fixed player in bot fights and their scaled time features (player not time scaled). Now player can join to fights for justice.
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@ -1,11 +1,12 @@
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using System.Collections;
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using UnityEngine;
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using Weapons;
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[RequireComponent(typeof(NPC))]
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public class AimAssistant : MonoBehaviour
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{
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[HideInInspector] public GameObject enemy;
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private Shooting _shooting;
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private BotShooter _botShooter;
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public bool isFiring = false;
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private NPC _myNpc;
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[SerializeField] private float lookSpeed = 400f;
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@ -19,14 +20,13 @@ public class AimAssistant : MonoBehaviour
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private void Awake()
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{
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_myNpc = GetComponent<NPC>();
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_shooting = GetComponent<Shooting>();
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_botShooter = GetComponent<BotShooter>();
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_myTransform = transform;
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_fireCountdown = 1f / SettingsReader.Instance.GetSettings.RateOfFire;
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}
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private void FixedUpdate()
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{
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//Ищем противника на сцене.
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if (isFiring == false)
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{
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var enemies = GameManager.GetVisibleEnemies(_myNpc.GetCharacter.Team.GetOppositeTeam(), transform.position);
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@ -72,6 +72,7 @@ public class AimAssistant : MonoBehaviour
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if (enemy != null)
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{
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var direction = enemy.transform.position - gameObject.transform.position;
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if (direction == Vector3.zero) return;
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var targetRotation = Quaternion.LookRotation(direction);
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var lookAt = Quaternion.RotateTowards(gameObject.transform.rotation, targetRotation,
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Time.deltaTime * lookSpeed);
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@ -92,8 +93,9 @@ public class AimAssistant : MonoBehaviour
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{
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while (true)
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{
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_shooting.BotShoot();
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_botShooter.BotShoot();
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yield return new WaitForSeconds(_fireCountdown);
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}
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}
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}
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