Небольшая перепись камеры

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ThomasCharester committed 2025-10-28 19:32:08 +03:00
1 parent 724161c455
commit 7bc0f3b8fa
14 files changed
+479 -85

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