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