Files
vova 7579175d24 Refactor and reorganize scripts for improved structure and functionality
- Removed obsolete scripts: Chest, BreakableWall, Door, DoorInteract, and UiManager.
- Moved Chest and BreakableWall scripts to EnvironmentObjects folder.
- Introduced HammerThrower class to manage hammer throwing mechanics.
- Updated PlayerController to utilize new InputManager and HammerThrower.
- Refactored PlayerState to manage player state and item collection.
- Enhanced UI management in UiManager to reflect player item collection.
- Updated EnemyAI to remove unused movement logic.
- Adjusted KeyChest to interact with PlayerState instead of Player.
- Cleaned up code and improved event handling for item collection.
2026-06-05 14:33:20 +03:00

57 lines
1.7 KiB
C#

using UnityEngine;
public class EnemyAI : Character
{
protected override void SetClimbingAnimation(bool isClimbing)
{
}
protected override void SetWalkingAnimation(bool isWalking)
{
_animator.SetBool("Walk",isWalking);
}
private void Update()
{
// float horizontal = 0;
// float vertical = 0;
// Vector2 directionToPlayer = Player.Instance.transform.position - transform.position;
// directionToPlayer.Normalize();
// float verticalDistance = Player.Instance.transform.position.y - transform.position.y;
// if (Mathf.Abs(verticalDistance) > 0.1f && (isCanClimbUp || isCanGoDown))
// {
// vertical = Mathf.Sign(verticalDistance);
// }
// else
// {
// if (Mathf.Abs(Player.Instance.transform.position.x - transform.position.x) < 0.1f)
// {
// horizontal = 0;
// }
// else if (directionToPlayer.x < 0)
// { horizontal = -1; }
// else if (directionToPlayer.x > 0)
// { horizontal = 1; }
// }
// if (Input.GetKey(KeyCode.T))
// { vertical = 1; }
// if (Input.GetKey(KeyCode.G))
// { vertical = -1; }
// Debug.Log($"Enemy Position: {transform.position}, Player Position: {Player.Instance.transform.position}");
// Debug.Log($"Vertical Distance: {verticalDistance}, Vertical Movement: {vertical}");
// base.MoveTo(horizontal, vertical);
}
private float VerticalMove(float verticalDistance)
{
float verticalDirection = Mathf.Sign(verticalDistance);
return verticalDirection;
}
}