Refactor player and enemy scripts; remove unused classes and improve initialization

- Added base initialization call in PlayerController.
- Changed player reference in EnemyAI to be serialized for better inspector visibility.
- Ensured characters are initialized upon spawning in EnemySpawner.
- Removed obsolete EnemyAI and Chest scripts to streamline codebase.
- Added KeyChest script for key collection functionality.
- Introduced new meta files for better organization and tracking.
- Created launch configuration for Unity debugging.
This commit is contained in:
2026-06-20 18:39:30 +03:00
parent 39e4e51866
commit ad6388f330
41 changed files with 200 additions and 786 deletions
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 1894a524a4002784fbf2d10e74478b33
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 4d7148405c33f2f45ae0479592e8cb6e
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -25,6 +25,7 @@ public class PlayerController : Character
_hammerThrower = GetComponent<HammerThrower>();
_inputManager.OnFire += OnFireButtonPressed;
base.Init();
}
private void OnEnable()
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 41c6c94d439ebee4a885826d8ddc05a1
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 239d5eb73385f2d4ea050bc2c19298a2
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+2 -2
View File
@@ -24,7 +24,7 @@ public class EnemyAI : Character
private float _stunTimer = 0f;
private float _patrolDirection = 1f;
private static readonly Player _player = null;
[SerializeField] private Character _player = null;
public EnemyState CurrentState => _currentState;
@@ -58,7 +58,7 @@ public class EnemyAI : Character
}
// Get player position if available
var player = Player.Instance;
var player = _player;
if (player == null)
{
HandlePatrol();
+1
View File
@@ -40,6 +40,7 @@ public class EnemySpawner : MonoBehaviour
_respawnElementTimer = _respawnTimeout;
var prefab= Instantiate(_prefab, _spawnPoint.position, _spawnPoint.rotation);
var character=prefab.GetComponent<Character>();
character.Init();
character.OnCharacterDeath+=OnCharacterDeath;
_characters.Add(character);
-171
View File
@@ -1,171 +0,0 @@
using UnityEngine;
using System;
public enum EnemyState
{
Patrol,
Investigate,
Chase,
Stunned
}
public class EnemyAI : Character
{
[SerializeField] private float _patrolSpeed = 1f;
[SerializeField] private float _patrolRange = 5f;
[SerializeField] private float _investigateRange = 8f;
[SerializeField] private float _chaseRange = 10f;
[SerializeField] private float _stunDuration = 1f;
[SerializeField] private bool _debugMode = false;
private EnemyState _currentState = EnemyState.Patrol;
private Vector3 _patrolTarget;
private Vector3 _investigatePosition;
private float _stunTimer = 0f;
private float _patrolDirection = 1f;
private static readonly Player _player = null;
public EnemyState CurrentState => _currentState;
protected override void SetClimbingAnimation(bool isClimbing)
{
// Implement climbing animation if needed
}
protected override void SetWalkingAnimation(bool isWalking)
{
_animator.SetBool("Walk", isWalking);
}
private void Start()
{
_patrolTarget = transform.position;
SetState(EnemyState.Patrol);
}
private void Update()
{
// Update stun timer
if (_currentState == EnemyState.Stunned)
{
_stunTimer -= Time.deltaTime;
if (_stunTimer <= 0f)
{
SetState(EnemyState.Patrol);
}
return;
}
// Get player position if available
var player = Player.Instance;
if (player == null)
{
HandlePatrol();
return;
}
float distanceToPlayer = Vector3.Distance(transform.position, player.transform.position);
// State transitions
switch (_currentState)
{
case EnemyState.Patrol:
if (distanceToPlayer < _investigateRange)
{
SetState(EnemyState.Chase);
}
else
{
HandlePatrol();
}
break;
case EnemyState.Investigate:
if (distanceToPlayer < _chaseRange)
{
SetState(EnemyState.Chase);
}
else if (Vector3.Distance(transform.position, _investigatePosition) < 0.5f)
{
SetState(EnemyState.Patrol);
}
else
{
HandleInvestigate();
}
break;
case EnemyState.Chase:
if (distanceToPlayer > _chaseRange)
