add many items

This commit is contained in:
dart 2022-04-02 18:12:25 +03:00
parent 06f2263ce9
commit 5ad8a91554
38 changed files with 2313 additions and 2 deletions

3
.gitignore vendored
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Character : MonoBehaviour
{
[SerializeField] private float health;
[SerializeField] private float damage;
[SerializeField] private float moveSpeed;
private float horInpt;
private float verInpt;
public struct StatReturn
{
public float Health;
public float Damage;
public float MoveSpeed;
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
horInpt = Input.GetAxis("Horizontal");
verInpt = Input.GetAxis("Vertical");
if (-0.1f > horInpt || horInpt > 0.1f)
{
transform.position += new Vector3(horInpt * moveSpeed,0,0);
}
if (-0.1f > verInpt || verInpt > 0.1f)
{
transform.position += new Vector3(0,verInpt * moveSpeed,0);
}
}
public StatReturn GetStats()
{
var stats = new StatReturn
{
Health = health,
Damage = damage,
MoveSpeed = moveSpeed
};
return stats;
}
}

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/*
* Copyright (c) 2019 Razeware LLC
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
* distribute, sublicense, create a derivative work, and/or sell copies of the
* Software in any work that is designed, intended, or marketed for pedagogical or
* instructional purposes related to programming, coding, application development,
* or information technology. Permission for such use, copying, modification,
* merger, publication, distribution, sublicensing, creation of derivative works,
* or sale is expressly withheld.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using UnityEngine;
namespace RayWenderlich.Unity.StatePatternInUnity
{
[RequireComponent(typeof(BoxCollider2D))]
public class Character : MonoBehaviour
{
#region Variables
public StateMachine movementSM;
public StandingState standing;
public DuckingState ducking;
public JumpingState jumping;
#pragma warning disable 0649
[SerializeField]
private Transform handTransform;
[SerializeField]
private Transform sheathTransform;
[SerializeField]
private Transform shootTransform;
[SerializeField]
private CharacterData data;
[SerializeField]
private LayerMask whatIsGround;
[SerializeField]
private Collider hitBox;
[SerializeField]
private Animator anim;
[SerializeField]
private ParticleSystem shockWave;
#pragma warning restore 0649
[SerializeField]
private float meleeRestThreshold = 10f;
[SerializeField]
private float diveThreshold = 1f;
[SerializeField]
private float collisionOverlapRadius = 0.1f;
private GameObject currentWeapon;
private Quaternion currentRotation;
private int horizonalMoveParam = Animator.StringToHash("H_Speed");
private int verticalMoveParam = Animator.StringToHash("V_Speed");
private int shootParam = Animator.StringToHash("Shoot");
private int hardLanding = Animator.StringToHash("HardLand");
#endregion
#region Properties
public float NormalColliderHeight => data.normalColliderHeight;
public float CrouchColliderHeight => data.crouchColliderHeight;
public float DiveForce => data.diveForce;
public float JumpForce => data.jumpForce;
public float MovementSpeed => data.movementSpeed;
public float CrouchSpeed => data.crouchSpeed;
public float RotationSpeed => data.rotationSpeed;
public float CrouchRotationSpeed => data.crouchRotationSpeed;
public GameObject MeleeWeapon => data.meleeWeapon;
public GameObject ShootableWeapon => data.staticShootable;
public float DiveCooldownTimer => data.diveCooldownTimer;
public float CollisionOverlapRadius => collisionOverlapRadius;
public float DiveThreshold => diveThreshold;
public float MeleeRestThreshold => meleeRestThreshold;
public int isMelee => Animator.StringToHash("IsMelee");
public int crouchParam => Animator.StringToHash("Crouch");
public float ColliderSize
{
get => GetComponent<CapsuleCollider>().height;
