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 System;
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using UnityEngine;
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public class LevelManager : MonoBehaviour
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{
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public static LevelManager Instance { get; private set; }
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[SerializeField] private bool _debugMode = false;
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[SerializeField] private Door _doorReference;
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private bool _keyCollected = false;
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private bool _levelComplete = false;
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public bool KeyCollected => _keyCollected;
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public bool LevelComplete => _levelComplete;
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public event EventHandler OnKeyCollected;
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public event EventHandler OnDoorUnlocked;
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public event EventHandler OnLevelComplete;
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private void Awake()
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{
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// Singleton pattern
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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}
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private void Start()
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{
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// Subscribe to GameManager key state changes
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if (GameManager.Instance != null)
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{
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GameManager.Instance.OnKeyStateChanged += HandleKeyStateChanged;
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}
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}
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public void NotifyKeyCollected()
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{
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if (_keyCollected)
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return;
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_keyCollected = true;
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if (_debugMode)
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Debug.Log("[LevelManager] Key collected!");
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OnKeyCollected?.Invoke(this, EventArgs.Empty);
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UnlockDoor();
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}
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public void UnlockDoor()
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{
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if (_doorReference == null)
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{
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Debug.LogWarning("[LevelManager] Door reference not assigned!");
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return;
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}
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_doorReference.OpenDoor();
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if (_debugMode)
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Debug.Log("[LevelManager] Door unlocked!");
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OnDoorUnlocked?.Invoke(this, EventArgs.Empty);
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}
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public void NotifyLevelComplete()
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{
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if (_levelComplete)
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return;
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_levelComplete = true;
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if (_debugMode)
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Debug.Log("[LevelManager] Level complete!");
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OnLevelComplete?.Invoke(this, EventArgs.Empty);
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// Also notify GameManager
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if (GameManager.Instance != null)
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{
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GameManager.Instance.CompletLevel();
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}
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}
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public void Reset()
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{
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_keyCollected = false;
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_levelComplete = false;
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if (_debugMode)
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Debug.Log("[LevelManager] Reset");
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}
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private void HandleKeyStateChanged(object sender, bool hasKey)
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{
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if (hasKey && !_keyCollected)
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{
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NotifyKeyCollected();
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}
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}
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private void OnDestroy()
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{
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if (GameManager.Instance != null)
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{
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GameManager.Instance.OnKeyStateChanged -= HandleKeyStateChanged;
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}
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}
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}
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