Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev
This commit is contained in:
commit
7f7ba0d9c5
52 files changed
+21194
-12577
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@@ -40,7 +40,7 @@ namespace Code.App.AppStates
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Context.LoadingManager
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Context.LoadingManager
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.RegisterLoading(LoadingWork.LoadScene)
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.RegisterLoading(LoadingWork.LoadScene)
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.RegisterLoading(LoadingWork.LoadUI)
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.RegisterLoading(LoadingWork.LoadUI)
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// .RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadAudio);
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.RegisterLoading(LoadingWork.LoadAudio);
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//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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@@ -56,7 +56,7 @@ namespace Code.App.AppStates
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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@@ -22,18 +22,12 @@ namespace Code.Configs
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slideSpeed = 20f, // Скорость слайда
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slideSpeed = 20f, // Скорость слайда
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slideDuration = 0.8f, // Длительность слайда в секундах
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slideDuration = 0.8f, // Длительность слайда в секундах
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slideCooldown = 1.5f; // Время перезарядки слайда в секундах
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slideCooldown = 1.5f; // Время перезарядки слайда в секундах
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// Залазание на стены
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public float
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wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
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minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
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wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
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// Наклон при залазании на стены
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// Наклон при залазании на стены
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public float
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public float
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maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
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leanAngle = 25f,
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wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
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leanThreshold = 0.3f,
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wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
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leanSmoothSpeed = 10f;
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// Гравитация
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// Гравитация
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public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
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public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
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+59
-128
@@ -1,147 +1,78 @@
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using UnityEngine;
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using UnityEngine;
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using KinematicCharacterController;
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namespace Code.Gameplay.Character.Controller.Abilities
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namespace Code.Gameplay.Character.Controller.Abilities
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{
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{
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/*
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* Механика наклона персонажа при контакте со стеной
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* Управляет визуальным наклоном модели в зависимости от высоты подъёма по стене
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*/
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public class WallLeanMechanic
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public class WallLeanMechanic
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{
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{
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private readonly float _maxLeanAngle;
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private readonly float _leanAngle;
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private readonly float _leanSharpness;
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private readonly float _threshold;
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private readonly float _heightScale;
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private readonly float _smoothSpeed;
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private Transform _characterTransform;
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private Vector3 _lastWallNormal;
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private float _lastWallContactHeight;
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private float _leanFactor;
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private float _leanSign;
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private Vector3 _leanDirection;
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private Vector3 _lastWallContactPoint;
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private bool _isLeaningOnWall;
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private const float WallProximityThreshold = 0.6f;
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public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
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private Transform _model;
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public WallLeanMechanic(
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float leanAngle,
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float threshold,
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float smoothSpeed)
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{
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{
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_maxLeanAngle = maxLeanAngle;
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_leanAngle = leanAngle;
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_leanSharpness = leanSharpness;
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_threshold = threshold;
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_heightScale = heightScale;
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_smoothSpeed = smoothSpeed;
