add basic shoot on enemy
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@@ -39,6 +39,7 @@ Enemy::Enemy(Engine* engine, const EnemyInfo& t_info) {
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walkSequence = {0, 1, 2};
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fightSequence = {3, 4, 5};
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spawnPoint = info.spawnPoint;
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mesh->setPosition(info.spawnPoint);
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mesh->animation.setSequence(walkSequence);
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@@ -61,9 +62,12 @@ Enemy::~Enemy() {
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delete pair;
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}
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void Enemy::update(const Heightmap& heightmap, const Vec4& playerPosition) {
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void Enemy::update(const Heightmap& heightmap, const Vec4& playerPosition,
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const PlayerShootAction& shootAction) {
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auto* enemyPosition = mesh->getPosition();
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handlePlayerShoot(shootAction);
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auto diff = *enemyPosition - playerPosition;
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auto ang = Math::atan2(diff.x, diff.z);
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@@ -81,6 +85,23 @@ void Enemy::update(const Heightmap& heightmap, const Vec4& playerPosition) {
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mesh->update();
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}
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void Enemy::handlePlayerShoot(const PlayerShootAction& shootAction) {
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if (!shootAction.isShooting) {
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return;
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}
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const auto& ray = shootAction.ray.value();
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auto bbox =
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mesh->getCurrentBoundingBox().getTransformed(mesh->getModelMatrix());
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auto isOnEnemy = ray.intersectBox(bbox.min(), bbox.max());
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if (isOnEnemy) {
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mesh->setPosition(spawnPoint);
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TYRA_LOG("Enemy hit!");
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}
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}
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void Enemy::walk(const Heightmap& heightmap, const Vec4& positionDiff) {
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if (isFighting) {
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mesh->animation.setSequence(walkSequence);
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