Refactor and reorganize scripts for improved structure and functionality

- Removed obsolete scripts: Chest, BreakableWall, Door, DoorInteract, and UiManager.
- Moved Chest and BreakableWall scripts to EnvironmentObjects folder.
- Introduced HammerThrower class to manage hammer throwing mechanics.
- Updated PlayerController to utilize new InputManager and HammerThrower.
- Refactored PlayerState to manage player state and item collection.
- Enhanced UI management in UiManager to reflect player item collection.
- Updated EnemyAI to remove unused movement logic.
- Adjusted KeyChest to interact with PlayerState instead of Player.
- Cleaned up code and improved event handling for item collection.
This commit is contained in:
2026-06-05 14:33:20 +03:00
parent 39294ec527
commit 7579175d24
33 changed files with 458 additions and 278 deletions
+27 -27
View File
@@ -13,39 +13,39 @@ public class EnemyAI : Character
private void Update()
{
float horizontal = 0;
float vertical = 0;
// float horizontal = 0;
// float vertical = 0;
Vector2 directionToPlayer = Player.Instance.transform.position - transform.position;
directionToPlayer.Normalize();
// Vector2 directionToPlayer = Player.Instance.transform.position - transform.position;
// directionToPlayer.Normalize();
float verticalDistance = Player.Instance.transform.position.y - transform.position.y;
// float verticalDistance = Player.Instance.transform.position.y - transform.position.y;
if (Mathf.Abs(verticalDistance) > 0.1f && (isCanClimbUp || isCanGoDown))
{
vertical = Mathf.Sign(verticalDistance);
}
else
{
if (Mathf.Abs(Player.Instance.transform.position.x - transform.position.x) < 0.1f)
{
horizontal = 0;
}
else if (directionToPlayer.x < 0)
{ horizontal = -1; }
else if (directionToPlayer.x > 0)
{ horizontal = 1; }
}
// if (Mathf.Abs(verticalDistance) > 0.1f && (isCanClimbUp || isCanGoDown))
// {
// vertical = Mathf.Sign(verticalDistance);
// }
// else
// {
// if (Mathf.Abs(Player.Instance.transform.position.x - transform.position.x) < 0.1f)
// {
// horizontal = 0;
// }
// else if (directionToPlayer.x < 0)
// { horizontal = -1; }
// else if (directionToPlayer.x > 0)
// { horizontal = 1; }
// }
if (Input.GetKey(KeyCode.T))
{ vertical = 1; }
if (Input.GetKey(KeyCode.G))
{ vertical = -1; }
// if (Input.GetKey(KeyCode.T))
// { vertical = 1; }
// if (Input.GetKey(KeyCode.G))
// { vertical = -1; }
Debug.Log($"Enemy Position: {transform.position}, Player Position: {Player.Instance.transform.position}");
Debug.Log($"Vertical Distance: {verticalDistance}, Vertical Movement: {vertical}");
// Debug.Log($"Enemy Position: {transform.position}, Player Position: {Player.Instance.transform.position}");
// Debug.Log($"Vertical Distance: {verticalDistance}, Vertical Movement: {vertical}");
base.MoveTo(horizontal, vertical);
// base.MoveTo(horizontal, vertical);
}
private float VerticalMove(float verticalDistance)