This commit is contained in:
xrust1k committed 2025-12-04 19:11:42 +03:00
commit fea9d3586f
145 files changed
+435693 -19369

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@@ -15,7 +15,7 @@ MonoBehaviour:
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45 m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
m_currentHash: m_currentHash:
serializedVersion: 2 serializedVersion: 2
Hash: 6940a0d24ee0b7d842fd97d11e078c94 Hash: 1ec1ee985689145b755c859b69691cb0
m_OptimizeCatalogSize: 0 m_OptimizeCatalogSize: 0
m_BuildRemoteCatalog: 0 m_BuildRemoteCatalog: 0
m_CatalogRequestsTimeout: 0 m_CatalogRequestsTimeout: 0
@@ -32,11 +32,6 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 19bfe93240786974ea9d7cd70a7bb635
m_Address: Prefabs/Rooms/Level5
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 1cc66c0b13a946e1c9ec37026268e144 - m_GUID: 1cc66c0b13a946e1c9ec37026268e144
m_Address: Audio/Enemies/pl_metal2 m_Address: Audio/Enemies/pl_metal2
m_ReadOnly: 0 m_ReadOnly: 0
@@ -62,6 +57,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 26d4e4c556527924490b8018cd510eda
m_Address: Assets/Resources_moved/Audio/Enemies/bc_bite2.wav
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 28a6c7a4124141341ab7c2b7dfd3e95b - m_GUID: 28a6c7a4124141341ab7c2b7dfd3e95b
m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 2.prefab m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 2.prefab
m_ReadOnly: 0 m_ReadOnly: 0
@@ -102,8 +102,8 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 4283d6553fc7f3f4583b9bb0be9d7979 - m_GUID: 3f8f2171cc252d953b82083cc16bd1ae
m_Address: Prefabs/Rooms/Box1 m_Address: Assets/Resources_moved/Prefabs/Levels/Level6_1.prefab
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
@@ -183,11 +183,6 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: a1d9e5a04ac11a1468c744b27d442a00
m_Address: Prefabs/Rooms/Stars1
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: a306df57f348ce7cf900d0b9431739ee - m_GUID: a306df57f348ce7cf900d0b9431739ee
m_Address: launch_selectmenu m_Address: launch_selectmenu
m_ReadOnly: 0 m_ReadOnly: 0
@@ -198,8 +193,8 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: ab5926b5200bedc49aec36c0afe6b028 - m_GUID: ae6ab2c88ae248ce1b6efca892f17659
m_Address: Prefabs/Rooms/Level3_Big m_Address: Assets/Resources_moved/Audio/Music/TestDeath.ogg
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
@@ -213,8 +208,8 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: b3471d165fe389f479380f61034bea57 - m_GUID: b37ea8c61cc322afdad529d678612d22
m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 1.prefab m_Address: Assets/Resources_moved/Audio/Enemies/zo_attack2.wav
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
@@ -243,21 +238,6 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: d4eaf1439c2788c458127b9ba67e4fbf
m_Address: Prefabs/Levels/Level1
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: d5b22c0e6700543419ae667d77aadaa2
m_Address: Prefabs/Rooms/Level2_Down
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: dc328d8aadb0e8545978741d451e0544
m_Address: Prefabs/Rooms/Level4_Parkur
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: e3a3840a7963bf841872cddb02e90151 - m_GUID: e3a3840a7963bf841872cddb02e90151
m_Address: Prefabs/Levels/MainMenu 1 m_Address: Prefabs/Levels/MainMenu 1
m_ReadOnly: 0 m_ReadOnly: 0
@@ -1,6 +1,9 @@
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Input; using Code.Input;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Code.StateMachine; using Code.StateMachine;
using Code.UI; using Code.UI;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
@@ -30,7 +33,11 @@ namespace Code.App.AppStates
Context.InputService.EnableMap(ActionMappings.UI); Context.InputService.EnableMap(ActionMappings.UI);
Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit); Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
GameOver(); Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Death);
Context.AudioService.ApplyStun(5000,0.5f);
GameOver().Forget();
base.EnterState(); base.EnterState();
} }
@@ -45,7 +52,7 @@ namespace Code.App.AppStates
await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver); await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel; _gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
_gameOverPanel.Show();
} }
private void ToMainMenu() private void ToMainMenu()
@@ -71,6 +78,8 @@ namespace Code.App.AppStates
Context.InputService.DisableMap(ActionMappings.UI); Context.InputService.DisableMap(ActionMappings.UI);
Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit); Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
Context.AudioService.GladlyAskToStopMusic(MusicType.Death, callback: Context.AudioFactory.ReleaseDeathMusic);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
base.ExitState(); base.ExitState();
} }
} }
@@ -13,10 +13,12 @@ using Code.StateMachine;
using Code.UI; using Code.UI;
using Code.UI.Panels; using Code.UI.Panels;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using DG.Tweening;
using Reflex.Core; using Reflex.Core;
using Reflex.Extensions; using Reflex.Extensions;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
