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xrust1k committed 2025-11-28 11:52:49 +03:00
commit 7f7ba0d9c5
52 files changed
+21194 -12577

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@@ -40,7 +40,7 @@ namespace Code.App.AppStates
Context.LoadingManager
.RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI)
// .RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadAudio);
//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
@@ -56,7 +56,7 @@ namespace Code.App.AppStates
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
@@ -22,18 +22,12 @@ namespace Code.Configs
slideSpeed = 20f, // Скорость слайда
slideDuration = 0.8f, // Длительность слайда в секундах
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
// Залазание на стены
public float
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
// Наклон при залазании на стены
public float
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
public float
leanAngle = 25f,
leanThreshold = 0.3f,
leanSmoothSpeed = 10f;
// Гравитация
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
@@ -1,147 +1,78 @@
using UnityEngine;
using KinematicCharacterController;
namespace Code.Gameplay.Character.Controller.Abilities
{
/*
* Механика наклона персонажа при контакте со стеной
* Управляет визуальным наклоном модели в зависимости от высоты подъёма по стене
*/
public class WallLeanMechanic
{
private readonly float _maxLeanAngle;
private readonly float _leanSharpness;
private readonly float _heightScale;
private Transform _characterTransform;
private Vector3 _lastWallNormal;
private float _lastWallContactHeight;
private float _leanFactor;
private float _leanSign;
private Vector3 _leanDirection;
private Vector3 _lastWallContactPoint;
private bool _isLeaningOnWall;
private const float WallProximityThreshold = 0.6f;
private readonly float _leanAngle;
private readonly float _threshold;
private readonly float _smoothSpeed;
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
private Transform _model;
public WallLeanMechanic(
float leanAngle,
float threshold,
float smoothSpeed)
{
_maxLeanAngle = maxLeanAngle;
_leanSharpness = leanSharpness;
_heightScale = heightScale;
_leanAngle = leanAngle;
_threshold = threshold;
_smoothSpeed = smoothSpeed;
}
// Назначаем трансформ визуальной модели один раз
public void SetCharacterTransform(Transform transform)
public void SetModel(Transform model) => _model = model;
public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
{
_characterTransform = transform;
}
// Вызывается из OnMovementHit
public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
{
// Только если это действительно стена (не пол/потолок)
var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
return;
_lastWallNormal = wallNormal;
_lastWallContactHeight = contactHeight;
_lastWallContactPoint = motor.TransientPosition;
// Пересчитываем направление наклона
_leanDirection = -_lastWallNormal;
_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
_leanSign = 1;
// what the fuck
if (_leanDirection.x != 0)
if (!_model)
{
switch (_leanDirection.x)
{
case -1 or 1 when motor.CharacterRight.x > 0.1f:
_leanSign = -1;
break;
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
_leanDirection = new Vector3(0, 0, -1);
break;
}
}
else
{
switch (_leanDirection.z)
{
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
_leanSign = -1;
break;
case -1 when motor.CharacterRight.z < -0.1f:
case 1 when motor.CharacterRight.z > 0.1f:
_leanDirection = new Vector3(-1, 0, 0);
break;
case -1 when motor.CharacterRight.z > 0.1f:
case 1 when motor.CharacterRight.z < -0.1f:
_leanDirection = new Vector3(1, 0, 0);
break;
}
}
_isLeaningOnWall = true;
}
// Обновление каждый кадр
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
{
if (!_characterTransform) return;
var currentPosition = motor.TransientPosition;
var isStillNearWall = false;
if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
{
var toWall = currentPosition - _lastWallContactPoint;
