Игрок теперь играется
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@@ -1,6 +1,8 @@
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using Code.App.StateMachine;
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using Code.Audio;
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using Code.Gameplay.Camera;
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using Code.Gameplay.Camera.CameraStates;
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using Code.Gameplay.Character.Core;
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using Code.Gameplay.Player;
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using Code.Input;
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using Code.Scenes;
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@@ -24,6 +26,8 @@ namespace Code.App.AppStates
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private PlayerHealth _playerHealth;
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private PlayerMoney _playerMoney;
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private CharacterProvider _playerCharacter;
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public GameplayState(AppStateMachineContext context) : base(context)
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{
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}
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@@ -39,6 +43,8 @@ namespace Code.App.AppStates
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveMoney);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
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@@ -51,14 +57,17 @@ namespace Code.App.AppStates
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#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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}
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private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
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private async UniTaskVoid WaitForSceneToLoad()
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{
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await UniTask.WhenAll(
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MovementDev),
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay),
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Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
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Context.AudioFactory.WarmGameplayMusic(),
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Context.AudioFactory.WarmSFX()
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);
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Context.AudioFactory.WarmSFX(),
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WaitForPlayerCharacterLoad()
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);
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
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@@ -68,14 +77,23 @@ namespace Code.App.AppStates
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_testSFXTransform = sceneEnvironment.debugSfxTarget;
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_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
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((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
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Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
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((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.UIService.LoadingScreen.Hide();
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}
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private void OnCharacterSpawn(CharacterProvider characterProvider)
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{
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((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
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}
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private void PlayDebugSFX(InputAction.CallbackContext context)
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{
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Context.AudioService.PlaySFX(SFXSounds.Crowbar, _testSFXTransform.position);
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@@ -121,6 +139,9 @@ namespace Code.App.AppStates
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_playerHealth = null;
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_playerMoney = null;
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Context.PlayerFactory.ReleasePlayer(_playerCharacter);
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_playerCharacter = null;
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Context.InputService.DisableMap(ActionMappings.Gameplay);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
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@@ -66,12 +66,17 @@ namespace Code.App
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staticDataService.Load();
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containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
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containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
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containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
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containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
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containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
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containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
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containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
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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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@@ -1,4 +1,5 @@
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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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@@ -6,5 +7,7 @@ namespace Code.Configs
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public class PlayerConfig : ScriptableObject
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{
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public int maxHealth;
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public AssetReference characterPrefab;
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}
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}
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+48
-9
@@ -33,9 +33,43 @@ namespace Code.Gameplay.Character.Controller
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private GroundMovementSystem _groundMovement;
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private AirMovementSystem _airMovement;
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public void SetPosition(Vector3 position) => motor.SetPosition(position);
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public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
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// Инициализация контроллера
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private void Awake()
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// private void Awake()
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// {
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// // Инициализация подсистем с параметрами из конфига
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// _inputHandler = new CharacterInputHandler(
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// _characterConfig.sprintAngleThreshold
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// );
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// _slideMechanic = new SlideMechanic(
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// _characterConfig.slideSpeed,
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// _characterConfig.slideDuration,
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// _characterConfig.slideCooldown
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// );
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// _wallClimbMechanic = new WallClimbMechanic(
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// _characterConfig.wallClimbSpeedFactor,
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// _characterConfig.minWallClimbSpeed,
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// _characterConfig.wallDetectionAngleThreshold
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// );
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// _wallLeanMechanic = new WallLeanMechanic(
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// _characterConfig.maxWallLeanAngle,
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// _characterConfig.wallLeanSharpness,
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// _characterConfig.wallLeanHeightScale
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// );
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// _groundMovement = new GroundMovementSystem(
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// _characterConfig.maxStableMoveSpeed,
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// _characterConfig.sprintMoveSpeed,
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// _characterConfig.stableMovementSharpness,
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// _characterConfig.jumpSpeed
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// );
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// _airMovement = new AirMovementSystem(_characterConfig.gravity);
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// }
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[Inject]
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private void Construct(CharacterConfig characterConfig)
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{
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_characterConfig = characterConfig;
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// Инициализация подсистем с параметрами из конфига
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_inputHandler = new CharacterInputHandler(
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_characterConfig.sprintAngleThreshold
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@@ -62,19 +96,24 @@ namespace Code.Gameplay.Character.Controller
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_characterConfig.jumpSpeed
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);
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_airMovement = new AirMovementSystem(_characterConfig.gravity);
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}
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// Текущий режим камеры для адаптации поведения
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private CameraMode _currentCameraMode = CameraMode.FirstPerson;
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// Инициализация контроллера
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private void Start()
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{
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motor.CharacterController = this; // Регистрация этого контроллера в движке
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_inputHandler.FirstPersonCameraRotation =
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motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
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_wallLeanMechanic.SetCharacterTransform(characterTransform);
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}
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// Текущий режим камеры для адаптации поведения
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private CameraMode _currentCameraMode = CameraMode.FirstPerson;
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// Инициализация контроллера
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// private void Start()
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// {
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// motor.CharacterController = this; // Регистрация этого контроллера в движке
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// _inputHandler.FirstPersonCameraRotation =
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// motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
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// _wallLeanMechanic.SetCharacterTransform(characterTransform);
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// }
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// Обработка и преобразование входных данных от персонажа
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public void SetInputs(ref CharacterInputs inputs)
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@@ -0,0 +1,56 @@
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using Code.Gameplay.Camera;
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using Code.Gameplay.Camera.CameraStates;
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using Code.Gameplay.Character.Controller;
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using Code.Input;
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using Reflex.Attributes;
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using UnityEngine;
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namespace Code.Gameplay.Character.Core
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{
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public class CharacterProvider : MonoBehaviour
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{
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[Inject] private CameraStateMachine _cameraStateMachine; // Стейт-машина камеры (нужна для транзакций и т.п.)
