Комнаты ставятся, но криво

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Pe4enega committed 2025-11-10 21:08:54 +03:00
1 parent 0f8a629e4b
commit 85a07065d9
21 files changed
+1193 -1

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fileFormatVersion: 2
guid: b32d6ce440f44fd3abadaa489a44890c
timeCreated: 1762797763
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using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Generator
{
[CreateAssetMenu(menuName = "Config/GeneratorConfig", fileName = "GeneratorConfig")]
public class GeneratorConfig : ScriptableObject
{
public AssetReference[] roomAssetReferences;
}
}
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fileFormatVersion: 2
guid: 1a7c77305de54155b5b94b607531ee3c
timeCreated: 1762453750
@@ -0,0 +1,12 @@
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Code.Generator
{
public interface IRoomGeneratorFactory
{
UniTask PreloadRooms();
GameObject GetCachedPrefab(int index);
UniTask<Room> CreateRoomByIndex(int index);
}
}
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fileFormatVersion: 2
guid: f3fca4115e714519b869eb72d856e89f
timeCreated: 1762453657
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using System;
using Code.UI;
using UnityEngine;
namespace Code.Generator
{
public class Room : MonoBehaviour
{
[SerializeField] private float roomTimer;
public float RoomTimer => roomTimer;
[SerializeField] private Transform enterMarker;
public Transform EnterMarker => enterMarker;
[SerializeField] private Transform exitMarker;
public Transform ExitMarker => exitMarker;
private void Awake()
{
if (EnterMarker == null || ExitMarker == null)
{
Debug.LogError($"Але маркеры не найдены у комнаты {gameObject.name}");
}
}
//PIZDEC
}
}
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fileFormatVersion: 2
guid: 5ba1a19c534f4401aa287d4b68ce470c
timeCreated: 1762014278
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using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Code.Generator
{
public class RoomGenerator : MonoBehaviour
{
[SerializeField] private GeneratorConfig generatorConfig;
private RoomGeneratorFactory _factory;
private float _timer;
private List<int> _roomIndexesStack;
private List<Room> _spawnedRooms;
private async void Awake()
{
_factory = new RoomGeneratorFactory(generatorConfig);
_spawnedRooms = new List<Room>();
_roomIndexesStack = new List<int>();
_timer = Random.Range(60, 120f);
Debug.LogWarning($"КОТЛЫ ГЕНЕРАЛЬСКИЕ{_timer}");
await _factory.PreloadRooms();
CreateRoomsStack();
await GenerateRoomsAsync();
}
private void CreateRoomsStack()
{
var remainingTime = _timer;
int totalRooms = generatorConfig.roomAssetReferences.Length;
List<int> availableIndexes = new List<int>();
for (int i = 0; i < totalRooms; i++)
availableIndexes.Add(i);
while (remainingTime > 0 && availableIndexes.Count > 0)
{
int randomIndex = Random.Range(0, availableIndexes.Count);
int chosenOne = availableIndexes[randomIndex];
availableIndexes.RemoveAt(randomIndex);
var prefab = _factory.GetCachedPrefab(chosenOne);
if (prefab == null)
continue;
Room room = prefab.GetComponent<Room>();
if (room == null)
continue;
float currentRoomTime = room.RoomTimer;
if (remainingTime >= currentRoomTime)
{
_roomIndexesStack.Add(chosenOne);
remainingTime -= currentRoomTime;
Debug.Log($"комната {room.name} время {currentRoomTime} осталось: {remainingTime}");
}
}
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
}
private async UniTask GenerateRoomsAsync()
{
for (int i = 0; i < _roomIndexesStack.Count; i++)
{
int index = _roomIndexesStack[i];
Room room = await _factory.CreateRoomByIndex(index);
if (i == 0)
{
room.transform.position = Vector3.zero;
room.transform.rotation = Quaternion.identity;
}
else
{
Room previousRoom = _spawnedRooms[i - 1];
PlaceRoom(room, previousRoom);
}
_spawnedRooms.Add(room);
}
}
private void PlaceRoom(Room current, Room previous)
{
if (current.EnterMarker == null || previous.ExitMarker == null)
return;
Transform enter = current.EnterMarker;
Transform exit = previous.ExitMarker;
Quaternion rotationDiff = Quaternion.FromToRotation(enter.forward, exit.forward);
current.transform.rotation = rotationDiff * current.transform.rotation;
Vector3 offset = enter.localPosition;
current.transform.position = exit.position - offset;
}
}
}
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fileFormatVersion: 2
guid: 353230beca35458dafc91c6409c25ab3
timeCreated: 1762014615
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using Code.Configs;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Generator
{
public class RoomGeneratorFactory : IRoomGeneratorFactory
{
private readonly AssetReference[] _roomAssetReferences;
private readonly GameObject[] _cashedRooms;
private bool _isInitialized;
public RoomGeneratorFactory(GeneratorConfig generatorConfig)
{
_roomAssetReferences = generatorConfig.roomAssetReferences;
_cashedRooms = new GameObject[_roomAssetReferences.Length];
}
public async UniTask PreloadRooms()
{
if (_isInitialized)
return;
for (int i = 0; i < _roomAssetReferences.Length; i++)
{
var reference = _roomAssetReferences[i];
var prefab = await reference.LoadAssetAsync<GameObject>().ToUniTask();
_cashedRooms[i] = prefab;
}
_isInitialized = true;
Debug.Log($"комнат в памяти есть: {_cashedRooms.Length}");
}
public GameObject GetCachedPrefab(int index)
{
if (index < 0 || index >= _cashedRooms.Length)
return null;
return _cashedRooms[index];
}
public async UniTask<Room> CreateRoomByIndex(int index)
{
if (!_isInitialized)
await PreloadRooms();
Room room = Object.Instantiate(_cashedRooms[index]).GetComponent<Room>();
return room;
}
}
}
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