added gun models and enemy spawner
This commit is contained in:
394
Assets/Scripts/HumanoidEnemy.cs
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394
Assets/Scripts/HumanoidEnemy.cs
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using UnityEngine;
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using System.Collections;
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[RequireComponent(typeof(CharacterController))]
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public class HumanoidEnemy : MonoBehaviour
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{
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public enum EnemyType { Grunt, Brute, Runner }
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[Header("Enemy Type")]
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public EnemyType enemyType = EnemyType.Grunt;
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[Header("Movement")]
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public float moveSpeed = 5f;
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public float chaseRange = 25f;
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public float attackRange = 2f;
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public float gravity = -20f;
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[Header("Combat")]
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public float attackDamage = 10f;
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public float attackCooldown = 1f;
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[Header("Patrol (optional)")]
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public float patrolRadius = 8f;
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public float patrolWaitTime = 2f;
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// Internal
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private Transform player;
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private CharacterController controller;
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private EnemyHealth health;
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private Vector3 spawnPoint;
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private Vector3 patrolTarget;
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private float nextAttackTime;
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private float verticalVelocity;
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private float patrolWaitTimer;
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private bool isAggro = false;
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// Animation state
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private Transform bodyRoot;
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private Transform headTransform;
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private Transform torsoTransform;
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private Transform leftArm;
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private Transform rightArm;
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private Transform leftLeg;
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private Transform rightLeg;
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private float animTimer = 0f;
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void Start()
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{
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controller = GetComponent<CharacterController>();
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health = GetComponent<EnemyHealth>();
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// Find player
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GameObject playerObj = GameObject.Find("Player");
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if (playerObj != null)
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player = playerObj.transform;
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spawnPoint = transform.position;
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patrolTarget = GetRandomPatrolPoint();
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ApplyTypeStats();
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BuildHumanoidModel();
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}
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void ApplyTypeStats()
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{
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switch (enemyType)
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{
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case EnemyType.Grunt:
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moveSpeed = 4f;
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attackDamage = 10f;
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attackCooldown = 1.2f;
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chaseRange = 20f;
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if (health != null) health.maxHealth = 80f;
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break;
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case EnemyType.Brute:
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moveSpeed = 2.5f;
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attackDamage = 25f;
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attackCooldown = 2f;
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chaseRange = 18f;
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if (health != null) health.maxHealth = 200f;
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break;
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case EnemyType.Runner:
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moveSpeed = 8f;
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attackDamage = 8f;
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attackCooldown = 0.6f;
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chaseRange = 30f;
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if (health != null) health.maxHealth = 50f;
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break;
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}
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if (health != null)
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health.currentHealth = health.maxHealth;
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}
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void Update()
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{
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if (health != null && health.currentHealth <= 0f) return;
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if (player == null) return;
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float distToPlayer = Vector3.Distance(transform.position, player.position);
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// Aggro check
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if (distToPlayer <= chaseRange)
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isAggro = true;
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if (isAggro)
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{
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if (distToPlayer <= attackRange)
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Attack();
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else
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ChasePlayer();
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}
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else
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{
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Patrol();
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}
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// Gravity
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if (controller.isGrounded && verticalVelocity < 0f)
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verticalVelocity = -2f;
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verticalVelocity += gravity * Time.deltaTime;
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controller.Move(Vector3.up * verticalVelocity * Time.deltaTime);
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// Animate
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AnimateModel(isAggro && distToPlayer > attackRange);
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}
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void ChasePlayer()
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{
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Vector3 direction = (player.position - transform.position);
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direction.y = 0f;
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direction.Normalize();
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controller.Move(direction * moveSpeed * Time.deltaTime);
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// Face the player
