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								Assets/Animator.meta
									
									
									
									
									
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										216
									
								
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								Assets/Animator/Door.controller
									
									
									
									
									
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										8
									
								
								Assets/Animator/Door.controller.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Assets/Animator/Door.controller.meta
									
									
									
									
									
										Normal file
									
								
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@@ -4,7 +4,7 @@ using UnityEngine;
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
public class BarricadeManager : MonoBehaviour
 | 
					public class BarricadeManager : MonoBehaviour
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    public int health = 0;
 | 
					    public float health = 0;
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 | 
					    public List<GameObject> barricadePlanks = new List<GameObject>();
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@@ -17,6 +17,10 @@ public class BarricadeManager : MonoBehaviour
 | 
				
			|||||||
    void Update()
 | 
					    void Update()
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    {
 | 
					    {
 | 
				
			||||||
        viewHealthAsPlanks();
 | 
					        viewHealthAsPlanks();
 | 
				
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 | 
					        if (health < 0)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
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			||||||
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					        }
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			||||||
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 | 
					    }
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			||||||
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 | 
					    public void addPlank()
 | 
				
			||||||
@@ -26,6 +30,13 @@ public class BarricadeManager : MonoBehaviour
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			|||||||
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 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
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			||||||
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					    public void Damage(float damage)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (health > 0) {
 | 
				
			||||||
 | 
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			||||||
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					        }
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			||||||
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					    }
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			||||||
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 | 
					    void viewHealthAsPlanks()
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			||||||
    {
 | 
					    {
 | 
				
			||||||
        if (barricadePlanks.Count > 0)
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			|||||||
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 | 
					public class BlockManager : MonoBehaviour
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 | 
					{
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			||||||
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 | 
					    public enum BlockType {None, Barricade, Door, Wood, Ammo};
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					    public BlockType blockType = BlockType.None;
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					    public float health = 100;
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					    private Animator animator;
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					    private bool action = false;
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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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					        }
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					    }
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					    // Update is called once per frame
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    void Update()
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					    void Update()
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    {
 | 
					    {
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					    }
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					    public void Action()
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					    {
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					        if (blockType == BlockType.Door)
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					            }
 | 
				
			||||||
 | 
					            animator.ResetTrigger("Door");
 | 
				
			||||||
 | 
					            animator.SetTrigger("Door");
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -6,14 +6,19 @@ using UnityEngine.AI;
 | 
				
			|||||||
public class EnemyManager : MonoBehaviour
 | 
					public class EnemyManager : MonoBehaviour
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    public float health = 100;
 | 
					    public float health = 100;
 | 
				
			||||||
    public float actualHealth;
 | 
					    public float damage = 10;
 | 
				
			||||||
 | 
					    public float attackRate = 2;
 | 
				
			||||||
 | 
					    private float attackTime = 2;
 | 
				
			||||||
 | 
					    private float actualHealth;
 | 
				
			||||||
    private NavMeshAgent navMeshAgent;
 | 
					    private NavMeshAgent navMeshAgent;
 | 
				
			||||||
    private PlayerManager player;
 | 
					    private PlayerManager player;
 | 
				
			||||||
 | 
					    private BarricadeManager barricadeManager;
 | 
				
			||||||
    public List<GameObject> bodyParts = new List<GameObject>();
 | 
					    public List<GameObject> bodyParts = new List<GameObject>();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Start is called before the first frame update
 | 
					    // Start is called before the first frame update
 | 
				
			||||||
    void Start()
 | 
					    void Start()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
 | 
					        attackTime = attackRate;
 | 
				
			||||||
        actualHealth = health;
 | 
					        actualHealth = health;
 | 
				
			||||||
        player = FindObjectOfType<PlayerManager>();
 | 
					        player = FindObjectOfType<PlayerManager>();
 | 
				
			||||||
        navMeshAgent = GetComponent<NavMeshAgent>();
 | 
					        navMeshAgent = GetComponent<NavMeshAgent>();
 | 
				
			||||||
@@ -22,30 +27,37 @@ public class EnemyManager : MonoBehaviour
 | 
				
			|||||||
    // Update is called once per frame
 | 
					    // Update is called once per frame
 | 
				
			||||||
    void Update()
 | 
					    void Update()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        navMeshAgent.SetDestination(player.transform.position);
 | 
					 | 
				
			||||||
        DropBodyPart();
 | 
					        DropBodyPart();
 | 
				
			||||||
        if (actualHealth <= 0)
 | 
					        if (actualHealth <= 0)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            if (bodyParts.Count > 0) {
 | 
					            Destroy(this.gameObject);
 | 
				
			||||||
                foreach (GameObject bodyPart in bodyParts)
 | 
					        }
 | 
				
