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.
4.7 KiB
4.7 KiB
Quick Setup Guide - Post Migration
Immediate Next Steps
1. Refresh Unity Project
- Open the Gnome's Bounty project in Unity
- Wait for asset import to complete
- Check Console for any errors related to moved files
2. Create Required GameObjects in Scene
Add these to your main gameplay scene:
GameManager
- Right-click in Hierarchy → Create Empty
- Name it "GameManager"
- Drag GameManager script from
Assets/Scripts/Managers/GameManager.csonto it - Leave settings at defaults (debug mode optional)
LevelManager
- Right-click in Hierarchy → Create Empty
- Name it "LevelManager"
- Drag LevelManager script from
Assets/Scripts/Managers/LevelManager.csonto it - IMPORTANT: In Inspector, drag your Door GameObject to the
_doorReferencefield - Leave settings at defaults (debug mode optional)
NoiseSystem
- Right-click in Hierarchy → Create Empty
- Name it "NoiseSystem"
- Drag NoiseSystem script from
Assets/Scripts/Managers/NoiseSystem.csonto it - Enemy Layer should be set to "Enemy" automatically
- Leave settings at defaults (debug mode optional)
3. Configure Layers
- In Hierarchy, select all enemy GameObjects
- In Inspector, change Layer to "Enemy"
- Create the layer if it doesn't exist (Layer dropdown → Add Layer → "Enemy")
4. Testing Checklist
After setup, test these features:
- Hammer Throw: Throw hammer and verify cooldown works (should delay next throw by ~1.5 sec)
- Enemy Stun: Hit an enemy with hammer, it should freeze for 1 second
- Wall Break: Break a breakable wall with hammer
- Noise System: Break a wall or hit enemy near another enemy - second enemy should investigate
- Key Collection: Pick up key, GameManager should show
HasKey = true - Door Unlock: After picking up key, door should open automatically
- Level Complete: Exit through open door with key - should trigger level completion
5. If Compilation Errors Occur
Most likely causes:
- "Cannot find type 'GameManager'" - Make sure GameManager component is added to scene
- "Missing script references" - Delete and re-add the script component
- "Cannot find EnemyAI" - Verify EnemyAI.cs moved to
Enemies/folder correctly
Quick fix:
- In Unity, go to Assets → Reimport All
- Wait for compilation to complete
- Check Console for remaining errors
6. Debug Features
To enable debug logging in managers:
- Select GameManager in Hierarchy
- In Inspector, check
Debug Mode - Repeat for LevelManager and NoiseSystem
- Play game - console will show state changes
- Remember to disable before final build
What If You Encounter Errors?
Scenes Won't Load
- Unity may need to reload scenes
- Close the scene, delete from Recent, and re-open
"CharacterSpawner" not found
- This class was renamed to
EnemySpawner - Update any scene prefabs or scripts that reference it
- Check
Enemies/EnemySpawner.cs
PlayerController Errors
- Check that
GetComponent<HammerThrower>()can still find it - If not, re-add PlayerController script to Player GameObject
Missing References in Inspector
- Right-click the field → "Try Find Component"
- Or manually drag the object from scene/hierarchy
Performance Notes
The new systems have minimal performance impact:
- GameManager: O(1) operations, just stores state
- LevelManager: Minimal, just tracks key/completion
- NoiseSystem: O(n) where n = enemies in range (typically small)
- EnemyAI States: Simple state switching, no AI overhead
No performance concerns with default settings.
Next Development Steps
With the architecture in place, you can now easily:
- Add new hammer effects - Modify Hammer.cs
- Add new enemy behaviors - Add states to EnemyAI.cs
- Add puzzles - Create new interaction systems using GameManager
- Add levels - Use GameManager/LevelManager for progression
- Add UI - Hook into GameManager events for HUD updates
All systems use events for loose coupling, making extensions clean and safe.
File Location Reference
| What | Location |
|---|---|
| Player Controller | Assets/Scripts/Player/PlayerController.cs |
| Hammer Mechanics | Assets/Scripts/Combat/Hammer.cs |
| Hammer Throwing | Assets/Scripts/Player/HammerThrower.cs |
| Enemy AI | Assets/Scripts/Enemies/EnemyAI.cs |
| Enemy Spawner | Assets/Scripts/Enemies/EnemySpawner.cs |
| Game State | Assets/Scripts/Managers/GameManager.cs |
| Level Control | Assets/Scripts/Managers/LevelManager.cs |
| Noise System | Assets/Scripts/Managers/NoiseSystem.cs |
| UI Manager | Assets/Scripts/Managers/UIManager.cs |
| Environment | Assets/Scripts/Environment/*.cs |
Status: Ready to import into Unity and test! 🎮