diff --git a/Assets/Code/Gameplay/Camera/CameraController.cs b/Assets/Code/Gameplay/Camera/CameraController.cs index 1254666..2754cea 100644 --- a/Assets/Code/Gameplay/Camera/CameraController.cs +++ b/Assets/Code/Gameplay/Camera/CameraController.cs @@ -24,9 +24,8 @@ namespace Code.Gameplay.Camera private void Awake() { _camera = GetComponent(); - if (_camera == null) + if (!_camera) { - Debug.LogError("CameraController requires a Camera component!"); enabled = false; return; } @@ -56,12 +55,12 @@ namespace Code.Gameplay.Camera private void UpdateCamera(float deltaTime, Vector3 lookInput) { - var targetRotation = HandleRotation(deltaTime, lookInput); + HandleRotation(deltaTime, lookInput); - HandlePosition(deltaTime, targetRotation); + HandlePosition(deltaTime); } - private Quaternion HandleRotation(float deltaTime, Vector3 lookInput) + private void HandleRotation(float deltaTime, Vector3 lookInput) { var horizontalRotation = Quaternion.Euler(Vector3.up * (lookInput.x * rotationSpeed)); _planarDirection = horizontalRotation * _planarDirection; @@ -73,11 +72,9 @@ namespace Code.Gameplay.Camera var targetRotation = planarRotation * verticalRotation; transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, deltaTime * rotationSharpness); - - return targetRotation; } - private void HandlePosition(float deltaTime, Quaternion targetRotation) + private void HandlePosition(float deltaTime) { _currentFollowPosition = Vector3.Lerp( _currentFollowPosition, @@ -102,15 +99,5 @@ namespace Code.Gameplay.Camera { return _planarDirection; } - - public void SetFollowTransform(Transform target) - { - followTransform = target; - - if (target == null) return; - - _currentFollowPosition = target.position; - _planarDirection = target.forward; - } } } \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Core/CharacterInputs.cs b/Assets/Code/Gameplay/Character/Core/CharacterInputs.cs index 382b2a8..b955811 100644 --- a/Assets/Code/Gameplay/Character/Core/CharacterInputs.cs +++ b/Assets/Code/Gameplay/Character/Core/CharacterInputs.cs @@ -10,6 +10,5 @@ namespace Code.Gameplay.Character.Core public Vector3 CameraPlanarDirection; public bool JumpPressed; public bool SprintPressed; - public bool SlidePressed; } } \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Core/CharacterProvider.cs b/Assets/Code/Gameplay/Character/Core/CharacterProvider.cs index dc07260..8a40bb0 100644 --- a/Assets/Code/Gameplay/Character/Core/CharacterProvider.cs +++ b/Assets/Code/Gameplay/Character/Core/CharacterProvider.cs @@ -18,25 +18,12 @@ namespace Code.Gameplay.Character.Core private IInputService _inputService; private CameraController _cameraController; - public CustomCharacterController CustomCharacterController => customCharacterController; public HealthSystem HealthSystem => healthSystem; - public WeaponInventory WeaponInventory => weaponInventory; - public Transform GetFollowTransform() => cameraFollowPoint; private void Start() { _inputService = FindFirstObjectByType()?.Resolve(); _cameraController = FindFirstObjectByType(); - - if (_inputService == null) - { - Debug.LogError("IInputService not found!"); - } - - if (_cameraController == null) - { - Debug.LogError("CameraController not found!"); - } if (healthSystem != null) { @@ -55,15 +42,6 @@ namespace Code.Gameplay.Character.Core Debug.Log("Character died!"); } - public void Teleport(Vector3 position, Quaternion rotation) - { - if (customCharacterController != null) - { - customCharacterController.SetPosition(position); - customCharacterController.SetRotation(rotation); - } - } - private void HandleCharacterInput() { if (_inputService == null || _cameraController == null || customCharacterController == null) diff --git a/Assets/Code/Gameplay/Character/Core/CustomCharacterController.cs b/Assets/Code/Gameplay/Character/Core/CustomCharacterController.cs