Add player controller, state management, and input handling

- Implemented PlayerController.cs to manage player movement and actions.
- Created PlayerState.cs to track player lives, coins, and key status.
- Added CameraFollow.cs for smooth camera movement following the player.
- Developed Character.cs as an abstract class for character behavior.
- Introduced Enums.cs for defining TreasureType and MapElementType.
- Added IDoor interface for door interactions.
- Created InputActions.cs for handling player input actions.
- Implemented MainMenu.cs for basic menu functionality including play and exit options.
This commit is contained in:
2026-06-17 22:43:59 +03:00
parent dabd056e8b
commit 39e4e51866
70 changed files with 1807 additions and 99 deletions
+147 -32
View File
@@ -1,56 +1,171 @@
using UnityEngine;
using System;
public enum EnemyState
{
Patrol,
Investigate,
Chase,
Stunned
}
public class EnemyAI : Character
{
[SerializeField] private float _patrolSpeed = 1f;
[SerializeField] private float _patrolRange = 5f;
[SerializeField] private float _investigateRange = 8f;
[SerializeField] private float _chaseRange = 10f;
[SerializeField] private float _stunDuration = 1f;
[SerializeField] private bool _debugMode = false;
private EnemyState _currentState = EnemyState.Patrol;
private Vector3 _patrolTarget;
private Vector3 _investigatePosition;
private float _stunTimer = 0f;
private float _patrolDirection = 1f;
private static readonly Player _player = null;
public EnemyState CurrentState => _currentState;
protected override void SetClimbingAnimation(bool isClimbing)
{
// Implement climbing animation if needed
}
protected override void SetWalkingAnimation(bool isWalking)
{
_animator.SetBool("Walk",isWalking);
_animator.SetBool("Walk", isWalking);
}
private void Start()
{
_patrolTarget = transform.position;
SetState(EnemyState.Patrol);
}
private void Update()
{
// float horizontal = 0;
// float vertical = 0;
// Update stun timer
if (_currentState == EnemyState.Stunned)
{
_stunTimer -= Time.deltaTime;
if (_stunTimer <= 0f)
{
SetState(EnemyState.Patrol);
}
return;
}
// Vector2 directionToPlayer = Player.Instance.transform.position - transform.position;
// directionToPlayer.Normalize();
// Get player position if available
var player = Player.Instance;
if (player == null)
{
HandlePatrol();
return;
}
// float verticalDistance = Player.Instance.transform.position.y - transform.position.y;
float distanceToPlayer = Vector3.Distance(transform.position, player.transform.position);
// if (Mathf.Abs(verticalDistance) > 0.1f && (isCanClimbUp || isCanGoDown))
// {
// vertical = Mathf.Sign(verticalDistance);
// }
// else
// {
// if (Mathf.Abs(Player.Instance.transform.position.x - transform.position.x) < 0.1f)
// {
// horizontal = 0;
// }
// else if (directionToPlayer.x < 0)
// { horizontal = -1; }
// else if (directionToPlayer.x > 0)
// { horizontal = 1; }
// }
// State transitions
switch (_currentState)
{
case EnemyState.Patrol:
if (distanceToPlayer < _investigateRange)
{
SetState(EnemyState.Chase);
}
else
{
HandlePatrol();
}
break;
// if (Input.GetKey(KeyCode.T))
// { vertical = 1; }
// if (Input.GetKey(KeyCode.G))
// { vertical = -1; }
case EnemyState.Investigate:
if (distanceToPlayer < _chaseRange)
{
SetState(EnemyState.Chase);
}
else if (Vector3.Distance(transform.position, _investigatePosition) < 0.5f)
{
SetState(EnemyState.Patrol);
}
else
{
HandleInvestigate();
}
break;
// Debug.Log($"Enemy Position: {transform.position}, Player Position: {Player.Instance.transform.position}");
// Debug.Log($"Vertical Distance: {verticalDistance}, Vertical Movement: {vertical}");
// base.MoveTo(horizontal, vertical);
case EnemyState.Chase:
if (distanceToPlayer > _chaseRange)
{
SetState(EnemyState.Patrol);
}
else
{
HandleChase(player.transform.position);
}
break;
}
}
private float VerticalMove(float verticalDistance)
private void SetState(EnemyState newState)
{
float verticalDirection = Mathf.Sign(verticalDistance);
return verticalDirection;
if (_currentState == newState)
return;
if (_debugMode)
Debug.Log($"[EnemyAI] State changed: {_currentState} -> {newState}");
_currentState = newState;
}
private void HandlePatrol()
{
// Simple back-and-forth patrol
if (Vector3.Distance(transform.position, _patrolTarget) < 0.3f)
{
_patrolDirection *= -1f;
_patrolTarget = transform.position + Vector3.right * _patrolRange * _patrolDirection;
}
float direction = _patrolTarget.x > transform.position.x ? 1f : -1f;
MoveTo(direction * _patrolSpeed, 0f);
}
private void HandleInvestigate()
{
float direction = _investigatePosition.x > transform.position.x ? 1f : -1f;
MoveTo(direction * _patrolSpeed, 0f);
}
private void HandleChase(Vector3 playerPosition)
{
float direction = playerPosition.x > transform.position.x ? 1f : -1f;
MoveTo(direction * _patrolSpeed, 0f);
}
public void OnNoise(Vector3 noisePosition)
{
if (_currentState == EnemyState.Stunned)
return;
if (_currentState != EnemyState.Chase)
{
_investigatePosition = noisePosition;
SetState(EnemyState.Investigate);
if (_debugMode)
Debug.Log($"[EnemyAI] Investigating noise at {noisePosition}");
}
}
public void OnHitByHammer(float stunDuration)
{
_stunTimer = stunDuration;
SetState(EnemyState.Stunned);
if (_debugMode)
Debug.Log($"[EnemyAI] Stunned for {stunDuration} seconds");
}
}