Finally bots can die. Player to. And another fixes.
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@ -4,6 +4,7 @@ public class Character
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public Team Team { get; set; }
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public float LastTimeHit = 0;
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public CharacterCondition Condition;
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public TypeAI TypeAi;
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public Character()
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{
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@ -204,18 +204,20 @@ public class NPC : Agent, ICharacter
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_condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - _condition.ArmourPoints * 0.5f)));
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_condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
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OnDamageReceived?.Invoke(damage, GetCharacter.Team);
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if (_condition.HealthPoints < 0)
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if (_condition.HealthPoints < 1)
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{
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OnDeathEvent?.Invoke(true);
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MapManager.AddDeathAttributeToPoints(_moveController.PointStartID, _moveController.PointEndID,
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_moveController.DistanceToGo, _moveController.RemainingDistance);
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var pos = gameObject.transform.position;
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var id = _moveController.PointStartID;
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CharacterFactory.Instance.ReSpawn(this, ref pos, ref id);
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Die();
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}
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}
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private void Die()
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{
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OnDeathEvent?.Invoke(true);
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MapManager.AddDeathAttributeToPoints(_moveController.PointStartID, _moveController.PointEndID,
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_moveController.DistanceToGo, _moveController.RemainingDistance);
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CharacterFactory.Instance.ReSpawn(this, gameObject);
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}
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public void ResetCharacter()
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{
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_condition.Reset();
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@ -27,8 +27,15 @@ public class Player : MonoBehaviour, ICharacter
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Condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - Condition.ArmourPoints * 0.5f)));
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Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
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if (Condition.HealthPoints < 0)
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OnDeathEvent?.Invoke(true);
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if (Condition.HealthPoints < 1)
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Die();
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}
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private void Die()
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{
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print("dead");
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OnDeathEvent?.Invoke(true);
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CharacterFactory.Instance.ReSpawn(this, gameObject);
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}
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public void ResetCharacter()
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