85 lines
2.3 KiB
C#
85 lines
2.3 KiB
C#
using System;
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using UnityEngine;
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public class HammerThrower : MonoBehaviour
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{
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[SerializeField] private Transform _spawnPoint;
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[SerializeField] private GameObject _hammerPrefab;
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[SerializeField] private float _throwSpeed = 5f;
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[SerializeField] private float _throwCooldown = 1.5f;
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private GameObject _currentHammer;
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private bool _hasHammer = true;
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private bool _facingRight = true;
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private float _cooldownTimer = 0f;
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private Collider2D _playerCollider;
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public bool HasHammer => _hasHammer;
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public bool CanThrow => _hasHammer && _cooldownTimer <= 0f;
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public float CooldownRemaining => Mathf.Max(0f, _cooldownTimer);
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private void Awake()
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{
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_playerCollider = GetComponent<Collider2D>() ?? GetComponentInChildren<Collider2D>();
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}
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public void SetFacingDirection(bool facingRight)
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{
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_facingRight = facingRight;
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}
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public bool TryThrowHammer()
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{
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if (!CanThrow)
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return false;
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ThrowHammer();
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return true;
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}
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private void ThrowHammer()
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{
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_hasHammer = false;
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_cooldownTimer = _throwCooldown;
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_currentHammer = Instantiate(_hammerPrefab, _spawnPoint.position, _spawnPoint.rotation);
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if (_playerCollider != null)
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{
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var hammerCollider = _currentHammer.GetComponent<Collider2D>();
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if (hammerCollider != null)
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{
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Physics2D.IgnoreCollision(_playerCollider, hammerCollider);
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}
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}
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// Initialize hammer with direction and speed
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var hammerComponent = _currentHammer.GetComponent<Hammer>();
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if (hammerComponent != null)
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{
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hammerComponent.Initialize(_facingRight, _throwSpeed);
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}
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// Flip hammer visual based on direction
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_currentHammer.transform.localScale = new Vector2(
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_currentHammer.transform.localScale.x * (_facingRight ? 1 : -1),
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_currentHammer.transform.localScale.y
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);
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}
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private void Update()
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{
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// Update cooldown timer
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if (_cooldownTimer > 0f)
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{
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_cooldownTimer -= Time.deltaTime;
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}
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// Hammer destroyed → hammer returned
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if (!_hasHammer && _currentHammer == null)
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{
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_hasHammer = true;
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}
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}
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}
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