Basic entities move into atk range to target
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54
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53
Assets/Scripts/Entity.cs
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Assets/Scripts/Entity.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Entity : MonoBehaviour
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{
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[SerializeField]private float health;
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[SerializeField]private float movementSpeed;
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[SerializeField]private float rotSpeed;
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[SerializeField]private float fov;
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[SerializeField]private float attackRange;
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[SerializeField]private float attackDmg;
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[SerializeField]private Transform target;
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private Vector3 direction;
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public Entity(float health, float movementSpeed, float rotSpeed, float attackRange, float attackDmg, Transform target){
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this.health = health;
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this.movementSpeed = movementSpeed;
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this.rotSpeed = rotSpeed;
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this.attackRange = attackRange;
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this.attackDmg = attackDmg;
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this.target = target;
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}
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private void Start() {
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direction = new Vector3(1,0,0);
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}
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private void Update() {
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MoveToTarget(transform, Time.deltaTime);
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}
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protected virtual void Attack(){
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}
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protected virtual void SpecialAttack(){
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}
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protected virtual void MoveToTarget(Transform transform, float deltaTime){
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direction = Vector3.RotateTowards(direction, (target.position - transform.position), rotSpeed*deltaTime, 0.0f);
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if( !IsInAttackRange())
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transform.Translate(direction * movementSpeed* deltaTime);
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}
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public void SetTarget(Transform newTarget){
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target = newTarget;
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}
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protected bool IsInAttackRange(){
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return Vector2.Distance(transform.position, target.position) <= attackRange;
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}
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}
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