Добавлена камера, обновлены инпут мапы и ещё чуть-чуть штук для теста (включая кринжовую сцену, стейт машины и др.)
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@@ -0,0 +1,38 @@
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using Code.App.StateMachine;
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using Code.Input;
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using Code.Scenes;
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using Code.StateMachine;
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namespace Code.App.AppStates
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{
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//TODO: поменяно для теста
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public class MovementDevState: BaseState<AppStateMachineContext>
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{
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public MovementDevState(AppStateMachineContext context) : base(context)
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{
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}
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public override void EnterState()
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{
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Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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}
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private void SceneLoaded()
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{
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base.EnterState();
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}
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public override void Tick()
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{
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}
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public override void ExitState()
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{
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Context.InputService.DisableMap(ActionMappings.Gameplay);
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base.ExitState();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 395d8d3979124f10897c28bae62b288a
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timeCreated: 1760638654
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@@ -52,9 +52,9 @@ namespace Code.App
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AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
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// TODO: поменяно для теста
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appStateMachine
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.SwitchState(AppState.MainMenu)
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.AllowStateTransition(AppState.Gameplay);
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.SwitchState(AppState.MovementDev);
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}
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}
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}
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@@ -8,6 +8,8 @@ namespace Code.App.StateMachine
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Bootstrap = 1,
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MainMenu = 2,
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Gameplay = 4,
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GameOver = 8
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GameOver = 8,
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// TODO: поменяно для теста
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MovementDev = 52
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}
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}
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@@ -10,9 +10,12 @@ namespace Code.App.StateMachine
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States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext));
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States.Add(AppState.Gameplay, new GameplayState(StateMachineContext));
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States.Add(AppState.GameOver, new GameOverState(StateMachineContext));
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//TODO: Для теста
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States.Add(AppState.MovementDev, new MovementDevState(StateMachineContext));
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AllowedStates |= AppState.MainMenu;
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AllowedStates |= AppState.Gameplay;
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AllowedStates |= AppState.MovementDev;
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}
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protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState);
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@@ -1,3 +1,3 @@
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fileFormatVersion: 2
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guid: a8d4b5b0fbd947b093f98937d7b80f8e
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timeCreated: 1760423477
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guid: e4901b413afd4d7da914edf2a1e51f8f
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timeCreated: 1760627936
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: f8a8f6d0b8744b4c981d87722e6bb7e8
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timeCreated: 1760627963
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@@ -0,0 +1,34 @@
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using Code.Gameplay.Player;
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using Code.Input;
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using Reflex.Attributes;
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using UnityEngine;
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public class Player : MonoBehaviour
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{
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[SerializeField]
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private PlayerCamera playerCamera;
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[SerializeField]
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private Transform cameraFollowPoint;
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[Inject] private IInputService _inputService;
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private Vector3 _lookInputVector;
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private void Start()
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{
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playerCamera.SetFollowTransform(cameraFollowPoint);
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}
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private void HandleCameraInput()
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{
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var lookInput = _inputService.LookInput;
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var scrollInput = _inputService.ZoomInput;
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playerCamera.UpdateWithInput(Time.deltaTime, scrollInput,
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new Vector3(lookInput.x, lookInput.y, 0));
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}
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private void LateUpdate()
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{
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HandleCameraInput();
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 9f2cdbe59523ace7ab0d8dfc36b4eb02
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@@ -0,0 +1,128 @@
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using System;
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using UnityEngine;
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namespace Code.Gameplay.Player
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{
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/*
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* Скрипт, отвечающий за поведение камеры при передвижении
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* Поддерживает как 3rd-person, так и 1st-person режимы камеры
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* Реализует плавное следование за игроком, вращение и зум камеры
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*
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* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
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*/
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public class PlayerCamera : MonoBehaviour
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{
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[SerializeField]
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private float
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// Расстояния от игрока до камеры
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defaultDistance = 6f, // Стандартное расстояние камеры от цели
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minDistance = 3f, // Минимальное расстояние при зуме
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maxDistance = 10f, // Максимальное расстояние при зуме
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// Скорость зума камеры
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distanceMovementSpeed = 5f, // Множитель скорости изменения дистанции при зуме
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// Скорость интерполяции текущая -> целевая позиция зума
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distanceMovementSharpness = 10000f, // Коэффициент плавности изменения дистанции (чем выше - тем резче)
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// Скорость поворота камеры
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rotationSpeed = 1f, // Множитель скорости вращения камеры
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// Скорость интерполяции текущее -> целевое вращение
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rotationSharpness = 10000f, // Коэффициент плавности вращения камеры (чем выше - тем резче)
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// Резкость следования камеры за целью
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followSharpness = 10000f, // Коэффициент плавности следования за движущейся целью (чем выше - тем резче)
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// Углы наклона камеры
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minVerticalAngle = -45f, // Минимальный угол наклона камеры (вниз)
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maxVerticalAngle = 45f, // Максимальный угол наклона камеры (вверх)
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defaultVerticalAngle = 10f; // Стандартный угол наклона камеры
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// Трансформ объекта, за которым следует камера (для 1st-person: уровень глаз)
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private Transform _followTransform;
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// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
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private Vector3 _currentFollowPosition, _planarDirection;
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// Целевой вертикальный угол камеры (наклон вверх/вниз)
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private float _targetVerticalAngle;
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// Текущая и целевая дистанция камеры от цели
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private float _currentDistance, _targetDistance;
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// Инициализация камеры при создании
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private void Awake()
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{
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_currentDistance = defaultDistance;
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_targetDistance = _currentDistance;
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_targetVerticalAngle = 0f;
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_planarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
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}
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// Установка цели для следования камеры
