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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50
Assets/Scripts/Weapons/BotShooter.cs
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50
Assets/Scripts/Weapons/BotShooter.cs
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using UnityEngine;
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namespace Weapons
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{
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public class BotShooter : MonoBehaviour
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{
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[SerializeField] private GameObject firePoint;
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[SerializeField] private ParticleSystem projectilePrefab;
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private NPC _myNpc;
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private MovementController _moveCtrl;
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private AudioSource _audioSource;
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private void Awake()
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{
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_myNpc = GetComponent<NPC>();
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_moveCtrl = GetComponent<MovementController>();
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_audioSource = GetComponent<AudioSource>();
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}
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public void BotShoot()
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{
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if (Physics.Raycast(firePoint.transform.position,
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firePoint.transform.forward, out var hit,
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SettingsReader.Instance.GetSettings.ViewDistance))
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{
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if (hit.transform.TryGetComponent<ICharacter>(out var target))
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{
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print($"did damage to {hit.transform.name}");
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_audioSource.Play();
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Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
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var mySpeed = _moveCtrl.Velocity.magnitude;
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var enemySpeed = 0f;
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var inCover = false;
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if (target.GetCharacter.TypeAi == TypeAI.HumanAI)
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enemySpeed = hit.rigidbody.velocity.magnitude;
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else
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{
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enemySpeed = hit.collider.GetComponent<MovementController>().Velocity.magnitude;
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inCover = hit.collider.GetComponent<NPC>().NpcState.InCover;
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}
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var hitChance = (1 - 0.5 * mySpeed) * (1 - 0.5 * enemySpeed + 0.5*inCover.ToInt()) / 1.5f;
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if (!(Random.Range(0f, 1f) < hitChance)) return;
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_myNpc.AddReward(0.05f);
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target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
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}
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}
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}
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}
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}
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