index f6c95bb..b522177 100644 --- a/Assets/Code/Gameplay/Character/Core/CustomCharacterController.cs +++ b/Assets/Code/Gameplay/Character/Core/CustomCharacterController.cs @@ -24,10 +24,7 @@ namespace Code.Gameplay.Character.Controller private float _jumpCooldownTimer; private float JumpCooldownDuration => jumpCooldownDuration; public bool CanJump => _jumpCooldownTimer <= 0f; - - public void SetPosition(Vector3 position) => motor.SetPosition(position); - public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation); - + private void Start() { _inputHandler = new CharacterInputHandler( diff --git a/Assets/Code/Gameplay/Character/Inventory/WeaponInventory.cs b/Assets/Code/Gameplay/Character/Inventory/WeaponInventory.cs index ca92abd..d32c7c5 100644 --- a/Assets/Code/Gameplay/Character/Inventory/WeaponInventory.cs +++ b/Assets/Code/Gameplay/Character/Inventory/WeaponInventory.cs @@ -7,10 +7,10 @@ namespace Code.Gameplay.Character.Inventory { public class WeaponInventory : MonoBehaviour { - [SerializeField] private List weapons = new List(); + [SerializeField] private List weapons = new(); [SerializeField] private Transform weaponHolder; - [SerializeField] private int currentWeaponIndex = 0; + [SerializeField] private int currentWeaponIndex; public event Action OnWeaponSwitched; public event Action OnWeaponsInitialized; @@ -54,13 +54,13 @@ namespace Code.Gameplay.Character.Inventory public void NextWeapon() { - int nextIndex = (currentWeaponIndex + 1) % weapons.Count; + var nextIndex = (currentWeaponIndex + 1) % weapons.Count; SwitchWeapon(nextIndex); } public void PreviousWeapon() { - int prevIndex = (currentWeaponIndex - 1 + weapons.Count) % weapons.Count; + var prevIndex = (currentWeaponIndex - 1 + weapons.Count) % weapons.Count; SwitchWeapon(prevIndex); } @@ -68,7 +68,7 @@ namespace Code.Gameplay.Character.Inventory { if (weapons.Contains(weapon)) { - int index = weapons.IndexOf(weapon); + var index = weapons.IndexOf(weapon); weapons.Remove(weapon); Destroy(weapon.gameObject); diff --git a/Assets/Code/Gameplay/Enemy/SimpleEnemy.cs b/Assets/Code/Gameplay/Enemy/SimpleEnemy.cs index 7fc3302..082ef83 100644 --- a/Assets/Code/Gameplay/Enemy/SimpleEnemy.cs +++ b/Assets/Code/Gameplay/Enemy/SimpleEnemy.cs @@ -64,7 +64,7 @@ namespace Code.Gameplay.Enemy private void Update() { - if (!IsAlive || target == null) return; + if (!IsAlive || !target) return; var distanceToTarget = Vector3.Distance(transform.position, target.position); @@ -115,7 +115,7 @@ namespace Code.Gameplay.Enemy private void Attack() { if (Time.time - lastAttackTime < attackCooldown) return; - if (weapon == null) return; + if (!weapon) return; if (!HasLineOfSight()) return; @@ -128,7 +128,7 @@ namespace Code.Gameplay.Enemy private bool HasLineOfSight() { - if (target == null) return false; + if (!target) return false; var direction = (target.position - weaponPoint.position).normalized; var distance = Vector3.Distance(weaponPoint.position, target.position); diff --git a/Assets/Code/Gameplay/Weapons/Bullet.cs b/Assets/Code/Gameplay/Weapons/Bullet.cs index ee6cae9..3557045 100644 --- a/Assets/Code/Gameplay/Weapons/Bullet.cs +++ b/Assets/Code/Gameplay/Weapons/Bullet.cs @@ -47,12 +47,12 @@ namespace Code.Gameplay.Weapons var damageable = hit.collider.GetComponentInParent(); damageable?.TakeDamage(_damage); - if (impactEffect != null) + if (impactEffect) { Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal)); } - if (impactSound != null && _audioSource != null) + if (impactSound && _audioSource) { _audioSource.PlayOneShot(impactSound); } diff --git a/Assets/Code/Gameplay/Weapons/Rifle.cs b/Assets/Code/Gameplay/Weapons/Rifle.cs index 7a16ec6..949cefa 100644 --- a/Assets/Code/Gameplay/Weapons/Rifle.cs +++ b/Assets/Code/Gameplay/Weapons/Rifle.cs @@ -2,7 +2,6 @@ namespace Code.Gameplay.Weapons { public class Rifle : WeaponBase { - protected override void Awake() { base.Awake(); diff --git a/Assets/Code/Gameplay/Weapons/WeaponBase.cs b/Assets/Code/Gameplay/Weapons/WeaponBase.cs index a86783c..3b5bb23 100644 --- a/Assets/Code/Gameplay/Weapons/WeaponBase.cs +++ b/Assets/Code/Gameplay/Weapons/WeaponBase.cs @@ -104,10 +104,10 @@ namespace Code.Gameplay.Weapons SpawnBullet(); - if (muzzleFlash != null) + if (muzzleFlash) muzzleFlash.Play(); - if (shootSound != null) + if (shootSound) audioSource.PlayOneShot(shootSound); OnShoot(); @@ -115,7 +115,7 @@ namespace Code.Gameplay.Weapons protected virtual void SpawnBullet() { - if (bulletPrefab == null) return; + if (!bulletPrefab) return; var spread = Random.insideUnitSphere * (spreadAngle / 100f); var direction = (_firePoint.forward + spread).normalized; @@ -123,7 +123,7 @@ namespace Code.Gameplay.Weapons var bullet = Instantiate(bulletPrefab, _firePoint.position, Quaternion.LookRotation(direction)); var bulletComponent = bullet.GetComponent(); - if (bulletComponent != null) + if (bulletComponent) { bulletComponent.Initialize(bulletSpeed, damage, direction); } @@ -159,7 +159,7 @@ namespace Code.Gameplay.Weapons { isReloading = true; - if (reloadSound != null) + if (reloadSound) audioSource.PlayOneShot(reloadSound); yield return new WaitForSeconds(reloadTime); @@ -178,7 +178,7 @@ namespace Code.Gameplay.Weapons if (Time.time - lastShotTryTime < fireRate) return; lastShotTryTime = Time.time; - if (emptySound != null) + if (emptySound) audioSource.PlayOneShot(emptySound); } diff --git a/Assets/Code/UI/GameUI.cs b/Assets/Code/UI/GameUI.cs index 85a6bd2..341b13d 100644 --- a/Assets/Code/UI/GameUI.cs +++ b/Assets/Code/UI/GameUI.cs @@ -45,7 +45,7 @@ namespace Code.UI private void UpdateWeaponName() { - if (weaponNameText == null || _weaponInventory?.CurrentWeapon == null) return; + if (!weaponNameText || !_weaponInventory?.CurrentWeapon) return; var weaponName = _weaponInventory.CurrentWeapon.WeaponName; weaponNameText.text = string.Format(weaponNameFormat, weaponName.ToUpper()); @@ -53,7 +53,7 @@ namespace Code.UI private void UpdateHealth() { - if (healthText == null || _playerHealth == null) return; + if (!healthText || !_playerHealth) return; healthText.text = string.Format(healthFormat, _playerHealth.CurrentHealth, @@ -62,13 +62,13 @@ namespace Code.UI private void UpdateHealth(float current, float max) { - if (healthText == null) return; + if (!healthText) return; healthText.text = string.Format(healthFormat, current, max); } private void UpdateAmmo() { - if (ammoText == null || _weaponInventory?.CurrentWeapon == null) return; + if (!ammoText || !_weaponInventory?.CurrentWeapon) return; var weapon = _weaponInventory.CurrentWeapon; ammoText.text = string.Format(ammoFormat, diff --git a/Assets/Code/UI/GameplayController.cs b/Assets/Code/UI/GameplayController.cs index 0af70f8..4aa2c14 100644 --- a/Assets/Code/UI/GameplayController.cs +++ b/Assets/Code/UI/GameplayController.cs @@ -1,25 +1,127 @@ using Code.DI; +using Code.Gameplay.Character.Core; +using Code.Gameplay.Enemy; using Code.Input; +using DG.Tweening; +using TMPro; using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; namespace Code.UI { - public class GameplayController : MonoBehaviour + public class GameplayController : MonoBehaviour { + [SerializeField] private GameObject endScreen; + [SerializeField] private TMP_Text endText; + [SerializeField] private Button restartButton; + [SerializeField] private Button exitButton; + + [SerializeField] private float fadeDuration = 0.5f; + [SerializeField] private float buttonDelay = 0.2f; + [SerializeField] private Ease showEase = Ease.OutBack; + private IInputService _inputService; - 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