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public void SetFollowTransform(Transform t)
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{
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_followTransform = t;
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_currentFollowPosition = t.position;
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_planarDirection = t.forward; // Начальное направление совпадает с направлением цели
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}
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// Валидация параметров в редакторе Unity
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private void OnValidate()
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{
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// Обеспечиваем корректные значения дистанции и угла
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defaultDistance = Mathf.Clamp(defaultDistance, minDistance, maxDistance);
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defaultVerticalAngle = Mathf.Clamp(defaultVerticalAngle, minVerticalAngle, maxVerticalAngle);
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}
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// Обработка вращения камеры на основе пользовательского ввода
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private void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
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{
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// Вращение вокруг вертикальной оси (горизонтальный поворот)
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var rotationFromInput = Quaternion.Euler(_followTransform.up * (rotationInput.x * rotationSpeed));
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_planarDirection = rotationFromInput * _planarDirection;
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var planarRotation = Quaternion.LookRotation(_planarDirection, _followTransform.up);
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// Вращение вокруг горизонтальной оси (вертикальный наклон)
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_targetVerticalAngle -= rotationInput.y * rotationSpeed;
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_targetVerticalAngle = Math.Clamp(_targetVerticalAngle, minVerticalAngle, maxVerticalAngle);
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var verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
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// Интерполяция к целевому вращению для плавности
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targetRotation = Quaternion.Slerp(transform.rotation, planarRotation * verticalRotation, deltaTime * rotationSharpness);
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// Применение финального вращения
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transform.rotation = targetRotation;
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}
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// Обработка позиционирования камеры и зума
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private void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
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{
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// Обновление целевой дистанции на основе ввода зума
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_targetDistance += zoomInput * distanceMovementSpeed;
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_targetDistance = Mathf.Clamp(_targetDistance, minDistance, maxDistance);
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// Плавное следование за целью с использованием экспоненциального сглаживания
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_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, _followTransform.position, 1f - Mathf.Exp(-followSharpness * deltaTime));
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// Вычисление целевой позиции камеры за вычетом дистанции по направлению взгляда
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var targetPosition = _currentFollowPosition - targetRotation * Vector3.forward * _currentDistance;
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// Плавное изменение текущей дистанции к целевой
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_currentDistance = Mathf.Lerp(_currentDistance, _targetDistance, 1f - Mathf.Exp(-distanceMovementSpeed * deltaTime));
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// Установка финальной позиции камеры
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transform.position = targetPosition;
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}
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// Основной метод обновления камеры, вызываемый извне каждый кадр
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public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
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{
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// Проверка наличия цели для следования
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if (!_followTransform) return;
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HandleRotationInput(deltaTime, rotationInput, out Quaternion targetRotation);
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HandlePosition(deltaTime, zoomInput, targetRotation);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: f1d98e6c5419411098391c07861e627e
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timeCreated: 1760627986
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@@ -2,5 +2,8 @@ namespace Code.Input
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{
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public enum GameplayActions
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{
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Move,
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Look,
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Zoom
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}
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}
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@@ -1,5 +1,4 @@
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using System;
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using UnityEngine.InputSystem;
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using UnityEngine;
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namespace Code.Input
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{
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@@ -7,5 +6,8 @@ namespace Code.Input
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{
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void EnableMap(ActionMappings actionMap);
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void DisableMap(ActionMappings actionMap);
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Vector2 LookInput { get; }
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float ZoomInput { get; }
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}
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}
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@@ -10,6 +10,49 @@ namespace Code.Input
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private InputActionAsset _inputActionAsset;
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// Для работы с камерой
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public Vector2 LookInput { get; private set; }
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public float ZoomInput { get; private set; }
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public InputService(InputActionAsset inputActionAsset)
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{
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_inputActionAsset = inputActionAsset;
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SetupInputCallbacks();
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}
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private void SetupInputCallbacks()
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{
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var gameplayMap = _inputActionAsset.FindActionMap("Gameplay");
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var lookAction = gameplayMap.FindAction("Look");
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lookAction.performed += OnLookPerformed;
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lookAction.canceled += OnLookCanceled;
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var zoomAction = gameplayMap.FindAction("Zoom");
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zoomAction.performed += OnZoomPerformed;
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zoomAction.canceled += OnZoomCanceled;
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}
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private void OnLookPerformed(InputAction.CallbackContext context)
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{
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LookInput = context.ReadValue<Vector2>();
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}
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private void OnLookCanceled(InputAction.CallbackContext context)
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{
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LookInput = Vector2.zero;
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}
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private void OnZoomPerformed(InputAction.CallbackContext context)
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{
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ZoomInput = context.ReadValue<float>();
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}
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private void OnZoomCanceled(InputAction.CallbackContext context)
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{
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ZoomInput = 0f;
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}
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public void EnableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Enable();
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public void DisableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Disable();
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@@ -20,13 +63,13 @@ namespace Code.Input
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_inputActionAsset
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.actionMaps[mapId].actions[actionId].performed -= action;
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public InputService(InputActionAsset inputActionAsset)
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{
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_inputActionAsset = inputActionAsset;
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}
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public void Dispose()
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{
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var gameplayMap = _inputActionAsset.FindActionMap("Gameplay");
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gameplayMap.FindAction("Look").performed -= OnLookPerformed;
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gameplayMap.FindAction("Look").canceled -= OnLookCanceled;
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gameplayMap.FindAction("Zoom").performed -= OnZoomPerformed;
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gameplayMap.FindAction("Zoom").canceled -= OnZoomCanceled;
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}
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}
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}
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@@ -4,6 +4,8 @@ namespace Code.Scenes
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{
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Initial,
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MainMenu,
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Gameplay
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Gameplay,
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// TODO: поменяно для теста
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MovementDev
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}
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}
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@@ -0,0 +1,736 @@
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Reference in new issue
Block a user