TigerProject/Assets/Scripts/Monster/GroundEnemyMovement.cs

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using UnityEngine;
using System.Collections.Generic;
public class GroundEnemyMovement : Entity
{
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[SerializeField] private Rigidbody2D rigidBody;
[SerializeField] private SpriteRenderer spriteRenderer;
[SerializeField] private float Speed = 3f;
[SerializeField] private float startDirection = 1.5f;
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[SerializeField] private LayerMask terrainLayer;
private float currentDirection;
private float halfWidth;
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private Vector2 movement;
private void Start()
{
halfWidth = spriteRenderer.bounds.extents.x;
currentDirection = startDirection > 0 ? 1f : -1f;
spriteRenderer.flipX = currentDirection == 1 ? false : true;
}
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public override void RunAI()
{
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movement.x = Speed * currentDirection;
movement.y = rigidBody.linearVelocity.y;
rigidBody.linearVelocity = movement;
SetDirection();
}
private void SetDirection()
{
Vector2 frontVec = transform.position;
Vector2 wallDir = Vector2.right;
if (currentDirection > 0)
{
frontVec += Vector2.right * halfWidth;
wallDir = Vector2.right;
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}
else
{
frontVec += Vector2.left * halfWidth;
wallDir = Vector2.left;
}
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RaycastHit2D cliffHit = Physics2D.Raycast(frontVec, Vector2.down, 1f, terrainLayer);
Debug.DrawRay(frontVec, Vector2.down * 1f, Color.green);
float wallDist = halfWidth + 0.2f;
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RaycastHit2D wallHit = Physics2D.Raycast(transform.position, wallDir, wallDist, terrainLayer);
Debug.DrawRay(transform.position, wallDir * wallDist, Color.blue);
if (cliffHit.collider == null || wallHit.collider != null)
{
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currentDirection *= -1;
spriteRenderer.flipX = !spriteRenderer.flipX;
}
}
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}