Started on basic AI -Cory
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Assets/AIScripts.meta
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Assets/AIScripts/ExtensionMethods.cs
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Assets/AIScripts/ExtensionMethods.cs
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using UnityEngine;
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using System.Collections;
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public static class ExtensionMethods
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{
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public static Vector2 toVector2(this Vector3 vec3)
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{
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return new Vector2(vec3.x, vec3.y);
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}
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}
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Assets/AIScripts/ExtensionMethods.cs.meta
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Assets/AIScripts/FlyingAI.cs
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Assets/AIScripts/FlyingAI.cs
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using UnityEngine;
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using System.Collections;
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public class FlyingAI : MonoBehaviour {
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public LayerMask enemyMask;
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public float speed = 1;
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Rigidbody2D myBody;
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Transform myTrans;
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float myWidth;
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// Use this for initialization
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void Start()
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{
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myTrans = this.transform;
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myBody = this.GetComponent<Rigidbody2D>();
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myWidth = this.GetComponent<SpriteRenderer>().bounds.extents.x;
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}
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// Update is called once per frame
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void FixedUpdate ()
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{
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//check to see if there's ground in front of us before moving forward
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Vector2 lineCastPos = myTrans.position - myTrans.right * myWidth;
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Debug.DrawLine(lineCastPos, lineCastPos + Vector2.down);
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bool isGrounded = Physics2D.Linecast(lineCastPos, lineCastPos + Vector2.down, enemyMask);
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Debug.DrawLine(lineCastPos, lineCastPos + Vector2.down);
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//bool isBlocked = Physics2D.Linecast(lineCastPos, lineCastPos - myTrans.right.toVector2(), enemyMask);
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//if no ground turn around
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if(!isGrounded)
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{
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Vector3 currentRot = myTrans.eulerAngles;
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currentRot.y += 180;
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myTrans.eulerAngles = currentRot;
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}
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//always move forward
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Vector2 myVel = myBody.velocity;
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myVel.x = -myTrans.right.x * speed;
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myBody.velocity = myVel;
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}
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}
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Assets/AIScripts/FlyingAI.cs.meta
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Assets/Sprites/YellowSquare.png
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Assets/Sprites/YellowSquare.png
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