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;
}
}
}