namespace Code.App.AppStates namespace Code.App.AppStates
@@ -42,27 +44,18 @@ namespace Code.App.AppStates
.RegisterLoading(LoadingWork.LoadUI) .RegisterLoading(LoadingWork.LoadUI)
.RegisterLoading(LoadingWork.LoadModelResource) .RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadAudio); .RegisterLoading(LoadingWork.LoadAudio);
//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
//_playerHealth.OnDamage += PlayerDamageTaken;
//_playerHealth.OnDeath += EndGame;
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None); Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
Context.InputService.EnableMap(ActionMappings.Gameplay); Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
// Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen); Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded; Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed WaitForLoad().Forget();
WaitForLoad();
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
} }
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer(); private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
@@ -71,6 +64,7 @@ namespace Code.App.AppStates
await UniTask.WhenAll( await UniTask.WhenAll(
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay), Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
Context.AudioFactory.WarmGameplayMusic(), Context.AudioFactory.WarmGameplayMusic(),
Context.AudioFactory.WarmDeathMusic(),
Context.AudioFactory.WarmSFX(), Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDispatcher(), Context.AudioFactory.WarmDispatcher(),
Context.AudioFactory.WarmEnemies(), Context.AudioFactory.WarmEnemies(),
@@ -118,6 +112,8 @@ namespace Code.App.AppStates
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer); GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
_volume = sceneEnvironment.volume;
PlayerInitialize(sceneEnvironment); PlayerInitialize(sceneEnvironment);
CameraInitialize(); CameraInitialize();
@@ -160,22 +156,30 @@ namespace Code.App.AppStates
{ {
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4)); Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
Context.AudioService.PlayCourier((CourierSounds)Random.Range((int)CourierSounds.Damage1,(int)CourierSounds.Damage2)); Context.AudioService.PlayCourier((CourierSounds)Random.Range((int)CourierSounds.Damage1,(int)CourierSounds.Damage2));
DamageEffectProcess().Forget();
}
// TODO В конфиг
private async UniTaskVoid DamageEffectProcess()
{
_damagePanel.Show();
Context.AudioService.ApplyStun(200, 0.5f);
DOTween.To(() => _volume.weight, x => _volume.weight = x, 1f, 0.5f);
await UniTask.WaitForSeconds(3f);
DOTween.To(() => _volume.weight, x => _volume.weight = x, 0f, 1f);
Context.AudioService.ApplyStun(5000, 1f);
_damagePanel.Hide();
} }
// DEBUG // DEBUG
private void InstaKillDEBUG(InputAction.CallbackContext context) private void InstaKillDEBUG(InputAction.CallbackContext context)
{ {
_playerHealth.InstaKill(); _playerHealth.InstaKill();
} }
private void RoomPassedDEBUG(InputAction.CallbackContext context) private void TakeGamageDEBUG(InputAction.CallbackContext context)
{ {
_orderService.RoomPassed(); _playerHealth.GetDamage(1);
} }
private OrderDispenser _debugTube;
private void Tube(InputAction.CallbackContext context)
{
_debugTube.ThrowOrder();
}
// DEBUG // DEBUG
private bool _tickEnabled; private bool _tickEnabled;
public override void Tick() public override void Tick()
@@ -208,8 +212,8 @@ namespace Code.App.AppStates
Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher; Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
Context.InputService.DisableMap(ActionMappings.Gameplay); Context.InputService.DisableMap(ActionMappings.Gameplay);
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic); Context.AudioService.GladlyAskToStopMusic(MusicType.Action, time: 0f, callback: Context.AudioFactory.ReleaseActionMusic);
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic); Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, time: 0f, callback: Context.AudioFactory.ReleasePeacefulMusic);
Context.AudioFactory.ReleaseCourier(); Context.AudioFactory.ReleaseCourier();
Context.AudioFactory.ReleaseDispatcher(); Context.AudioFactory.ReleaseDispatcher();
Context.AudioFactory.ReleaseEnemies(); Context.AudioFactory.ReleaseEnemies();
@@ -217,8 +221,7 @@ namespace Code.App.AppStates
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG); Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG); Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
base.ExitState(); base.ExitState();
} }
@@ -235,13 +238,15 @@ namespace Code.App.AppStates
private GameplayPanel _gameplayPanel; private GameplayPanel _gameplayPanel;
private ArmsMeshProvider _armsMesh; private ArmsMeshProvider _armsMesh;
private DamagePanel _damagePanel;
private void UIInitialize() private void UIInitialize()
{ {
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel; _gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService); _gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher; Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher; Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
_damagePanel = _gameplayPanel.DamagePanel;
} }
