Code refactor, added coins chests, key chest and door
This commit is contained in:
@@ -1,14 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BoxesController : MonoBehaviour
|
||||
{
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (collision.tag == "Player")
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Chest : MonoBehaviour
|
||||
{
|
||||
private void OnTriggerEnter2D(Collider2D collider)
|
||||
{
|
||||
var player=collider.GetComponent<Player>();
|
||||
if (player != null)
|
||||
{
|
||||
player.AddCoin();
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
using Assets.Scripts;
|
||||
using UnityEngine;
|
||||
|
||||
public class Door : MonoBehaviour,IDoor
|
||||
{
|
||||
public void OpenDoor()
|
||||
{
|
||||
//PlayOpenAnimation
|
||||
|
||||
//Disable box collider
|
||||
gameObject.GetComponent<BoxCollider2D>().enabled=false;
|
||||
}
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DoorController : MonoBehaviour
|
||||
{
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (collision.tag == "Player")
|
||||
{
|
||||
//if player have key, door will open
|
||||
//else player can't pass
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
using Assets.Scripts;
|
||||
using UnityEngine;
|
||||
|
||||
public class DoorInteract : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private GameObject _doorGameObject;
|
||||
private IDoor _door;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_door =_doorGameObject.GetComponent<IDoor>();
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collider)
|
||||
{
|
||||
var player = collider.GetComponent<Player>();
|
||||
if (player!=null)
|
||||
{
|
||||
if (player.IsHasKey())
|
||||
{
|
||||
_door.OpenDoor();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c43502b5415adc044b631292348c83e8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -3,6 +3,5 @@
|
||||
public interface IDoor
|
||||
{
|
||||
void OpenDoor();
|
||||
void ToggleDoor();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,14 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class KeyChest : MonoBehaviour
|
||||
{
|
||||
private void OnTriggerEnter2D(Collider2D collider)
|
||||
{
|
||||
var player = collider.GetComponent<Player>();
|
||||
if (player != null)
|
||||
{
|
||||
player.SetKey();
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf81d521c74041643b3e8f0569c55a0f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerController : MonoBehaviour
|
||||
public class Player : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private Animator animator;
|
||||
@@ -17,17 +18,41 @@ public class PlayerController : MonoBehaviour
|
||||
private BoxCollider2D _boxCollider;
|
||||
private bool _isFall;
|
||||
private bool _facingRight = true;
|
||||
private bool _haveKey = false;
|
||||
|
||||
private int _totalCoins = 0;
|
||||
private bool _hasKey = false;
|
||||
|
||||
void Start()
|
||||
private void Start()
|
||||
{
|
||||
_body = GetComponent<Rigidbody2D>();
|
||||
_boxCollider = GetComponent<BoxCollider2D>();
|
||||
}
|
||||
void Update()
|
||||
|
||||
public void AddCoin()
|
||||
{
|
||||
_totalCoins++;
|
||||
print($"player have {_totalCoins} coins");
|
||||
}
|
||||
|
||||
public void SetKey()
|
||||
{
|
||||
print($"player have key");
|
||||
_hasKey =true;
|
||||
}
|
||||
|
||||
public void RemoveKey()
|
||||
{
|
||||
_hasKey = false;
|
||||
}
|
||||
|
||||
public bool IsHasKey()
|
||||
{
|
||||
return _hasKey;
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
float inputHorizontal = 0;
|
||||
float inputVertical = 0;
|
||||
|
||||
var groundCheck = Physics2D.BoxCast(_boxCollider.bounds.center, _boxCollider.bounds.size, 0f, Vector2.down, .1f, groundLayer);
|
||||
@@ -35,7 +60,7 @@ public class PlayerController : MonoBehaviour
|
||||
if (groundCheck || _isOnLadder)
|
||||
{
|
||||
_isFall = false;
|
||||
inputHorizontal = Input.GetAxisRaw("Horizontal");
|
||||
float inputHorizontal = Input.GetAxisRaw("Horizontal");
|
||||
if (inputHorizontal > 0 && !_facingRight)
|
||||
{
|
||||
FlipCharacter();
|
||||
@@ -77,6 +102,8 @@ public class PlayerController : MonoBehaviour
|
||||
return Physics2D.BoxCast(_boxCollider.bounds.center, _boxCollider.bounds.size, 0f, direction, .1f, ladderLayer);
|
||||
}
|
||||
|
||||
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (_isOnLadder)
|
||||
@@ -108,12 +135,5 @@ public class PlayerController : MonoBehaviour
|
||||
_facingRight = !_facingRight;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
var door = collision.GetComponent<DoorController>();
|
||||
if (door != null)
|
||||
{
|
||||
door.OpenDoor();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user