set
{
GetComponent<CapsuleCollider>().height = value;
Vector3 center = GetComponent<CapsuleCollider>().center;
center.y = value / 2f;
GetComponent<CapsuleCollider>().center = center;
}
}
#endregion
#region Methods
public void Move(float speed, float rotationSpeed)
{/*
Vector3 targetVelocity = speed * transform.forward * Time.deltaTime;
targetVelocity.y = GetComponent<Rigidbody>().velocity.y;
GetComponent<Rigidbody>().velocity = targetVelocity;
GetComponent<Rigidbody>().angularVelocity = rotationSpeed * Vector3.up * Time.deltaTime;
if (targetVelocity.magnitude > 0.01f || GetComponent<Rigidbody>().angularVelocity.magnitude > 0.01f)
{
SoundManager.Instance.PlayFootSteps(Mathf.Abs(speed));
}
anim.SetFloat(horizonalMoveParam, GetComponent<Rigidbody>().angularVelocity.y);
anim.SetFloat(verticalMoveParam, speed * Time.deltaTime);*/
print(Input.GetAxis("Horizontal"));
print(Input.GetAxis("Vertical"));
}
public void ResetMoveParams()
{
GetComponent<Rigidbody>().angularVelocity = Vector3.zero;
anim.SetFloat(horizonalMoveParam, 0f);
anim.SetFloat(verticalMoveParam, 0f);
}
public void ApplyImpulse(Vector3 force)
{
GetComponent<Rigidbody>().AddForce(force, ForceMode.Impulse);
}
public void SetAnimationBool(int param, bool value)
{
anim.SetBool(param, value);
}
public void TriggerAnimation(int param)
{
anim.SetTrigger(param);
}
public void Shoot()
{
TriggerAnimation(shootParam);
GameObject shootable = Instantiate(data.shootableObject, shootTransform.position, shootTransform.rotation);
shootable.GetComponent<Rigidbody>().velocity = shootable.transform.forward * data.bulletInitialSpeed;
SoundManager.Instance.PlaySound(SoundManager.Instance.shoot, true);
}
public bool CheckCollisionOverlap(Vector3 point)
{
return Physics.OverlapSphere(point, CollisionOverlapRadius, whatIsGround).Length > 0;
}
public void Equip(GameObject weapon = null)
{
if (weapon != null)
{
currentWeapon = Instantiate(weapon, handTransform.position, handTransform.rotation, handTransform);
}
else
{
ParentCurrentWeapon(handTransform);
}
}
public void DiveBomb()
{
TriggerAnimation(hardLanding);
SoundManager.Instance.PlaySound(SoundManager.Instance.hardLanding);
shockWave.Play();
}
public void SheathWeapon()
{
ParentCurrentWeapon(sheathTransform);
}
public void Unequip()
{
Destroy(currentWeapon);
}
public void ActivateHitBox()
{
hitBox.enabled = true;
}
public void DeactivateHitBox()
{
hitBox.enabled = false;
}
private void ParentCurrentWeapon(Transform parent)
{
if (currentWeapon.transform.parent == parent)
{
return;
}
currentWeapon.transform.SetParent(parent);
currentWeapon.transform.localPosition = Vector3.zero;
currentWeapon.transform.localRotation = Quaternion.identity;
}
#endregion
#region MonoBehaviour Callbacks
private void Start()
{
movementSM = new StateMachine();
standing = new StandingState(this, movementSM);
ducking = new DuckingState(this, movementSM);
jumping = new JumpingState(this, movementSM);
movementSM.Initialize(standing);
}
private void Update()
{
movementSM.CurrentState.HandleInput();
movementSM.CurrentState.LogicUpdate();
}
private void FixedUpdate()
{
movementSM.CurrentState.PhysicsUpdate();
}
#endregion
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DebugUI : MonoBehaviour
{
[SerializeField] private Text horInpText;
[SerializeField] private Text verInpText;
[SerializeField] private Text characterHealthText;
[SerializeField] private Text characterDamageText;
[SerializeField] private Character character;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
var characterStats = character.GetStats();
horInpText.text = "horizontal input = " + Input.GetAxis("Horizontal");
verInpText.text = "vertical input = " + Input.GetAxis("Vertical");
characterHealthText.text = "health = " + characterStats.Health;
characterDamageText.text = "damage = " + characterStats.Damage;
}
}