private void MusicInitialize() private void MusicInitialize()
{ {
@@ -263,10 +268,11 @@ namespace Code.App.AppStates
_orderService.OnOrderDelivered += OrderDelivered; _orderService.OnOrderDelivered += OrderDelivered;
_orderService.OnOrderFailure += OrderFailure; _orderService.OnOrderFailure += OrderFailure;
} }
private Volume _volume;
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer) private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
{ {
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>(); var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
return sceneEnvironment; return sceneEnvironment;
} }
@@ -119,9 +119,7 @@ namespace Code.App
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container); AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
cameraStateMachine.Initialize(); cameraStateMachine.Initialize();
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed BootstrapFinish(container).Forget();
BootstrapFinish(container);
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
} }
private async UniTaskVoid BootstrapFinish(Container container) private async UniTaskVoid BootstrapFinish(Container container)
{ {
@@ -11,8 +11,8 @@ namespace Code.Audio
} }
public enum EnemiesSounds public enum EnemiesSounds
{ {
Bastard, GrandpaAttack,
Bravo, RoachAttack,
RoachStep, RoachStep,
GrandpaStep GrandpaStep
} }
@@ -19,6 +19,7 @@ namespace Code.Audio
private AssetReference[] _audioTestClipsReferences; private AssetReference[] _audioTestClipsReferences;
private AssetReference[] _peacefulSoundtrack; private AssetReference[] _peacefulSoundtrack;
private AssetReference[] _actionSoundtrack; private AssetReference[] _actionSoundtrack;
private AssetReference[] _deathSoundtrack;
private AssetReference[] _menuSoundtrack; private AssetReference[] _menuSoundtrack;
private AssetReference[] _SFX; private AssetReference[] _SFX;
private AssetReference[] _enemies; private AssetReference[] _enemies;
@@ -27,6 +28,7 @@ namespace Code.Audio
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle; private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle; private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _deathMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle; private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle; private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle; private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
@@ -55,6 +57,7 @@ namespace Code.Audio
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack; _peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
_actionSoundtrack = soundtrackListConfig.actionSoundtrack; _actionSoundtrack = soundtrackListConfig.actionSoundtrack;
_deathSoundtrack = soundtrackListConfig.deathSoundtrack;
_menuSoundtrack = soundtrackListConfig.menuSoundtrack; _menuSoundtrack = soundtrackListConfig.menuSoundtrack;
_SFX = sfxListConfig.SFX; _SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies; _enemies = enemiesSoundListConfig.enemies;
@@ -63,8 +66,9 @@ namespace Code.Audio
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips; _audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
MusicDictionary.Add(MusicType.Menu, new ()); MusicDictionary.Add(MusicType.Menu, new ());
MusicDictionary.Add(MusicType.Peaceful, new ()); MusicDictionary.Add(MusicType.Death, new ());
MusicDictionary.Add(MusicType.Action, new ()); MusicDictionary.Add(MusicType.Action, new ());
MusicDictionary.Add(MusicType.Peaceful, new ());
} }
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) => public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
@@ -116,6 +120,16 @@ namespace Code.Audio
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset(); // foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_menuMusicHandle.Release(); _menuMusicHandle.Release();
} }
public async UniTask WarmDeathMusic()
{
_deathMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_deathSoundtrack, OnDeathTrackLoaded, Addressables.MergeMode.Union);
await _deathMusicHandle.ToUniTask();
}
public void ReleaseDeathMusic()
{
MusicDictionary[MusicType.Death].Clear();
_deathMusicHandle.Release();
}
public async UniTask WarmSFX( ) public async UniTask WarmSFX( )
{ {
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union); _SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
@@ -172,6 +186,10 @@ namespace Code.Audio
{ {
MusicDictionary[MusicType.Menu].Add(audioClip); MusicDictionary[MusicType.Menu].Add(audioClip);
} }
private void OnDeathTrackLoaded(AudioClip audioClip)
{
MusicDictionary[MusicType.Death].Add(audioClip);
}
// private int _audioTestClipCounter; // private int _audioTestClipCounter;
private void OnAudioTestClipLoaded(AudioClip audioClip) private void OnAudioTestClipLoaded(AudioClip audioClip)
@@ -24,8 +24,7 @@ namespace Code.Audio
private Dictionary<AudioType, AudioMixerGroup> _audioMixerGroups = new(); private Dictionary<AudioType, AudioMixerGroup> _audioMixerGroups = new();
private readonly AudioSourcePool _audioSourcePool; private readonly AudioSourcePool _audioSourcePool;
// private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
// Юнити не может - говнокод поможет. // Юнити не может - говнокод поможет.
