Collisions, AI tweaks
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@@ -52,6 +52,8 @@ public class EnemyAttack : MonoBehaviour
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}
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}
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public float GetAttackRange() => attackRange;
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// Metoda pro pokus o <20>tok - vol<6F>na z EnemyMovement
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public bool TryAttack()
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{
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@@ -63,19 +65,17 @@ public class EnemyAttack : MonoBehaviour
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// Kontrola vzd<7A>lenosti a <20>hlu k hr<68><72>i
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float distanceToPlayer = Vector3.Distance(transform.position, player.position);
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bool inRange = distanceToPlayer <= attackRange;
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bool inRange = IsPlayerInAttackRange();
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bool inAngle = IsPlayerInAttackAngle();
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bool cooldownReady = Time.time - lastAttackTime >= attackRate;
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Debug.Log($"TryAttack: range={inRange}, angle={inAngle}, cooldown={cooldownReady}, distance={distanceToPlayer}");
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if (inRange && cooldownReady)
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{
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StartCoroutine(PerformAttack());
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return true;
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}
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Debug.Log("Attack conditions not met");
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Debug.Log("Attack conditions not met. Conditions: range: " + inRange + "angle: " + inAngle + "cooldown: " + cooldownReady);
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return false;
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}
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@@ -100,10 +100,9 @@ public class EnemyAttack : MonoBehaviour
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if (player == null) return false;
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float distance = Vector3.Distance(transform.position, player.position);
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bool inRange = distance <= attackRange * 1.1f;
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bool inAngle = IsPlayerInAttackAngle();
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bool inRange = distance <= attackRange * 1.2f;
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return inRange && inAngle;
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return inRange;
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}
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private IEnumerator PerformAttack()
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@@ -126,7 +125,7 @@ public class EnemyAttack : MonoBehaviour
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}
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// Po<50>kej chv<68>li p<>ed aplikov<6F>n<EFBFBD>m po<70>kozen<65>
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yield return new WaitForSeconds(0.3f);
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yield return new WaitForSeconds(0.1f);
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bool playerDashing = skillHandler.IsDashing();
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// Aplikuj po<70>kozen<65>, pokud je hr<68><72> st<73>le v dosahu
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@@ -141,7 +140,7 @@ public class EnemyAttack : MonoBehaviour
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}
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// Po<50>kej na dokon<6F>en<65> animace
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yield return new WaitForSeconds(0.7f);
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yield return new WaitForSeconds(0.3f);
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// Obnov pohyb pouze pokud nebyl p<>vodn<64> zastaven<65>
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if (!wasStopped)
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@@ -173,7 +172,7 @@ public class EnemyAttack : MonoBehaviour
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// Public metody pro komunikaci s EnemyMovement
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public bool CanAttack()
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{
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return canAttack && !isAttacking;
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return canAttack && !isAttacking && IsPlayerInAttackRange();
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}
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