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/*
* Copyright (c) 2019 Razeware LLC
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
* distribute, sublicense, create a derivative work, and/or sell copies of the
* Software in any work that is designed, intended, or marketed for pedagogical or
* instructional purposes related to programming, coding, application development,
* or information technology. Permission for such use, copying, modification,
* merger, publication, distribution, sublicensing, creation of derivative works,
* or sale is expressly withheld.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using UnityEngine;
[CreateAssetMenu(fileName = "CharacterData", menuName = "Game Data/Character Data")]
public class CharacterData : ScriptableObject
{
public GameObject shootableObject;
public GameObject staticShootable;
public GameObject meleeWeapon;
public float movementSpeed = 150f;
public float crouchSpeed = 50f;
public float crouchColliderHeight = 1f;
public float normalColliderHeight = 2f;
public float rotationSpeed = 60f;
public float crouchRotationSpeed = 30f;
public float jumpForce = 10f;
public float diveForce = 30f;
public float bulletInitialSpeed = 10f;
public float diveCooldownTimer = 0.25f;
}

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/*
* Copyright (c) 2019 Razeware LLC
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
* distribute, sublicense, create a derivative work, and/or sell copies of the
* Software in any work that is designed, intended, or marketed for pedagogical or
* instructional purposes related to programming, coding, application development,
* or information technology. Permission for such use, copying, modification,
* merger, publication, distribution, sublicensing, creation of derivative works,
* or sale is expressly withheld.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using UnityEngine;
public class DestroyAfterAWhile : MonoBehaviour
{
public float lifeTime;
private void Start()
{
Destroy(gameObject, lifeTime);
}
}

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/*
* Copyright (c) 2019 Razeware LLC
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
* distribute, sublicense, create a derivative work, and/or sell copies of the
* Software in any work that is designed, intended, or marketed for pedagogical or
* instructional purposes related to programming, coding, application development,
* or information technology. Permission for such use, copying, modification,
* merger, publication, distribution, sublicensing, creation of derivative works,
* or sale is expressly withheld.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using UnityEngine;
namespace RayWenderlich.Unity.StatePatternInUnity
{
public class HitBox : MonoBehaviour
{
public float damage;
//Do damage
}
}

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/*
* Copyright (c) 2019 Razeware LLC
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
* distribute, sublicense, create a derivative work, and/or sell copies of the
* Software in any work that is designed, intended, or marketed for pedagogical or
* instructional purposes related to programming, coding, application development,
* or information technology. Permission for such use, copying, modification,
* merger, publication, distribution, sublicensing, creation of derivative works,
* or sale is expressly withheld.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using UnityEngine;
namespace RayWenderlich.Unity.StatePatternInUnity
{
public class SimpleCamFollow : MonoBehaviour
{
[SerializeField]
private Transform target = null;
[SerializeField]
private float smoothTime = 5f;
[SerializeField]
private Vector3 offset = Vector3.zero;
private Vector3 currentVelocity;
private void LateUpdate()
{
transform.LookAt(target);
transform.position = Vector3.SmoothDamp(transform.position, offset + target.position, ref currentVelocity, smoothTime);
}
}
}

