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