			||||||
 | 
					        DestroyBarricades();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (navMeshAgent != null && barricadeManager == null)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
                    Destroy(bodyPart, 3);
 | 
					            navMeshAgent.SetDestination(player.transform.position);
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
            }
 | 
					        else if (navMeshAgent != null && barricadeManager != null)
 | 
				
			||||||
            navMeshAgent.isStopped = true;
 | 
					        {
 | 
				
			||||||
            navMeshAgent.enabled = false;
 | 
					            navMeshAgent.SetDestination(barricadeManager.transform.position);
 | 
				
			||||||
            Destroy(this.gameObject, 3);
 | 
					 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void FixedUpdate()
 | 
					    void FixedUpdate()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        if (actualHealth > 0)
 | 
					        if (actualHealth > 0 && barricadeManager == null)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            Vector3 _dir = player.transform.position - transform.position;
 | 
					            Vector3 _dir = player.transform.position - transform.position;
 | 
				
			||||||
            _dir.Normalize();
 | 
					            _dir.Normalize();
 | 
				
			||||||
            transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
 | 
					            transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					        else if (actualHealth > 0 && barricadeManager != null)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            Vector3 _dir = barricadeManager.transform.position - transform.position;
 | 
				
			||||||
 | 
					            _dir.Normalize();
 | 
				
			||||||
 | 
					            transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    public void Damage()
 | 
					    public void Damage()
 | 
				
			||||||
@@ -56,6 +68,28 @@ public class EnemyManager : MonoBehaviour
 | 
				
			|||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    void DestroyBarricades()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        Debug.Log(navMeshAgent.pathPending);
 | 
				
			||||||
 | 
					        if (navMeshAgent.pathStatus == NavMeshPathStatus.PathInvalid)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            BarricadeManager[] barricadeManagers = FindObjectsOfType<BarricadeManager>();
 | 
				
			||||||
 | 
					            foreach(BarricadeManager localBarricadeManager in barricadeManagers)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                if (barricadeManager == null)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    barricadeManager = localBarricadeManager;
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					                else
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    if (Vector3.Distance(barricadeManager.transform.position, transform.position) > Vector3.Distance(localBarricadeManager.transform.position, transform.position)) {
 | 
				
			||||||
 | 
					                        barricadeManager = localBarricadeManager;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void DropBodyPart()
 | 
					    void DropBodyPart()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        if (bodyParts.Count > 0)
 | 
					        if (bodyParts.Count > 0)
 | 
				
			||||||
@@ -65,6 +99,7 @@ public class EnemyManager : MonoBehaviour
 | 
				
			|||||||
            {
 | 
					            {
 | 
				
			||||||
                if ((health - actualHealth) / number > i)
 | 
					                if ((health - actualHealth) / number > i)
 | 
				
			||||||
                {
 | 
					                {
 | 
				
			||||||
 | 
					                    if (bodyParts[i] != null && bodyParts[i].transform.parent != null) {
 | 
				
			||||||
                        bodyParts[i].transform.parent = null;
 | 
					                        bodyParts[i].transform.parent = null;
 | 
				
			||||||
                        bodyParts[i].AddComponent<Rigidbody>();
 | 
					                        bodyParts[i].AddComponent<Rigidbody>();
 | 
				
			||||||
                        Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
 | 
					                        Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
 | 
				
			||||||
@@ -72,9 +107,34 @@ public class EnemyManager : MonoBehaviour
 | 
				
			|||||||
                        MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
 | 
					                        MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
 | 
				
			||||||
                        meshCollider.convex = true;
 | 
					                        meshCollider.convex = true;
 | 
				
			||||||
                        if (i == bodyParts.Count - 1) {
 | 
					                        if (i == bodyParts.Count - 1) {
 | 
				
			||||||
                        rigidBodyEnemy.velocity = -bodyParts[i].transform.forward;
 | 
					                            navMeshAgent.isStopped = true;
 | 
				
			||||||
 | 
					                            navMeshAgent.enabled = false;
 | 
				
			||||||
 | 
					                            navMeshAgent = null;
 | 
				
			||||||
 | 
					                            rigidBodyEnemy.velocity = bodyParts[i].transform.forward;
 | 
				
			||||||
                        }
 | 
					                        }
 | 
				
			||||||
                        rigidBodyEnemy.mass = 10 * bodyParts.Count;
 | 
					                        rigidBodyEnemy.mass = 10 * bodyParts.Count;
 | 
				
			||||||
 | 
					                        Destroy(bodyParts[i], 4);
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    void Attack()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        RaycastHit hit;
 | 
				
			||||||
 | 
					        if (Physics.Raycast(transform.position + new Vector3(0,1,0),transform.forward,out hit,2) && attackTime <= Time.time)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            if (hit.transform.CompareTag("Player"))
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                player.Damage(damage);
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            else if (hit.transform.CompareTag("BarricadeField"))
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                BarricadeManager barricadeManager = hit.transform.GetComponent<BarricadeManager>();
 | 
				