{
SetState(EnemyState.Patrol);
}
else
{
HandleChase(player.transform.position);
}
break;
}
}
private void SetState(EnemyState newState)
{
if (_currentState == newState)
return;
if (_debugMode)
Debug.Log($"[EnemyAI] State changed: {_currentState} -> {newState}");
_currentState = newState;
}
private void HandlePatrol()
{
// Simple back-and-forth patrol
if (Vector3.Distance(transform.position, _patrolTarget) < 0.3f)
{
_patrolDirection *= -1f;
_patrolTarget = transform.position + Vector3.right * _patrolRange * _patrolDirection;
}
float direction = _patrolTarget.x > transform.position.x ? 1f : -1f;
MoveTo(direction * _patrolSpeed, 0f);
}
private void HandleInvestigate()
{
float direction = _investigatePosition.x > transform.position.x ? 1f : -1f;
MoveTo(direction * _patrolSpeed, 0f);
}
private void HandleChase(Vector3 playerPosition)
{
float direction = playerPosition.x > transform.position.x ? 1f : -1f;
MoveTo(direction * _patrolSpeed, 0f);
}
public void OnNoise(Vector3 noisePosition)
{
if (_currentState == EnemyState.Stunned)
return;
if (_currentState != EnemyState.Chase)
{
_investigatePosition = noisePosition;
SetState(EnemyState.Investigate);
if (_debugMode)
Debug.Log($"[EnemyAI] Investigating noise at {noisePosition}");
}
}
public void OnHitByHammer(float stunDuration)
{
_stunTimer = stunDuration;
SetState(EnemyState.Stunned);
if (_debugMode)
Debug.Log($"[EnemyAI] Stunned for {stunDuration} seconds");
}
}
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: de0c7abb53bb1e645a77e9b03418ae21
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
-52
View File
@@ -1,52 +0,0 @@
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();
if (GameManager.Instance != null)
{
GameManager.Instance.AddTreasure(1);
}
break;
case TreasureType.Key:
playerState.SetKey();
if (GameManager.Instance != null)
{
GameManager.Instance.SetKeyState(true);
}
if (LevelManager.Instance != null)
{
LevelManager.Instance.NotifyKeyCollected();
}
break;
}
}
}
}
-2
View File
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: ded23e667cffbfd46b2633ae22204797
-63
View File
@@ -1,63 +0,0 @@
using Assets.Scripts;
using System;
using UnityEngine;
public class Door : MonoBehaviour, IDoor
{
[SerializeField]
private Sprite _openDoor;
[SerializeField]
private bool _debugMode = false;
private SpriteRenderer _spriteRenderer;
private BoxCollider2D _boxCollider;
private bool _isLocked = true;
public bool IsLocked => _isLocked;
public event EventHandler OnDoorOpened;
private void Awake()
{
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
_boxCollider = gameObject.GetComponent<BoxCollider2D>();
}
public void OpenDoor()
{
if (!_isLocked)
return;
_isLocked = false;
// Update visuals
if (_spriteRenderer != null && _openDoor != null)
{
_spriteRenderer.sprite = _openDoor;
}
// Disable collision
if (_boxCollider != null)
{
_boxCollider.enabled = false;
}
if (_debugMode)
Debug.Log("[Door] Door opened!");
OnDoorOpened?.Invoke(this, EventArgs.Empty);
}
public void LockDoor()
{
_isLocked = true;
if (_boxCollider != null)
{
_boxCollider.enabled = true;
}
if (_debugMode)
Debug.Log("[Door] Door locked!");
}
}
-2
View File
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: af69aa896ad8a3947947ed21a9b9cacd
@@ -1,45 +0,0 @@
using Assets.Scripts;
using UnityEngine;
public class DoorInteract : MonoBehaviour
{
[SerializeField] private GameObject _doorGameObject;
[SerializeField] private bool _debugMode = false;
private IDoor _door;
private bool _hasTriggered = false;
private void Awake()
{
_door = _doorGameObject.GetComponent<IDoor>();
}
private void OnTriggerEnter2D(Collider2D collider)
{
if (_hasTriggered)
return;
var playerState = collider.GetComponent<PlayerState>();
if (playerState != null)
{
// Check if player has key through GameManager
if (GameManager.Instance != null && GameManager.Instance.HasKey)
{
_hasTriggered = true;
if (_debugMode)
Debug.Log("[DoorInteract] Player exiting with key!");
// Notify LevelManager that level is complete
if (LevelManager.Instance != null)
{
LevelManager.Instance.NotifyLevelComplete();