var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
}
if (_isLeaningOnWall)
{
var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
if (!isStillNearWall || isBelowContactHeight)
{
_isLeaningOnWall = false;
}
else
{
var heightDelta = currentPosition.y - _lastWallContactHeight;
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
}
}
if (!_isLeaningOnWall)
{
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
}
ApplyLeanRotation(motor);
}
private void ApplyLeanRotation(KinematicCharacterMotor motor)
{
if (_leanFactor <= 0.01f)
{
_characterTransform.localRotation = Quaternion.identity;
_model.localRotation = Quaternion.identity;
return;
}
if (_leanDirection.sqrMagnitude < 0.01f) return;
var targetRotation = Quaternion.identity;
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
_characterTransform.localRotation = leanRotation;
if (isWallRunning)
{
var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
if (n.sqrMagnitude < 0.001f) n = Vector3.forward;
var bodyRight = Vector3.Cross(Vector3.up, characterForward).normalized;
var side = Vector3.Dot(n, bodyRight);
var front = Vector3.Dot(n, characterForward);
var axis = Vector3.right;
var angle = 0f;
if (side > _threshold)
{
axis = Vector3.forward;
angle = -_leanAngle;
}
else if (side < -_threshold)
{
axis = Vector3.forward;
angle = _leanAngle;
}
else if (front > _threshold)
{
axis = Vector3.right;
angle = -_leanAngle;
}
else if (front < -_threshold)
{
axis = Vector3.right;
angle = _leanAngle;
}
targetRotation = Quaternion.AngleAxis(angle, axis);
}
_model.localRotation = Quaternion.Slerp(
_model.localRotation,
targetRotation,
1f - Mathf.Exp(-_smoothSpeed * Time.deltaTime)
);
}
}
}
@@ -0,0 +1,256 @@
using Code.Gameplay.Character.Controller.Input;
using Code.Gameplay.Character.Core;
using KinematicCharacterController;
using UnityEngine;
namespace Code.Gameplay.Character.Controller.Abilities
{
public class WallRunningMechanic
{
public float MaxWallRunTime = 1.75f;
public float WallRunSpeed = 8.0f;
public float WallRunAcceleration = 25.0f;
public float WallRunGravityScale = 0.25f;
public float WallDetachImpulse = 7.0f;
public float WallContactAngleThreshold = 45.0f;
private bool _isWallRunning;
private float _wallRunTimer;
private Vector3 _wallNormal;
private Vector3 _wallTangentRight;
private Vector3 _wallTangentUp;
private Vector3 _wallContactPoint;
private Vector3 _lastMoveInputInWallSpace;
private float _surfaceAngleCos;
private bool _canWallRun;
public float WallContactHeight { get; private set; }
public Vector3 WallRunStartForward { get; private set; }
private KinematicCharacterMotor _motor;
private CharacterInputHandler _inputHandler;
public bool IsWallRunning => _isWallRunning;
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
{
_motor = motor;
_inputHandler = inputHandler;
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
}
public void Reset()
{
_isWallRunning = false;
_wallRunTimer = 0f;
_wallNormal = Vector3.zero;
}
public void Tick(float deltaTime)
{
if (_isWallRunning)
{
_wallRunTimer += deltaTime;
if (_wallRunTimer > MaxWallRunTime)
{
DetachFromWall(false);
}
}
}
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
{
if (_isWallRunning) return false;
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
if (!isWall) return false;
if (_motor.GroundingStatus.IsStableOnGround) return false;
float velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
if (velocityIntoWall < 1f) return false;
StartWallRun(hitNormal, hitPoint);
return true;
}
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
{
_isWallRunning = true;
_wallRunTimer = 0f;
_wallNormal = wallNormal.normalized;
_wallContactPoint = contactPoint;
WallContactHeight = contactPoint.y;
//_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
_wallTangentUp = -_wallTangentUp;
WallRunStartForward = _motor.CharacterForward;
_motor.ForceUnground();
}
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
{
