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
+35
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFollow : MonoBehaviour
{
[SerializeField]
private Transform _followTarget;
[SerializeField]
private float _smoothTime = 0.15f;
[SerializeField]
private bool _stopAtXedges=false;
[SerializeField]
private float _maxXValue = 0f;
[SerializeField]
private float _minXValue = 0f;
Vector3 _velocity= Vector3.zero;
private void FixedUpdate()
{
var targetPosition=_followTarget.position;
targetPosition.z = transform.position.z;
targetPosition.y = transform.position.y;
if (_stopAtXedges)
{
targetPosition.x = Mathf.Clamp(targetPosition.x, _minXValue, _maxXValue);
}
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref _velocity,_smoothTime);
}
}