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}
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}
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// Назначаем трансформ визуальной модели один раз
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public void SetModel(Transform model) => _model = model;
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public void SetCharacterTransform(Transform transform)
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public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
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{
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{
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_characterTransform = transform;
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if (!_model)
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}
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// Вызывается из OnMovementHit
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public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
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{
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// Только если это действительно стена (не пол/потолок)
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var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
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if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
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return;
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_lastWallNormal = wallNormal;
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_lastWallContactHeight = contactHeight;
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_lastWallContactPoint = motor.TransientPosition;
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// Пересчитываем направление наклона
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_leanDirection = -_lastWallNormal;
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_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
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_leanSign = 1;
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// what the fuck
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if (_leanDirection.x != 0)
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{
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{
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switch (_leanDirection.x)
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_model.localRotation = Quaternion.identity;
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{
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case -1 or 1 when motor.CharacterRight.x > 0.1f:
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_leanSign = -1;
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break;
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case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
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_leanDirection = new Vector3(0, 0, -1);
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break;
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}
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}
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else
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{
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switch (_leanDirection.z)
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{
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case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
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_leanSign = -1;
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break;
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case -1 when motor.CharacterRight.z < -0.1f:
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case 1 when motor.CharacterRight.z > 0.1f:
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_leanDirection = new Vector3(-1, 0, 0);
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break;
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case -1 when motor.CharacterRight.z > 0.1f:
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case 1 when motor.CharacterRight.z < -0.1f:
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_leanDirection = new Vector3(1, 0, 0);
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break;
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}
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}
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_isLeaningOnWall = true;
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}
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// Обновление каждый кадр
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public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
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{
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if (!_characterTransform) return;
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var currentPosition = motor.TransientPosition;
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var isStillNearWall = false;
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if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
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{
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var toWall = currentPosition - _lastWallContactPoint;
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var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
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isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
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}
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if (_isLeaningOnWall)
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{
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var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
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if (!isStillNearWall || isBelowContactHeight)
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{
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_isLeaningOnWall = false;
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}
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else
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{
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var heightDelta = currentPosition.y - _lastWallContactHeight;
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var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
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_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
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}
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}
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if (!_isLeaningOnWall)
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{
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_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
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}
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ApplyLeanRotation(motor);
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}
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private void ApplyLeanRotation(KinematicCharacterMotor motor)
