started adding enemy factory
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8
Assets/Darkmatter/Code/Core/Contracts/Enemy.meta
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8
Assets/Darkmatter/Code/Core/Contracts/Enemy.meta
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folderAsset: yes
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externalObjects: {}
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userData:
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using UnityEngine;
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namespace Darkmatter.Core
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{
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public interface IEnemyAnimController
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{
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public void PlayWalkAnim(bool value);
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public void PlayAttackAnim(bool value);
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public void PlayeChaseAnim(bool value);
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public void PlayDeadAnim();
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}
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}
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fileFormatVersion: 2
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guid: 068407f730880e34e9512e0a7b6aa189
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18
Assets/Darkmatter/Code/Core/Contracts/Enemy/IEnemyPawn.cs
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Assets/Darkmatter/Code/Core/Contracts/Enemy/IEnemyPawn.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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namespace Darkmatter.Core
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{
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public interface IEnemyPawn : IDamageable
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{
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void InitializeFromFactory();
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bool isDead { get; }
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NavMeshAgent EnemyAI { get; }
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List<Transform> PatrolPoints { get; }
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void SetDestination(Vector3 destination);
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Vector3 ReturnMyPos();
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Transform PlayerTarget { get; }
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}
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}
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fileFormatVersion: 2
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guid: 8c4304330c3f4494b80013796f6dcf30
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@@ -1,9 +1,12 @@
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using UnityEngine;
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using System;
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namespace Darkmatter.Core
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{
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public interface IDamageable
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{
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event Action<float> OnHealthDecreased;
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float Health { get; set; }
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void TakeDamage(float damage);
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void Die();
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}
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@@ -5,6 +5,5 @@ namespace Darkmatter.Core
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public interface IHumonoidAnim
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{
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void PlayJumpAnim();
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void PlayMovementAnim(Vector2 velocity);
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}
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}
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@@ -5,6 +5,7 @@ namespace Darkmatter.Core
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{
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public interface IPlayerAnim : IHumonoidAnim
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{
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public void PlayMovementAnim(Vector2 velocity);
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public void PlayReloadAnim(IReloadableWeapon reloadableWeapon);
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void PlayShootAnim();
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}
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