暂时修改
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@@ -1,16 +1,17 @@
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@@ -1,52 +0,0 @@
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using UnityEngine;
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namespace IndianOceanAssets.Engine2_5D
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{
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// Controls enemy behavior: follows player and handles collision.
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public class EnemyAI : MonoBehaviour
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{
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private Transform target; // Reference to the player
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[SerializeField] private float speed; // Movement speed
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[SerializeField] private int damageAmount; // Damage dealt to player
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[SerializeField] private SpriteRenderer spriteRenderer; // For flipping sprite
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// Called on start
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public void Start()
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{
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Invoke("AssignPlayer", 1f); // Delay to ensure player exists
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}
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// Finds and assigns the player as target
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public void AssignPlayer()
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{
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target = GameObject.FindGameObjectWithTag("Player").transform;
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}
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// Called every frame
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public void Update()
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{
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if (target)
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{
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// Flip sprite based on direction to player
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if (target.position.x > transform.position.x)
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spriteRenderer.flipX = false;
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else
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spriteRenderer.flipX = true;
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// Move towards player
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transform.position = Vector3.MoveTowards(transform.position, target.position, Time.deltaTime * speed);
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}
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}
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// Handles collision with player
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void OnCollisionEnter(Collision collision)
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{
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if (collision.collider.CompareTag("Player"))
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{
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// Damage player and kill self
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collision.collider.GetComponent<HealthSystem>().Damage(damageAmount);
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GetComponent<HealthSystem>().Die();
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}
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}
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}
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}
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@@ -1,11 +0,0 @@
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@@ -1,46 +0,0 @@
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using UnityEngine;
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namespace IndianOceanAssets.Engine2_5D
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{
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// Spawns enemies at random positions and intervals
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public class EnemySpawner : MonoBehaviour
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{
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[SerializeField]
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private GameObject enemyEntity; // Enemy prefab
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[SerializeField]
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private Transform[] spawnPosition; // Possible spawn points
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[SerializeField]
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private float spawnTime = 4f; // Time between spawns
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// Starts repeated spawning
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private void Start()
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{
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InvokeRepeating("SpawnEnemies", 0f, spawnTime);
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}
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// Spawns a random number of enemies at random positions
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public void SpawnEnemies()
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{
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int enemyNo = Random.Range(1, 4);
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for (int i = 0; i < enemyNo; i++)
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{
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int randomSpawnPosition = Random.Range(0, spawnPosition.Length);
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if (spawnPosition[randomSpawnPosition])
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{
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// Randomize spawn position slightly
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Vector3 randomUnitCircle = new Vector3(Random.Range(-1f, 1f), .5f, Random.Range(-1f, 1f));
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Instantiate(enemyEntity, spawnPosition[randomSpawnPosition].position + randomUnitCircle, Quaternion.identity);
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}
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}
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// Decrease spawn time to increase difficulty, but not below 2 seconds
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spawnTime -= .5f;
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if (spawnTime <= 2f)
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spawnTime = 2f;
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}
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}
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}
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@@ -1,11 +0,0 @@
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