Files
Gnome-s-Bounty/Assets/Scripts/EnvironmentObjects/BreakableWall.cs
T
vova 39e4e51866 Add player controller, state management, and input handling
- 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.
2026-06-17 22:43:59 +03:00

83 lines
2.1 KiB
C#

using UnityEngine;
public class BreakableWall : MapElement
{
[SerializeField] private float _noiseRadius = 10f;
[SerializeField] private bool _emitNoiseOnBreak = true;
private float _respawnElementTimer;
private int _respawnTimeout = 4;
private bool _needRespawn = false;
private bool _characterInRange = false;
private BoxCollider2D _boxCollider;
private SpriteRenderer _spriteRenderer;
[SerializeField]
private GameObject _hitParticles;
private void Start()
{
_respawnElementTimer = _respawnTimeout;
_boxCollider = GetComponent<BoxCollider2D>();
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
}
public override void Hit()
{
IsEnabled = false;
_boxCollider.isTrigger = true;
_spriteRenderer.enabled = IsEnabled;
Instantiate(_hitParticles, transform.position, Quaternion.identity);
// Emit noise when wall breaks
if (_emitNoiseOnBreak && NoiseSystem.Instance != null)
{
NoiseSystem.Instance.Emit(transform.position, _noiseRadius);
}
_respawnElementTimer = _respawnTimeout;
_needRespawn = true;
}
private void Update()
{
if (_needRespawn)
{
_respawnElementTimer -= Time.deltaTime;
if (_respawnElementTimer <= 0)
{
_respawnElementTimer = _respawnTimeout;
if (_characterInRange)
{
print("Character is dead");
}
IsEnabled = true;
_boxCollider.isTrigger = false;
_spriteRenderer.enabled = IsEnabled;
_needRespawn = false;
}
}
}
private void OnTriggerEnter2D(Collider2D collider)
{
var character = collider.GetComponent<Character>();
if (character)
{
_characterInRange = true;
}
}
private void OnTriggerExit2D(Collider2D collider)
{
var character = collider.GetComponent<Character>();
if (character)
{
_characterInRange = false;
}
}
}