Implemented forced fight, updated attack range to be closer to player.
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@@ -14,12 +14,16 @@ public class Fight : MonoBehaviour
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GameObject player;
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System.Random rand = new System.Random();
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UIHandler uihandler;
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bool isFleeable = true;
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public bool isFightActive = false;
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public void startFight(GameObject tile, GameObject enemy, GameObject player)
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public void startFight(GameObject tile, GameObject enemy, GameObject player, bool isFleeable)
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{
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isFightActive = true;
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this.tile = tile;
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this.enemy = enemy;
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this.player = player;
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this.isFleeable = isFleeable;
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enemy.GetComponent<Enemy>().scaleEnemy(player.GetComponent<PlayerGameObject>());
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enemy.transform.rotation = Quaternion.Euler(0, GameObject.Find("Main Camera").transform.rotation.y, 0);
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@@ -31,6 +35,7 @@ public class Fight : MonoBehaviour
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private void endFight()
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{
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isFightActive = false;
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uihandler.closeFight();
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}
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@@ -42,7 +47,7 @@ public class Fight : MonoBehaviour
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switch (index)
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{
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case 1:
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if (rand.Next(1, 11) <= 3)
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if (rand.Next(1, 11) <= 3 && isFleeable)
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{
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escapedSuccesfully = true;
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endFight();
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@@ -50,7 +55,14 @@ public class Fight : MonoBehaviour
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}
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else
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{
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uihandler.showMessage("ERROR;" + TextHandler.getText("escapeFail"));
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if (isFleeable)
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{
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uihandler.showMessage("ERROR;" + TextHandler.getText("escapeFail"));
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}
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else
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{
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uihandler.showMessage("ERROR;" + TextHandler.getText("escapeFailForced"));
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}
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}
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break;
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case 2:
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