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:
@@ -0,0 +1,75 @@
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using UnityEngine;
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public class BreakableWall : MapElement
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{
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private float _respawnElementTimer;
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private int _respawnTimeout = 4;
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private bool _needRespawn = false;
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private bool _characterInRange = false;
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private BoxCollider2D _boxCollider;
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private SpriteRenderer _spriteRenderer;
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[SerializeField]
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private GameObject _hitParticles;
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private void Start()
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{
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_respawnElementTimer = _respawnTimeout;
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_boxCollider =GetComponent<BoxCollider2D>();
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_spriteRenderer= GetComponentInChildren<SpriteRenderer>();
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}
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public override void Hit()
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{
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IsEnabled = false;
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_boxCollider.isTrigger=true;
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_spriteRenderer.enabled = IsEnabled;
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Instantiate(_hitParticles, transform.position, Quaternion.identity);
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_respawnElementTimer = _respawnTimeout;
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_needRespawn = true;
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}
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private void Update()
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{
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if (_needRespawn)
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{
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_respawnElementTimer -= Time.deltaTime;
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if (_respawnElementTimer <= 0)
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{
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_respawnElementTimer = _respawnTimeout;
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if(_characterInRange)
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{
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print("Character is dead");
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}
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IsEnabled = true;
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_boxCollider.isTrigger = false;
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_spriteRenderer.enabled = IsEnabled;
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_needRespawn = false;
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}
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}
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}
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private void OnTriggerEnter2D(Collider2D collider)
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{
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var character = collider.GetComponent<Character>();
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if (character)
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{
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_characterInRange = true;
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}
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}
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private void OnTriggerExit2D(Collider2D collider)
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{
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var character = collider.GetComponent<Character>();
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if (character)
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{
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_characterInRange = false;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 8251b2e2708d87d4ebc446c84ec5ed01
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@@ -0,0 +1,40 @@
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using UnityEngine;
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public class Chest : MonoBehaviour
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{
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[SerializeField]
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private Animator animator;
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[SerializeField]
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private TreasureSO _treasureSO;
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private Transform _treasureObject;
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private bool _isOpen=false;
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private void Awake()
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{
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_treasureObject=transform.GetChild(1);
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var spriteRenderer=_treasureObject.GetComponent<SpriteRenderer>();
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spriteRenderer.sprite = _treasureSO.Image;
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}
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private void OnTriggerEnter2D(Collider2D collider)
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{
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var playerState=collider.GetComponent<PlayerState>();
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if (playerState != null && !_isOpen)
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{
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_isOpen = true;
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animator.SetTrigger("OpenChest");
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switch (_treasureSO.Treasure)
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{
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case TreasureType.Coin:
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playerState.AddCoin();
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break;
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case TreasureType.Key:
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playerState.SetKey();
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break;
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ded23e667cffbfd46b2633ae22204797
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@@ -0,0 +1,17 @@
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using Assets.Scripts;
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using UnityEngine;
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public class Door : MonoBehaviour,IDoor
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{
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[SerializeField]
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private Sprite _openDoor;
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public void OpenDoor()
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{
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//PlayOpenAnimation
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GetComponentInChildren<SpriteRenderer>().sprite= _openDoor;
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//Disable box collider
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gameObject.GetComponent<BoxCollider2D>().enabled=false;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: af69aa896ad8a3947947ed21a9b9cacd
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@@ -0,0 +1,25 @@
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using Assets.Scripts;
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using UnityEngine;
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public class DoorInteract : MonoBehaviour
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{
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[SerializeField] private GameObject _doorGameObject;
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private IDoor _door;
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private void Awake()
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{
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_door =_doorGameObject.GetComponent<IDoor>();
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}
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private void OnTriggerEnter2D(Collider2D collider)
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{
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var playerState = collider.GetComponent<PlayerState>();
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if (playerState!=null)
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{
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if (playerState.HasKey)
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{
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_door.OpenDoor();
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 73fd9f6c116c2de4ab3d773fbb908df4
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