7579175d24
- Removed obsolete scripts: Chest, BreakableWall, Door, DoorInteract, and UiManager. - Moved Chest and BreakableWall scripts to EnvironmentObjects folder. - Introduced HammerThrower class to manage hammer throwing mechanics. - Updated PlayerController to utilize new InputManager and HammerThrower. - Refactored PlayerState to manage player state and item collection. - Enhanced UI management in UiManager to reflect player item collection. - Updated EnemyAI to remove unused movement logic. - Adjusted KeyChest to interact with PlayerState instead of Player. - Cleaned up code and improved event handling for item collection.
102 lines
2.2 KiB
C#
102 lines
2.2 KiB
C#
using System;
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using UnityEngine;
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public class PlayerController : Character
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{
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[SerializeField]
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private Sprite _regularSprite;
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[SerializeField]
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private Sprite _noHammerSprite;
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private GameObject _hammer;
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private bool _isHoldingHammer = true;
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public event EventHandler<TreasureType> OnPlayerTakeItem;
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private InputManager _inputManager;
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private PlayerState _playerState;
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private HammerThrower _hammerThrower;
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private void Awake()
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{
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_inputManager = GetComponent<InputManager>();
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_playerState = GetComponent<PlayerState>();
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_hammerThrower = GetComponent<HammerThrower>();
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_inputManager.OnFire += OnFireButtonPressed;
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}
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private void OnEnable()
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{
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_inputManager.OnEnable();
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}
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private void OnDisable()
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{
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_inputManager.OnDisable();
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}
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private void Update()
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{
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if (_hammer == null && !_isHoldingHammer)
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{
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_spriteRenderer.sprite = _regularSprite;
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_isHoldingHammer = true;
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}
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Vector2 move = _inputManager.Movement;
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MoveTo(move.x, isAllowVertical ? move.y : 0);
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}
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private void OnFireButtonPressed()
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{
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if (_hammer == null)
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{
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_animator.SetTrigger("Body_ThrowHammer");
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}
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}
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// Animation event
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public void ThrowHammerObject()
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{
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_hammerThrower.ThrowHammer();
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UpdatePlayerSprite();
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}
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private void UpdatePlayerSprite()
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{
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_spriteRenderer.sprite = _hammerThrower.HasHammer
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? _regularSprite
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: _noHammerSprite;
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}
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protected override void SetWalkingAnimation(bool isWalking)
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{
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_bonesBack.SetActive(false);
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_bonesSide.SetActive(true);
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_animator.SetBool("Legs_Walk", isWalking);
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_animator.SetBool("Body_Walk", isWalking);
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}
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protected override void SetClimbingAnimation(bool isClimbing)
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{
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if (isClimbing)
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{
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_bonesBack.SetActive(true);
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_bonesSide.SetActive(false);
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}
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_animator.SetBool("Climb", isClimbing);
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}
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protected void OnDeath()
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{
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_playerState.Lives--;
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if (_playerState.Lives == 0)
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{
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Debug.Log("Game over");
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}
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}
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}
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