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.
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using UnityEngine;
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public class BreakableWall : MapElement
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{
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[SerializeField] private float _noiseRadius = 10f;
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[SerializeField] private bool _emitNoiseOnBreak = true;
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private float _respawnElementTimer;
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private int _respawnTimeout = 4;
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private bool _needRespawn = false;
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private bool _characterInRange = false;
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private BoxCollider2D _boxCollider;
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private SpriteRenderer _spriteRenderer;
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[SerializeField]
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private GameObject _hitParticles;
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private void Start()
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{
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_respawnElementTimer = _respawnTimeout;
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_boxCollider = GetComponent<BoxCollider2D>();
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_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
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}
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public override void Hit()
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{
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IsEnabled = false;
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_boxCollider.isTrigger = true;
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_spriteRenderer.enabled = IsEnabled;
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Instantiate(_hitParticles, transform.position, Quaternion.identity);
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// Emit noise when wall breaks
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if (_emitNoiseOnBreak && NoiseSystem.Instance != null)
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{
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NoiseSystem.Instance.Emit(transform.position, _noiseRadius);
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}
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_respawnElementTimer = _respawnTimeout;
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_needRespawn = true;
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}
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private void Update()
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{
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if (_needRespawn)
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{
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_respawnElementTimer -= Time.deltaTime;
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if (_respawnElementTimer <= 0)
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{
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_respawnElementTimer = _respawnTimeout;
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if (_characterInRange)
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{
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print("Character is dead");
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}
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IsEnabled = true;
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_boxCollider.isTrigger = false;
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_spriteRenderer.enabled = IsEnabled;
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_needRespawn = false;
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}
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}
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}
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private void OnTriggerEnter2D(Collider2D collider)
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{
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var character = collider.GetComponent<Character>();
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if (character)
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{
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_characterInRange = true;
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}
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}
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private void OnTriggerExit2D(Collider2D collider)
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{
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var character = collider.GetComponent<Character>();
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if (character)
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{
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_characterInRange = false;
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}
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}
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}
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