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{
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if (_leanFactor <= 0.01f)
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{
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_characterTransform.localRotation = Quaternion.identity;
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return;
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return;
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}
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}
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if (_leanDirection.sqrMagnitude < 0.01f) return;
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var targetRotation = Quaternion.identity;
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var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
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if (isWallRunning)
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var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
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{
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var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
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var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
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_characterTransform.localRotation = leanRotation;
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if (n.sqrMagnitude < 0.001f) n = Vector3.forward;
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var bodyRight = Vector3.Cross(Vector3.up, characterForward).normalized;
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var side = Vector3.Dot(n, bodyRight);
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var front = Vector3.Dot(n, characterForward);
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var axis = Vector3.right;
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var angle = 0f;
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if (side > _threshold)
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{
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axis = Vector3.forward;
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angle = -_leanAngle;
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}
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else if (side < -_threshold)
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{
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axis = Vector3.forward;
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angle = _leanAngle;
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}
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else if (front > _threshold)
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{
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axis = Vector3.right;
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angle = -_leanAngle;
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}
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else if (front < -_threshold)
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{
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axis = Vector3.right;
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angle = _leanAngle;
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}
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targetRotation = Quaternion.AngleAxis(angle, axis);
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}
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_model.localRotation = Quaternion.Slerp(
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_model.localRotation,
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targetRotation,
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1f - Mathf.Exp(-_smoothSpeed * Time.deltaTime)
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);
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}
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}
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}
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}
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}
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}
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+256
@@ -0,0 +1,256 @@
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using Code.Gameplay.Character.Controller.Input;
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using Code.Gameplay.Character.Core;
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using KinematicCharacterController;
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using UnityEngine;
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namespace Code.Gameplay.Character.Controller.Abilities
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{
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public class WallRunningMechanic
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{
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public float MaxWallRunTime = 1.75f;
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public float WallRunSpeed = 8.0f;
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public float WallRunAcceleration = 25.0f;
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public float WallRunGravityScale = 0.25f;
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public float WallDetachImpulse = 7.0f;
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public float WallContactAngleThreshold = 45.0f;
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private bool _isWallRunning;
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private float _wallRunTimer;
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private Vector3 _wallNormal;
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private Vector3 _wallTangentRight;
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private Vector3 _wallTangentUp;
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private Vector3 _wallContactPoint;
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private Vector3 _lastMoveInputInWallSpace;
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private float _surfaceAngleCos;
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private bool _canWallRun;
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public float WallContactHeight { get; private set; }
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|
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public Vector3 WallRunStartForward { get; private set; }
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|
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private KinematicCharacterMotor _motor;
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private CharacterInputHandler _inputHandler;
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public bool IsWallRunning => _isWallRunning;
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public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
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|
{
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|
_motor = motor;
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|
_inputHandler = inputHandler;
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|
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
