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
-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: