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Andre Smith Drenerdo

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR;
using UnityEngine.XR.ARFoundation;
using UnityEngine.Events;
[RequireComponent(typeof(ARTrackedImageManager))]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CustomEnemyAI : MonoBehaviour
{
public Transform target;
public float moveSpeed;
public float rotationSpeed;
public float sinkSpeed;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CombinationCheck : MonoBehaviour
{
public List<GameObject> combo1;
public List<GameObject> combo2;
public List<GameObject> combo3;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CombinationCheck : MonoBehaviour
{
public List<GameObject> combo1;
public List<GameObject> combo2;
public List<GameObject> combo3;
@Drenerdo
Drenerdo / AI_Shooting_Manager.cs
Created February 28, 2019 12:24
Enemy AI Shooting
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AI_Shooting_Manager : MonoBehaviour
{
public Transform target;
public Transform bullet_projectile;
public float maxLookDistance = 30;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class ObjectSpawner : MonoBehaviour
{
public GameObject block1;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterArms : MonoBehaviour
{
protected int armIndex = 0;
public Rigidbody[] arm;
public Rigidbody chestBody;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NonUIInteraction : MonoBehaviour {
public UnityEngine.UI.Text outText;
protected Material oldHoverMat;
public Material yellowMat;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Pointer : MonoBehaviour
{
//[System.Serializable]
//public class HoverCallback : UnityEvent<Transform> { }
//[System.Serializable]
//public class SelectionCallback : UnityEvent<Transform> { }