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 PlayerState : MonoBehaviour
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{
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public int Lives = 3;
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public int TotalCoins { get; private set; }
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public bool HasKey { get; private set; }
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public event EventHandler<TreasureType> OnPlayerTakeItem;
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public void AddCoin()
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{
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TotalCoins++;
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OnPlayerTakeItem?.Invoke(this, TreasureType.Coin);
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Debug.Log($"Player has {TotalCoins} coins");
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}
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public void SetKey()
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{
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HasKey = true;
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OnPlayerTakeItem?.Invoke(this, TreasureType.Key);
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Debug.Log("Player has key");
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}
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public void RemoveKey()
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{
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HasKey = false;
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}
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}
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