добавлены конфиги для дурнев
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@@ -78,6 +78,9 @@ namespace Code.App
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containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
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containerBuilder.AddSingleton(staticDataService.DrunkenGrandpaConfig, typeof(DrunkenGrandpaConfig));
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containerBuilder.AddSingleton(staticDataService.CockroachConfig, typeof(CockroachConfig));
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containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
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containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
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containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
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@@ -0,0 +1,29 @@
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace Code.Configs
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{
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[CreateAssetMenu(menuName = "Config/Enemies/Cockroach", fileName = "CockroachConfig")]
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public class CockroachConfig : ScriptableObject
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{
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public AssetReference cockroachPrefab;
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public int damage = 2;
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public float attackCooldown = 1.5f;
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public float detectionRange = 20f;
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public float attackRange = 1.3f;
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public float speed = 6f;
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public bool isStunnable;
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public float stunDuration;
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public bool usesIdleMovement = true;
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public float idleWanderRadius = 3f;
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public float idleMoveDurationMin = 0.3f;
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public float idleMoveDurationMax = 1f;
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public float idlePauseDurationMin = 0.1f;
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public float idlePauseDurationMax = 0.8f;
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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: 7bc162d3127949aa950d0738beee99a4
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timeCreated: 1763571220
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@@ -0,0 +1,29 @@
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace Code.Configs
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{
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[CreateAssetMenu(menuName = "Config/Enemies/DrunkenGrandpa", fileName = "DrunkenGrandpaConfig")]
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public class DrunkenGrandpaConfig : ScriptableObject
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{
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public AssetReference drunkenGrandpaPrefab;
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public int damage = 2;
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public float attackCooldown = 5f;
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public float detectionRange = 10f;
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public float attackRange = 1.5f;
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public float speed = 3f;
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public bool isStunnable = true;
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public float stunDuration = 3f;
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public bool usesIdleMovement = true;
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public float idleWanderRadius = 5f;
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public float idleMoveDurationMin = 1f;
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public float idleMoveDurationMax = 5f;
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public float idlePauseDurationMin = 3f;
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public float idlePauseDurationMax = 5f;
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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: 4d157e8891074b90957a7434cff0ae71
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timeCreated: 1763569096
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@@ -11,33 +11,43 @@ namespace Code.Gameplay.Enemies
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{
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public abstract class BaseEnemy : MonoBehaviour
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{
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[Header("Base enemy configs")]
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public int collisionDamage = 1;
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public int attackDamage = 3;
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public float detectionRange = 10f;
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public float attackRange = 5f;
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public float speed = 3f;
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public float stunDuration = 3f;
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public float attackCooldown = 1.5f;
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[SerializeField] protected NavMeshAgent agent;
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[SerializeField] protected Collider enemyCollider;
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protected int Damage;
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protected float AttackCooldown;
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protected float DetectionRange;
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protected float AttackRange;
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protected float Speed;
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protected bool IsStunnable;
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protected float StunDuration;
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protected bool UsesIdleMovement;
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protected float IdleWanderRadius;
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protected float IdleMoveDurationMin;
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protected float IdleMoveDurationMax;
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protected float IdlePauseDurationMin;
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protected float IdlePauseDurationMax;
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private bool _isStunned;
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private float _currentStunTimer;
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private bool _canAttack = true;
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private float _attackCooldownTimer;
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private enum IdleState { Moving, Paused }
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private IdleState _currentIdleState = IdleState.Paused;
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private float _idleTimer;
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private Vector3 _idleTargetPosition;
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[Inject] private IPlayerProvider _playerProvider;
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protected CharacterProvider Player => _playerProvider?.Character;
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protected PlayerHealth PlayerHealth => _playerProvider?.Health;
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protected CustomCharacterController PlayerController => Player?.CustomCharacterController;
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protected bool IsStunned;
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protected float CurrentStunTimer;
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protected bool CanAttack = true;
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protected float AttackCooldownTimer;
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protected virtual void Awake()
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{
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if (_playerProvider == null)
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@@ -52,7 +62,7 @@ namespace Code.Gameplay.Enemies
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HandleStun();
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HandleAttackCooldown();
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if (IsStunned) return;
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if (_isStunned) return;
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HandleMovement();
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HandleAttack();
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@@ -64,61 +74,115 @@ namespace Code.Gameplay.Enemies
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var distanceToPlayer = Vector3.Distance(transform.position, Player.transform.position);
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if (distanceToPlayer <= detectionRange)
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if (distanceToPlayer <= DetectionRange)
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{
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agent.isStopped = false;
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agent.SetDestination(Player.transform.position);
