Added Main menu Changes to UI
Added Rules Menu Changes to UI Added Cutscenes to the rules scene Reorganised Files
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374
Assets/Scripts/A.I. Scripts/CowardEnemyHoverMovement.cs
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374
Assets/Scripts/A.I. Scripts/CowardEnemyHoverMovement.cs
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using UnityEngine;
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public class CowardEnemyHoverMovement : HoverMovement
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{
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public GameObject minePrefab;
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public float mineSpawnChance;
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public float mineSpawnCooldown;
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private float _mineSpawnTick;
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private bool _canSpawnMine;
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// Game object to track the player GO
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private GameObject _player;
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private GameObject _blackHole;
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// Residual Thrust variables to handle the "glide" after the gameObject has moved
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public float residualThrustStep;
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public float residualThrustMax;
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public float residualThrustTimeTickMax;
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public float residualThrustDecayRate;
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public float residualThrustIdleDecayRate;
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public float jumpForce;
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public float jumpMaxTime;
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private float _residualThrust;
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private float _residualThrustCurrentTime;
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private float _currentJumpTime;
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private bool _isJumping;
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// Variables for RNG movement
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private float _aiVert;
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private float _aiHorz;
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private bool _aiJump;
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public float cowerDistance;
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public float emergencyBoostSpeed;
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public float emergencyBoostCooldownSpeed;
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public float emergencyBoostTime;
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public float emergencyBoostCooldown;
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private bool _emergencyBoosting;
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private bool _emergencyBoosted;
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private float _currentEmergencyBoostingTick;
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private float _currentEmergencyBoosterCooldownTick;
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private float _currentHoldHeight;
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private float _heightChangeTick;
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public float heightChangeInterval;
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public override void DoAwakeTasks()
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{
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base.DoAwakeTasks();
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}
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// Start is called before the first frame update
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void Start()
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{
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// We have to find the player since setting it in the editor doesnt work correctly
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_player = GameObject.Find("Player");
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_blackHole = GameObject.Find("BlackHole");
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_residualThrust = 0.0f;
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_residualThrustCurrentTime = 0.0f;
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_currentJumpTime = 0.0f;
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_isJumping = false;
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_aiJump = false;
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_aiHorz = 0.0f;
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_aiVert = 0.0f;
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_emergencyBoosting = false;
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_emergencyBoosted = false;
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_currentEmergencyBoosterCooldownTick = 0.0f;
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_currentHoldHeight = GetCurrentHeight();
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_heightChangeTick = 0.0f;
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BaseOnStart();
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// Custom start stuff can go here
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}
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void DoAIPhysics(float currentTimeStep)
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{
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}
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/// <summary>
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/// Calculates some RNG movement for the attached Enemy.
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/// </summary>
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/// <param name="currentTimeStep">The time unit currently used, typically deltatime or deltafixed time depending on if its the fixed update or not.</param>
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void DoAI(float currentTimeStep)
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{
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// Get the Up vector of each gameObject so we can compare its X values rather than the Y
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Vector3 playerDirection = _player.transform.position - transform.position;
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Vector3 playerLocation = Vector3.ProjectOnPlane(_player.transform.position, Vector3.up);
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Vector3 myLocation = Vector3.ProjectOnPlane(transform.position, Vector3.forward);
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Vector3 direction = playerLocation - myLocation;
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float facingPlayer = Vector3.Dot(playerDirection.normalized, transform.forward);
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// Added a check to see if the difference is big enough to warrant a turn otherwise they just get stuck turning forever
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float playerHeight = _player.GetComponent<PlayerHoverMovement>().GetCurrentHeight();
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_aiVert = 1;
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_aiHorz = 0.0f;
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if (playerDirection.magnitude <= cowerDistance)
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{
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if (!_emergencyBoosting && !_emergencyBoosted)
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{
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// Try to boost away
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_emergencyBoosting = true;
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_canSpawnMine = false;
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_mineSpawnTick = 0.0f;
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// Force a height change for fun
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_heightChangeTick = heightChangeInterval;
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}
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}
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if (!(facingPlayer < 0.5f && facingPlayer > -0.5f))
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{
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_aiHorz = -direction.normalized.x;
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}
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if (_currentHoldHeight >= GetCurrentHeight())
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{
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RaycastHit aboveCheck;
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Physics.SphereCast(transform.position, 3.0f, transform.up, out aboveCheck, 5.0f, LayerMask.GetMask("Player"));
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if (aboveCheck.rigidbody != null)
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{
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if ((GetCurrentHeight() < playerHeight))
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{
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_objectRigidbody.velocity = Vector3.zero;
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_aiJump = false;
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}
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else
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{
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_aiJump = true;
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}
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}
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else
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{
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_aiJump = true;
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}
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}
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else
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{
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_aiJump = false;
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}
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if (minePrefab != null)
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{
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if (_canSpawnMine && _emergencyBoosting)
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{
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DoAMineSpawn();
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}
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}
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}
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private void DoAMineSpawn()
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{
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GameObject newMine = Instantiate(minePrefab);
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MineHoverMovement mineMovement = newMine.GetComponent<MineHoverMovement>();
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if (mineMovement)
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{
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mineMovement.startPositionVector = transform.position + (-transform.forward * 2.0f);
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mineMovement.startHeight = GetCurrentHeight() - 0.5f;
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}
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newMine.SetActive(true);
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_canSpawnMine = false;
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}
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/// <summary>
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/// Processes the inputs needed to move the gameObject, the turn direction, thrust direction and any residual thrust calculations so that we dont just stop in place.
