2020-02-01 07:52:46 +00:00
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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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using UnityEngine.AI;
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public class EnemyManager : MonoBehaviour
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{
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public float health = 100;
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2020-02-01 11:11:56 +00:00
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public float damage = 10;
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public float attackRate = 2;
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private float attackTime = 2;
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2020-02-01 13:26:43 +00:00
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public float actualHealth;
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2020-02-01 07:52:46 +00:00
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private NavMeshAgent navMeshAgent;
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private PlayerManager player;
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2020-02-01 11:11:56 +00:00
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private BarricadeManager barricadeManager;
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public List<GameObject> bodyParts = new List<GameObject>();
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2020-02-01 07:52:46 +00:00
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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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2020-02-01 11:11:56 +00:00
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attackTime = attackRate;
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2020-02-01 09:12:47 +00:00
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actualHealth = health;
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2020-02-01 07:52:46 +00:00
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player = FindObjectOfType<PlayerManager>();
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navMeshAgent = GetComponent<NavMeshAgent>();
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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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2020-02-01 09:12:47 +00:00
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DropBodyPart();
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if (actualHealth <= 0)
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2020-02-01 07:52:46 +00:00
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{
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2020-02-01 13:26:43 +00:00
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Destroy(transform.gameObject, 0.1f);
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2020-02-01 11:11:56 +00:00
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}
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DestroyBarricades();
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2020-02-01 13:26:43 +00:00
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Attack();
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2020-02-01 11:11:56 +00:00
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if (navMeshAgent != null && barricadeManager == null)
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{
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navMeshAgent.SetDestination(player.transform.position);
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}
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else if (navMeshAgent != null && barricadeManager != null)
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{
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navMeshAgent.SetDestination(barricadeManager.transform.position);
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2020-02-01 09:12:47 +00:00
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}
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}
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void FixedUpdate()
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{
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2020-02-01 11:11:56 +00:00
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if (actualHealth > 0 && barricadeManager == null)
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2020-02-01 09:12:47 +00:00
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{
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Vector3 _dir = player.transform.position - transform.position;
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_dir.Normalize();
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
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2020-02-01 07:52:46 +00:00
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}
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2020-02-01 11:11:56 +00:00
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else if (actualHealth > 0 && barricadeManager != null)
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{
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Vector3 _dir = barricadeManager.transform.position - transform.position;
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_dir.Normalize();
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
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}
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2020-02-01 07:52:46 +00:00
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}
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public void Damage()
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{
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WeaponManager weaponManager = player.weaponList[player.selectedWeapon].GetComponent<WeaponManager>();
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if (weaponManager != null) {
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2020-02-01 09:12:47 +00:00
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actualHealth -= weaponManager.damage;
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}
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}
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2020-02-01 11:11:56 +00:00
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void DestroyBarricades()
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{
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NavMeshPath path = new NavMeshPath();
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navMeshAgent.CalculatePath(player.transform.position, path);
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if (path.status == NavMeshPathStatus.PathPartial)
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2020-02-01 11:11:56 +00:00
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{
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BarricadeManager[] barricadeManagers = FindObjectsOfType<BarricadeManager>();
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foreach(BarricadeManager localBarricadeManager in barricadeManagers)
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{
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if (barricadeManager == null)
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{
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barricadeManager = localBarricadeManager;
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}
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else
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{
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if (localBarricadeManager.health <= 0 || Vector3.Distance(barricadeManager.transform.position, transform.position) > Vector3.Distance(localBarricadeManager.transform.position, transform.position)) {
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2020-02-01 11:11:56 +00:00
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barricadeManager = localBarricadeManager;
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}
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}
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}
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}
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2020-02-01 13:26:43 +00:00
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else
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{
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barricadeManager = null;
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}
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2020-02-01 11:11:56 +00:00
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}
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2020-02-01 09:12:47 +00:00
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void DropBodyPart()
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{
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if (bodyParts.Count > 0)
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{
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2020-02-01 13:26:43 +00:00
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float number = health / bodyParts.Count;
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for (int i = 0; i < bodyParts.Count; i++)
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{
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if (bodyParts.Count - 1 != i)
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{
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if ((health - actualHealth) / number > i)
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{
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if (bodyParts[i] != null && bodyParts[i].transform.parent != null)
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{
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bodyParts[i].transform.parent = null;
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bodyParts[i].AddComponent<Rigidbody>();
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Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
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bodyParts[i].AddComponent<MeshCollider>();
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MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
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meshCollider.convex = true;
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rigidBodyEnemy.mass = 10 * bodyParts.Count;
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Destroy(bodyParts[i], 4);
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}
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}
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}
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else
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2020-02-01 09:12:47 +00:00
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{
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2020-02-01 13:26:43 +00:00
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if (actualHealth == 0)
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{
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if (bodyParts[i] != null && bodyParts[i].transform.parent != null)
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{
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bodyParts[i].transform.parent = null;
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bodyParts[i].AddComponent<Rigidbody>();
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Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
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bodyParts[i].AddComponent<MeshCollider>();
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MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
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meshCollider.convex = true;
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2020-02-01 11:11:56 +00:00
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navMeshAgent.isStopped = true;
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navMeshAgent.enabled = false;
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navMeshAgent = null;
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rigidBodyEnemy.velocity = bodyParts[i].transform.forward;
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2020-02-01 13:26:43 +00:00
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rigidBodyEnemy.mass = 10 * bodyParts.Count;
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Destroy(bodyParts[i], 4);
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2020-02-01 11:11:56 +00:00
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}
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2020-02-01 09:39:29 +00:00
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}
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2020-02-01 11:11:56 +00:00
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}
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}
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}
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}
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void Attack()
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{
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RaycastHit hit;
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if (Physics.Raycast(transform.position + new Vector3(0,1f,0),transform.forward,out hit,2) && attackTime <= Time.time)
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2020-02-01 11:11:56 +00:00
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{
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if (hit.transform.CompareTag("Player"))
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{
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player.Damage(damage);
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}
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else if (hit.transform.CompareTag("BarricadeField"))
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{
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BarricadeManager barricadeManager = hit.transform.GetComponent<BarricadeManager>();
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if (barricadeManager != null)
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{
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barricadeManager.Damage(damage);
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2020-02-01 09:12:47 +00:00
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}
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}
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2020-02-01 13:26:43 +00:00
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attackTime = attackRate + Time.time;
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2020-02-01 07:52:46 +00:00
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}
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}
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private void OnParticleCollision(GameObject other)
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{
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if (other.transform.tag == "Bullets")
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{
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Damage();
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}
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}
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}
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