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/*
* Copyright (c) 2019 Razeware LLC
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
* distribute, sublicense, create a derivative work, and/or sell copies of the
* Software in any work that is designed, intended, or marketed for pedagogical or
* instructional purposes related to programming, coding, application development,
* or information technology. Permission for such use, copying, modification,
* merger, publication, distribution, sublicensing, creation of derivative works,
* or sale is expressly withheld.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using UnityEngine;
namespace RayWenderlich.Unity.StatePatternInUnity
{
public class SoundManager : MonoBehaviour
{
public AudioClip[] jumpSounds;
public AudioClip[] rightFootSteps;
public AudioClip[] leftFootSteps;
public AudioClip landing;
public AudioClip diveBuildup;
public AudioClip hardLanding;
public AudioClip shootableEquip;
public AudioClip shoot;
public AudioClip[] meleeSwings;
public AudioClip meleeEquip;
public AudioClip meleeSheath;
public AudioClip click;
public AudioClip select;
public static SoundManager Instance;
[SerializeField]
private AudioSource audioSource = null;
[SerializeField]
private AudioSource footStepsAudio = null;
[SerializeField]
private float minPitch = 0f;
[SerializeField]
private float maxPitch = 1f;
[SerializeField]
private float maxSpeed = 200f;
[SerializeField]
private float minVolume = 0.05f;
[SerializeField]
private float maxFootstepVolume = 0.1f;
private float defaultPitch;
private bool rightStep;
private AudioClip footStepSfx;
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else if (Instance != this)
{
Destroy(gameObject);
}
defaultPitch = audioSource.pitch;
}
public void StopPlaying()
{
audioSource.Stop();
}
public void PlaySound(AudioClip[] array)
{
audioSource.PlayOneShot(array[Random.Range(0, array.Length)]);
}
public void PlayFootSteps(float speed)
{
footStepsAudio.pitch = Mathf.Max(speed / maxSpeed, minPitch);
if (footStepsAudio.isPlaying)
{
return;
}
if (rightStep)
{
footStepSfx = rightFootSteps[Random.Range(0, rightFootSteps.Length)];
rightStep = false;
}
else
{
footStepSfx = leftFootSteps[Random.Range(0, leftFootSteps.Length)];
rightStep = true;
}
footStepsAudio.PlayOneShot(footStepSfx, Mathf.Max(maxFootstepVolume * speed / maxSpeed, minVolume));
}
public void PlaySound(AudioClip clip, bool randomPitch = false)
{
audioSource.pitch = randomPitch ? Random.Range(minPitch, maxPitch) : defaultPitch;
audioSource.PlayOneShot(clip);
}
}
}

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/*
* Copyright (c) 2019 Razeware LLC
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
* distribute, sublicense, create a derivative work, and/or sell copies of the
* Software in any work that is designed, intended, or marketed for pedagogical or
* instructional purposes related to programming, coding, application development,
* or information technology. Permission for such use, copying, modification,
* merger, publication, distribution, sublicensing, creation of derivative works,
* or sale is expressly withheld.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using UnityEngine;
using UnityEngine.UI;
namespace RayWenderlich.Unity.StatePatternInUnity
{
public class UIManager : MonoBehaviour
{
public enum Alignment
{
Left,
Right
}
public static UIManager Instance;
[SerializeField]
private Text leftText = null;
[SerializeField]
private Text rightText = null;
[SerializeField]
private string textToTrim = null;
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else if (Instance != this)
{
Destroy(gameObject);
}
}
public void Display(State enteredState, Alignment alignment)
{
var name = enteredState.ToString();
name = name.Remove(name.IndexOf(textToTrim), textToTrim.Length);
name = name.Remove(name.IndexOf("State"), 5);
if (alignment == Alignment.Left)
{
leftText.text = name;
}
else
{
rightText.text = name;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Mob : MonoBehaviour
{
[SerializeField] private GameObject characterObject;
[SerializeField] private float moveSpeed;
[SerializeField] private float minDist;
[SerializeField] private float maxDist;
//private Character character;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
//transform.LookAt(characterObject.transform);
if (Vector3.Distance(transform.position, characterObject.transform.position) >= minDist)
{
//transform.position += transform.forward * moveSpeed * Time.deltaTime;
transform.position += (characterObject.transform.position-transform.position) * moveSpeed * Time.deltaTime;
if (Vector3.Distance(transform.position, characterObject.transform.position) <= maxDist)
{
//Here Call any function U want Like Shoot at here or something
//print("badabooom");
}
}
}
}

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