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if (direction != Vector3.zero)
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(direction), Time.deltaTime * 8f);
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}
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void Patrol()
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{
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float distToTarget = Vector3.Distance(transform.position, patrolTarget);
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if (distToTarget < 1.5f)
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{
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patrolWaitTimer += Time.deltaTime;
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if (patrolWaitTimer >= patrolWaitTime)
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{
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patrolTarget = GetRandomPatrolPoint();
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patrolWaitTimer = 0f;
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}
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return;
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}
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Vector3 direction = (patrolTarget - transform.position);
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direction.y = 0f;
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direction.Normalize();
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controller.Move(direction * (moveSpeed * 0.4f) * Time.deltaTime);
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if (direction != Vector3.zero)
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(direction), Time.deltaTime * 4f);
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}
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Vector3 GetRandomPatrolPoint()
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{
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Vector2 randomCircle = Random.insideUnitCircle * patrolRadius;
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return spawnPoint + new Vector3(randomCircle.x, 0f, randomCircle.y);
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}
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void Attack()
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{
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// Face the player
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Vector3 direction = (player.position - transform.position);
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direction.y = 0f;
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if (direction != Vector3.zero)
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transform.rotation = Quaternion.LookRotation(direction);
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if (Time.time >= nextAttackTime)
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{
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nextAttackTime = Time.time + attackCooldown;
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Debug.Log($"{gameObject.name} attacks for {attackDamage} damage!");
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// Punch animation
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StartCoroutine(PunchAnimation());
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// TODO: Hook into player health system when you have one
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// player.GetComponent<PlayerHealth>()?.TakeDamage(attackDamage);
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}
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}
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// ─── Procedural Humanoid Model ───
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void BuildHumanoidModel()
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{
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// Sizing based on type
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float scale = 1f;
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Color skinColor = new Color(0.6f, 0.45f, 0.35f);
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Color shirtColor;
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Color pantsColor = new Color(0.2f, 0.2f, 0.25f);
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switch (enemyType)
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{
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case EnemyType.Grunt:
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scale = 1f;
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shirtColor = new Color(0.4f, 0.25f, 0.2f); // brown shirt
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break;
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case EnemyType.Brute:
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scale = 1.3f;
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shirtColor = new Color(0.5f, 0.1f, 0.1f); // red shirt
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skinColor = new Color(0.5f, 0.35f, 0.3f);
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break;
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case EnemyType.Runner:
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scale = 0.9f;
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shirtColor = new Color(0.2f, 0.35f, 0.2f); // green shirt
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break;
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default:
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shirtColor = Color.gray;
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break;
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}
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bodyRoot = new GameObject("BodyRoot").transform;
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bodyRoot.SetParent(transform);
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bodyRoot.localPosition = Vector3.zero;
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bodyRoot.localRotation = Quaternion.identity;
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// Head
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headTransform = CreatePart("Head", bodyRoot,
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new Vector3(0f, 1.65f, 0f) * scale,
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new Vector3(0.3f, 0.3f, 0.3f) * scale,
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skinColor, PrimitiveType.Sphere);
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// Eyes (two small dark spheres)
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CreatePart("LeftEye", headTransform,
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new Vector3(-0.08f, 0.03f, 0.12f),
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new Vector3(0.08f, 0.08f, 0.05f),
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new Color(0.9f, 0.1f, 0.1f), PrimitiveType.Sphere);
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CreatePart("RightEye", headTransform,
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new Vector3(0.08f, 0.03f, 0.12f),
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new Vector3(0.08f, 0.08f, 0.05f),
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new Color(0.9f, 0.1f, 0.1f), PrimitiveType.Sphere);
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// Torso
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torsoTransform = CreatePart("Torso", bodyRoot,
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new Vector3(0f, 1.15f, 0f) * scale,
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new Vector3(0.45f, 0.6f, 0.25f) * scale,
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shirtColor, PrimitiveType.Cube);
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// Left Arm
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leftArm = CreatePart("LeftArm", bodyRoot,
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new Vector3(-0.35f, 1.15f, 0f) * scale,
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new Vector3(0.15f, 0.55f, 0.15f) * scale,
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skinColor, PrimitiveType.Cube);
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// Right Arm
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rightArm = CreatePart("RightArm", bodyRoot,
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new Vector3(0.35f, 1.15f, 0f) * scale,
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new Vector3(0.15f, 0.55f, 0.15f) * scale,
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skinColor, PrimitiveType.Cube);
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// Left Leg
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leftLeg = CreatePart("LeftLeg", bodyRoot,
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new Vector3(-0.12f, 0.4f, 0f) * scale,
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new Vector3(0.18f, 0.6f, 0.18f) * scale,
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pantsColor, PrimitiveType.Cube);
