Initial Unity 6 scaffold for Cat Kirby Adventures.

Add Phase A greybox vertical slice: third-person movement, forest path, checkpoints, story triggers, and light ability gate.
This commit is contained in:
ifontosh
2026-09-08 17:09:27 +08:00
commit 1c6c9b2a70
44 changed files with 2553 additions and 0 deletions
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using UnityEngine;
namespace KirbyAdventures
{
/// <summary>
/// Global game state: pause, win, light ability unlock.
/// </summary>
public class GameFlow : MonoBehaviour
{
public static GameFlow Instance { get; private set; }
public bool IsPaused { get; private set; }
public bool HasWon { get; private set; }
public bool LightAbilityUnlocked { get; private set; }
GameObject _pauseOverlay;
GameObject _winOverlay;
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
public void SetPauseOverlay(GameObject overlay) => _pauseOverlay = overlay;
public void SetWinOverlay(GameObject overlay) => _winOverlay = overlay;
public void UnlockLightAbility()
{
LightAbilityUnlocked = true;
Debug.Log("[GameFlow] Light ability unlocked.");
}
public void TogglePause()
{
if (HasWon) return;
SetPaused(!IsPaused);
}
public void SetPaused(bool paused)
{
IsPaused = paused;
Time.timeScale = paused ? 0f : 1f;
if (_pauseOverlay != null)
_pauseOverlay.SetActive(paused);
Cursor.lockState = paused ? CursorLockMode.None : CursorLockMode.Locked;
Cursor.visible = paused;
}
public void TriggerWin()
{
if (HasWon) return;
HasWon = true;
IsPaused = true;
Time.timeScale = 0f;
if (_winOverlay != null)
_winOverlay.SetActive(true);
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
Debug.Log("[GameFlow] Level complete — village gate opened.");
}
void Update()
{
var kb = UnityEngine.InputSystem.Keyboard.current;
if (kb != null && kb.escapeKey.wasPressedThisFrame)
TogglePause();
}
void OnDestroy()
{
if (Instance == this)
{
Time.timeScale = 1f;
Instance = null;
}
}
}
}