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}
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else if (UsesIdleMovement)
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{
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HandleIdleMovement();
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}
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else
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{
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agent.isStopped = true;
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}
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}
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protected virtual void HandleIdleMovement()
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{
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_idleTimer -= Time.deltaTime;
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switch (_currentIdleState)
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{
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case IdleState.Paused:
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if (_idleTimer <= 0f)
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{
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// Start moving to a new random point
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_currentIdleState = IdleState.Moving;
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SetNewIdleDestination();
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_idleTimer = Random.Range(IdleMoveDurationMin, IdleMoveDurationMax);
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agent.isStopped = false;
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}
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break;
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case IdleState.Moving:
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if (_idleTimer <= 0f || HasReachedIdleDestination())
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{
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// Stop and pause
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_currentIdleState = IdleState.Paused;
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_idleTimer = Random.Range(IdlePauseDurationMin, IdlePauseDurationMax);
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agent.isStopped = true;
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}
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break;
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}
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}
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private void SetNewIdleDestination()
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{
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Vector3 randomPoint = transform.position + Random.insideUnitSphere * IdleWanderRadius;
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NavMeshHit hit;
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if (NavMesh.SamplePosition(randomPoint, out hit, 3f, agent.areaMask))
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{
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_idleTargetPosition = hit.position;
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agent.SetDestination(_idleTargetPosition);
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}
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else
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{
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// Fallback: stay
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_idleTargetPosition = transform.position;
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}
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}
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private bool HasReachedIdleDestination()
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{
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return agent.remainingDistance <= agent.stoppingDistance;
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}
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protected virtual void HandleAttack() { }
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protected virtual void HandleStun()
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{
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if (!IsStunned) return;
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if (!_isStunned || !IsStunnable) return;
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CurrentStunTimer -= Time.deltaTime;
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_currentStunTimer -= Time.deltaTime;
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if (!(CurrentStunTimer <= 0)) return;
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if (!(_currentStunTimer <= 0)) return;
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IsStunned = false;
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_isStunned = false;
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agent.isStopped = false;
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enemyCollider.enabled = true;
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}
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protected virtual void ApplyStun()
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{
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IsStunned = true;
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CurrentStunTimer = stunDuration;
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_isStunned = true;
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_currentStunTimer = StunDuration;
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agent.isStopped = true;
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enemyCollider.enabled = false;
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}
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protected virtual void HandleAttackCooldown()
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{
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if (!CanAttack)
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if (!_canAttack)
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{
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AttackCooldownTimer -= Time.deltaTime;
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if (AttackCooldownTimer <= 0)
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_attackCooldownTimer -= Time.deltaTime;
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if (_attackCooldownTimer <= 0)
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{
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CanAttack = true;
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_canAttack = true;
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}
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}
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}
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protected virtual void DealDamage()
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{
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if (!CanAttack || PlayerHealth == null) return;
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if (!_canAttack || PlayerHealth == null) return;
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PlayerHealth.GetDamage(collisionDamage);
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PlayerHealth.GetDamage(Damage);
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ApplyEffectsToPlayer();
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CanAttack = false;
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AttackCooldownTimer = attackCooldown;
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_canAttack = false;
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_attackCooldownTimer = AttackCooldown;
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}
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protected virtual void ApplyEffectsToPlayer()
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@@ -129,10 +193,10 @@ namespace Code.Gameplay.Enemies
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(transform.position, detectionRange);
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Gizmos.DrawWireSphere(transform.position, DetectionRange);
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Gizmos.color = new Color(0.3f, 0.3f, 0.8f, 0.4f);
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Gizmos.DrawSphere(transform.position, attackRange);
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Gizmos.DrawSphere(transform.position, AttackRange);
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}
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}
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}
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@@ -1,156 +1,58 @@
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using Code.Configs;
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using Reflex.Attributes;
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using UnityEngine;
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using UnityEngine.AI;
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namespace Code.Gameplay.Enemies
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{
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public class Cockroach : BaseEnemy
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{
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[Header("Cockroach-Specific")]
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public float wallCheckDistance = 0.5f;
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public float moveForce = 10f;
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public float maxSpeed = 5f;
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public LayerMask climbableLayers; // ← ← ← ТОЛЬКО для стен/пола (где ползать), НЕ для игрока!