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// Right Leg
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rightLeg = CreatePart("RightLeg", bodyRoot,
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new Vector3(0.12f, 0.4f, 0f) * scale,
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new Vector3(0.18f, 0.6f, 0.18f) * scale,
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pantsColor, PrimitiveType.Cube);
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// Adjust CharacterController to fit
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controller.height = 1.9f * scale;
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controller.radius = 0.3f * scale;
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controller.center = new Vector3(0f, 0.95f * scale, 0f);
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}
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Transform CreatePart(string name, Transform parent, Vector3 localPos, Vector3 localScale, Color color, PrimitiveType shape = PrimitiveType.Cube)
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{
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GameObject part = GameObject.CreatePrimitive(shape);
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part.name = name;
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part.transform.SetParent(parent);
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part.transform.localPosition = localPos;
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part.transform.localScale = localScale;
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part.transform.localRotation = Quaternion.identity;
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// Remove collider from body parts (CharacterController handles collision)
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Collider col = part.GetComponent<Collider>();
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if (col != null) Destroy(col);
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Renderer rend = part.GetComponent<Renderer>();
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rend.material = new Material(Shader.Find("Standard"));
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rend.material.color = color;
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return part.transform;
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}
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// ─── Simple Limb Animation ───
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void AnimateModel(bool isWalking)
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{
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if (bodyRoot == null) return;
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if (isWalking)
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{
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animTimer += Time.deltaTime * moveSpeed * 1.5f;
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float limbSwing = Mathf.Sin(animTimer) * 30f;
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// Arms swing opposite to legs
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if (leftArm != null)
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leftArm.localRotation = Quaternion.Euler(limbSwing, 0f, 0f);
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if (rightArm != null)
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rightArm.localRotation = Quaternion.Euler(-limbSwing, 0f, 0f);
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if (leftLeg != null)
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leftLeg.localRotation = Quaternion.Euler(-limbSwing, 0f, 0f);
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if (rightLeg != null)
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rightLeg.localRotation = Quaternion.Euler(limbSwing, 0f, 0f);
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// Slight torso bob
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if (torsoTransform != null)
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{
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Vector3 torsoPos = torsoTransform.localPosition;
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float scale = enemyType == EnemyType.Brute ? 1.3f : (enemyType == EnemyType.Runner ? 0.9f : 1f);
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torsoPos.y = 1.15f * scale + Mathf.Abs(Mathf.Sin(animTimer * 2f)) * 0.03f;
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torsoTransform.localPosition = torsoPos;
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}
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}
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else
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{
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// Return to idle pose
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animTimer = 0f;
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if (leftArm != null)
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leftArm.localRotation = Quaternion.Slerp(leftArm.localRotation, Quaternion.identity, Time.deltaTime * 5f);
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if (rightArm != null)
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rightArm.localRotation = Quaternion.Slerp(rightArm.localRotation, Quaternion.identity, Time.deltaTime * 5f);
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if (leftLeg != null)
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leftLeg.localRotation = Quaternion.Slerp(leftLeg.localRotation, Quaternion.identity, Time.deltaTime * 5f);
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if (rightLeg != null)
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rightLeg.localRotation = Quaternion.Slerp(rightLeg.localRotation, Quaternion.identity, Time.deltaTime * 5f);
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}
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}
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IEnumerator PunchAnimation()
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{
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if (rightArm == null) yield break;
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// Wind up
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float timer = 0f;
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float punchDuration = 0.15f;
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while (timer < punchDuration)
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{
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timer += Time.deltaTime;
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float t = timer / punchDuration;
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rightArm.localRotation = Quaternion.Euler(Mathf.Lerp(0f, -90f, t), 0f, 0f);
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yield return null;
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}
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// Snap back
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timer = 0f;
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while (timer < punchDuration)
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{
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timer += Time.deltaTime;
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float t = timer / punchDuration;
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rightArm.localRotation = Quaternion.Euler(Mathf.Lerp(-90f, 0f, t), 0f, 0f);
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yield return null;
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}
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rightArm.localRotation = Quaternion.identity;
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}
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// ─── Gizmos ───
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void OnDrawGizmosSelected()
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{
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// Chase range
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Gizmos.color = new Color(1f, 0f, 0f, 0.15f);
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Gizmos.DrawWireSphere(transform.position, chaseRange);
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// Attack range
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Gizmos.color = new Color(1f, 0.5f, 0f, 0.3f);
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Gizmos.DrawWireSphere(transform.position, attackRange);
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// Patrol radius
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Gizmos.color = new Color(0f, 0.5f, 1f, 0.15f);
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Gizmos.DrawWireSphere(Application.isPlaying ? spawnPoint : transform.position, patrolRadius);
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}
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}
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