Небольшая перепись камеры
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@@ -1,4 +1,3 @@
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using System.Net.Mime;
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using Code.App.StateMachine;
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using Code.Input;
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using Code.Scenes;
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@@ -1,5 +1,6 @@
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using Code.App.StateMachine;
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using Code.Configs;
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using Code.Gameplay.Character.Camera;
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using Code.Input;
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using Code.Scenes;
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using Code.StaticData;
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@@ -22,11 +23,21 @@ namespace Code.App
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containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
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containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
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InitializeCamera(containerBuilder, staticDataService);
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containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
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containerBuilder.OnContainerBuilt += Bootstrap;
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}
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private void InitializeCamera(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
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{
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CameraService cameraService = Instantiate(staticDataService.CameraConfig.cameraPrefab);
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containerBuilder.AddSingleton(cameraService);
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DontDestroyOnLoad(cameraService);
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}
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private void InstallInfrastructureUnit(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
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{
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GameObject infrastructureUnit = Instantiate(staticDataService.AppConfig.infrastructureUnitPrefab);
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@@ -1,3 +1,4 @@
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using Code.Gameplay.Character.Camera;
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using Code.Gameplay.Character.Core;
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using UnityEngine;
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@@ -34,5 +35,7 @@ namespace Code.Configs
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// Позиция следования по умолчанию (для меню)
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public Vector3 defaultFollowPosition = Vector3.zero;
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public CameraService cameraPrefab;
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}
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}
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@@ -53,26 +53,24 @@ namespace Code.Gameplay.Character.Camera
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// Текущий режим работы камеры
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public CameraMode CurrentMode { get; private set; }
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// Конфиг из DI
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[Inject] private CameraConfig _config;
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// Загрузка конфига для камеры
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private void LoadConfig()
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[Inject]
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private void LoadConfig(CameraConfig config)
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{
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// Загрузка значений из конфига
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_defaultDistance = _config.defaultDistance;
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_minDistance = _config.minDistance;
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_maxDistance = _config.maxDistance;
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_distanceMovementSpeed = _config.distanceMovementSpeed;
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_rotationSpeed = _config.rotationSpeed;
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_rotationSharpness = _config.rotationSharpness;
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_followSharpness = _config.followSharpness;
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_minVerticalAngle = _config.minVerticalAngle;
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_maxVerticalAngle = _config.maxVerticalAngle;
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_defaultVerticalAngle = _config.defaultVerticalAngle;
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CurrentMode = _config.defaultCameraMode;
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_defaultFollowPosition = _config.defaultFollowPosition;
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_defaultDistance = config.defaultDistance;
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_minDistance = config.minDistance;
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_maxDistance = config.maxDistance;
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_distanceMovementSpeed = config.distanceMovementSpeed;
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_rotationSpeed = config.rotationSpeed;
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_rotationSharpness = config.rotationSharpness;
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_followSharpness = config.followSharpness;
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_minVerticalAngle = config.minVerticalAngle;
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_maxVerticalAngle = config.maxVerticalAngle;
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_defaultVerticalAngle = config.defaultVerticalAngle;
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CurrentMode = config.defaultCameraMode;
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_defaultFollowPosition = config.defaultFollowPosition;
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// Валидация значений (на случай ручного редактирования конфига)
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_defaultDistance = Mathf.Clamp(_defaultDistance, _minDistance, _maxDistance);
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@@ -91,11 +89,6 @@ namespace Code.Gameplay.Character.Camera
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_currentFollowPosition = _defaultFollowPosition;
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}
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// Инициализация камеры при создании
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private void Awake()
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{
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LoadConfig();
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}
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// Установка цели для следования камеры
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public void SetFollowTransform(Transform t)
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@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Core
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*/
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public class Character : MonoBehaviour
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{
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[FormerlySerializedAs("characterCamera")] [SerializeField] private CameraService cameraService; // Компонент камеры персонажа
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[Inject] private CameraService _cameraService; // Компонент камеры персонажа
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[SerializeField] private CustomCharacterController customCharacterController; // Компонент управления персонажем
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[SerializeField] private Transform cameraFollowPoint; // Точка следования камеры (уровень глаз для FirstPerson)
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@@ -28,8 +28,8 @@ namespace Code.Gameplay.Character.Core
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private void Start()
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{
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// Настройка камеры для следования за точкой камеры
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cameraService.SetFollowTransform(cameraFollowPoint);
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cameraService.SetCameraMode(CameraMode.FirstPerson);
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_cameraService.SetFollowTransform(cameraFollowPoint);
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_cameraService.SetCameraMode(CameraMode.FirstPerson);
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// Включение Gameplay мапа ввода
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_inputService.EnableMap(ActionMappings.Gameplay);
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@@ -43,7 +43,7 @@ namespace Code.Gameplay.Character.Core
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var scrollInput = _inputService.ZoomInput;
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// Передаем данные в камеру
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cameraService.UpdateWithInput(Time.deltaTime, scrollInput,
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_cameraService.UpdateWithInput(Time.deltaTime, scrollInput,
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new Vector3(lookInput.x, lookInput.y, 0));
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}
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@@ -62,9 +62,9 @@ namespace Code.Gameplay.Character.Core
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inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
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// Передаем информацию о камере для адаптивного поведения
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inputs.CameraRotation = cameraService.transform.rotation;
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inputs.CameraMode = cameraService.CurrentMode;
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inputs.CameraPlanarDirection = cameraService.PlanarDirection;
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inputs.CameraRotation = _cameraService.transform.rotation;
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inputs.CameraMode = _cameraService.CurrentMode;
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inputs.CameraPlanarDirection = _cameraService.PlanarDirection;
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// Передаем ввод в контроллер персонажа
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customCharacterController.SetInputs(ref inputs);
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@@ -93,10 +93,10 @@ namespace Code.Gameplay.Character.Core
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// Метод для переключения режимов камеры
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private void ToggleCameraMode()
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{
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var currentMode = cameraService.CurrentMode;
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var currentMode = _cameraService.CurrentMode;
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var newMode = currentMode == CameraMode.FirstPerson ? CameraMode.ThirdPerson : CameraMode.FirstPerson;
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cameraService.SetCameraMode(newMode);
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_cameraService.SetCameraMode(newMode);
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}
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// Обновление логики каждый кадр
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@@ -13,19 +13,20 @@ namespace Code.UI
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{
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_canvas = Object.Instantiate(canvas);
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Object.DontDestroyOnLoad(_canvas);
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_uiPanelsPrefabs = uiPanelsPrefabs;
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LoadingScreen = (LoadingPanel) Object.Instantiate(_uiPanelsPrefabs[(int)UIPanel.Loading], _canvas.transform);
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LoadingScreen = (LoadingPanel)Object.Instantiate(_uiPanelsPrefabs[(int)UIPanel.Loading], _canvas.transform);
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}
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public void EnablePanel() => CurrentPanel.gameObject.SetActive(true);
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public void DisablePanel() => CurrentPanel.gameObject.SetActive(false);
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public void SwitchPanelTo(UIPanel uiPanel)
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{
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Object.Destroy(CurrentPanel);
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if (CurrentPanel.gameObject != null)
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Object.Destroy(CurrentPanel.gameObject);
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CurrentPanel = Object.Instantiate(_uiPanelsPrefabs[(int)uiPanel], _canvas.transform);
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}
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}
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@@ -23,3 +23,5 @@ MonoBehaviour:
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maxVerticalAngle: 70
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defaultVerticalAngle: 10
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defaultCameraMode: 0
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defaultFollowPosition: {x: 0, y: 0, z: 0}
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Reference in new issue
Block a user