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//CODE TURRET_AI (Done)

public void Attack(bool attackingRight){


cooldownTembakan += Time.deltaTime;
if (cooldownTembakan >= intervalTembakan) {
Vector2 = target.transform.position - transform.position
;
if(!attackingRight)
{
GameObject bulletClone;
bulletClone = Instantiate(bullet, shootPointLeft
.transform.position, shootPointLeft.transform.rotation) as GameObject;
bulletClone.GetComponent<Rigidbody2D>().velocity
= kecepatanTembakan;
cooldownTembakan = 0;
}
if(attackingRight)
{
GameObject bulletClone;
bulletClone = Instantiate(bullet, shootPointRigh
t.transform.position, shootPointRight.transform.rotation) as GameObject;
bulletClone.GetComponent<Rigidbody2D>().velocity
= direction * kecepatanTembakan;
cooldownTembakan = 0;
}
}
}
//ATTACK_CONE (Done)
void OnTriggerStay2D(Collider2D col)
{
if (col.CompareTag ("Player")) {
if(isLeft)
{
turretAI.Attack(false);
}
else
{
turretAI.Attack(true);
}
}

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