if (!_isWallRunning) return;
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
Vector3 moveInputWorld = _inputHandler.MoveInputVector;
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
float ad = inputs.MoveAxisRight;
float sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
if (sideDot < 0)
ad = -ad;
Vector3 adMove = _wallTangentUp * (-ad);
Vector3 finalMove = wsMove + adMove;
finalMove = finalMove.normalized * moveInputWorld.magnitude;
Vector3 targetVelocity = finalMove * WallRunSpeed;
currentVelocity = Vector3.Lerp(
currentVelocity,
targetVelocity,
1f - Mathf.Exp(-WallRunAcceleration * deltaTime)
);
currentVelocity += Physics.gravity * (WallRunGravityScale * deltaTime);
float distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
if (Mathf.Abs(distanceToWall) > 0.8f)
{
DetachFromWall(false);
return;
}
if (inputs.JumpPressed)
{
DetachFromWall(true);
}
}
private bool IsWallStillPresent()
{
if (_motor == null) return false;
Vector3 characterCenter = _motor.TransientPosition;
Vector3 characterForward = _motor.CharacterForward;
Vector3 characterRight = _motor.CharacterRight;
Vector3 characterUp = _motor.CharacterUp;
float checkDistance = 0.45f;
Vector3 rayOrigin = characterCenter + characterUp * 0.2f;
Vector3 rayDir = -_wallNormal;
Vector3[] offsets = {
Vector3.zero,
characterUp * 0.3f,
-characterUp * 0.3f,
characterRight * 0.2f,
-characterRight * 0.2f
};
foreach (var offset in offsets)
{
if (Physics.Raycast(rayOrigin + offset, rayDir, out RaycastHit hit, checkDistance,
_motor.CollidableLayers, QueryTriggerInteraction.Ignore))
{
float dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
if (dotWithUp < _surfaceAngleCos)
{
_wallNormal = hit.normal.normalized;
_wallContactPoint = hit.point;
/*_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
*/
return true;
}
}
}
return false;
}
public void DetachFromWall(bool withImpulse)
{
if (!_isWallRunning) return;
_isWallRunning = false;
if (withImpulse && _motor != null)
{
Vector3 detachImpulse = -_wallNormal * WallDetachImpulse;
_motor.BaseVelocity += detachImpulse;
}
}
public Vector3 GetWallNormal() => _wallNormal;
public bool TryGetWallTangents(out Vector3 up, out Vector3 right)
{
if (!_isWallRunning)
{
up = right = Vector3.zero;
return false;
}
up = _wallTangentUp;
right = _wallTangentRight;
return true;
}
public bool CanWallRun()
{
return !_isWallRunning && !_motor.GroundingStatus.IsStableOnGround;
}
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
{
if (!_isWallRunning || _motor == null) return;
_isWallRunning = false;
Vector3 wallAway = _wallNormal;
Vector3 wallUp = _wallTangentUp;
Vector3 playerForward = cameraRotation * Vector3.forward;
Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
Vector3 jumpDirection =
forwardInWallPlane * 0.2f +
wallAway * 0.4f +
wallUp * 0.4f;
jumpDirection = jumpDirection.normalized;
float wallJumpForce = WallDetachImpulse * 2f;
Vector3 jumpImpulse = jumpDirection * wallJumpForce;
_motor.BaseVelocity += jumpImpulse;
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
if (_motor.CharacterController is CustomCharacterController controller)
{
controller.BlockAbilities(0.12f);
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4bef67aa9cf14753a63ea07eecc5ff67
timeCreated: 1764263348
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Controller
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
*
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
*/
public class CustomCharacterController : MonoBehaviour, ICharacterController
{
@@ -28,49 +28,23 @@ namespace Code.Gameplay.Character.Controller
// Подсистемы
private CharacterInputHandler _inputHandler;
private SlideMechanic _slideMechanic;
private WallClimbMechanic _wallClimbMechanic;
// private WallClimbMechanic _wallClimbMechanic;
private WallRunningMechanic _wallRunningMechanic;
private WallLeanMechanic _wallLeanMechanic;
private GroundMovementSystem _groundMovement;
private AirMovementSystem _airMovement;