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[SerializeField] private Rigidbody rb;
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[SerializeField] private Transform model; // модель таракана (дочерний объект для поворота)
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private Vector3 surfaceNormal = Vector3.up;
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private bool isPlayerDetected = false;
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private Collider[] _overlapResults = new Collider[4]; // для переиспользования
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[Inject]
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private void Construct(CockroachConfig cockroachConfig)
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{
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Damage = cockroachConfig.damage;
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AttackCooldown = cockroachConfig.attackCooldown;
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DetectionRange = cockroachConfig.detectionRange;
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AttackRange = cockroachConfig.attackRange;
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Speed = cockroachConfig.speed;
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IsStunnable = cockroachConfig.isStunnable;
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StunDuration = cockroachConfig.stunDuration;
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UsesIdleMovement = cockroachConfig.usesIdleMovement;
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IdleWanderRadius = cockroachConfig.idleWanderRadius;
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IdleMoveDurationMin = cockroachConfig.idleMoveDurationMin;
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IdleMoveDurationMax = cockroachConfig.idleMoveDurationMax;
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IdleMoveDurationMin = cockroachConfig.idleMoveDurationMin;
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IdleMoveDurationMax = cockroachConfig.idleMoveDurationMax;
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IdlePauseDurationMin = cockroachConfig.idlePauseDurationMin;
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IdlePauseDurationMax = cockroachConfig.idlePauseDurationMax;
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}
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protected override void Awake()
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{
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base.Awake();
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// Убираем NavMeshAgent — он не нужен для лазания
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if (agent != null)
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{
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agent.enabled = false;
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Destroy(agent);
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agent = null;
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}
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if (rb == null)
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rb = GetComponent<Rigidbody>();
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rb.useGravity = false;
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rb.isKinematic = false;
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rb.freezeRotation = true;
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if (agent == null) return;
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var walkableArea = NavMesh.GetAreaFromName("Cockroach");
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agent.areaMask = 1 << walkableArea;
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}
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protected override void Update()
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{
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if (!Player) return;
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HandleStun();
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HandleAttackCooldown();
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if (IsStunned) return;
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DetectPlayer();
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HandleMovement();
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HandleAttack();
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}
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private void DetectPlayer()
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{
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// Ищем игрока по тегу через OverlapSphere — без LayerMask
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int hits = Physics.OverlapSphereNonAlloc(transform.position, detectionRange, _overlapResults);
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isPlayerDetected = false;
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for (int i = 0; i < hits; i++)
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{
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if (_overlapResults[i].CompareTag("Player"))
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{
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isPlayerDetected = true;
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break;
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}
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}
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}
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protected override void HandleMovement()
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{
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if (!isPlayerDetected)