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|
}
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|
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|
public void Reset()
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||||||
|
{
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|
_isWallRunning = false;
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|
_wallRunTimer = 0f;
|
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|
_wallNormal = Vector3.zero;
|
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|
}
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|
|
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|
public void Tick(float deltaTime)
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||||||
|
{
|
||||||
|
if (_isWallRunning)
|
||||||
|
{
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||||||
|
_wallRunTimer += deltaTime;
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||||||
|
if (_wallRunTimer > MaxWallRunTime)
|
||||||
|
{
|
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|
DetachFromWall(false);
|
||||||
|
}
|
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|
}
|
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|
}
|
||||||
|
|
||||||
|
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
||||||
|
{
|
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|
if (_isWallRunning) return false;
|
||||||
|
|
||||||
|
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
||||||
|
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
||||||
|
|
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|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
+3
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4bef67aa9cf14753a63ea07eecc5ff67
|
||||||
|
timeCreated: 1764263348
|
||||||
+59
-91
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
|
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
|
||||||
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
|
* 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
|
public class CustomCharacterController : MonoBehaviour, ICharacterController
|
||||||
{
|
{
|
||||||
@@ -28,49 +28,23 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
// Подсистемы
|
// Подсистемы
|
||||||
private CharacterInputHandler _inputHandler;
|
private CharacterInputHandler _inputHandler;
|
||||||
private SlideMechanic _slideMechanic;
|
private SlideMechanic _slideMechanic;
|
||||||
private WallClimbMechanic _wallClimbMechanic;
|
// private WallClimbMechanic _wallClimbMechanic;
|
||||||
|
private WallRunningMechanic _wallRunningMechanic;
|
||||||
private WallLeanMechanic _wallLeanMechanic;
|
private WallLeanMechanic _wallLeanMechanic;
|
||||||
private GroundMovementSystem _groundMovement;
|
private GroundMovementSystem _groundMovement;
|
||||||
private AirMovementSystem _airMovement;
|
private AirMovementSystem _airMovement;
|
||||||
|
|
||||||
public bool IsSliding => _slideMechanic.IsSliding;
|
public bool IsSliding => _slideMechanic.IsSliding;
|
||||||
|
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
||||||
|
|
||||||
private float abilityBlockTimer;
|
private float abilityBlockTimer;
|
||||||
private bool isAbilitiesBlocked;
|
private bool isAbilitiesBlocked;
|
||||||
|
|
||||||
|
private CharacterInputs _lastInputs;
|
||||||
|
|
||||||
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
||||||
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
|
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]
|
[Inject]
|
||||||
private void Construct(CharacterConfig characterConfig)
|
private void Construct(CharacterConfig characterConfig)
|
||||||
{
|
{
|
||||||
@@ -84,16 +58,25 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
_characterConfig.slideDuration,
|
_characterConfig.slideDuration,
|
||||||
_characterConfig.slideCooldown
|
_characterConfig.slideCooldown
|
||||||
);
|
);
|
||||||
_wallClimbMechanic = new WallClimbMechanic(
|
// _wallClimbMechanic = new WallClimbMechanic(
|
||||||
_characterConfig.wallClimbSpeedFactor,
|
// _characterConfig.wallClimbSpeedFactor,
|
||||||
_characterConfig.minWallClimbSpeed,
|
// _characterConfig.minWallClimbSpeed,
|
||||||
_characterConfig.wallDetectionAngleThreshold
|
// _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(
|
_wallLeanMechanic = new WallLeanMechanic(
|
||||||
_characterConfig.maxWallLeanAngle,
|
_characterConfig.leanAngle,
|
||||||
_characterConfig.wallLeanSharpness,
|
_characterConfig.leanThreshold,
|
||||||
_characterConfig.wallLeanHeightScale
|
_characterConfig.leanSmoothSpeed
|
||||||
);
|
);
|
||||||
_groundMovement = new GroundMovementSystem(
|
_groundMovement = new GroundMovementSystem(
|
||||||
_characterConfig.maxStableMoveSpeed,
|
_characterConfig.maxStableMoveSpeed,
|
||||||
_characterConfig.sprintMoveSpeed,
|
_characterConfig.sprintMoveSpeed,
|
||||||
@@ -106,31 +89,24 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||||
_inputHandler.FirstPersonCameraRotation =
|
_inputHandler.FirstPersonCameraRotation =
|
||||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||||
_wallLeanMechanic.SetCharacterTransform(characterTransform);
|
_wallLeanMechanic.SetModel(characterTransform);
|
||||||
|
_wallRunningMechanic.Initialize(motor, _inputHandler);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Текущий режим камеры для адаптации поведения
|
// Текущий режим камеры для адаптации поведения
|
||||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
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)
|
public void SetInputs(ref CharacterInputs inputs)
|
||||||
{
|
{
|
||||||
// Обновляем таймер перезарядки слайда
|
_lastInputs = inputs;
|
||||||
|
// Обновляем таймеры механик
|
||||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||||
_wallClimbMechanic.TickCooldown(Time.deltaTime);
|
// _wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||||
|
_wallRunningMechanic.Tick(Time.deltaTime);
|
||||||
|
|
||||||
// Если активен слайд - игнорируем весь остальной ввод
|
// Если активен слайд - игнорируем весь остальной ввод
|
||||||
if (_slideMechanic.IsSliding)
|
if (_slideMechanic.IsSliding)
|
||||||
{
|
{
|
||||||
// Во время слайда не обрабатываем движение, прыжки и спринт
|
|
||||||
_inputHandler.MoveInputVector = Vector3.zero;
|
_inputHandler.MoveInputVector = Vector3.zero;
|
||||||
_inputHandler.LookInputVector = Vector3.one;
|
_inputHandler.LookInputVector = Vector3.one;
|
||||||
_inputHandler.IsSprinting = false;
|
_inputHandler.IsSprinting = false;
|
||||||
@@ -138,7 +114,6 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Сохраняем текущий режим камеры
|
|
||||||
_currentCameraMode = inputs.CameraMode;
|
_currentCameraMode = inputs.CameraMode;
|
||||||
|
|
||||||
if (isAbilitiesBlocked)
|
if (isAbilitiesBlocked)
|
||||||
@@ -161,42 +136,33 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
// Обработка остального ввода
|
// Обработка остального ввода
|
||||||
_inputHandler.ProcessInputs(ref inputs, motor);
|
_inputHandler.ProcessInputs(ref inputs, motor);
|
||||||
|
|
||||||
// Передаём запрос прыжка напрямую в систему движения по земле
|
// Передаём запрос прыжка
|
||||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обновление вращения персонажа на основе входных данных
|
|
||||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||||
{
|
{
|
||||||