}
}
else if (_debugMode)
{
Debug.Log("[DoorInteract] Player reached door but does not have key!");
}
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 73fd9f6c116c2de4ab3d773fbb908df4
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 87152ae05a4335f4cbf3907d245027eb
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 86cce1993173eb04daddb1edd164da94
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,82 +0,0 @@
using UnityEngine;
public class BreakableWall : MapElement
{
[SerializeField] private float _noiseRadius = 10f;
[SerializeField] private bool _emitNoiseOnBreak = true;
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);
// Emit noise when wall breaks
if (_emitNoiseOnBreak && NoiseSystem.Instance != null)
{
NoiseSystem.Instance.Emit(transform.position, _noiseRadius);
}
_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: d25d392c71acf0a43a02538234591802
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5b7fcd68a9cc8f64bbc27a6eb9ec68a1
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6f6373350bf47454e899b0333377f443
-97
View File
@@ -1,97 +0,0 @@
using UnityEngine;
public class Hammer : MonoBehaviour
{
[SerializeField] private float _lifespan = 5f;
[SerializeField] private float _stunDuration = 1f;
[SerializeField] private float _impactNoiseRadius = 10f;
[SerializeField] private bool _emitNoiseOnImpact = true;
private float _lifeTimer;
private Vector2 _velocity;
private bool _facingRight;
private Rigidbody2D _rigidbody;
private bool _hasCollided = false;
private void Awake()
{
_rigidbody = GetComponent<Rigidbody2D>();
_lifeTimer = _lifespan;
}
public void Initialize(bool facingRight, float speed)
{
_facingRight = facingRight;
_velocity = new Vector2(facingRight ? speed : -speed, 0);
if (_rigidbody != null)
{
_rigidbody.linearVelocity = _velocity;
}
}
private void Update()
{
// Self-destruct after lifespan expires
_lifeTimer -= Time.deltaTime;
if (_lifeTimer <= 0)
{
Destroy(gameObject);
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (_hasCollided)
return;
_hasCollided = true;
// Check for enemy collision (stun)
var enemy = collision.gameObject.GetComponent<Character>();
if (enemy != null)
{
HandleEnemyCollision(enemy, collision.relativeVelocity);
EmitImpactNoise(collision.GetContact(0).point);
Destroy(gameObject);
return;
}
// Check for breakable wall collision
var mapElement = collision.collider.GetComponent<MapElement>();
if (mapElement != null && mapElement is BreakableWall)
{
mapElement.Hit();
EmitImpactNoise(collision.GetContact(0).point);
Destroy(gameObject);
return;
}
// Fallback: destroy on any collision
EmitImpactNoise(collision.GetContact(0).point);
Destroy(gameObject);
}
private void HandleEnemyCollision(Character enemy, Vector2 impactVelocity)
{
// Apply stun to enemy
var enemyAI = enemy as EnemyAI;
if (enemyAI != null)
{
enemyAI.OnHitByHammer(_stunDuration);
}
}
private void EmitImpactNoise(Vector2 position)
{
if (!_emitNoiseOnImpact)
return;
// Check if NoiseSystem exists and emit noise
var noiseSystem = NoiseSystem.Instance;
if (noiseSystem != null)
{
noiseSystem.Emit(position, _impactNoiseRadius);
}
}
}
-69
View File
@@ -1,69 +0,0 @@
using System;
using UnityEngine;
public class HammerThrower : MonoBehaviour
{
[SerializeField] private Transform _spawnPoint;
[SerializeField] private GameObject _hammerPrefab;
[SerializeField] private float _throwSpeed = 5f;
[SerializeField] private float _throwCooldown = 1.5f;
private GameObject _currentHammer;
private bool _hasHammer = true;
private bool _facingRight = true;
private float _cooldownTimer = 0f;
public bool HasHammer => _hasHammer;
public bool CanThrow => _hasHammer && _cooldownTimer <= 0f;
public float CooldownRemaining => Mathf.Max(0f, _cooldownTimer);
public void SetFacingDirection(bool facingRight)
{
_facingRight = facingRight;
}
public bool TryThrowHammer()
{
if (!CanThrow)
return false;
ThrowHammer();
return true;
}
private void ThrowHammer()
{
_hasHammer = false;
_cooldownTimer = _throwCooldown;
_currentHammer = Instantiate(_hammerPrefab, _spawnPoint.position, _spawnPoint.rotation);
