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 NoiseSystem : MonoBehaviour
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{
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public static NoiseSystem Instance { get; private set; }
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[SerializeField] private bool _debugMode = false;
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[SerializeField] private LayerMask _enemyLayer = LayerMask.GetMask("Enemy");
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public event EventHandler<NoiseEventArgs> OnNoiseEmitted;
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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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public void Emit(Vector3 position, float radius)
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{
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if (_debugMode)
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Debug.Log($"[NoiseSystem] Noise emitted at {position} with radius {radius}");
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OnNoiseEmitted?.Invoke(this, new NoiseEventArgs { Position = position, Radius = radius });
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// Find all enemies in range and notify them
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Collider2D[] hitColliders = Physics2D.OverlapCircleAll(position, radius, _enemyLayer);
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foreach (Collider2D collider in hitColliders)
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{
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var enemy = collider.GetComponent<EnemyAI>();
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if (enemy != null)
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{
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enemy.OnNoise(position);
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if (_debugMode)
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Debug.Log($"[NoiseSystem] Notified enemy at {collider.transform.position}");
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}
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}
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}
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private void OnDrawGizmosSelected()
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{
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// Debug visualization in editor
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if (!_debugMode)
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return;
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Gizmos.color = Color.yellow;
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// This would need to be called from a debug script to visualize noise spheres
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}
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}
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public class NoiseEventArgs : EventArgs
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{
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public Vector3 Position { get; set; }
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public float Radius { get; set; }
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}
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