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
+115
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using System;
using UnityEngine;
public class LevelManager : MonoBehaviour
{
public static LevelManager Instance { get; private set; }
[SerializeField] private bool _debugMode = false;
[SerializeField] private Door _doorReference;
private bool _keyCollected = false;
private bool _levelComplete = false;
public bool KeyCollected => _keyCollected;
public bool LevelComplete => _levelComplete;
public event EventHandler OnKeyCollected;
public event EventHandler OnDoorUnlocked;
public event EventHandler OnLevelComplete;
private void Awake()
{
// Singleton pattern
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
}
private void Start()
{
// Subscribe to GameManager key state changes
if (GameManager.Instance != null)
{
GameManager.Instance.OnKeyStateChanged += HandleKeyStateChanged;
}
}
public void NotifyKeyCollected()
{
if (_keyCollected)
return;
_keyCollected = true;
if (_debugMode)
Debug.Log("[LevelManager] Key collected!");
OnKeyCollected?.Invoke(this, EventArgs.Empty);
UnlockDoor();
}
public void UnlockDoor()
{
if (_doorReference == null)
{
Debug.LogWarning("[LevelManager] Door reference not assigned!");
return;
}
_doorReference.OpenDoor();
if (_debugMode)
Debug.Log("[LevelManager] Door unlocked!");
OnDoorUnlocked?.Invoke(this, EventArgs.Empty);
}
public void NotifyLevelComplete()
{
if (_levelComplete)
return;
_levelComplete = true;
if (_debugMode)
Debug.Log("[LevelManager] Level complete!");
OnLevelComplete?.Invoke(this, EventArgs.Empty);
// Also notify GameManager
if (GameManager.Instance != null)
{
GameManager.Instance.CompletLevel();
}
}
public void Reset()
{
_keyCollected = false;
_levelComplete = false;
if (_debugMode)
Debug.Log("[LevelManager] Reset");
}
private void HandleKeyStateChanged(object sender, bool hasKey)
{
if (hasKey && !_keyCollected)
{
NotifyKeyCollected();
}
}
private void OnDestroy()
{
if (GameManager.Instance != null)
{
GameManager.Instance.OnKeyStateChanged -= HandleKeyStateChanged;
}
}
}