Files
Gnome-s-Bounty/Assets/Scripts/Managers/GameManager.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

71 lines
1.6 KiB
C#

using System;
using UnityEngine;
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
[SerializeField] private bool _debugMode = false;
private bool _hasKey = false;
private int _treasureCount = 0;
public bool HasKey => _hasKey;
public int TreasureCount => _treasureCount;
public event EventHandler<bool> OnKeyStateChanged;
public event EventHandler<int> OnTreasureCountChanged;
public event EventHandler OnLevelComplete;
private void Awake()
{
// Singleton pattern
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
public void SetKeyState(bool hasKey)
{
if (_hasKey == hasKey)
return;
_hasKey = hasKey;
OnKeyStateChanged?.Invoke(this, _hasKey);
if (_debugMode)
Debug.Log($"[GameManager] Key state changed: {_hasKey}");
}
public void AddTreasure(int amount = 1)
{
_treasureCount += amount;
OnTreasureCountChanged?.Invoke(this, _treasureCount);
if (_debugMode)
Debug.Log($"[GameManager] Treasure count: {_treasureCount}");
}
public void CompletLevel()
{
if (_debugMode)
Debug.Log("[GameManager] Level completed!");
OnLevelComplete?.Invoke(this, EventArgs.Empty);
}
public void Reset()
{
_hasKey = false;
_treasureCount = 0;
if (_debugMode)
Debug.Log("[GameManager] Reset");
}
}