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Rigidbody m_AgentRb; |
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//float m_LaserLength;
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// Speed of agent rotation.
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public float turnSpeed; |
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float m_Bonus; |
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// Speed of agent movement.
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public Material normalMaterial; |
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float m_Heal; |
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[HideInInspector] |
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float m_MoveSpeed; |
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[HideInInspector] |
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float m_TurnSpeed; |
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[HideInInspector] |
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float m_Cooldown; |
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m_Damage = 0f; |
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m_Heal = .7f; |
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m_MoveSpeed = 10f; |
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m_turnSpeed = 150f; |
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m_HitPoints = .5f; |
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m_HitPoints = .6f; |
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m_turnSpeed = 200f; |
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m_Cooldown = .25f; |
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} |
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else if (role == Role.Tank) |
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m_Heal = .2f; |
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m_MoveSpeed = 6f; |
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m_turnSpeed = 100f; |
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m_Cooldown = .4f; |
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} |
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m_ShootTime = Time.time; |
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} |
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} |
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transform.Rotate(rotateDir, Time.fixedDeltaTime * turnSpeed); |
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transform.Rotate(rotateDir, Time.fixedDeltaTime * m_TurnSpeed); |
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m_AgentRb.AddForce(dirToGo * m_MoveSpeed, ForceMode.VelocityChange); |
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} |
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