private Dictionary<AudioSnapshotState, Dictionary<AudioType, float>> _snapshotsVolumes = new(); private Dictionary<AudioSnapshotState, Dictionary<AudioType, float>> _snapshotsVolumes = new();
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings; private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
@@ -58,6 +57,7 @@ namespace Code.Audio
float volume = Mathf.Log10(value) * 20; float volume = Mathf.Log10(value) * 20;
switch (type) switch (type)
{ {
case AudioType.DeathMusic:
case AudioType.Master: case AudioType.Master:
_snapshotsVolumes[AudioSnapshotState.Menu][type] = value; _snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
_snapshotsVolumes[AudioSnapshotState.Action][type] = value; _snapshotsVolumes[AudioSnapshotState.Action][type] = value;
@@ -92,14 +92,17 @@ namespace Code.Audio
_mixer = _audioFactory.AudioMixer; _mixer = _audioFactory.AudioMixer;
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]); _musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Death, _mixer.FindMatchingGroups(AudioGroups.DeathMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]); _musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]); _musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
_cancellationTokenSources.Add(MusicType.Menu, new()); _cancellationTokenSources.Add(MusicType.Menu, new());
_cancellationTokenSources.Add(MusicType.Death, new());
_cancellationTokenSources.Add(MusicType.Action, new()); _cancellationTokenSources.Add(MusicType.Action, new());
_cancellationTokenSources.Add(MusicType.Peaceful, new()); _cancellationTokenSources.Add(MusicType.Peaceful, new());
_musicAudioSources.Add(MusicType.Menu, null); _musicAudioSources.Add(MusicType.Menu, null);
_musicAudioSources.Add(MusicType.Death, null);
_musicAudioSources.Add(MusicType.Action, null); _musicAudioSources.Add(MusicType.Action, null);
_musicAudioSources.Add(MusicType.Peaceful, null); _musicAudioSources.Add(MusicType.Peaceful, null);
@@ -109,6 +112,7 @@ namespace Code.Audio
_audioMixerGroups.Add(AudioType.Courier, _mixer.FindMatchingGroups(AudioGroups.CourierGroup)[0]); _audioMixerGroups.Add(AudioType.Courier, _mixer.FindMatchingGroups(AudioGroups.CourierGroup)[0]);
_audioMixerGroups.Add(AudioType.Enemies, _mixer.FindMatchingGroups(AudioGroups.EnemiesGroup)[0]); _audioMixerGroups.Add(AudioType.Enemies, _mixer.FindMatchingGroups(AudioGroups.EnemiesGroup)[0]);
_audioMixerGroups.Add(AudioType.MenuMusic, _musicAudioGroups[MusicType.Menu]); _audioMixerGroups.Add(AudioType.MenuMusic, _musicAudioGroups[MusicType.Menu]);
_audioMixerGroups.Add(AudioType.DeathMusic, _musicAudioGroups[MusicType.Death]);
_audioMixerGroups.Add(AudioType.ActionMusic, _musicAudioGroups[MusicType.Action]); _audioMixerGroups.Add(AudioType.ActionMusic, _musicAudioGroups[MusicType.Action]);
_audioMixerGroups.Add(AudioType.PeacefulMusic, _musicAudioGroups[MusicType.Peaceful]); _audioMixerGroups.Add(AudioType.PeacefulMusic, _musicAudioGroups[MusicType.Peaceful]);
@@ -157,7 +161,7 @@ namespace Code.Audio
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType, public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null) AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
{ {
// TransitToSnapshot(audioSnapshotState, time); //TransitToSnapshot(audioSnapshotState, time);
await UniTask.WaitForSeconds(time); await UniTask.WaitForSeconds(time);
@@ -170,6 +174,8 @@ namespace Code.Audio
{ {
_peacefulMusicSource.Stop(); _peacefulMusicSource.Stop();
_actionMusicSource.Stop(); _actionMusicSource.Stop();
_cancellationTokenSources[MusicType.Peaceful].Cancel();
_cancellationTokenSources[MusicType.Action].Cancel();
} }
public void GladlyAskToStopMusic(Action callback = null) public void GladlyAskToStopMusic(Action callback = null)
@@ -193,6 +199,10 @@ namespace Code.Audio
_audioSourcePool _audioSourcePool
.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _audioMixerGroups[AudioType.SFX]).Forget(); .PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _audioMixerGroups[AudioType.SFX]).Forget();
} }
public void ApplyStun(float value, float time)
{
_mixer.DOSetFloat("Stun", value, time);
}
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position) public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