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
|
if (_slideMechanic.IsSliding) return;
|
||||||
|
|
||||||
switch (_currentCameraMode)
|
switch (_currentCameraMode)
|
||||||
{
|
{
|
||||||
// В FirstPerson режиме применяем вращение камеры напрямую к персонажу (только горизонталь)
|
|
||||||
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
|
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
|
||||||
// Немедленно применяем горизонтальное вращение камеры к персонажу
|
|
||||||
currentRotation = _inputHandler.FirstPersonCameraRotation;
|
currentRotation = _inputHandler.FirstPersonCameraRotation;
|
||||||
break;
|
break;
|
||||||
// В ThirdPerson режиме плавно поворачиваем персонаж в направлении движения
|
|
||||||
case CameraMode.ThirdPerson:
|
case CameraMode.ThirdPerson:
|
||||||
{
|
{
|
||||||
// Вращение применяется только если есть направление движения и разрешена резкость вращения
|
|
||||||
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
||||||
{
|
{
|
||||||
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
|
|
||||||
var smoothedLookInputDirection = Vector3.Slerp(
|
var smoothedLookInputDirection = Vector3.Slerp(
|
||||||
motor.CharacterForward,
|
motor.CharacterForward,
|
||||||
_inputHandler.LookInputVector,
|
_inputHandler.LookInputVector,
|
||||||
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
||||||
).normalized;
|
).normalized;
|
||||||
|
|
||||||
// Установка нового вращения смотря в сглаженном направлении
|
|
||||||
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
||||||
}
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
// Заготовка на будущее (если понадобится)
|
|
||||||
case CameraMode.Static:
|
case CameraMode.Static:
|
||||||
case CameraMode.Cinematic:
|
case CameraMode.Cinematic:
|
||||||
default:
|
default:
|
||||||
@@ -204,38 +170,49 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обновление скорости движения персонажа
|
|
||||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||||
{
|
{
|
||||||
// Если во время слайда запрошен прыжок — прерываем слайд
|
|
||||||
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||||
{
|
{
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Проверяем запрос слайда и запускаем его если можно
|
|
||||||
if (!_slideMechanic.IsSliding)
|
if (!_slideMechanic.IsSliding)
|
||||||
{
|
{
|
||||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
||||||
_inputHandler.LookInputVector);
|
_inputHandler.LookInputVector);
|
||||||
}
|
}
|
||||||
// Если активен слайд - обрабатываем отдельно
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||||
return;
|
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
|
// Если персонаж находится на земле
|
||||||
if (motor.GroundingStatus.IsStableOnGround)
|
if (motor.GroundingStatus.IsStableOnGround)
|
||||||
{
|
{
|
||||||
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||||
}
|
}
|
||||||
// Если персонаж не находится на земле
|
// Если персонаж не на земле — стандартное воздушное движение
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
||||||
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
|
|
||||||
_groundMovement.CancelJumpRequest();
|
_groundMovement.CancelJumpRequest();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -246,60 +223,51 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
abilityBlockTimer = duration;
|
abilityBlockTimer = duration;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
|
|
||||||
public void BeforeCharacterUpdate(float deltaTime)
|
public void BeforeCharacterUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
// Метод вызывается после обработки столкновения с землей
|
|
||||||
public void PostGroundingUpdate(float deltaTime)
|
public void PostGroundingUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
// Если во время слайда персонаж оторвался от земли - заканчиваем слайд
|
|
||||||
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
||||||
{
|
{
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (motor.GroundingStatus.IsStableOnGround)
|
|
||||||
{
|
|
||||||
_wallClimbMechanic.ResetWallClimbSession();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Метод вызывается после обновления персонажа
|
|
||||||
public void AfterCharacterUpdate(float deltaTime)
|
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)
|
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,
|
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
ref HitStabilityReport hitStabilityReport)
|
ref HitStabilityReport hitStabilityReport)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
|
||||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
ref HitStabilityReport hitStabilityReport)
|
ref HitStabilityReport hitStabilityReport)
|
||||||
{
|
{
|
||||||
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
|
if (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint))
|
||||||
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
|
{
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка отчета о стабильности столкновения
|
|
||||||
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
Vector3 atCharacterPosition,
|
Vector3 atCharacterPosition,
|
||||||
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка дискретных столкновений (для триггеров и специальных коллайдеров)
|
|
||||||
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -77,9 +77,10 @@ namespace Code.Generator
|
|||||||
|
|
||||||
private void CreateRoomsStack(float timer)
|
private void CreateRoomsStack(float timer)
|
||||||
{
|
{
|
||||||
var currentSaveRoom = _roomIndexesStack[^1];
|
_nextRoomStackIndex = 0;
|
||||||
|
// var currentSaveRoom = _roomIndexesStack[^1];
|
||||||
_roomIndexesStack.Clear();
|
_roomIndexesStack.Clear();
|
||||||
_roomIndexesStack.Add(currentSaveRoom);
|
// _roomIndexesStack.Add(currentSaveRoom);
|
||||||
|
|
||||||
var remainingTime = timer;
|
var remainingTime = timer;
|
||||||
|
|
||||||
@@ -93,12 +94,13 @@ namespace Code.Generator
|
|||||||
remainingTime -= room.RoomTimer;
|
remainingTime -= room.RoomTimer;
|
||||||
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
|
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
|
||||||
}
|
}
|
||||||
|
|
||||||
AddPickupRoom();
|
|
||||||
|
|
||||||
CreateSaveRoom();
|
CreateSaveRoom();
|
||||||
|
|
||||||
|
AddPickupRoom();
|
||||||
|
|
||||||
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
|
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
|
||||||
|
SpawnNextRoomAsync();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CreateSaveRoom()
|
private void CreateSaveRoom()
|
||||||
|
|||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e76fbbe72ad97cc4f9dfe770ddc79857
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -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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|||||||
|
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|
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|
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|
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|
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||||||
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|
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|
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|
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|