public bool IsSliding => _slideMechanic.IsSliding;
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
private float abilityBlockTimer;
private bool isAbilitiesBlocked;
private CharacterInputs _lastInputs;
public void SetPosition(Vector3 position) => motor.SetPosition(position);
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
// Инициализация контроллера
// private void Awake()
// {
// // Инициализация подсистем с параметрами из конфига
// _inputHandler = new CharacterInputHandler(
// _characterConfig.sprintAngleThreshold
// );
// _slideMechanic = new SlideMechanic(
// _characterConfig.slideSpeed,
// _characterConfig.slideDuration,
// _characterConfig.slideCooldown
// );
// _wallClimbMechanic = new WallClimbMechanic(
// _characterConfig.wallClimbSpeedFactor,
// _characterConfig.minWallClimbSpeed,
// _characterConfig.wallDetectionAngleThreshold
// );
// _wallLeanMechanic = new WallLeanMechanic(
// _characterConfig.maxWallLeanAngle,
// _characterConfig.wallLeanSharpness,
// _characterConfig.wallLeanHeightScale
// );
// _groundMovement = new GroundMovementSystem(
// _characterConfig.maxStableMoveSpeed,
// _characterConfig.sprintMoveSpeed,
// _characterConfig.stableMovementSharpness,
// _characterConfig.jumpSpeed
// );
// _airMovement = new AirMovementSystem(_characterConfig.gravity);
// }
[Inject]
private void Construct(CharacterConfig characterConfig)
{
@@ -84,16 +58,25 @@ namespace Code.Gameplay.Character.Controller
_characterConfig.slideDuration,
_characterConfig.slideCooldown
);
_wallClimbMechanic = new WallClimbMechanic(
_characterConfig.wallClimbSpeedFactor,
_characterConfig.minWallClimbSpeed,
_characterConfig.wallDetectionAngleThreshold
);
// _wallClimbMechanic = new WallClimbMechanic(
// _characterConfig.wallClimbSpeedFactor,
// _characterConfig.minWallClimbSpeed,
// _characterConfig.wallDetectionAngleThreshold
// );
_wallRunningMechanic = new WallRunningMechanic();
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
_wallRunningMechanic.MaxWallRunTime = 1.75f;
_wallRunningMechanic.WallRunSpeed = 15.0f;
_wallRunningMechanic.WallRunAcceleration = 25.0f;
_wallRunningMechanic.WallRunGravityScale = 0.25f;
_wallRunningMechanic.WallDetachImpulse = 7.0f;
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
_wallLeanMechanic = new WallLeanMechanic(
_characterConfig.maxWallLeanAngle,
_characterConfig.wallLeanSharpness,
_characterConfig.wallLeanHeightScale
);
_characterConfig.leanAngle,
_characterConfig.leanThreshold,
_characterConfig.leanSmoothSpeed
);
_groundMovement = new GroundMovementSystem(
_characterConfig.maxStableMoveSpeed,
_characterConfig.sprintMoveSpeed,
@@ -106,31 +89,24 @@ namespace Code.Gameplay.Character.Controller
motor.CharacterController = this; // Регистрация этого контроллера в движке
_inputHandler.FirstPersonCameraRotation =
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
_wallLeanMechanic.SetCharacterTransform(characterTransform);
_wallLeanMechanic.SetModel(characterTransform);
_wallRunningMechanic.Initialize(motor, _inputHandler);
}
// Текущий режим камеры для адаптации поведения
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
// Инициализация контроллера
// private void Start()
// {
// motor.CharacterController = this; // Регистрация этого контроллера в движке
// _inputHandler.FirstPersonCameraRotation =
// motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
// _wallLeanMechanic.SetCharacterTransform(characterTransform);
// }
// Обработка и преобразование входных данных от персонажа
public void SetInputs(ref CharacterInputs inputs)
{
// Обновляем таймер перезарядки слайда
_lastInputs = inputs;
// Обновляем таймеры механик
_slideMechanic.TickCooldown(Time.deltaTime);
_wallClimbMechanic.TickCooldown(Time.deltaTime);
// _wallClimbMechanic.TickCooldown(Time.deltaTime);
_wallRunningMechanic.Tick(Time.deltaTime);
// Если активен слайд - игнорируем весь остальной ввод
if (_slideMechanic.IsSliding)
{
// Во время слайда не обрабатываем движение, прыжки и спринт