			||||||
 | 
					                if (barricadeManager != null)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    barricadeManager.Damage(damage);
 | 
				
			||||||
                }
 | 
					                }
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -1,6 +1,7 @@
 | 
				
			|||||||
using System.Collections;
 | 
					using System.Collections;
 | 
				
			||||||
using System.Collections.Generic;
 | 
					using System.Collections.Generic;
 | 
				
			||||||
using UnityEngine;
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEngine.SceneManagement;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
public class PlayerManager : MonoBehaviour
 | 
					public class PlayerManager : MonoBehaviour
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
@@ -10,6 +11,8 @@ public class PlayerManager : MonoBehaviour
 | 
				
			|||||||
    public float rotateSpeed = 5;
 | 
					    public float rotateSpeed = 5;
 | 
				
			||||||
    public float mouseSensitive = 200;
 | 
					    public float mouseSensitive = 200;
 | 
				
			||||||
    public float buildRate = 0.5f;
 | 
					    public float buildRate = 0.5f;
 | 
				
			||||||
 | 
					    public float health = 100;
 | 
				
			||||||
 | 
					    private float actualHealth = 100;
 | 
				
			||||||
    private float buildTime;
 | 
					    private float buildTime;
 | 
				
			||||||
    private bool run = false;
 | 
					    private bool run = false;
 | 
				
			||||||
    private Camera playerCamera;
 | 
					    private Camera playerCamera;
 | 
				
			||||||
@@ -23,6 +26,7 @@ public class PlayerManager : MonoBehaviour
 | 
				
			|||||||
    // Start is called before the first frame update
 | 
					    // Start is called before the first frame update
 | 
				
			||||||
    void Start()
 | 
					    void Start()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
 | 
					        actualHealth = health;
 | 
				
			||||||
        buildTime = buildRate;
 | 
					        buildTime = buildRate;
 | 
				
			||||||
        playerCamera = GetComponentInChildren<Camera>();
 | 
					        playerCamera = GetComponentInChildren<Camera>();
 | 
				
			||||||
        rigidBody = GetComponent<Rigidbody>();
 | 
					        rigidBody = GetComponent<Rigidbody>();
 | 
				
			||||||
@@ -37,7 +41,12 @@ public class PlayerManager : MonoBehaviour
 | 
				
			|||||||
        RunSwitch();
 | 
					        RunSwitch();
 | 
				
			||||||
        SelectWeapon();
 | 
					        SelectWeapon();
 | 
				
			||||||
        BuildBlock();
 | 
					        BuildBlock();
 | 
				
			||||||
        BuildBarricade();
 | 
					        Interact();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (actualHealth <= 0)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void FixedUpdate()
 | 
					    void FixedUpdate()
 | 
				
			||||||
@@ -54,6 +63,11 @@ public class PlayerManager : MonoBehaviour
 | 
				
			|||||||
        );
 | 
					        );
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void Damage(float damage)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        actualHealth -= damage;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void Rotate()
 | 
					    void Rotate()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        rigidBody.freezeRotation = false;
 | 
					        rigidBody.freezeRotation = false;
 | 
				
			||||||
@@ -162,7 +176,7 @@ public class PlayerManager : MonoBehaviour
 | 
				
			|||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void BuildBarricade()
 | 
					    void Interact()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);
 | 
					        Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);
 | 
				
			||||||
        RaycastHit hit;
 | 
					        RaycastHit hit;
 | 
				
			||||||
@@ -175,6 +189,11 @@ public class PlayerManager : MonoBehaviour
 | 
				
			|||||||
                //barricadeMaterials--; //než bude jistota že uděláme zbírání materiálu
 | 
					                //barricadeMaterials--; //než bude jistota že uděláme zbírání materiálu
 | 
				
			||||||
                buildTime = buildRate + Time.time;
 | 
					                buildTime = buildRate + Time.time;
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
 | 
					            if (Input.GetAxisRaw("Build") > 0 && hit.transform.tag == "Interact")
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                BlockManager blockManager = hit.transform.GetComponent<BlockManager>();
 | 
				
			||||||
 | 
					                blockManager.Action();
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -7,6 +7,7 @@ TagManager:
 | 
				
			|||||||
  - BarricadeField
 | 
					  - BarricadeField
 | 
				
			||||||
  - Bullets
 | 
					  - Bullets
 | 
				
			||||||
  - Enemy
 | 
					  - Enemy
 | 
				
			||||||
 | 
					  - Interact
 | 
				
			||||||
  layers:
 | 
					  layers:
 | 
				
			||||||
  - Default
 | 
					  - Default
 | 
				
			||||||
  - TransparentFX
 | 
					  - TransparentFX
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user