{ {
@@ -31,5 +31,7 @@ namespace Code.Audio
void ReleaseDispatcher(); void ReleaseDispatcher();
UniTask WarmCourier(); UniTask WarmCourier();
void ReleaseCourier(); void ReleaseCourier();
UniTask WarmDeathMusic( );
void ReleaseDeathMusic();
} }
} }
@@ -26,5 +26,6 @@ namespace Code.Audio
AudioSource GetSourceOfGroup(AudioType group); AudioSource GetSourceOfGroup(AudioType group);
void ReleaseSourceOfGroup(AudioSource source); void ReleaseSourceOfGroup(AudioSource source);
void PlayCourier(CourierSounds range); void PlayCourier(CourierSounds range);
void ApplyStun(float value, float time);
} }
} }
@@ -4,7 +4,8 @@ namespace Code.Audio
{ {
Menu, Menu,
Peaceful, Peaceful,
Action Action,
Death
} }
public enum AudioType public enum AudioType
{ {
@@ -15,6 +16,7 @@ namespace Code.Audio
Courier, Courier,
Enemies, Enemies,
ActionMusic, ActionMusic,
PeacefulMusic PeacefulMusic,
DeathMusic
} }
} }
@@ -5,31 +5,42 @@ namespace Code.Configs
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")] [CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
public class CharacterConfig : ScriptableObject public class CharacterConfig : ScriptableObject
{ {
// Основное движение по земле
public float public float
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности maxStableMoveSpeed = 12f,
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче) stableMovementSharpness = 15f,
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче) orientationSharpness = 10f,
jumpSpeed = 10f; // Скорость прыжка jumpSpeed = 10f;
// Спринт public float
public float dashSpeed = 20f,
sprintMoveSpeed = 12f, // Максимальная скорость спринта dashDuration = 0.35f,
sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт dashCooldown = 1.2f;
public AnimationCurve slideVelocityCurve = new(
new Keyframe(0.0f, 1.0f),
new Keyframe(0.3f, 1.4f),
new Keyframe(1.0f, 0.2f)
);
public float
slideMinVelocityThreshold = 3f,
slideCooldown = 1.5f;
// Слайд
public float
slideSpeed = 20f, // Скорость слайда
slideDuration = 0.8f, // Длительность слайда в секундах
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
// Наклон при залазании на стены
public float public float
leanAngle = 25f, leanAngle = 25f,
leanThreshold = 0.3f, leanThreshold = 0.3f,
leanSmoothSpeed = 10f; leanSmoothSpeed = 10f;
// Гравитация public Vector3 gravity = new(0f, -30f, 0f);
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации public float
maxAirSpeed = 10f,
airControlSharpness = 8f;
public float
wallRunMaxTime = 1.75f,
wallRunSpeed = 15f,
wallRunAcceleration = 25f,
wallRunGravityScale = 0.25f,
wallDetachImpulse = 7f,
wallContactAngleThreshold = 45f;
} }
} }
@@ -8,6 +8,7 @@ namespace Code.Configs
{ {
public AssetReference[] peacefulSoundtrack; public AssetReference[] peacefulSoundtrack;
public AssetReference[] actionSoundtrack; public AssetReference[] actionSoundtrack;
public AssetReference[] deathSoundtrack;
public AssetReference[] menuSoundtrack; public AssetReference[] menuSoundtrack;
} }
} }
@@ -27,5 +27,6 @@ namespace Code.Constants
public const string NoneSnapshot = "None"; public const string NoneSnapshot = "None";
public const string MenuSnapshot = "Menu"; public const string MenuSnapshot = "Menu";
public const string MenuMusicGroup = "Menu"; public const string MenuMusicGroup = "Menu";
public const string DeathMusicGroup = "Death";
} }
} }
@@ -0,0 +1,82 @@
using UnityEngine;
using Code.Gameplay.Camera;
using KinematicCharacterController;
namespace Code.Gameplay.Character.Controller.Abilities
{
public class DashMechanic
{
private readonly float _dashSpeed;
private readonly float _dashDuration;
private readonly float _dashCooldown;
private float _dashTimer;
private float _dashCooldownTimer;
private Vector3 _dashDirection;
private bool _dashRequested;
public bool IsDashing { get; private set; }
public DashMechanic(float dashSpeed, float dashDuration, float dashCooldown)
{
_dashSpeed = dashSpeed;
_dashDuration = dashDuration;
_dashCooldown = dashCooldown;
}
public void TickCooldown(float deltaTime)
{
if (_dashCooldownTimer > 0f) _dashCooldownTimer -= deltaTime;
}
public void RequestDash(bool dashPressed)
{
if (dashPressed && !_dashRequested && _dashCooldownTimer <= 0f)
_dashRequested = true;