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{
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rb.linearVelocity = Vector3.zero;
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return;
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}
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// Направление к игроку (проекция на горизонталь, чтобы не лез вверх/вниз резко)
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Vector3 toPlayer = Player.transform.position - transform.position;
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toPlayer = Vector3.ProjectOnPlane(toPlayer, surfaceNormal).normalized;
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// Raycast вниз и вперёд-вниз, чтобы найти поверхность
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Vector3 rayOrigin = transform.position + transform.up * 0.1f;
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bool foundSurface = false;
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// Основной луч вниз (относительно текущей ориентации)
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if (Physics.Raycast(rayOrigin, -transform.up, out RaycastHit hit, wallCheckDistance * 2, climbableLayers))
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{
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surfaceNormal = hit.normal;
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foundSurface = true;
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}
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// Запасной — в мировой вниз (на случай, если "повернулся вверх ногами")
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else if (Physics.Raycast(rayOrigin, -Vector3.up, out hit, wallCheckDistance * 2, climbableLayers))
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{
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surfaceNormal = hit.normal;
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foundSurface = true;
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}
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// Если поверхность не найдена — не двигаемся (падаем или стоим)
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if (!foundSurface)
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return;
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// Поворачиваем модель так, чтобы "спина" смотрела от поверхности
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if (model != null)
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{
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// Смотрим в сторону игрока, но "встаём" на поверхность
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Quaternion targetRot = Quaternion.FromToRotation(Vector3.up, surfaceNormal);
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Quaternion lookRot = Quaternion.LookRotation(toPlayer, surfaceNormal);
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model.rotation = Quaternion.Slerp(model.rotation, targetRot * lookRot, Time.deltaTime * 12f);
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}
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// Движение — в плоскости поверхности
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Vector3 moveDir = Vector3.ProjectOnPlane(toPlayer, surfaceNormal).normalized;
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Vector3 force = moveDir * moveForce;
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rb.AddForce(force, ForceMode.Force);
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rb.linearVelocity = Vector3.ClampMagnitude(rb.linearVelocity, maxSpeed);
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}
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protected override void HandleAttack()
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{
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if (!Player || !isPlayerDetected) return;
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if (!Player) return;
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var distance = Vector3.Distance(transform.position, Player.transform.position);
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float distance = Vector3.Distance(transform.position, Player.transform.position);
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if (distance <= attackRange && CanAttack)
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{
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if (!(distance <= AttackRange)) return;
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if (Player.CustomCharacterController.IsSliding)
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ApplyStun();
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else
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DealDamage();
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}
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}
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// Столкновение = -1 HP (по ТЗ)
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private void OnCollisionEnter(Collision col)
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{
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if (col.gameObject.CompareTag("Player"))
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{
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PlayerHealth?.GetDamage(collisionDamage);
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ApplyEffectsToPlayer();
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}
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}
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(transform.position, detectionRange);
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(transform.position, attackRange);
