetComponent<Entity>().Death();
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_entityLinked = null;
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}
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@ -37,8 +37,9 @@ public class Detection : MonoBehaviour
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}
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void OnTriggerStay2D(Collider2D other) {
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if(_entityLinked is not null) {
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void OnTriggerStay2D(Collider2D other)
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{
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if(_entityLinked != null) {
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if(_entityLinked.Enemy == null) {
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//Detect the enemy and inform the Ally
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if (other.gameObject.tag == "Opponent" && _entityLinked is Ally) {
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@ -58,7 +59,7 @@ public class Detection : MonoBehaviour
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void OnTriggerExit2D(Collider2D other)
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{
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if(_entityLinked is not null) {
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if(_entityLinked != null) {
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if(_projectileDamage == 0) {
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if ((other.gameObject.tag == "Opponent" && _entityLinked is Ally) || (other.gameObject.tag == "Ally" && _entityLinked is Opponent)) {
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_entityLinked.IsEnemyDetected = false;
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@ -16,62 +16,68 @@ public class Entity : LevelObject
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private float _attack_speed;
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private float _attack_speed_wait = 0f;
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private AnimationEntity _animation;
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private Shader shaderGUItext;
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private Shader shaderSpritesDefault;
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private Shader _shaderGUItext;
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private Shader _shaderSpritesDefault;
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private SpriteRenderer[] _spriteRenderers;
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//Enemy Spotted
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private bool _isEnemyDetected = false;
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private Entity _enemy;
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//Methods
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public void death() {
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_animation.Die();
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Invoke("dying", 0.1f);
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public virtual void Start()
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{
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_spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
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}
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void dying() {
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SpriteRenderer[] spriteRenderers;
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spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
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//Start the animation of death and the fading of the entity
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public void Death()
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{
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_animation.PlayDieAnim();
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Invoke("Dying", 0.1f);
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}
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foreach (SpriteRenderer renderer in spriteRenderers)
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//Recursive method that fade the dying entity
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void Dying()
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{
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foreach (SpriteRenderer renderer in _spriteRenderers)
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{
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Color currentColor = renderer.color;
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currentColor.a = currentColor.a - 0.1f;
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renderer.color = currentColor;
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}
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if(spriteRenderers[0].color.a > 0f) {
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Invoke("dying", 0.1f);
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if(_spriteRenderers[0].color.a > 0f) {
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Invoke("Dying", 0.1f);
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}else {
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Destroy(gameObject);
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}
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}
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public void hit(int damage) {
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//When hit : get damage and start a flash of light
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public void Hit(int damage)
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{
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_hp-=damage;
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SpriteRenderer[] spriteRenderers;
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spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
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shaderGUItext = Shader.Find("GUI/Text Shader");
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shaderSpritesDefault = Shader.Find("Sprites/Default");
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_shaderGUItext = Shader.Find("GUI/Text Shader");
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_shaderSpritesDefault = Shader.Find("Sprites/Default");
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foreach (SpriteRenderer renderer in spriteRenderers)
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foreach (SpriteRenderer renderer in _spriteRenderers)
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{
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renderer.material.shader = shaderGUItext;
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renderer.material.shader = _shaderGUItext;
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}
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Invoke("returnNormalColor", 0.1f);
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Invoke("ReturnNormalColor", 0.1f);
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}
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void returnNormalColor() {
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SpriteRenderer[] spriteRenderers;
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spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
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foreach (SpriteRenderer renderer in spriteRenderers)
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//End the flash of light from the method above
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void ReturnNormalColor()
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{
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renderer.material.shader = shaderSpritesDefault;
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foreach (SpriteRenderer renderer in _spriteRenderers)
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{
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renderer.material.shader = _shaderSpritesDefault;
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}
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}
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@ -8,13 +8,16 @@ public class Opponent : Entity
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private Vector2 _movementVector = Vector2.zero;
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private Rigidbody2D _rigidbody;
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void Start()
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public override void Start()
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{
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base.Start();
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_rigidbody = GetComponent<Rigidbody2D>();
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Animation = gameObject.AddComponent<AnimationEntity>();
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}
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void Update() {
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void Update()
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{
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_movementVector.x = -Time.deltaTime * Speed;
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@ -26,18 +29,18 @@ public class Opponent : Entity
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}
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void AttackEnemy() {
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void AttackEnemy()
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{
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//Attack Cooldown
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if(AttackSpeed < AttackSpeedWait)
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{
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Animation.Attack();
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Animation.PlayAttackAnim();
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Enemy.hit(AttackDamage);
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Debug.Log("Ally Hp = " + Enemy.Hp);
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Enemy.Hit(AttackDamage);
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//Kill if no hp
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if(Enemy.Hp <= 0) {
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Enemy.death();
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Enemy.Death();
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}
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AttackSpeedWait = 0f;
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