}
public void TryStartDash(KinematicCharacterMotor motor,
CameraMode currentCameraMode,
Quaternion firstPersonCameraRotation,
Vector3 lookInputVector)
{
if (!_dashRequested || !motor.GroundingStatus.IsStableOnGround || _dashCooldownTimer > 0f)
{
_dashRequested = false;
return;
}
IsDashing = true;
_dashTimer = _dashDuration;
var dir = currentCameraMode == CameraMode.FirstPerson
? firstPersonCameraRotation * Vector3.forward
: lookInputVector;
_dashDirection = Vector3.ProjectOnPlane(dir, motor.CharacterUp).normalized;
if (_dashDirection.sqrMagnitude < 0.01f) _dashDirection = motor.CharacterForward;
_dashCooldownTimer = _dashCooldown;
_dashRequested = false;
}
public void HandleDash(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
{
_dashTimer -= deltaTime;
if (_dashTimer <= 0f || !motor.GroundingStatus.IsStableOnGround)
{
EndDash();
return;
}
currentVelocity = _dashDirection * _dashSpeed;
currentVelocity += motor.CharacterUp * 1.5f;
}
public void EndDash()
{
IsDashing = false;
_dashTimer = 0f;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6d62efb53e0c4d49be9fc658484e2575
timeCreated: 1764856437
@@ -1,122 +1,91 @@
using UnityEngine;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using KinematicCharacterController; using KinematicCharacterController;
using UnityEngine;
namespace Code.Gameplay.Character.Controller.Abilities namespace Code.Gameplay.Character.Controller.Abilities
{ {
/*
* Механика слайда для персонажа
* Отвечает за управление состоянием, таймерами и скоростью слайда
*/
public class SlideMechanic public class SlideMechanic
{ {
// Скорость слайда private readonly AnimationCurve _velocityCurve;
private readonly float _slideSpeed; private readonly float _minVelocityThreshold;
// Длительность слайда в секундах private readonly float _cooldown;
private readonly float _slideDuration;
// Время перезарядки слайда
private readonly float _slideCooldown;
// Таймер слайда private float _slideTime;
private float _slideTimer; private float _cooldownTimer;
// Таймер перезарядки слайда
private float _slideCooldownTimer;
// Направление слайда
private Vector3 _slideDirection; private Vector3 _slideDirection;
// Флаг запроса слайда
private bool _slideRequested; private bool _slideRequested;
private float _initialSpeed;
// Свойство-флаг, активен ли слайд
public bool IsSliding { get; private set; } public bool IsSliding { get; private set; }
// Конструктор механики слайда public SlideMechanic(AnimationCurve velocityCurve, float minVelocityThreshold, float cooldown)
public SlideMechanic(float slideSpeed, float slideDuration, float slideCooldown)
{ {
_slideSpeed = slideSpeed; _velocityCurve = velocityCurve;
_slideDuration = slideDuration; _minVelocityThreshold = minVelocityThreshold;
_slideCooldown = slideCooldown; _cooldown = cooldown;
} }
// Обновляем таймер перезарядки слайда
public void TickCooldown(float deltaTime) public void TickCooldown(float deltaTime)
{ {
if (_slideCooldownTimer > 0f) if (_cooldownTimer > 0f) _cooldownTimer -= deltaTime;
{
_slideCooldownTimer -= deltaTime;
}
} }
// Обработка слайда
public void RequestSlide(bool slidePressed) public void RequestSlide(bool slidePressed)
{ {
if (slidePressed && !_slideRequested && _slideCooldownTimer <= 0f) if (slidePressed && !_slideRequested && _cooldownTimer <= 0f)
{
_slideRequested = true; _slideRequested = true;
}
} }
// Начало слайда
public void TryStartSlide(KinematicCharacterMotor motor, public void TryStartSlide(KinematicCharacterMotor motor,
CameraMode currentCameraMode, CameraMode currentCameraMode,
Quaternion firstPersonCameraRotation, Quaternion firstPersonCameraRotation,
Vector3 lookInputVector) Vector3 lookInputVector)
{ {
// Проверяем условия для старта слайда if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _cooldownTimer > 0f)
if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _slideCooldownTimer > 0f)
{ {
_slideRequested = false; _slideRequested = false;
return; return;
} }
IsSliding = true; IsSliding = true;
_slideTimer = _slideDuration; _slideTime = 0f;
// НАПРАВЛЕНИЕ СЛАЙДА - ВСЕГДА ВПЕРЕД ПО КАМЕРЕ
// Используем направление камеры, но проецируем на горизонтальную плоскость
var slideDir = currentCameraMode == CameraMode.FirstPerson ?