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[SerializeField] private CustomCharacterController customCharacterController; // Компонент управления персонажем
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public CustomCharacterController CustomCharacterController => customCharacterController;
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[SerializeField] private Transform cameraFollowPoint; // Точка следования камеры (уровень глаз для FirstPerson)
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public Transform GetFollowTransform() => cameraFollowPoint;
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[Inject] private IInputService _inputService; // Сервис ввода через DI
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public void Teleport(Vector3 position, Quaternion rotation)
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{
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customCharacterController.SetPosition(position);
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customCharacterController.SetRotation(rotation);
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}
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// Обработка ввода для движения персонажа
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private void HandleCharacterInput()
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{
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// Создаем структуру ввода с полной информацией о камере
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var inputs = new CharacterInputs();
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// Получаем данные движения из Input System
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var moveInput = _inputService.MoveInput;
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inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
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inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
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inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
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inputs.SprintPressed = _inputService.SprintPressed; // Спринт (Shift)
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inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
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inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
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// Передаем информацию о камере для адаптивного поведения
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inputs.CameraRotation = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetCameraRotation();
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inputs.CameraPlanarDirection = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetPlanarDirection();
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// Передаем ввод в контроллер персонажа
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customCharacterController.SetInputs(ref inputs);
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}
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// Обновление логики каждый кадр
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private void Update()
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{
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// Обработка ввода для движения в Update (физика)
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HandleCharacterInput();
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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: b2d4b8256c1f4b3facf6b8d0a7d5256b
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timeCreated: 1763217123
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@@ -1,8 +1,15 @@
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using System;
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using Code.Gameplay.Character.Core;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace Code.Gameplay.Player
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{
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public interface IPlayerFactory
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{
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PlayerHealth CreatePlayerHealth(int count = -1);
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PlayerMoney CreatePlayerMoney(int count = 0);
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UniTask<CharacterProvider> CreatePlayer();
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void ReleasePlayer(CharacterProvider characterProvider);
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}
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}
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@@ -1,13 +1,20 @@
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using UnityEngine;
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using Code.Configs;
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using Code.Gameplay.Character.Core;
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using Cysharp.Threading.Tasks;
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using Reflex.Attributes;
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using Reflex.Core;
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using Reflex.Extensions;
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using Reflex.Injectors;
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using UnityEngine.AddressableAssets;
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using UnityEngine.SceneManagement;
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namespace Code.Gameplay.Player
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{
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public class PlayerFactory : IPlayerFactory
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{
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[Inject] PlayerConfig _playerConfig;
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public PlayerHealth CreatePlayerHealth(int count = -1)
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{
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if (count < 0) count = _playerConfig.maxHealth;
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@@ -15,5 +22,18 @@ namespace Code.Gameplay.Player
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return new(count);
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}
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public PlayerMoney CreatePlayerMoney(int count = 0) => new(count);
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public async UniTask<CharacterProvider> CreatePlayer()
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{
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CharacterProvider characterProvider = (await Addressables.InstantiateAsync(_playerConfig.characterPrefab).ToUniTask()).GetComponent<CharacterProvider>();
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AttributeInjector.Inject(characterProvider, Container.ProjectContainer);
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AttributeInjector.Inject(characterProvider.CustomCharacterController, Container.ProjectContainer);
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return characterProvider;
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}
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public void ReleasePlayer(CharacterProvider characterProvider)
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{
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Addressables.ReleaseInstance(characterProvider.gameObject);
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}
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}
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}
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@@ -7,10 +7,12 @@ namespace Code.Scenes.SceneEnvironments
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public class GameplaySceneEnvironment : CurrentSceneEnvironment
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{
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[FormerlySerializedAs("sfxTarget")] public Transform debugSfxTarget;
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public Transform playerSpawnPoint;
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public void TransitVariables(GameplaySceneEnvironment env)
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{
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debugSfxTarget = env.debugSfxTarget;
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playerSpawnPoint = env.playerSpawnPoint;
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}
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}
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}
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