using System.Collections; using System.Collections.Generic; using UnityEngine; public class Opponent : Entity { public override Vector2 RangeMultiplier => GlobalConfig.Instance.Current.enemyRangeMultiplier; public override float DamageMultiplier => GlobalConfig.Instance.Current.enemyDamageMultiplier; public override float AttackSpeedMultiplier => GlobalConfig.Instance.Current.enemyAttackSpeedMultiplier; public override float HpMultiplier => GlobalConfig.Instance.Current.enemyLifeMultiplier; public override float SpeedMultiplier => GlobalConfig.Instance.Current.enemySpeedMultiplier; private Vector2 _movementVector = Vector2.zero; private Rigidbody2D _rigidbody; public override void Start() { base.Start(); _rigidbody = GetComponent(); Animation = gameObject.AddComponent(); } public override void Update() { base.Update(); if(IsEnemyDetected) { AttackEnemy(); } else { _movementVector.x = -Time.deltaTime * Speed; transform.position += (Vector3)_movementVector; Move(); } } void AttackEnemy() { //Attack Cooldown if(AttackInterval < AttackSpeedWait) { Animation.PlayAttackAnim(); AttackSpeedWait = 0f; } AttackSpeedWait += Time.deltaTime; } }