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 Assets.Scripts;
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using UnityEngine;
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public class DoorInteract : MonoBehaviour
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{
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[SerializeField] private GameObject _doorGameObject;
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[SerializeField] private bool _debugMode = false;
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private IDoor _door;
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private bool _hasTriggered = false;
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private void Awake()
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{
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_door = _doorGameObject.GetComponent<IDoor>();
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}
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private void OnTriggerEnter2D(Collider2D collider)
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{
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if (_hasTriggered)
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return;
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var playerState = collider.GetComponent<PlayerState>();
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if (playerState != null)
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{
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// Check if player has key through GameManager
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if (GameManager.Instance != null && GameManager.Instance.HasKey)
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{
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_hasTriggered = true;
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if (_debugMode)
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Debug.Log("[DoorInteract] Player exiting with key!");
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// Notify LevelManager that level is complete
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if (LevelManager.Instance != null)
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{
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LevelManager.Instance.NotifyLevelComplete();
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}
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}
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else if (_debugMode)
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{
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Debug.Log("[DoorInteract] Player reached door but does not have key!");
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}
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}
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}
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}
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