Implement movement input handling and update UI components for treasure collection

This commit is contained in:
2026-06-20 19:11:24 +03:00
parent ad6388f330
commit a510443130
9 changed files with 247 additions and 26 deletions
+17 -2
View File
@@ -17,6 +17,7 @@ public class PlayerController : Character
private InputManager _inputManager;
private PlayerState _playerState;
private HammerThrower _hammerThrower;
private Vector2 _currentMovement;
private void Awake()
{
@@ -25,6 +26,7 @@ public class PlayerController : Character
_hammerThrower = GetComponent<HammerThrower>();
_inputManager.OnFire += OnFireButtonPressed;
_inputManager.OnMovementChanged += OnMovementChanged;
base.Init();
}
@@ -38,6 +40,15 @@ public class PlayerController : Character
_inputManager.OnDisable();
}
private void OnDestroy()
{
if (_inputManager != null)
{
_inputManager.OnFire -= OnFireButtonPressed;
_inputManager.OnMovementChanged -= OnMovementChanged;
}
}
private void Update()
{
if (_hammer == null && !_isHoldingHammer)
@@ -46,11 +57,15 @@ public class PlayerController : Character
_isHoldingHammer = true;
}
Vector2 move = _inputManager.Movement;
MoveTo(move.x, isAllowVertical ? move.y : 0);
MoveTo(_currentMovement.x, isAllowVertical ? _currentMovement.y : 0);
_hammerThrower.SetFacingDirection(_facingRight);
}
private void OnMovementChanged(Vector2 movement)
{
_currentMovement = movement;
}
private void OnFireButtonPressed()
{
if (_hammerThrower.CanThrow)