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:
@@ -2,6 +2,9 @@
|
||||
|
||||
public class BreakableWall : MapElement
|
||||
{
|
||||
[SerializeField] private float _noiseRadius = 10f;
|
||||
[SerializeField] private bool _emitNoiseOnBreak = true;
|
||||
|
||||
private float _respawnElementTimer;
|
||||
private int _respawnTimeout = 4;
|
||||
private bool _needRespawn = false;
|
||||
@@ -16,18 +19,24 @@ public class BreakableWall : MapElement
|
||||
private void Start()
|
||||
{
|
||||
_respawnElementTimer = _respawnTimeout;
|
||||
_boxCollider =GetComponent<BoxCollider2D>();
|
||||
_spriteRenderer= GetComponentInChildren<SpriteRenderer>();
|
||||
_boxCollider = GetComponent<BoxCollider2D>();
|
||||
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
|
||||
}
|
||||
|
||||
public override void Hit()
|
||||
{
|
||||
IsEnabled = false;
|
||||
_boxCollider.isTrigger=true;
|
||||
_boxCollider.isTrigger = true;
|
||||
_spriteRenderer.enabled = IsEnabled;
|
||||
|
||||
Instantiate(_hitParticles, transform.position, Quaternion.identity);
|
||||
|
||||
// Emit noise when wall breaks
|
||||
if (_emitNoiseOnBreak && NoiseSystem.Instance != null)
|
||||
{
|
||||
NoiseSystem.Instance.Emit(transform.position, _noiseRadius);
|
||||
}
|
||||
|
||||
_respawnElementTimer = _respawnTimeout;
|
||||
_needRespawn = true;
|
||||
}
|
||||
@@ -41,7 +50,7 @@ public class BreakableWall : MapElement
|
||||
{
|
||||
_respawnElementTimer = _respawnTimeout;
|
||||
|
||||
if(_characterInRange)
|
||||
if (_characterInRange)
|
||||
{
|
||||
print("Character is dead");
|
||||
}
|
||||
@@ -70,6 +79,4 @@ public class BreakableWall : MapElement
|
||||
_characterInRange = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8251b2e2708d87d4ebc446c84ec5ed01
|
||||
@@ -8,31 +8,43 @@ public class Chest : MonoBehaviour
|
||||
private TreasureSO _treasureSO;
|
||||
|
||||
private Transform _treasureObject;
|
||||
private bool _isOpen=false;
|
||||
|
||||
private bool _isOpen = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_treasureObject=transform.GetChild(1);
|
||||
var spriteRenderer=_treasureObject.GetComponent<SpriteRenderer>();
|
||||
_treasureObject = transform.GetChild(1);
|
||||
var spriteRenderer = _treasureObject.GetComponent<SpriteRenderer>();
|
||||
|
||||
spriteRenderer.sprite = _treasureSO.Image;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collider)
|
||||
{
|
||||
var playerState=collider.GetComponent<PlayerState>();
|
||||
var playerState = collider.GetComponent<PlayerState>();
|
||||
if (playerState != null && !_isOpen)
|
||||
{
|
||||
_isOpen = true;
|
||||
animator.SetTrigger("OpenChest");
|
||||
|
||||
switch (_treasureSO.Treasure)
|
||||
{
|
||||
case TreasureType.Coin:
|
||||
playerState.AddCoin();
|
||||
if (GameManager.Instance != null)
|
||||
{
|
||||
GameManager.Instance.AddTreasure(1);
|
||||
}
|
||||
break;
|
||||
case TreasureType.Key:
|
||||
playerState.SetKey();
|
||||
if (GameManager.Instance != null)
|
||||
{
|
||||
GameManager.Instance.SetKeyState(true);
|
||||
}
|
||||
if (LevelManager.Instance != null)
|
||||
{
|
||||
LevelManager.Instance.NotifyKeyCollected();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ded23e667cffbfd46b2633ae22204797
|
||||
@@ -1,17 +1,63 @@
|
||||
using Assets.Scripts;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class Door : MonoBehaviour,IDoor
|
||||
public class Door : MonoBehaviour, IDoor
|
||||
{
|
||||
[SerializeField]
|
||||
private Sprite _openDoor;
|
||||
[SerializeField]
|
||||
private bool _debugMode = false;
|
||||
|
||||
private SpriteRenderer _spriteRenderer;
|
||||
private BoxCollider2D _boxCollider;
|
||||
private bool _isLocked = true;
|
||||
|
||||
public bool IsLocked => _isLocked;
|
||||
|
||||
public event EventHandler OnDoorOpened;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
|
||||
_boxCollider = gameObject.GetComponent<BoxCollider2D>();
|
||||
}
|
||||
|
||||
public void OpenDoor()
|
||||
{
|
||||
//PlayOpenAnimation
|
||||
GetComponentInChildren<SpriteRenderer>().sprite= _openDoor;
|
||||
//Disable box collider
|
||||
gameObject.GetComponent<BoxCollider2D>().enabled=false;
|
||||
if (!_isLocked)
|
||||
return;
|
||||
|
||||
_isLocked = false;
|
||||
|
||||
// Update visuals
|
||||
if (_spriteRenderer != null && _openDoor != null)
|
||||
{
|
||||
_spriteRenderer.sprite = _openDoor;
|
||||
}
|
||||
|
||||
// Disable collision
|
||||
if (_boxCollider != null)
|
||||
{
|
||||
_boxCollider.enabled = false;
|
||||
}
|
||||
|
||||
if (_debugMode)
|
||||
Debug.Log("[Door] Door opened!");
|
||||
|
||||
OnDoorOpened?.Invoke(this, EventArgs.Empty);
|
||||
}
|
||||
|
||||
public void LockDoor()
|
||||
{
|
||||
_isLocked = true;
|
||||
|
||||
if (_boxCollider != null)
|
||||
{
|
||||
_boxCollider.enabled = true;
|
||||
}
|
||||
|
||||
if (_debugMode)
|
||||
Debug.Log("[Door] Door locked!");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af69aa896ad8a3947947ed21a9b9cacd
|
||||
@@ -4,21 +4,41 @@ using UnityEngine;
|
||||
public class DoorInteract : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private GameObject _doorGameObject;
|
||||
[SerializeField] private bool _debugMode = false;
|
||||
|
||||
private IDoor _door;
|
||||
private bool _hasTriggered = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_door =_doorGameObject.GetComponent<IDoor>();
|
||||
_door = _doorGameObject.GetComponent<IDoor>();
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collider)
|
||||
{
|
||||
if (_hasTriggered)
|
||||
return;
|
||||
|
||||
var playerState = collider.GetComponent<PlayerState>();
|
||||
if (playerState!=null)
|
||||
if (playerState != null)
|
||||
{
|
||||
if (playerState.HasKey)
|
||||
// Check if player has key through GameManager
|
||||
if (GameManager.Instance != null && GameManager.Instance.HasKey)
|
||||
{
|
||||
_door.OpenDoor();
|
||||
_hasTriggered = true;
|
||||
|
||||
if (_debugMode)
|
||||
Debug.Log("[DoorInteract] Player exiting with key!");
|
||||
|
||||
// Notify LevelManager that level is complete
|
||||
if (LevelManager.Instance != null)
|
||||
{
|
||||
LevelManager.Instance.NotifyLevelComplete();
|
||||
}
|
||||
}
|
||||
else if (_debugMode)
|
||||
{
|
||||
Debug.Log("[DoorInteract] Player reached door but does not have key!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 73fd9f6c116c2de4ab3d773fbb908df4
|
||||
Reference in New Issue
Block a user