Добавлена камера, обновлены инпут мапы и ещё чуть-чуть штук для теста (включая кринжовую сцену, стейт машины и др.)

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MrTorex committed 2025-10-16 22:06:27 +03:00
1 parent b5e28c7abb
commit 86c9c126a6
20 files changed
+1062 -16

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@@ -0,0 +1,38 @@
using Code.App.StateMachine;
using Code.Input;
using Code.Scenes;
using Code.StateMachine;
namespace Code.App.AppStates
{
//TODO: поменяно для теста
public class MovementDevState: BaseState<AppStateMachineContext>
{
public MovementDevState(AppStateMachineContext context) : base(context)
{
}
public override void EnterState()
{
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.Gameplay);
}
private void SceneLoaded()
{
base.EnterState();
}
public override void Tick()
{
}
public override void ExitState()
{
Context.InputService.DisableMap(ActionMappings.Gameplay);
base.ExitState();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 395d8d3979124f10897c28bae62b288a
timeCreated: 1760638654
@@ -51,10 +51,10 @@ namespace Code.App
appStateMachine.Initialize(); appStateMachine.Initialize();
AttributeInjector.Inject(appStateMachine.StateMachineContext, container); AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
// TODO: поменяно для теста
appStateMachine appStateMachine
.SwitchState(AppState.MainMenu) .SwitchState(AppState.MovementDev);
.AllowStateTransition(AppState.Gameplay);
} }
} }
} }
@@ -8,6 +8,8 @@ namespace Code.App.StateMachine
Bootstrap = 1, Bootstrap = 1,
MainMenu = 2, MainMenu = 2,
Gameplay = 4, Gameplay = 4,
GameOver = 8 GameOver = 8,
// TODO: поменяно для теста
MovementDev = 52
} }
} }
@@ -10,9 +10,12 @@ namespace Code.App.StateMachine
States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext)); States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext));
States.Add(AppState.Gameplay, new GameplayState(StateMachineContext)); States.Add(AppState.Gameplay, new GameplayState(StateMachineContext));
States.Add(AppState.GameOver, new GameOverState(StateMachineContext)); States.Add(AppState.GameOver, new GameOverState(StateMachineContext));
//TODO: Для теста
States.Add(AppState.MovementDev, new MovementDevState(StateMachineContext));
AllowedStates |= AppState.MainMenu; AllowedStates |= AppState.MainMenu;
AllowedStates |= AppState.Gameplay; AllowedStates |= AppState.Gameplay;
AllowedStates |= AppState.MovementDev;
} }
protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState); protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState);
+2 -2
View File
@@ -1,3 +1,3 @@
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guid: a8d4b5b0fbd947b093f98937d7b80f8e guid: e4901b413afd4d7da914edf2a1e51f8f
timeCreated: 1760423477 timeCreated: 1760627936
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f8a8f6d0b8744b4c981d87722e6bb7e8
timeCreated: 1760627963
@@ -0,0 +1,34 @@
using Code.Gameplay.Player;
using Code.Input;
using Reflex.Attributes;
using UnityEngine;
public class Player : MonoBehaviour
{
[SerializeField]
private PlayerCamera playerCamera;
[SerializeField]
private Transform cameraFollowPoint;
[Inject] private IInputService _inputService;
private Vector3 _lookInputVector;
private void Start()
{
playerCamera.SetFollowTransform(cameraFollowPoint);
}
private void HandleCameraInput()
{
var lookInput = _inputService.LookInput;
var scrollInput = _inputService.ZoomInput;
playerCamera.UpdateWithInput(Time.deltaTime, scrollInput,
new Vector3(lookInput.x, lookInput.y, 0));
}
private void LateUpdate()
{
HandleCameraInput();
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9f2cdbe59523ace7ab0d8dfc36b4eb02
@@ -0,0 +1,128 @@
using System;
using UnityEngine;
namespace Code.Gameplay.Player
{
/*
* Скрипт, отвечающий за поведение камеры при передвижении
