39e4e51866
- Implemented PlayerController.cs to manage player movement and actions. - Created PlayerState.cs to track player lives, coins, and key status. - Added CameraFollow.cs for smooth camera movement following the player. - Developed Character.cs as an abstract class for character behavior. - Introduced Enums.cs for defining TreasureType and MapElementType. - Added IDoor interface for door interactions. - Created InputActions.cs for handling player input actions. - Implemented MainMenu.cs for basic menu functionality including play and exit options.
53 lines
1.5 KiB
C#
53 lines
1.5 KiB
C#
using UnityEngine;
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public class Chest : MonoBehaviour
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{
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[SerializeField]
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private Animator animator;
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[SerializeField]
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private TreasureSO _treasureSO;
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private Transform _treasureObject;
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private bool _isOpen = false;
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private void Awake()
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{
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_treasureObject = transform.GetChild(1);
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var spriteRenderer = _treasureObject.GetComponent<SpriteRenderer>();
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spriteRenderer.sprite = _treasureSO.Image;
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}
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private void OnTriggerEnter2D(Collider2D collider)
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{
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var playerState = collider.GetComponent<PlayerState>();
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if (playerState != null && !_isOpen)
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{
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_isOpen = true;
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animator.SetTrigger("OpenChest");
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switch (_treasureSO.Treasure)
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{
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case TreasureType.Coin:
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playerState.AddCoin();
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if (GameManager.Instance != null)
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{
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GameManager.Instance.AddTreasure(1);
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}
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break;
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case TreasureType.Key:
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playerState.SetKey();
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if (GameManager.Instance != null)
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{
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GameManager.Instance.SetKeyState(true);
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}
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if (LevelManager.Instance != null)
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{
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LevelManager.Instance.NotifyKeyCollected();
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}
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break;
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}
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}
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}
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}
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