Files
Gnome-s-Bounty/Assets/Scripts/Player/HammerThrower.cs
T

85 lines
2.3 KiB
C#

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