* Поддерживает как 3rd-person, так и 1st-person режимы камеры
* Реализует плавное следование за игроком, вращение и зум камеры
*
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
*/
public class PlayerCamera : MonoBehaviour
{
[SerializeField]
private float
// Расстояния от игрока до камеры
defaultDistance = 6f, // Стандартное расстояние камеры от цели
minDistance = 3f, // Минимальное расстояние при зуме
maxDistance = 10f, // Максимальное расстояние при зуме
// Скорость зума камеры
distanceMovementSpeed = 5f, // Множитель скорости изменения дистанции при зуме
// Скорость интерполяции текущая -> целевая позиция зума
distanceMovementSharpness = 10000f, // Коэффициент плавности изменения дистанции (чем выше - тем резче)
// Скорость поворота камеры
rotationSpeed = 1f, // Множитель скорости вращения камеры
// Скорость интерполяции текущее -> целевое вращение
rotationSharpness = 10000f, // Коэффициент плавности вращения камеры (чем выше - тем резче)
// Резкость следования камеры за целью
followSharpness = 10000f, // Коэффициент плавности следования за движущейся целью (чем выше - тем резче)
// Углы наклона камеры
minVerticalAngle = -45f, // Минимальный угол наклона камеры (вниз)
maxVerticalAngle = 45f, // Максимальный угол наклона камеры (вверх)
defaultVerticalAngle = 10f; // Стандартный угол наклона камеры
// Трансформ объекта, за которым следует камера (для 1st-person: уровень глаз)
private Transform _followTransform;
// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
private Vector3 _currentFollowPosition, _planarDirection;
// Целевой вертикальный угол камеры (наклон вверх/вниз)
private float _targetVerticalAngle;
// Текущая и целевая дистанция камеры от цели
private float _currentDistance, _targetDistance;
// Инициализация камеры при создании
private void Awake()
{
_currentDistance = defaultDistance;
_targetDistance = _currentDistance;
_targetVerticalAngle = 0f;
_planarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
}
// Установка цели для следования камеры
public void SetFollowTransform(Transform t)
{
_followTransform = t;
_currentFollowPosition = t.position;
_planarDirection = t.forward; // Начальное направление совпадает с направлением цели
}
// Валидация параметров в редакторе Unity
private void OnValidate()
{
// Обеспечиваем корректные значения дистанции и угла
defaultDistance = Mathf.Clamp(defaultDistance, minDistance, maxDistance);
defaultVerticalAngle = Mathf.Clamp(defaultVerticalAngle, minVerticalAngle, maxVerticalAngle);
}
// Обработка вращения камеры на основе пользовательского ввода
private void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
{
// Вращение вокруг вертикальной оси (горизонтальный поворот)
var rotationFromInput = Quaternion.Euler(_followTransform.up * (rotationInput.x * rotationSpeed));
_planarDirection = rotationFromInput * _planarDirection;
var planarRotation = Quaternion.LookRotation(_planarDirection, _followTransform.up);
// Вращение вокруг горизонтальной оси (вертикальный наклон)
_targetVerticalAngle -= rotationInput.y * rotationSpeed;
_targetVerticalAngle = Math.Clamp(_targetVerticalAngle, minVerticalAngle, maxVerticalAngle);
var verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
// Интерполяция к целевому вращению для плавности
targetRotation = Quaternion.Slerp(transform.rotation, planarRotation * verticalRotation, deltaTime * rotationSharpness);
// Применение финального вращения
transform.rotation = targetRotation;
}
// Обработка позиционирования камеры и зума
private void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
{
// Обновление целевой дистанции на основе ввода зума
_targetDistance += zoomInput * distanceMovementSpeed;
_targetDistance = Mathf.Clamp(_targetDistance, minDistance, maxDistance);
// Плавное следование за целью с использованием экспоненциального сглаживания