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|
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|
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seamlessCubemap: 0
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|
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flipbookColumns: 1
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textureFormatSet: 0
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ignorePngGamma: 0
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applyGammaDecoding: 0
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||||||
|
swizzle: 50462976
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||||||
|
cookieLightType: 0
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||||||
|
platformSettings:
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||||||
|
- serializedVersion: 4
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||||||
|
buildTarget: DefaultTexturePlatform
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||||||
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maxTextureSize: 2048
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||||||
|
resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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||||||
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Standalone
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|
resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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|
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customData:
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bones: []
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spriteID:
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|
||||||
|
weights: []
|
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|
secondaryTextures: []
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|
spriteCustomMetadata:
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||||||
|
entries: []
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nameFileIdTable: {}
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mipmapLimitGroupName:
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||||||
|
pSDRemoveMatte: 0
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||||||
|
userData:
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||||||
|
assetBundleName:
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|
assetBundleVariant:
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|
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|
TextureImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 13
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|
mipmaps:
|
||||||
|
mipMapMode: 0
|
||||||
|
enableMipMap: 1
|
||||||
|
sRGBTexture: 0
|
||||||
|
linearTexture: 0
|
||||||
|
fadeOut: 0
|
||||||
|
borderMipMap: 0
|
||||||
|
mipMapsPreserveCoverage: 0
|
||||||
|
alphaTestReferenceValue: 0.5
|
||||||
|
mipMapFadeDistanceStart: 1
|
||||||
|
mipMapFadeDistanceEnd: 3
|
||||||
|
bumpmap:
|
||||||
|
convertToNormalMap: 0
|
||||||
|
externalNormalMap: 0
|
||||||
|
heightScale: 0.25
|
||||||
|
normalMapFilter: 0
|
||||||
|
flipGreenChannel: 0
|
||||||
|
isReadable: 0
|
||||||
|
streamingMipmaps: 0
|
||||||
|
streamingMipmapsPriority: 0
|
||||||
|
vTOnly: 0
|
||||||
|
ignoreMipmapLimit: 0
|
||||||
|
grayScaleToAlpha: 0
|
||||||
|
generateCubemap: 6
|
||||||
|
cubemapConvolution: 0
|
||||||
|
seamlessCubemap: 0
|
||||||
|
textureFormat: 1
|
||||||
|
maxTextureSize: 2048
|
||||||
|
textureSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
filterMode: 0
|
||||||
|
aniso: 1
|
||||||
|
mipBias: 0
|
||||||
|
wrapU: 0
|
||||||
|
wrapV: 0
|
||||||
|
wrapW: 0
|
||||||
|
nPOTScale: 1
|
||||||
|
lightmap: 0
|
||||||
|
compressionQuality: 50
|
||||||
|
spriteMode: 0
|
||||||
|
spriteExtrude: 1
|
||||||
|
spriteMeshType: 1
|
||||||
|
alignment: 0
|
||||||
|
spritePivot: {x: 0.5, y: 0.5}
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||||||
|
spritePixelsToUnits: 100
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||||||
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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||||||
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
|
alphaUsage: 1
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||||||
|
alphaIsTransparency: 0
|
||||||
|
spriteTessellationDetail: -1
|
||||||
|
textureType: 1
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||||||
|
textureShape: 1
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||||||
|
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||||||
|
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||||||
|
flipbookColumns: 1
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|
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|
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||||||
|
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||||||
|
swizzle: 50462976
|
||||||
|
cookieLightType: 0
|
||||||
|
platformSettings:
|
||||||
|
- serializedVersion: 4
|
||||||
|
buildTarget: DefaultTexturePlatform
|
||||||
|
maxTextureSize: 2048
|
||||||
|
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|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
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|
||||||
|
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||||||
|
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||||||
|
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||||||
|
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|
||||||
|
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|
||||||
|
buildTarget: Standalone
|
||||||
|
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|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
outline: []
|
||||||
|
customData:
|
||||||
|
physicsShape: []
|
||||||
|
bones: []
|
||||||
|
spriteID:
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
weights: []
|
||||||
|
secondaryTextures: []
|
||||||
|
spriteCustomMetadata:
|
||||||
|
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|
||||||
|
nameFileIdTable: {}
|
||||||
|
mipmapLimitGroupName:
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||||||
|
pSDRemoveMatte: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
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||||||
Binary file not shown.
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|
|||||||
|
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||||||
|
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||||||
|
TextureImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 13
|
||||||
|
mipmaps:
|
||||||
|
mipMapMode: 0
|
||||||
|
enableMipMap: 1
|
||||||
|
sRGBTexture: 1
|
||||||
|
linearTexture: 0
|
||||||
|
fadeOut: 0
|
||||||
|
borderMipMap: 0
|
||||||
|
mipMapsPreserveCoverage: 0
|
||||||
|
alphaTestReferenceValue: 0.5
|
||||||
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com.unity.addressableassets: {fileID: 11400000, guid: 9338e51d1f2239ddbb8f2c6232a2b678, type: 2}
|
||||||
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
||||||
|
|||||||
@@ -1,2 +1,2 @@
|
|||||||
m_EditorVersion: 6000.2.2f1
|
m_EditorVersion: 6000.2.7f2
|
||||||
m_EditorVersionWithRevision: 6000.2.2f1 (ea398eefe1c2)
|
m_EditorVersionWithRevision: 6000.2.7f2 (2b518236b676)
|
||||||
Reference in new issue
Block a user