started adding enemy factory
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75
Assets/Darkmatter/Code/Domain/Enemy/PatrolState.cs
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75
Assets/Darkmatter/Code/Domain/Enemy/PatrolState.cs
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using Codice.Client.Common;
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using Darkmatter.Core;
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using System;
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using UnityEngine;
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namespace Darkmatter.Domain
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{
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public class PatrolState : State<EnemyStateMachine>
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{
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public PatrolState(EnemyStateMachine runner) : base(runner) { }
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private EnemyConfigSO enemyConfig => runner.enemyConfig;
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private IEnemyAnimController enemyAnimController => runner.enemyAnimController;
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private IEnemyPawn enemyPawn => runner.enemyPawn;
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private int currentPatrolPointIndex = 0;
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public override void Enter()
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{
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base.Enter();
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Debug.Log("Entered Patrol State");
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enemyPawn.OnHealthDecreased += HandleHealth;
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runner.SetSpeed(enemyConfig.walkSpeed);
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enemyAnimController.PlayWalkAnim(true);
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}
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private void HandleHealth(float health)
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{
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if(health<=0)
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{
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runner.Die();
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}
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}
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public override void Update()
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{
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if (enemyPawn.isDead) return;
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base.Update();
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Debug.Log("Update in Patrol State");
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HandlePatrol();
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CheckForStateBreak();
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}
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private void CheckForStateBreak()
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{
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if(runner.PlayerInChasingRange())
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{
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runner.ChangeState(new ChaseState(runner));
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}
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}
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private void HandlePatrol()
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{
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if (enemyPawn.PatrolPoints.Count == 0) return;
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Transform target = enemyPawn.PatrolPoints[currentPatrolPointIndex];
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enemyPawn.SetDestination(target.position);
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if(Vector3.Distance(target.position,enemyPawn.ReturnMyPos()) < 0.5f) //close enought to targetPatrolPoint
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{
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Debug.Log("Reached Point");
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currentPatrolPointIndex = (currentPatrolPointIndex+1)%enemyPawn.PatrolPoints.Count;
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}
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}
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public override void Exit()
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{
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base.Exit();
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enemyAnimController.PlayWalkAnim(false);
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Debug.Log("Exiting Patrol State");
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enemyPawn.OnHealthDecreased -= HandleHealth;
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}
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}
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}
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