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 PlayerController : Character
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{
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[SerializeField]
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private Sprite _regularSprite;
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[SerializeField]
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private Sprite _noHammerSprite;
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private GameObject _hammer;
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private bool _isHoldingHammer = true;
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public event EventHandler<TreasureType> OnPlayerTakeItem;
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private InputManager _inputManager;
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private PlayerState _playerState;
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private HammerThrower _hammerThrower;
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private void Awake()
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{
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_inputManager = GetComponent<InputManager>();
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_playerState = GetComponent<PlayerState>();
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_hammerThrower = GetComponent<HammerThrower>();
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_inputManager.OnFire += OnFireButtonPressed;
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}
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private void OnEnable()
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{
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_inputManager.OnEnable();
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}
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private void OnDisable()
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{
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_inputManager.OnDisable();
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}
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private void Update()
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{
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if (_hammer == null && !_isHoldingHammer)
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{
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_spriteRenderer.sprite = _regularSprite;
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_isHoldingHammer = true;
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}
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Vector2 move = _inputManager.Movement;
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MoveTo(move.x, isAllowVertical ? move.y : 0);
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_hammerThrower.SetFacingDirection(_facingRight);
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}
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private void OnFireButtonPressed()
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{
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if (_hammerThrower.CanThrow)
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{
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_animator.SetTrigger("Body_ThrowHammer");
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}
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}
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// Animation event
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public void ThrowHammerObject()
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{
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_hammerThrower.TryThrowHammer();
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UpdatePlayerSprite();
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}
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private void UpdatePlayerSprite()
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{
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_spriteRenderer.sprite = _hammerThrower.HasHammer
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? _regularSprite
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: _noHammerSprite;
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}
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protected override void SetWalkingAnimation(bool isWalking)
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{
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_bonesBack.SetActive(false);
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_bonesSide.SetActive(true);
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_animator.SetBool("Legs_Walk", isWalking);
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_animator.SetBool("Body_Walk", isWalking);
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}
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protected override void SetClimbingAnimation(bool isClimbing)
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{
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if (isClimbing)
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{
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_bonesBack.SetActive(true);
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_bonesSide.SetActive(false);
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}
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_animator.SetBool("Climb", isClimbing);
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}
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protected void OnDeath()
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{
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_playerState.Lives--;
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if (_playerState.Lives == 0)
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{
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Debug.Log("Game over");
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}
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}
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}
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