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.
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using System;
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using UnityEngine;
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public class HammerThrower : MonoBehaviour
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{
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[SerializeField] private Transform _spawnPoint;
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[SerializeField] private GameObject _hammerPrefab;
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[SerializeField] private float _throwSpeed = 10f;
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private GameObject _currentHammer;
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private bool _hasHammer = true;
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private bool _facingRight = true;
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public bool HasHammer => _hasHammer;
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public void SetFacingDirection(bool facingRight)
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{
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_facingRight = facingRight;
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}
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public void ThrowHammer()
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{
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if (!_hasHammer)
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return;
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_hasHammer = false;
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_currentHammer = Instantiate(_hammerPrefab, _spawnPoint.position, _spawnPoint.rotation);
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float direction = _facingRight ? 1f : -1f;
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var rb = _currentHammer.GetComponent<Rigidbody2D>();
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rb.linearVelocity = new Vector2(direction * _throwSpeed, 0);
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// Flip hammer visually
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var scale = _currentHammer.transform.localScale;
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scale.x = Mathf.Abs(scale.x) * direction;
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_currentHammer.transform.localScale = scale;
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}
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private void Update()
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{
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// Hammer destroyed → hammer returned
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if (!_hasHammer && _currentHammer == null)
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{
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_hasHammer = true;
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}
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}
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}
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