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Checks de debug
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LucasVinicius314 committed Sep 15, 2022
1 parent 49443b5 commit 8a1b8eb
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Showing 4 changed files with 10 additions and 3 deletions.
5 changes: 3 additions & 2 deletions Assets/Scenes/MainScene.unity
Original file line number Diff line number Diff line change
Expand Up @@ -663,10 +663,11 @@ MonoBehaviour:
- {fileID: 4026393600238520495, guid: 4f847d9983c9b47469670e627d94626e, type: 3}
enemySpawnSettings:
isEnemySpawnEnabled: 1
spawnBatchSize: 3
spawnInterval: 5
spawnBatchSize: 5
spawnInterval: 3
enemyPrefabs:
- {fileID: 2422363816341469345, guid: 878f06b5ada303f47b84bdd84f0d4917, type: 3}
isNavMeshBaked: 0
--- !u!114 &1524951598
MonoBehaviour:
m_ObjectHideFlags: 0
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2 changes: 2 additions & 0 deletions Assets/Scripts/EnemyScript.cs
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Expand Up @@ -24,7 +24,9 @@ public float GetCurrentHitPoints()

void HandleMovement(NavMeshAgent agent, GameObject player)
{
#if UNITY_EDITOR
Debug.DrawLine(transform.position, player.transform.position);
#endif

if (GameManagerScript.instance.isNavMeshBaked)
{
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3 changes: 2 additions & 1 deletion Assets/Scripts/GameManagerScript.cs
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Expand Up @@ -184,7 +184,8 @@ void Start()

void Update()
{
// TODO: Retirar visualização de debug da network gerada
#if UNITY_EDITOR
roomNetwork.DebugDrawNetwork();
#endif
}
}
3 changes: 3 additions & 0 deletions Assets/Scripts/RoomScript.cs
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Expand Up @@ -68,6 +68,9 @@ void GenerateDeadEnd(GameObject attachment)

var deadEndRoom = deadEnd.GetComponent<DeadEndScript>().room;

// TODO: Talvez não seja necessário, mas removendo a layer de
// geometry do dead end para evitar que ele impacte nos raycasts ou
// geração do navmesh
deadEnd.layer = Layers.defaultLayer;

Destroy(deadEnd);
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