_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, _followTransform.position, 1f - Mathf.Exp(-followSharpness * deltaTime));
// Вычисление целевой позиции камеры за вычетом дистанции по направлению взгляда
var targetPosition = _currentFollowPosition - targetRotation * Vector3.forward * _currentDistance;
// Плавное изменение текущей дистанции к целевой
_currentDistance = Mathf.Lerp(_currentDistance, _targetDistance, 1f - Mathf.Exp(-distanceMovementSpeed * deltaTime));
// Установка финальной позиции камеры
transform.position = targetPosition;
}
// Основной метод обновления камеры, вызываемый извне каждый кадр
public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
{
// Проверка наличия цели для следования
if (!_followTransform) return;
HandleRotationInput(deltaTime, rotationInput, out Quaternion targetRotation);
HandlePosition(deltaTime, zoomInput, targetRotation);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f1d98e6c5419411098391c07861e627e
timeCreated: 1760627986
@@ -2,5 +2,8 @@ namespace Code.Input
{ {
public enum GameplayActions public enum GameplayActions
{ {
Move,
Look,
Zoom
} }
} }
@@ -1,5 +1,4 @@
using System; using UnityEngine;
using UnityEngine.InputSystem;
namespace Code.Input namespace Code.Input
{ {
@@ -7,5 +6,8 @@ namespace Code.Input
{ {
void EnableMap(ActionMappings actionMap); void EnableMap(ActionMappings actionMap);
void DisableMap(ActionMappings actionMap); void DisableMap(ActionMappings actionMap);
Vector2 LookInput { get; }
float ZoomInput { get; }
} }
} }
@@ -9,6 +9,49 @@ namespace Code.Input
{ {
private InputActionAsset _inputActionAsset; private InputActionAsset _inputActionAsset;
// Для работы с камерой
public Vector2 LookInput { get; private set; }
public float ZoomInput { get; private set; }
public InputService(InputActionAsset inputActionAsset)
{
_inputActionAsset = inputActionAsset;
SetupInputCallbacks();
}
private void SetupInputCallbacks()
{
var gameplayMap = _inputActionAsset.FindActionMap("Gameplay");
var lookAction = gameplayMap.FindAction("Look");
lookAction.performed += OnLookPerformed;
lookAction.canceled += OnLookCanceled;
var zoomAction = gameplayMap.FindAction("Zoom");
zoomAction.performed += OnZoomPerformed;
zoomAction.canceled += OnZoomCanceled;
}
private void OnLookPerformed(InputAction.CallbackContext context)
{
LookInput = context.ReadValue<Vector2>();
}
private void OnLookCanceled(InputAction.CallbackContext context)
{
LookInput = Vector2.zero;
}
private void OnZoomPerformed(InputAction.CallbackContext context)
{
ZoomInput = context.ReadValue<float>();
}
private void OnZoomCanceled(InputAction.CallbackContext context)
{
ZoomInput = 0f;
}
public void EnableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Enable(); public void EnableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Enable();
public void DisableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Disable(); public void DisableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Disable();
@@ -20,13 +63,13 @@ namespace Code.Input
_inputActionAsset _inputActionAsset
.actionMaps[mapId].actions[actionId].performed -= action; .actionMaps[mapId].actions[actionId].performed -= action;
public InputService(InputActionAsset inputActionAsset)
{
_inputActionAsset = inputActionAsset;
}
public void Dispose() public void Dispose()
{ {
var gameplayMap = _inputActionAsset.FindActionMap("Gameplay");
gameplayMap.FindAction("Look").performed -= OnLookPerformed;
gameplayMap.FindAction("Look").canceled -= OnLookCanceled;
gameplayMap.FindAction("Zoom").performed -= OnZoomPerformed;
gameplayMap.FindAction("Zoom").canceled -= OnZoomCanceled;
} }
} }
} }
@@ -4,6 +4,8 @@ namespace Code.Scenes
{ {
Initial, Initial,
MainMenu, MainMenu,
Gameplay Gameplay,
// TODO: поменяно для теста
MovementDev
} }
} }
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