_inputHandler.MoveInputVector = Vector3.zero;
_inputHandler.LookInputVector = Vector3.one;
_inputHandler.IsSprinting = false;
@@ -138,7 +114,6 @@ namespace Code.Gameplay.Character.Controller
return;
}
// Сохраняем текущий режим камеры
_currentCameraMode = inputs.CameraMode;
if (isAbilitiesBlocked)
@@ -161,42 +136,33 @@ namespace Code.Gameplay.Character.Controller
// Обработка остального ввода
_inputHandler.ProcessInputs(ref inputs, motor);
// Передаём запрос прыжка напрямую в систему движения по земле
// Передаём запрос прыжка
_groundMovement.RequestJump(inputs.JumpPressed);
}
// Обновление вращения персонажа на основе входных данных
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
{
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
if (_slideMechanic.IsSliding) return;
switch (_currentCameraMode)
{
// В FirstPerson режиме применяем вращение камеры напрямую к персонажу (только горизонталь)
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
// Немедленно применяем горизонтальное вращение камеры к персонажу
currentRotation = _inputHandler.FirstPersonCameraRotation;
break;
// В ThirdPerson режиме плавно поворачиваем персонаж в направлении движения
case CameraMode.ThirdPerson:
{
// Вращение применяется только если есть направление движения и разрешена резкость вращения
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
{
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
var smoothedLookInputDirection = Vector3.Slerp(
motor.CharacterForward,
_inputHandler.LookInputVector,
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
).normalized;
// Установка нового вращения смотря в сглаженном направлении
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
}
break;
}
// Заготовка на будущее (если понадобится)
case CameraMode.Static:
case CameraMode.Cinematic:
default:
@@ -204,38 +170,49 @@ namespace Code.Gameplay.Character.Controller
}
}
// Обновление скорости движения персонажа
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
{
// Если во время слайда запрошен прыжок — прерываем слайд
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
{
_slideMechanic.EndSlide();
}
// Проверяем запрос слайда и запускаем его если можно
if (!_slideMechanic.IsSliding)
{
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
_inputHandler.LookInputVector);
}
// Если активен слайд - обрабатываем отдельно
else
{
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
return;
}
// === WALL RUNNING: обработка состояния ===
if (_wallRunningMechanic.IsWallRunning)
{
// 🔄 Передаём актуальные данные для walljump
if (_groundMovement.JumpRequested) // или _lastInputs.JumpPressed — зависит от логики
{
_wallRunningMechanic.PerformWallJump(_lastInputs, _inputHandler.FirstPersonCameraRotation);
_groundMovement.CancelJumpRequest(); // сброс, чтобы не сработало дважды
}
else
{
_wallRunningMechanic.HandleWallRun(ref currentVelocity, _lastInputs, deltaTime);
}
return;
}
// Если персонаж находится на земле
if (motor.GroundingStatus.IsStableOnGround)
{
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
}
// Если персонаж не находится на земле
// Если персонаж не на земле — стандартное воздушное движение
else
{
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
_groundMovement.CancelJumpRequest();
}
}
@@ -246,60 +223,51 @@ namespace Code.Gameplay.Character.Controller
abilityBlockTimer = duration;
}
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
public void BeforeCharacterUpdate(float deltaTime)
{
}
// Метод вызывается после обработки столкновения с землей
public void PostGroundingUpdate(float deltaTime)
{
// Если во время слайда персонаж оторвался от земли - заканчиваем слайд
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
{
_slideMechanic.EndSlide();
}
if (motor.GroundingStatus.IsStableOnGround)
{
_wallClimbMechanic.ResetWallClimbSession();
}
}
// Метод вызывается после обновления персонажа
public void AfterCharacterUpdate(float deltaTime)
