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
@@ -0,0 +1,37 @@
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);
}
}
}