I got challenged by my friends to make a packman clone as fast as I could, although a few things are missing there are still to come!

Player

For the movement I used a rigidbody based movement and the for input the new player input.


using UnityEngine;
using UnityEngine.InputSystem;

[SelectionBase]
public class PlayerMovement : MonoBehaviour
{
    private Rigidbody _Rigidbody;
    private InputAction _MoveAction;
    private PlayerInput _PlayerInput;

    [SerializeField] private float _PlayerSpeed;

    private void Start()
    {      
        _PlayerInput = GetComponent();
        _MoveAction = _PlayerInput.actions.FindAction("Move");

        _Rigidbody = GetComponent();
    }

    private void Update()
    {
        CalculateMovement();
    }

    private void CalculateMovement()
    {
        Vector2 direction = _MoveAction.ReadValue().normalized;

        Vector3 movement = new Vector3(direction.x, 0f, direction.y);

        _Rigidbody.velocity = movement * _PlayerSpeed;
    }
}
As for the picking up the collectibles I use a OnTriggerEnter that gets the

using UnityEngine;

public class CollectibleHandler : MonoBehaviour
{
    private void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Coin"))
        {
            GameManager.Instance.GetPointValue(other.GetComponent().GetPoints());
            Destroy(other.gameObject); 
        }
    }
}

Enemy

For the enemy movement I use unity's navmesh component. EnemyManager is the way I dictate when the ghost are able to move. How I sat it up was to put the ghosts in Enemies array and then loop through each of them and turn the navmesh agent back on. How I normally would do it is to have a EnemyBrain script that in the awake registers the enemy to the manager but since I had little time I didnt take that approach.


Itch