firstPersonCameraRotation * Vector3.forward :
lookInputVector;
// Проецируем на горизонтальную плоскость и нормализуем
_slideDirection = Vector3.ProjectOnPlane(slideDir, motor.CharacterUp).normalized;
// Если направление нулевое (персонаж стоит на месте), используем направление вперед
if (_slideDirection.sqrMagnitude < 0.01f)
{
_slideDirection = motor.CharacterForward;
}
// Устанавливаем перезарядку var dir = currentCameraMode == CameraMode.FirstPerson
_slideCooldownTimer = _slideCooldown; ? firstPersonCameraRotation * Vector3.forward
: lookInputVector;
_slideDirection = Vector3.ProjectOnPlane(dir, motor.CharacterUp).normalized;
if (_slideDirection.sqrMagnitude < 0.01f) _slideDirection = motor.CharacterForward;
_initialSpeed = motor.Velocity.magnitude;
if (_initialSpeed < 12f) _initialSpeed = 12f; // fallback
_cooldownTimer = _cooldown;
_slideRequested = false; _slideRequested = false;
} }
// Обработка слайда
public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor) public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
{ {
// Уменьшаем таймер слайда if (!IsSliding) return;
_slideTimer -= deltaTime;
_slideTime += deltaTime;
// Если время слайда вышло, персонаж в воздухе - заканчиваем слайд var t = Mathf.Clamp01(_slideTime / 2.5f);
if (_slideTimer <= 0f || !motor.GroundingStatus.IsStableOnGround) var speedMult = _velocityCurve.Evaluate(t);
{
var targetSpeed = _initialSpeed * speedMult;
currentVelocity = _slideDirection * targetSpeed;
currentVelocity += motor.CharacterUp * 1f;
if (targetSpeed < _minVelocityThreshold || !motor.GroundingStatus.IsStableOnGround)
EndSlide(); EndSlide();
return;
}
// Устанавливаем скорость слайда вперед
// Используем прямую установку скорости вместо сложных вычислений
currentVelocity = _slideDirection * _slideSpeed;
// Добавляем небольшую вертикальную компоненту для лучшего скольжения по неровностям
currentVelocity += motor.CharacterUp * 2f;
} }
// Завершение слайда
public void EndSlide() public void EndSlide()
{ {
IsSliding = false; IsSliding = false;
_slideTimer = 0f; _slideTime = 0f;
} }
} }
} }
@@ -7,14 +7,13 @@ namespace Code.Gameplay.Character.Controller.Abilities
{ {
public class WallRunningMechanic public class WallRunningMechanic
{ {
public float MaxWallRunTime = 1.75f; private readonly float _maxWallRunTime;
public float WallRunSpeed = 8.0f; private readonly float _wallRunSpeed;
public float WallRunAcceleration = 25.0f; private readonly float _wallRunAcceleration;
public float WallRunGravityScale = 0.25f; private readonly float _wallRunGravityScale;
public float WallDetachImpulse = 7.0f; private readonly float _wallDetachImpulse;
public float WallContactAngleThreshold = 45.0f; private readonly float _wallContactAngleThreshold;
private bool _isWallRunning;
private float _wallRunTimer; private float _wallRunTimer;
private Vector3 _wallNormal; private Vector3 _wallNormal;
private Vector3 _wallTangentRight; private Vector3 _wallTangentRight;
@@ -24,53 +23,58 @@ namespace Code.Gameplay.Character.Controller.Abilities
private float _surfaceAngleCos; private float _surfaceAngleCos;
private bool _canWallRun; private bool _canWallRun;
public float WallContactHeight { get; private set; }
public Vector3 WallRunStartForward { get; private set; }
private KinematicCharacterMotor _motor; private KinematicCharacterMotor _motor;
private CharacterInputHandler _inputHandler; private CharacterInputHandler _inputHandler;
public bool IsWallRunning => _isWallRunning; public bool IsWallRunning { get; private set; }
public WallRunningMechanic(
float maxWallRunTime,
float wallRunSpeed,
float wallRunAcceleration,
float wallRunGravityScale,
float wallDetachImpulse,
float wallContactAngleThreshold)
{
_maxWallRunTime = maxWallRunTime;
_wallRunSpeed = wallRunSpeed;
_wallRunAcceleration = wallRunAcceleration;
_wallRunGravityScale = wallRunGravityScale;
_wallDetachImpulse = wallDetachImpulse;
_wallContactAngleThreshold = wallContactAngleThreshold;
}
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler) public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
{ {
_motor = motor; _motor = motor;
_inputHandler = inputHandler; _inputHandler = inputHandler;
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold); _surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
}
public void Reset()
{
_isWallRunning = false;
_wallRunTimer = 0f;
_wallNormal = Vector3.zero;
} }
public void Tick(float deltaTime) public void Tick(float deltaTime)