{
_wallLeanMechanic.UpdateLean(motor, deltaTime);
_wallLeanMechanic.Update(
_wallRunningMechanic.IsWallRunning,
_wallRunningMechanic.GetWallNormal(),
motor.CharacterForward
);
}
// Проверка валидности коллайдера для обработки столкновений
public bool IsColliderValidForCollisions(Collider coll)
{
return true; // Все коллайдеры считаются валидными для столкновений
return true;
}
// Обработка столкновения с землей (вызывается при приземлении)
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport)
{
}
// Обработка столкновения при движении (вызывается при ударе о препятствие)
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport)
{
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
if (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint))
{
}
}
// Обработка отчета о стабильности столкновения
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
Vector3 atCharacterPosition,
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
{
}
// Обработка дискретных столкновений (для триггеров и специальных коллайдеров)
public void OnDiscreteCollisionDetected(Collider hitCollider)
{
}
@@ -77,9 +77,10 @@ namespace Code.Generator
private void CreateRoomsStack(float timer)
{
var currentSaveRoom = _roomIndexesStack[^1];
_nextRoomStackIndex = 0;
// var currentSaveRoom = _roomIndexesStack[^1];
_roomIndexesStack.Clear();
_roomIndexesStack.Add(currentSaveRoom);
// _roomIndexesStack.Add(currentSaveRoom);
var remainingTime = timer;
@@ -93,12 +94,13 @@ namespace Code.Generator
remainingTime -= room.RoomTimer;
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
}
AddPickupRoom();
CreateSaveRoom();
AddPickupRoom();
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
SpawnNextRoomAsync();
}
private void CreateSaveRoom()
@@ -0,0 +1,8 @@
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guid: e76fbbe72ad97cc4f9dfe770ddc79857
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -0,0 +1,54 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public class LightProbeRuntime : MonoBehaviour
{
public Color m_Ambient;
Light[] m_Lights;
// Start is called before the first frame update
IEnumerator Start()
{
yield return null;
m_Lights = FindObjectsOfType<Light>();
SphericalHarmonicsL2[] bakedProbes = LightmapSettings.lightProbes.bakedProbes;
Vector3[] probePositions = LightmapSettings.lightProbes.positions;
int probeCount = LightmapSettings.lightProbes.count;
// Clear all probes
for (int i = 0; i < probeCount; i++)
bakedProbes[i].Clear();
// Add ambient light to all probes
for (int i = 0; i < probeCount; i++)
bakedProbes[i].AddAmbientLight(m_Ambient);
// Add directional and point lights' contribution to all probes
foreach (Light l in m_Lights)
{
if (l.type == LightType.Directional)
{
for (int i = 0; i < probeCount; i++)
bakedProbes[i].AddDirectionalLight(-l.transform.forward, l.color, l.intensity);
}
else if (l.type == LightType.Point)
{
for (int i = 0; i < probeCount; i++)
SHAddPointLight(probePositions[i], l.transform.position, l.range, l.color, l.intensity, ref bakedProbes[i]);
}
}
LightmapSettings.lightProbes.bakedProbes = bakedProbes;
}
void SHAddPointLight(Vector3 probePosition, Vector3 position, float range, Color color, float intensity, ref SphericalHarmonicsL2 sh)
{
// From the point of view of an SH probe, point light looks no different than a directional light,
// just attenuated and coming from the right direction.
Vector3 probeToLight = position - probePosition;
float attenuation = 1.0F / (1.0F + 25.0F * probeToLight.sqrMagnitude / (range * range));
sh.AddDirectionalLight(probeToLight.normalized, color, intensity * attenuation);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9643888b3364f55439c6adf3309cc447
@@ -0,0 +1,295 @@
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
[ExecuteAlways]
public class PrefabLightmapData : MonoBehaviour
{
[Tooltip("Reassigns shaders when applying the baked lightmaps. Might conflict with some shaders like transparent HDRP.")]