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// Покажем направление поверхности в эдиторе (если запущено)
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if (Application.isPlaying)
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{
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Gizmos.color = Color.cyan;
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Gizmos.DrawLine(transform.position, transform.position + surfaceNormal * 0.4f);
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}
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}
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}
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}
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@@ -1,3 +1,5 @@
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using Code.Configs;
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using Reflex.Attributes;
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using UnityEngine;
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using UnityEngine.AI;
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@@ -5,6 +7,30 @@ namespace Code.Gameplay.Enemies
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{
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public class DrunkenGrandpa : BaseEnemy
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{
|
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[Inject]
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private void Construct(DrunkenGrandpaConfig drunkenGrandpaConfig)
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{
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Damage = drunkenGrandpaConfig.damage;
|
||||
AttackCooldown = drunkenGrandpaConfig.attackCooldown;
|
||||
|
||||
DetectionRange = drunkenGrandpaConfig.detectionRange;
|
||||
AttackRange = drunkenGrandpaConfig.attackRange;
|
||||
|
||||
Speed = drunkenGrandpaConfig.speed;
|
||||
|
||||
IsStunnable = drunkenGrandpaConfig.isStunnable;
|
||||
StunDuration = drunkenGrandpaConfig.stunDuration;
|
||||
|
||||
UsesIdleMovement = drunkenGrandpaConfig.usesIdleMovement;
|
||||
IdleWanderRadius = drunkenGrandpaConfig.idleWanderRadius;
|
||||
IdleMoveDurationMin = drunkenGrandpaConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = drunkenGrandpaConfig.idleMoveDurationMax;
|
||||
IdleMoveDurationMin = drunkenGrandpaConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = drunkenGrandpaConfig.idleMoveDurationMax;
|
||||
IdlePauseDurationMin = drunkenGrandpaConfig.idlePauseDurationMin;
|
||||
IdlePauseDurationMax = drunkenGrandpaConfig.idlePauseDurationMax;
|
||||
}
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
@@ -21,7 +47,7 @@ namespace Code.Gameplay.Enemies
|
||||
|
||||
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
||||
|
||||
if (!(distance <= attackRange)) return;
|
||||
if (!(distance <= AttackRange)) return;
|
||||
|
||||
if (Player.CustomCharacterController.IsSliding)
|
||||
ApplyStun();
|
||||
|
||||
@@ -18,7 +18,7 @@ namespace Code.Gameplay.Enemies
|
||||
if (!Player) return;
|
||||
|
||||
var direction = (Player.transform.position - transform.position).normalized;
|
||||
transform.position += direction * (speed * Time.deltaTime);
|
||||
transform.position += direction * (Speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
protected override void HandleAttack()
|
||||
@@ -27,7 +27,7 @@ namespace Code.Gameplay.Enemies
|
||||
|
||||
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
||||
|
||||
if (!(distance < attackRange)) return;
|
||||
if (!(distance < AttackRange)) return;
|
||||
|
||||
PlayerHealth.GetDamage(PlayerHealth.MaxHealthPoints);
|
||||
base.ApplyEffectsToPlayer();
|
||||
@@ -36,7 +36,7 @@ namespace Code.Gameplay.Enemies
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = new Color(0.3f, 0.3f, 0.8f, 0.4f);
|
||||
Gizmos.DrawSphere(transform.position, attackRange);
|
||||
Gizmos.DrawSphere(transform.position, AttackRange);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -21,6 +21,8 @@ namespace Code.StaticData
|
||||
SFXListConfig SFXListConfig { get; }
|
||||
DispatcherSoundListConfig DispatcherSoundListConfig { get; }
|
||||
EnemiesSoundListConfig EnemiesSoundListConfig { get; }
|
||||
DrunkenGrandpaConfig DrunkenGrandpaConfig { get; }
|
||||
CockroachConfig CockroachConfig { get; }
|
||||
void Load();
|
||||
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
|
||||
}
|
||||
|
||||
@@ -20,6 +20,8 @@ namespace Code.StaticData
|
||||
public SFXListConfig SFXListConfig { get; private set; }
|
||||
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
|
||||
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
|
||||
public DrunkenGrandpaConfig DrunkenGrandpaConfig {get; private set;}
|
||||
public CockroachConfig CockroachConfig { get; private set; }
|
||||
|
||||
public void Load()
|
||||
{
|
||||
@@ -31,6 +33,7 @@ namespace Code.StaticData
|
||||
PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig"));
|
||||
|
||||
LoadAudioConfigs();
|
||||
LoadEnemiesConfigs();
|
||||
}
|
||||
|
||||
private void LoadAudioConfigs()
|
||||
@@ -42,6 +45,12 @@ namespace Code.StaticData
|
||||
EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
|
||||
}
|
||||
|
||||
private void LoadEnemiesConfigs()
|
||||
{
|
||||
DrunkenGrandpaConfig = Resources.Load<DrunkenGrandpaConfig>(string.Format(StringPaths.ConfigSingle, "Enemies", "DrunkenGrandpaConfig"));
|
||||
CockroachConfig = Resources.Load<CockroachConfig>(string.Format(StringPaths.ConfigSingle, "Enemies", "CockroachConfig"));
|
||||
}
|
||||
|
||||
public async Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour
|
||||
{
|
||||
return (await Addressables.InstantiateAsync(assetReference).ToUniTask()).GetComponent<T>();
|
||||
|
||||
Reference in new issue
Block a user