maint: enemy asset folder restructuring, animations added, animators added, created enemy spawners
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8
Assets/Scripts/Units/Enemy.meta
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8
Assets/Scripts/Units/Enemy.meta
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fileFormatVersion: 2
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guid: 6e73b4c62d7c3214db04bcea1fb9f856
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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47
Assets/Scripts/Units/Enemy/EnemySpawn.cs
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47
Assets/Scripts/Units/Enemy/EnemySpawn.cs
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using System.Collections.Generic;
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using Drawing;
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using Sirenix.OdinInspector;
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using UnityEngine;
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public class EnemySpawn : MonoBehaviour{
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public float radius = 30f;
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public int minimumEnemies = 1;
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public int maximumEnemies = 5;
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public Vector2 enemyCount;
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// TODO: Replace this with an Enemy selector based on difficulty, random chance, etc?
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public GameObject enemy;
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public List<GameObject> enemies;
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void Start(){
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SpawnEnemies();
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}
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void SpawnEnemies(){
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int count = Random.Range(minimumEnemies, maximumEnemies + 1);
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for (int i = 0; i < count; i++) {
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Vector3 newPosition = transform.position;
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float randomX = Random.Range(-(radius / 2f), radius / 2f);
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float randomZ = Random.Range(-(radius / 2f), radius / 2f);
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newPosition += new Vector3(randomX, transform.position.y, randomZ);
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float randomRot = Random.Range(0f, 360f);
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GameObject newEnemy = Instantiate(enemy, newPosition, Quaternion.AngleAxis(randomRot, Vector3.up));
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enemies.Add(newEnemy);
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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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{
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Draw.WireCylinder(transform.position, transform.position + Vector3.up * 7f, radius);
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}
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}
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2
Assets/Scripts/Units/Enemy/EnemySpawn.cs.meta
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Assets/Scripts/Units/Enemy/EnemySpawn.cs.meta
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fileFormatVersion: 2
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guid: dd8d1c9c0ddc5c14497e74371d4b0350
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