public bool releaseShaders = true;
[System.Serializable]
struct RendererInfo
{
public Renderer renderer;
public int lightmapIndex;
public Vector4 lightmapOffsetScale;
}
[System.Serializable]
struct LightInfo
{
public Light light;
public int lightmapBaketype;
public int mixedLightingMode;
}
[SerializeField]
RendererInfo[] m_RendererInfo;
[SerializeField]
Texture2D[] m_Lightmaps;
[SerializeField]
Texture2D[] m_LightmapsDir;
[SerializeField]
Texture2D[] m_ShadowMasks;
[SerializeField]
LightInfo[] m_LightInfo;
void Awake()
{
Init();
}
void Init()
{
if (m_RendererInfo == null || m_RendererInfo.Length == 0)
return;
var lightmaps = LightmapSettings.lightmaps;
int[] offsetsindexes = new int[m_Lightmaps.Length];
int counttotal = lightmaps.Length;
List<LightmapData> combinedLightmaps = new List<LightmapData>();
for (int i = 0; i < m_Lightmaps.Length; i++)
{
bool exists = false;
for (int j = 0; j < lightmaps.Length; j++)
{
if (m_Lightmaps[i] == lightmaps[j].lightmapColor)
{
exists = true;
offsetsindexes[i] = j;
}
}
if (!exists)
{
offsetsindexes[i] = counttotal;
var newlightmapdata = new LightmapData
{
lightmapColor = m_Lightmaps[i],
lightmapDir = m_LightmapsDir.Length == m_Lightmaps.Length ? m_LightmapsDir[i] : default(Texture2D),
shadowMask = m_ShadowMasks.Length == m_Lightmaps.Length ? m_ShadowMasks[i] : default(Texture2D),
};
combinedLightmaps.Add(newlightmapdata);
counttotal += 1;
}
}
var combinedLightmaps2 = new LightmapData[counttotal];
lightmaps.CopyTo(combinedLightmaps2, 0);
combinedLightmaps.ToArray().CopyTo(combinedLightmaps2, lightmaps.Length);
bool directional=true;
foreach(Texture2D t in m_LightmapsDir)
{
if (t == null)
{
directional = false;
break;
}
}
LightmapSettings.lightmapsMode = (m_LightmapsDir.Length == m_Lightmaps.Length && directional) ? LightmapsMode.CombinedDirectional : LightmapsMode.NonDirectional;
ApplyRendererInfo(m_RendererInfo, offsetsindexes, m_LightInfo);
LightmapSettings.lightmaps = combinedLightmaps2;
}
void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
// called second
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
Init();
}
// called when the game is terminated
void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
void ApplyRendererInfo(RendererInfo[] infos, int[] lightmapOffsetIndex, LightInfo[] lightsInfo)
{
for (int i = 0; i < infos.Length; i++)
{
var info = infos[i];
info.renderer.lightmapIndex = lightmapOffsetIndex[info.lightmapIndex];
info.renderer.lightmapScaleOffset = info.lightmapOffsetScale;
if (releaseShaders)
{
// You have to release shaders.
Material[] mat = info.renderer.sharedMaterials;
for (int j = 0; j < mat.Length; j++)
{
if (mat[j] != null && Shader.Find(mat[j].shader.name) != null)
{
mat[j].shader = Shader.Find(mat[j].shader.name);
}
}
}
}
for (int i = 0; i < lightsInfo.Length; i++)
{
LightBakingOutput bakingOutput = new LightBakingOutput();
bakingOutput.isBaked = true;
bakingOutput.lightmapBakeType = (LightmapBakeType)lightsInfo[i].lightmapBaketype;
bakingOutput.mixedLightingMode = (MixedLightingMode)lightsInfo[i].mixedLightingMode;
lightsInfo[i].light.bakingOutput = bakingOutput;
}
}
#if UNITY_EDITOR
[UnityEditor.MenuItem("Assets/Bake Prefab Lightmaps")]
static void GenerateLightmapInfo()
{
if (UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.OnDemand)
{
Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled.");
return;
}
UnityEditor.Lightmapping.Bake();
PrefabLightmapData[] prefabs = FindObjectsOfType<PrefabLightmapData>();
foreach (var instance in prefabs)
