Pull request #77: Added missing Ally tags and sorting order type for enemies
Merge in CGD/gather-and-defend from dev/tagsAndSortingOrder to main * commit '507b2ce8e069ed105bb9bc6ac59a5aba39022750': Null check so that buildings dont need an animator Added missing Ally tags and sorting order type for enemies
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commit
7852709519
@ -16,7 +16,7 @@ GameObject:
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- component: {fileID: -2943795733505287777}
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m_Layer: 0
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m_Name: Castle
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m_TagString: Untagged
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m_TagString: Ally
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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@ -99,7 +99,7 @@ GameObject:
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- component: {fileID: 6252103591577139412}
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m_Layer: 0
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m_Name: House
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m_TagString: Untagged
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m_TagString: Ally
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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@ -15,7 +15,7 @@ GameObject:
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- component: {fileID: 1045236105932526234}
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m_Layer: 0
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m_Name: Mill
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m_TagString: Untagged
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m_TagString: Ally
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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@ -451,8 +451,8 @@ SortingGroup:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1531129202202440418}
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m_Enabled: 1
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingLayerID: 364159097
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m_SortingLayer: 1
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m_SortingOrder: 5
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--- !u!114 &7161153261079215068
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MonoBehaviour:
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@ -719,8 +719,8 @@ SortingGroup:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1531129202202440418}
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m_Enabled: 1
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingLayerID: 364159097
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m_SortingLayer: 1
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m_SortingOrder: 5
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--- !u!114 &7161153261079215068
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MonoBehaviour:
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@ -365,8 +365,8 @@ SortingGroup:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1531129202202440418}
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m_Enabled: 1
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingLayerID: 364159097
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m_SortingLayer: 1
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m_SortingOrder: 5
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--- !u!114 &7161153261079215068
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MonoBehaviour:
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@ -408,7 +408,7 @@ GameObject:
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- component: {fileID: -6187152107451925345}
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m_Layer: 0
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m_Name: farmerStick
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m_TagString: Untagged
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m_TagString: Ally
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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@ -78,8 +78,13 @@ public class AnimationEntity : MonoBehaviour
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public void PlayDieAnim()
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{
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_animatorEntity.speed = 1;
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_animatorEntity.Play("die", 0, 0f);
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// Not every entity needs an animator
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if (_animatorEntity != null)
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{
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_animatorEntity.speed = 1;
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_animatorEntity.Play("die", 0, 0f);
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}
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entityState = EntityAnimationState.Dying;
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_doSomething = true;
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_isDead = true;
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