Guns travel towards player
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@@ -30,7 +30,7 @@ Transform:
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serializedVersion: 2
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serializedVersion: 2
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 2.2222223, y: 2.2222223, z: 2.2222223}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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@@ -52,7 +52,7 @@ MonoBehaviour:
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damageTimeoutSeconds: 0.5
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damageTimeoutSeconds: 0.5
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health: 10
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health: 10
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gun: {fileID: 5213001249979318174, guid: 98b57b15498e96a9c8fe56264ac2ef63, type: 3}
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gun: {fileID: 5213001249979318174, guid: 98b57b15498e96a9c8fe56264ac2ef63, type: 3}
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throwSpeed: 0
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throwSpeed: 41.61
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--- !u!212 &480941680556316754
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--- !u!212 &480941680556316754
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SpriteRenderer:
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SpriteRenderer:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -15,9 +15,13 @@ public class GunThrower : Ratbot
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}
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}
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void ThrowGun() {
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void ThrowGun() {
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GameObject thrown = Instantiate(gun);
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GameObject thrown = Instantiate(
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gun,
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transform.position,
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Quaternion.identity
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);
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thrown.GetComponent<Rigidbody2D>().AddRelativeForce((
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thrown.GetComponent<Rigidbody2D>().AddRelativeForce((
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transform.position - player.transform.position
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player.transform.position - thrown.transform.position
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).normalized * throwSpeed);
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).normalized * throwSpeed);
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thrown.GetComponent<Gun>().damageStrength = damageStrength;
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thrown.GetComponent<Gun>().damageStrength = damageStrength;
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}
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}
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