{
var gameObject = instance.gameObject;
var rendererInfos = new List<RendererInfo>();
var lightmaps = new List<Texture2D>();
var lightmapsDir = new List<Texture2D>();
var shadowMasks = new List<Texture2D>();
var lightsInfos = new List<LightInfo>();
GenerateLightmapInfo(gameObject, rendererInfos, lightmaps, lightmapsDir, shadowMasks, lightsInfos);
instance.m_RendererInfo = rendererInfos.ToArray();
instance.m_Lightmaps = lightmaps.ToArray();
instance.m_LightmapsDir = lightmapsDir.ToArray();
instance.m_LightInfo = lightsInfos.ToArray();
instance.m_ShadowMasks = shadowMasks.ToArray();
#if UNITY_2018_3_OR_NEWER
var targetPrefab = PrefabUtility.GetCorrespondingObjectFromOriginalSource(instance.gameObject) as GameObject;
if (targetPrefab != null)
{
GameObject root = PrefabUtility.GetOutermostPrefabInstanceRoot(instance.gameObject);// 根结点
//如果当前预制体是是某个嵌套预制体的一部分(IsPartOfPrefabInstance)
if (root != null)
{
GameObject rootPrefab = PrefabUtility.GetCorrespondingObjectFromSource(instance.gameObject);
string rootPath = AssetDatabase.GetAssetPath(rootPrefab);
//打开根部预制体
PrefabUtility.UnpackPrefabInstanceAndReturnNewOutermostRoots(root, PrefabUnpackMode.OutermostRoot);
try
{
//Apply各个子预制体的改变
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
}
catch { }
finally
{
//重新更新根预制体
PrefabUtility.SaveAsPrefabAssetAndConnect(root, rootPath, InteractionMode.AutomatedAction);
}
}
else
{
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
}
}
#else
var targetPrefab = UnityEditor.PrefabUtility.GetPrefabParent(gameObject) as GameObject;
if (targetPrefab != null)
{
//UnityEditor.Prefab
UnityEditor.PrefabUtility.ReplacePrefab(gameObject, targetPrefab);
}
#endif
}
}
static void GenerateLightmapInfo(GameObject root, List<RendererInfo> rendererInfos, List<Texture2D> lightmaps, List<Texture2D> lightmapsDir, List<Texture2D> shadowMasks, List<LightInfo> lightsInfo)
{
var renderers = root.GetComponentsInChildren<MeshRenderer>();
foreach (MeshRenderer renderer in renderers)
{
if (renderer.lightmapIndex != -1)
{
RendererInfo info = new RendererInfo();
info.renderer = renderer;
if (renderer.lightmapScaleOffset != Vector4.zero)
{
//1ibrium's pointed out this issue : https://docs.unity3d.com/ScriptReference/Renderer-lightmapIndex.html
if(renderer.lightmapIndex < 0 || renderer.lightmapIndex == 0xFFFE) continue;
info.lightmapOffsetScale = renderer.lightmapScaleOffset;
Texture2D lightmap = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapColor;
Texture2D lightmapDir = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapDir;
Texture2D shadowMask = LightmapSettings.lightmaps[renderer.lightmapIndex].shadowMask;
info.lightmapIndex = lightmaps.IndexOf(lightmap);
if (info.lightmapIndex == -1)
{
info.lightmapIndex = lightmaps.Count;
lightmaps.Add(lightmap);
lightmapsDir.Add(lightmapDir);
shadowMasks.Add(shadowMask);
}
rendererInfos.Add(info);
}
}
}
var lights = root.GetComponentsInChildren<Light>(true);
foreach (Light l in lights)
{
LightInfo lightInfo = new LightInfo();
lightInfo.light = l;
lightInfo.lightmapBaketype = (int)l.lightmapBakeType;
#if UNITY_2020_1_OR_NEWER
lightInfo.mixedLightingMode = (int)UnityEditor.Lightmapping.lightingSettings.mixedBakeMode;
#elif UNITY_2018_1_OR_NEWER
lightInfo.mixedLightingMode = (int)UnityEditor.LightmapEditorSettings.mixedBakeMode;
#else
lightInfo.mixedLightingMode = (int)l.bakingOutput.lightmapBakeType;
#endif
lightsInfo.Add(lightInfo);
}
}
#endif
}
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