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:
@@ -0,0 +1,69 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class HammerThrower : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Transform _spawnPoint;
|
||||
[SerializeField] private GameObject _hammerPrefab;
|
||||
[SerializeField] private float _throwSpeed = 5f;
|
||||
[SerializeField] private float _throwCooldown = 1.5f;
|
||||
|
||||
private GameObject _currentHammer;
|
||||
private bool _hasHammer = true;
|
||||
private bool _facingRight = true;
|
||||
private float _cooldownTimer = 0f;
|
||||
|
||||
public bool HasHammer => _hasHammer;
|
||||
public bool CanThrow => _hasHammer && _cooldownTimer <= 0f;
|
||||
public float CooldownRemaining => Mathf.Max(0f, _cooldownTimer);
|
||||
|
||||
public void SetFacingDirection(bool facingRight)
|
||||
{
|
||||
_facingRight = facingRight;
|
||||
}
|
||||
|
||||
public bool TryThrowHammer()
|
||||
{
|
||||
if (!CanThrow)
|
||||
return false;
|
||||
|
||||
ThrowHammer();
|
||||
return true;
|
||||
}
|
||||
|
||||
private void ThrowHammer()
|
||||
{
|
||||
_hasHammer = false;
|
||||
_cooldownTimer = _throwCooldown;
|
||||
|
||||
_currentHammer = Instantiate(_hammerPrefab, _spawnPoint.position, _spawnPoint.rotation);
|
||||
|
||||
// Initialize hammer with direction and speed
|
||||
var hammerComponent = _currentHammer.GetComponent<Hammer>();
|
||||
if (hammerComponent != null)
|
||||
{
|
||||
hammerComponent.Initialize(_facingRight, _throwSpeed);
|
||||
}
|
||||
|
||||
// Flip hammer visual based on direction
|
||||
_currentHammer.transform.localScale = new Vector2(
|
||||
_currentHammer.transform.localScale.x * (_facingRight ? 1 : -1),
|
||||
_currentHammer.transform.localScale.y
|
||||
);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// Update cooldown timer
|
||||
if (_cooldownTimer > 0f)
|
||||
{
|
||||
_cooldownTimer -= Time.deltaTime;
|
||||
}
|
||||
|
||||
// Hammer destroyed → hammer returned
|
||||
if (!_hasHammer && _currentHammer == null)
|
||||
{
|
||||
_hasHammer = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 59cb4a98d6866124793e8758b2ec958a
|
||||
@@ -0,0 +1,102 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerController : Character
|
||||
{
|
||||
[SerializeField]
|
||||
private Sprite _regularSprite;
|
||||
[SerializeField]
|
||||
private Sprite _noHammerSprite;
|
||||
|
||||
private GameObject _hammer;
|
||||
|
||||
private bool _isHoldingHammer = true;
|
||||
|
||||
public event EventHandler<TreasureType> OnPlayerTakeItem;
|
||||
|
||||
private InputManager _inputManager;
|
||||
private PlayerState _playerState;
|
||||
private HammerThrower _hammerThrower;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_inputManager = GetComponent<InputManager>();
|
||||
_playerState = GetComponent<PlayerState>();
|
||||
_hammerThrower = GetComponent<HammerThrower>();
|
||||
|
||||
_inputManager.OnFire += OnFireButtonPressed;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_inputManager.OnEnable();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_inputManager.OnDisable();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_hammer == null && !_isHoldingHammer)
|
||||
{
|
||||
_spriteRenderer.sprite = _regularSprite;
|
||||
_isHoldingHammer = true;
|
||||
}
|
||||
|
||||
Vector2 move = _inputManager.Movement;
|
||||
MoveTo(move.x, isAllowVertical ? move.y : 0);
|
||||
_hammerThrower.SetFacingDirection(_facingRight);
|
||||
}
|
||||
|
||||
private void OnFireButtonPressed()
|
||||
{
|
||||
if (_hammerThrower.CanThrow)
|
||||
{
|
||||
_animator.SetTrigger("Body_ThrowHammer");
|
||||
}
|
||||
}
|
||||
|
||||
// Animation event
|
||||
public void ThrowHammerObject()
|
||||
{
|
||||
_hammerThrower.TryThrowHammer();
|
||||
UpdatePlayerSprite();
|
||||
}
|
||||
|
||||
private void UpdatePlayerSprite()
|
||||
{
|
||||
_spriteRenderer.sprite = _hammerThrower.HasHammer
|
||||
? _regularSprite
|
||||
: _noHammerSprite;
|
||||
}
|
||||
protected override void SetWalkingAnimation(bool isWalking)
|
||||
{
|
||||
_bonesBack.SetActive(false);
|
||||
_bonesSide.SetActive(true);
|
||||
_animator.SetBool("Legs_Walk", isWalking);
|
||||
_animator.SetBool("Body_Walk", isWalking);
|
||||
}
|
||||
|
||||
protected override void SetClimbingAnimation(bool isClimbing)
|
||||
{
|
||||
if (isClimbing)
|
||||
{
|
||||
_bonesBack.SetActive(true);
|
||||
_bonesSide.SetActive(false);
|
||||
}
|
||||
_animator.SetBool("Climb", isClimbing);
|
||||
}
|
||||
|
||||
protected void OnDeath()
|
||||
{
|
||||
_playerState.Lives--;
|
||||
|
||||
if (_playerState.Lives == 0)
|
||||
{
|
||||
Debug.Log("Game over");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9c83b0150e991b443858a82f5a1eea57
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,30 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerState : MonoBehaviour
|
||||
{
|
||||
public int Lives = 3;
|
||||
public int TotalCoins { get; private set; }
|
||||
public bool HasKey { get; private set; }
|
||||
|
||||
public event EventHandler<TreasureType> OnPlayerTakeItem;
|
||||
|
||||
public void AddCoin()
|
||||
{
|
||||
TotalCoins++;
|
||||
OnPlayerTakeItem?.Invoke(this, TreasureType.Coin);
|
||||
Debug.Log($"Player has {TotalCoins} coins");
|
||||
}
|
||||
|
||||
public void SetKey()
|
||||
{
|
||||
HasKey = true;
|
||||
OnPlayerTakeItem?.Invoke(this, TreasureType.Key);
|
||||
Debug.Log("Player has key");
|
||||
}
|
||||
|
||||
public void RemoveKey()
|
||||
{
|
||||
HasKey = false;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 907b91debf5d5864780e9466f4017f38
|
||||
Reference in New Issue
Block a user