Open-sourced some code
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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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namespace Creatures {
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public class KuriboController : MonoBehaviour, ICreature {
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//components
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Rigidbody2D rigidBody;
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//gameplay
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const float moveForce = 10f;
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const float maxSpeed = 2.5f;
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public int HorizontalMoveDirection { get; set; }
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public int VerticalMoveDirection { get; set; }
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public int DamageValue { get; set; }
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int _healthValue;
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public int HealthValue {
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get {
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return _healthValue;
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}
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set {
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_healthValue = value;
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if (_healthValue <= 0) {
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Destroy(gameObject);
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}
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}
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}
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//internals
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DamagerController damagerController;
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void Awake() {
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rigidBody = GetComponent<Rigidbody2D>();
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HorizontalMoveDirection = -1;
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VerticalMoveDirection = 0;
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HealthValue = 1;
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DamageValue = 1;
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}
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void Start() {
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damagerController = GetComponentInChildren<DamagerController>();
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damagerController.PushOnTriggerEnter((Collider2D collider) => {
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if (collider.gameObject.tag == "Player") {
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//deal damage to the player
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collider.gameObject.GetComponent<PlayerController>().HealthValue -= DamageValue;
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//NOTE: not every damager will deal damage
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}
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});
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}
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void FixedUpdate() {
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HandleMovement();
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}
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void OnCollisionEnter2D(Collision2D collision) {
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//handle bouncing on a monster
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Vector2 normal = collision.GetContact(0).normal;
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if (collision.gameObject.tag == "Monster") {
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if (normal == Vector2.up) {
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//bounce
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rigidBody.AddForce(new Vector2(0f, 480f));
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} else {
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//turn around
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if (SameSign(collision.gameObject.GetComponent<ICreature>().HorizontalMoveDirection, HorizontalMoveDirection) || collision.gameObject.GetComponent<ICreature>().HorizontalMoveDirection == 0) {
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rigidBody.velocity = new Vector2(0f, rigidBody.velocity.y);
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HorizontalMoveDirection = -HorizontalMoveDirection;
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}
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}
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}
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//collision with the player (when the player is not bouncing)
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if (collision.gameObject.tag == "Player" && normal != Vector2.down) {
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//turn around
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rigidBody.velocity = new Vector2(0f, rigidBody.velocity.y);
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HorizontalMoveDirection = -HorizontalMoveDirection;
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}
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}
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void HandleMovement() {
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//turn around if stopped
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if (Mathf.Abs(rigidBody.velocity.x) < 0.1f) {
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StartCoroutine(SetDirectionIfNotMovingAfter(-HorizontalMoveDirection, 0.1f));
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}
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//move the entity in this direction, if not at max speed
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if (Mathf.Abs(rigidBody.velocity.x) < maxSpeed) {
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rigidBody.AddForce(Vector2.right * HorizontalMoveDirection * moveForce);
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}
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//slow the entity down when it's travelling too fast
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if (Mathf.Abs (rigidBody.velocity.x) > maxSpeed) {
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rigidBody.velocity = new Vector2 (Mathf.Sign (rigidBody.velocity.x) * maxSpeed, rigidBody.velocity.y);
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}
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if (Mathf.Abs (rigidBody.velocity.y) > maxSpeed) {
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rigidBody.velocity = new Vector2 (rigidBody.velocity.x, Mathf.Sign (rigidBody.velocity.y) * maxSpeed);
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}
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}
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//utilities
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IEnumerator SetDirectionIfNotMovingAfter(int direction, float delay) {
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yield return new WaitForSeconds(delay);
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//turn around if stopped
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if (Mathf.Abs(rigidBody.velocity.x) < 0.1f) {
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HorizontalMoveDirection = direction;
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}
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}
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bool SameSign(float num1, float num2) {
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if (num1 > 0 && num2 > 0) {
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return true;
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}
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if (num1 < 0 && num2 < 0) {
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return true;
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}
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//if either is zero, return false
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return false;
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}
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}
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}
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