Change hammer mechanic from throw to hit
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@@ -8,7 +8,7 @@ The goal is to determine whether the current structure supports the intended gam
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- tactical movement instead of combat
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- puzzle-focused level design
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- a **magical throwing hammer** as the main tool
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- a **magical hammer hit** as the main tool
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- trolls as slow, persistent pressure enemies
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- treasure, chests, keys, and exit-based progression
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- rising tension through timed troll spawns
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@@ -373,19 +373,18 @@ or embed a clearly defined state enum and transitions into `TrollController`.
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---
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## 5.7 Hammer Logic Should Be More Than a Simple Throw Script
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The current `AxeThrower.cs` / future `HammerThrower.cs` likely handles only basic projectile logic.
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## 5.7 Hammer Logic Should Be More Than a Simple Hit Script
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The current `AxeThrower.cs` / `HammerThrower.cs` likely handles only basic hit logic.
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But the concept needs more behavior:
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- cooldown after throw
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- cooldown after use
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- collision with walls
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- collision with trolls
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- destruction of fragile blocks
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- impact feedback
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- optional light knockback
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- disappearance on impact
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- return availability after cooldown
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- availability after cooldown
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### Required fix
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The hammer should be treated as a gameplay subsystem, not just a small helper script.
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@@ -394,7 +393,7 @@ Possible structure:
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```text
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Scripts/Player/HammerThrower.cs
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Scripts/Projectiles/HammerProjectile.cs
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Scripts/Combat/Hammer.cs
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```
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---
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