Refactor treasure scriptable objects; update references and remove unused assets
This commit is contained in:
@@ -300,7 +300,7 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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animator: {fileID: 7277787345195142390}
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animator: {fileID: 7277787345195142390}
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_treasureSO: {fileID: 11400000, guid: d40fd30a10b87f9438f7ac341613dfa2, type: 2}
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_treasureSO: {fileID: 11400000, guid: 1f2fcda5f0230034eba2b2cfd9d40897, type: 2}
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--- !u!95 &7277787345195142390
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--- !u!95 &7277787345195142390
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Animator:
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Animator:
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serializedVersion: 7
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serializedVersion: 7
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: ad356843f4c7ac7459d06943f0ece1a5
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,16 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 81dec0bb25670ad4db25ef9ce940b721, type: 3}
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m_Name: Coin
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m_EditorClassIdentifier: Assembly-CSharp::TreasureSO
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Image: {fileID: 8331088274507185253, guid: fb6dbbc81180d204bb4ff36aae48fbc9, type: 3}
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Treasure: 0
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: eabbfa3560e70f942a5ae19872153053
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,16 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 81dec0bb25670ad4db25ef9ce940b721, type: 3}
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m_Name: Key
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m_EditorClassIdentifier: Assembly-CSharp::TreasureSO
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Image: {fileID: 7818119699687691340, guid: fb6dbbc81180d204bb4ff36aae48fbc9, type: 3}
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Treasure: 1
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: d40fd30a10b87f9438f7ac341613dfa2
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -6,7 +6,7 @@ public class NoiseSystem : MonoBehaviour
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public static NoiseSystem Instance { get; private set; }
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public static NoiseSystem Instance { get; private set; }
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[SerializeField] private bool _debugMode = false;
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[SerializeField] private bool _debugMode = false;
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[SerializeField] private LayerMask _enemyLayer = LayerMask.GetMask("Enemy");
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[SerializeField] private LayerMask _enemyLayer;
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public event EventHandler<NoiseEventArgs> OnNoiseEmitted;
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public event EventHandler<NoiseEventArgs> OnNoiseEmitted;
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@@ -12,11 +12,17 @@ public class HammerThrower : MonoBehaviour
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private bool _hasHammer = true;
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private bool _hasHammer = true;
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private bool _facingRight = true;
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private bool _facingRight = true;
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private float _cooldownTimer = 0f;
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private float _cooldownTimer = 0f;
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private Collider2D _playerCollider;
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public bool HasHammer => _hasHammer;
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public bool HasHammer => _hasHammer;
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public bool CanThrow => _hasHammer && _cooldownTimer <= 0f;
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public bool CanThrow => _hasHammer && _cooldownTimer <= 0f;
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public float CooldownRemaining => Mathf.Max(0f, _cooldownTimer);
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public float CooldownRemaining => Mathf.Max(0f, _cooldownTimer);
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private void Awake()
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{
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_playerCollider = GetComponent<Collider2D>() ?? GetComponentInChildren<Collider2D>();
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}
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public void SetFacingDirection(bool facingRight)
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public void SetFacingDirection(bool facingRight)
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{
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{
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_facingRight = facingRight;
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_facingRight = facingRight;
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@@ -38,6 +44,15 @@ public class HammerThrower : MonoBehaviour
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_currentHammer = Instantiate(_hammerPrefab, _spawnPoint.position, _spawnPoint.rotation);
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_currentHammer = Instantiate(_hammerPrefab, _spawnPoint.position, _spawnPoint.rotation);
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if (_playerCollider != null)
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{
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var hammerCollider = _currentHammer.GetComponent<Collider2D>();
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if (hammerCollider != null)
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{
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Physics2D.IgnoreCollision(_playerCollider, hammerCollider);
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}
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}
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// Initialize hammer with direction and speed
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// Initialize hammer with direction and speed
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var hammerComponent = _currentHammer.GetComponent<Hammer>();
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var hammerComponent = _currentHammer.GetComponent<Hammer>();
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if (hammerComponent != null)
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if (hammerComponent != null)
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@@ -47,7 +47,7 @@ public abstract class Character : MonoBehaviour
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protected void MoveTo(float inputHorizontal, float inputVertical)
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protected void MoveTo(float inputHorizontal, float inputVertical)
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{
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{
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var block = GetMapElement();
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var block = GetMapElement();
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if (block?.ElementSO.ElementType == MapElementType.Water)
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if (block?.ElementSO.ElementType == MapElementType.Water)
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{
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{
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