Files
Gnome-s-Bounty/Assets/Scripts/EnvironmentObjects/Door.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

64 lines
1.3 KiB
C#

using Assets.Scripts;
using System;
using UnityEngine;
public class Door : MonoBehaviour, IDoor
{
[SerializeField]
private Sprite _openDoor;
[SerializeField]
private bool _debugMode = false;
private SpriteRenderer _spriteRenderer;
private BoxCollider2D _boxCollider;
private bool _isLocked = true;
public bool IsLocked => _isLocked;
public event EventHandler OnDoorOpened;
private void Awake()
{
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
_boxCollider = gameObject.GetComponent<BoxCollider2D>();
}
public void OpenDoor()
{
if (!_isLocked)
return;
_isLocked = false;
// Update visuals
if (_spriteRenderer != null && _openDoor != null)
{
_spriteRenderer.sprite = _openDoor;
}
// Disable collision
if (_boxCollider != null)
{
_boxCollider.enabled = false;
}
if (_debugMode)
Debug.Log("[Door] Door opened!");
OnDoorOpened?.Invoke(this, EventArgs.Empty);
}
public void LockDoor()
{
_isLocked = true;
if (_boxCollider != null)
{
_boxCollider.enabled = true;
}
if (_debugMode)
Debug.Log("[Door] Door locked!");
}
}