Added basic logic for new slime behaviour (It now follows the player a certain distance). Changed some prefab namings
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@@ -235,6 +235,45 @@ namespace Assets.Scripts.Player
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transform.position = new Vector3(transform.position.x + 10, 10, transform.position.z);
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}
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}
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if (col.name.Contains("Range"))
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{
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Enemy enemy = col.gameObject.transform.parent.GetComponent<Enemy>();
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switch (col.name)
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{
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case "AttackRange":
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enemy.handleAttack();
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break;
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case "DetectionRange":
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enemy.handleDetection();
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break;
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case "FollowRange":
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//Do nothing, as it needs to be detected first
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break;
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}
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}
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}
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void OnTriggerExit(Collider col)
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{
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if (col.name.Contains("Range"))
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{
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Enemy enemy = col.gameObject.transform.parent.GetComponent<Enemy>();
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switch (col.name)
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{
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case "AttackRange":
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enemy.handleFollow(true);
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break;
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case "DetectionRange":
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//Do nothing as it already follows player
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break;
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case "FollowRange":
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enemy.handleFollow(false);
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break;
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}
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}
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}
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public void displayAction(int index, GameObject image, GameObject desc)
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