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/// Anything in this method can be removed, as long as the _turnDirection and _thrustDirection are set then the parent script with handle the orbit and positioning.
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/// </summary>
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/// <param name="currentTimeStep">The time unit currently used, typically deltatime or deltafixed time depending on if its the fixed update or not.</param>
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public override void ProcessPreMovement(float currentTimeStep)
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{
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// Check if movement has been frozen
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if (!freezeMovement)
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{
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// Get the Horz and Vert axis from the RNG (or whatever vars you want)
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float horzInput = _aiHorz;
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float vertInput = _aiVert;
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// Check horz direction value, pos = Right, neg = Left
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if (horzInput > 0)
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{
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_turnDirection = 1;
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}
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else if (horzInput < 0)
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{
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_turnDirection = -1;
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}
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else
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{
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_turnDirection = 0;
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}
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// Check if the vert is pushed forwards or back, pos = forward, neg = back
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if (vertInput > 0)
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{
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_thrusting = true;
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_thrustDirection = 1;
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if (_emergencyBoosting)
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{
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_thrustDirection *= emergencyBoostSpeed;
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}
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else if (_emergencyBoosted)
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{
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_thrustDirection *= emergencyBoostCooldownSpeed;
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}
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if (_residualThrust < residualThrustMax)
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{
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_residualThrust += residualThrustStep * currentTimeStep;
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}
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}
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// If the Enemy is holding backwards
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else if (vertInput < 0)
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{
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if (_residualThrust > 0.0f)
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{
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if (_residualThrustCurrentTime >= residualThrustTimeTickMax)
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{
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_residualThrust -= residualThrustDecayRate;
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}
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_thrustDirection = _residualThrust / residualThrustMax;
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}
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else
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{
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_thrusting = true;
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_thrustDirection = -1;
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}
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}
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else
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{
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if (_residualThrust > 0.0f)
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{
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if (_residualThrustCurrentTime >= residualThrustTimeTickMax)
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{
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_residualThrust -= residualThrustIdleDecayRate;
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}
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_thrustDirection = _residualThrust / residualThrustMax;
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}
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else
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{
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_thrusting = false;
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_thrustDirection = 0;
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}
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}
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// Clamp the residual thrust so we cant fall below 0 or greater than the max value set
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_residualThrust = Mathf.Clamp(_residualThrust, 0, residualThrustMax);
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if (_residualThrustCurrentTime >= residualThrustTimeTickMax)
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{
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_residualThrustCurrentTime = 0.0f;
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}
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else
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{
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_residualThrustCurrentTime += currentTimeStep;
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}
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// Check if the jump button
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if (_aiJump && !_isJumping)
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{
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_isJumping = true;
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}
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// Run any base class stuff
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base.ProcessPreMovement(currentTimeStep);
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}
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}
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/// <summary>
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/// Method for dealing with the jump physics, this should be in the fixed update since it uses rigidbody physics
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/// </summary>
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void ProcessJump()
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{
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// If the enemy is jumping add the jump force
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if (_isJumping)
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{
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_objectRigidbody.AddRelativeForce(Vector3.up * jumpForce * Time.fixedDeltaTime, ForceMode.Impulse);
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if (_currentJumpTime >= jumpMaxTime)
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{
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_currentJumpTime = 0.0f;
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_isJumping = false;
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_aiJump = false;
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}
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else
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{
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_currentJumpTime += Time.fixedDeltaTime;
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}
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}
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}
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void ProcessCooldowns(float currentTimeStep)
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{
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if (_emergencyBoosting)
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{
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if (_currentEmergencyBoostingTick >= emergencyBoostTime)
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{
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_emergencyBoosted = true;
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_emergencyBoosting = false;
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_currentEmergencyBoostingTick = 0.0f;
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}
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else
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{
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_currentEmergencyBoostingTick += currentTimeStep;
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}
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}
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if (_emergencyBoosted)
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{
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if (_currentEmergencyBoosterCooldownTick >= emergencyBoostCooldown)
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{
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_emergencyBoosted = false;
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_currentEmergencyBoosterCooldownTick = 0.0f;
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}
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else
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{
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_currentEmergencyBoosterCooldownTick += currentTimeStep;
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}
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}
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if (_heightChangeTick >= heightChangeInterval)
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{
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_currentHoldHeight = Random.Range(startHeight, startHeight + 5.0f);
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_heightChangeTick = 0.0f;
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}
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else
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{
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_heightChangeTick += currentTimeStep;
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}
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if (!_canSpawnMine)
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{
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if (_mineSpawnTick >= mineSpawnCooldown)
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{
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_mineSpawnTick = 0.0f;
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_canSpawnMine = true;
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}
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else
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{
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_mineSpawnTick += currentTimeStep;
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}
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}
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}
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private void FixedUpdate()
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{
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if (objectIsActive)
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{
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DoAIPhysics(Time.fixedDeltaTime);
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ProcessJump();
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}
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}
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// Update is called once per frame
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void Update()
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{
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if (objectIsActive)
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{
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DoAI(Time.deltaTime);
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ProcessPreMovement(Time.deltaTime);
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ProcessCurrentMovement(Time.deltaTime);
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ProcessPostMovement();
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ProcessCooldowns(Time.deltaTime);
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}
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}
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}
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