using Code.Infrastructure.Configs; using UnityEngine; namespace Code.Example.Platformer.Entity.Enemies { public class Boar : Entity { [SerializeField] private Vector2 groundLeft; [SerializeField] private Vector2 groundRight; private bool _directionRight; private float _acceleration = 3f; protected override void Move() { if (_target) { _directionRight = (transform.position - _target.position).magnitude < float.Epsilon; CheckupDirection(); rigidbody2D.linearVelocityX = _directionRight ? 0.5f : -0.5f; rigidbody2D.linearVelocity *= _acceleration; } else { CheckupDirection(); rigidbody2D.linearVelocityX = _directionRight ? 0.5f : -0.5f; } } protected override void HandleFlipX() => spriteRenderer.flipX = rigidbody2D.linearVelocity.x > -0.01f; private void CheckupDirection() { if (_directionRight) { if (!Physics2D.OverlapPoint((Vector2)transform.position + groundRight, LayerMasks.Masks[LayerMaskType.PlatformerGround])) _directionRight = false; } else if (!Physics2D.OverlapPoint((Vector2)transform.position + groundLeft, LayerMasks.Masks[LayerMaskType.PlatformerGround])) _directionRight = true; } private Transform _target; public void GotTarget(Transform target) { _target = target; } public void LostTarget() { _target = null; } } }