// Initialize hammer with direction and speed
var hammerComponent = _currentHammer.GetComponent<Hammer>();
if (hammerComponent != null)
{
hammerComponent.Initialize(_facingRight, _throwSpeed);
}
// Flip hammer visual based on direction
_currentHammer.transform.localScale = new Vector2(
_currentHammer.transform.localScale.x * (_facingRight ? 1 : -1),
_currentHammer.transform.localScale.y
);
}
private void Update()
{
// Update cooldown timer
if (_cooldownTimer > 0f)
{
_cooldownTimer -= Time.deltaTime;
}
// Hammer destroyed → hammer returned
if (!_hasHammer && _currentHammer == null)
{
_hasHammer = true;
}
}
}
-37
View File
@@ -1,37 +0,0 @@
using UnityEngine;
public class KeyChest : MonoBehaviour
{
private bool _isOpened = false;
private void OnTriggerEnter2D(Collider2D collider)
{
if (_isOpened)
return;
var playerState = collider.GetComponent<PlayerState>();
if (playerState != null)
{
_isOpened = true;
// Update player state
playerState.SetKey();
// Notify GameManager of key collection
if (GameManager.Instance != null)
{
GameManager.Instance.SetKeyState(true);
}
// Notify LevelManager of key collection
if (LevelManager.Instance != null)
{
LevelManager.Instance.NotifyKeyCollected();
}
// Destroy the chest
Destroy(gameObject);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8f37247791475bc4bb2887347a0f905a
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 95776c7bbfb13d646b34788f8187536f
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 897c2741fe0100e4990a32480e24d9ae
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f581a5f2ca3d85c4e802df5ab7e0968b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
-102
View File
@@ -1,102 +0,0 @@
using System;
using UnityEngine;
public class PlayerController : Character
{
[SerializeField]
private Sprite _regularSprite;
[SerializeField]
private Sprite _noHammerSprite;
private GameObject _hammer;
private bool _isHoldingHammer = true;
public event EventHandler<TreasureType> OnPlayerTakeItem;
private InputManager _inputManager;
private PlayerState _playerState;
private HammerThrower _hammerThrower;
private void Awake()
{
_inputManager = GetComponent<InputManager>();
_playerState = GetComponent<PlayerState>();
_hammerThrower = GetComponent<HammerThrower>();
_inputManager.OnFire += OnFireButtonPressed;
}
private void OnEnable()
{
_inputManager.OnEnable();
}
private void OnDisable()
{
_inputManager.OnDisable();
}
private void Update()
{
if (_hammer == null && !_isHoldingHammer)
{
_spriteRenderer.sprite = _regularSprite;
_isHoldingHammer = true;
}
Vector2 move = _inputManager.Movement;
MoveTo(move.x, isAllowVertical ? move.y : 0);
_hammerThrower.SetFacingDirection(_facingRight);
}
private void OnFireButtonPressed()
{
if (_hammerThrower.CanThrow)
{
_animator.SetTrigger("Body_ThrowHammer");
}
}
// Animation event
public void ThrowHammerObject()
{
_hammerThrower.TryThrowHammer();
UpdatePlayerSprite();
}
private void UpdatePlayerSprite()
{
_spriteRenderer.sprite = _hammerThrower.HasHammer
? _regularSprite
: _noHammerSprite;
}
protected override void SetWalkingAnimation(bool isWalking)
{
_bonesBack.SetActive(false);
_bonesSide.SetActive(true);
_animator.SetBool("Legs_Walk", isWalking);
_animator.SetBool("Body_Walk", isWalking);
}
protected override void SetClimbingAnimation(bool isClimbing)
{
if (isClimbing)
{
_bonesBack.SetActive(true);
_bonesSide.SetActive(false);
}
_animator.SetBool("Climb", isClimbing);
}
protected void OnDeath()
{
_playerState.Lives--;
if (_playerState.Lives == 0)
{
Debug.Log("Game over");
}
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 9c83b0150e991b443858a82f5a1eea57
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 2f79ba21609b9ec4e8dc6985c2ec27f5
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+1 -1
View File
@@ -37,7 +37,7 @@ public abstract class Character : MonoBehaviour
public event EventHandler OnCharacterDeath;
private void Start()
public void Init()
{
_body = GetComponent<Rigidbody2D>();
_capsuleCollider = GetComponent<CapsuleCollider2D>();