{ {
if (_isWallRunning) if (!IsWallRunning) return;
_wallRunTimer += deltaTime;
if (_wallRunTimer > _maxWallRunTime)
{ {
_wallRunTimer += deltaTime; DetachFromWall(false);
if (_wallRunTimer > MaxWallRunTime)
{
DetachFromWall(false);
}
} }
} }
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint) public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
{ {
if (_isWallRunning) return false; if (IsWallRunning) return false;
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp); var dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos; var isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
if (!isWall) return false; if (!isWall) return false;
if (_motor.GroundingStatus.IsStableOnGround) return false; if (_motor.GroundingStatus.IsStableOnGround) return false;
float velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal); var velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
if (velocityIntoWall < 1f) return false; if (velocityIntoWall < 1f) return false;
StartWallRun(hitNormal, hitPoint); StartWallRun(hitNormal, hitPoint);
@@ -79,13 +83,11 @@ namespace Code.Gameplay.Character.Controller.Abilities
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint) private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
{ {
_isWallRunning = true; IsWallRunning = true;
_wallRunTimer = 0f; _wallRunTimer = 0f;
_wallNormal = wallNormal.normalized; _wallNormal = wallNormal.normalized;
_wallContactPoint = contactPoint; _wallContactPoint = contactPoint;
WallContactHeight = contactPoint.y;
//_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up; if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized; _wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
@@ -93,43 +95,42 @@ namespace Code.Gameplay.Character.Controller.Abilities
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized; _wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0) if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
_wallTangentUp = -_wallTangentUp; _wallTangentUp = -_wallTangentUp;
WallRunStartForward = _motor.CharacterForward;
_motor.ForceUnground(); _motor.ForceUnground();
} }
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime) public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
{ {
if (!_isWallRunning) return; if (!IsWallRunning) return;
if (!IsWallStillPresent()) { DetachFromWall(false); return; } if (!IsWallStillPresent()) { DetachFromWall(false); return; }
Vector3 moveInputWorld = _inputHandler.MoveInputVector; var moveInputWorld = _inputHandler.MoveInputVector;
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal); var moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight); var wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
float ad = inputs.MoveAxisRight; var ad = inputs.MoveAxisRight;
float sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight); var sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
if (sideDot < 0) if (sideDot < 0)
ad = -ad; ad = -ad;
Vector3 adMove = _wallTangentUp * (-ad); var adMove = _wallTangentUp * (-ad);
Vector3 finalMove = wsMove + adMove; var finalMove = wsMove + adMove;
finalMove = finalMove.normalized * moveInputWorld.magnitude; finalMove = finalMove.normalized * moveInputWorld.magnitude;
Vector3 targetVelocity = finalMove * WallRunSpeed; var targetVelocity = finalMove * _wallRunSpeed;
currentVelocity = Vector3.Lerp( currentVelocity = Vector3.Lerp(
currentVelocity, currentVelocity,
targetVelocity, targetVelocity,
1f - Mathf.Exp(-WallRunAcceleration * deltaTime) 1f - Mathf.Exp(-_wallRunAcceleration * deltaTime)
); );
currentVelocity += Physics.gravity * (WallRunGravityScale * deltaTime); currentVelocity += Physics.gravity * (_wallRunGravityScale * deltaTime);
float distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal); var distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
if (Mathf.Abs(distanceToWall) > 0.8f) if (Mathf.Abs(distanceToWall) > 0.8f)
{ {
DetachFromWall(false); DetachFromWall(false);
@@ -144,16 +145,15 @@ namespace Code.Gameplay.Character.Controller.Abilities
private bool IsWallStillPresent() private bool IsWallStillPresent()
{ {
if (_motor == null) return false; if (!_motor) return false;
Vector3 characterCenter = _motor.TransientPosition; var characterCenter = _motor.TransientPosition;
Vector3 characterForward = _motor.CharacterForward; var characterRight = _motor.CharacterRight;
Vector3 characterRight = _motor.CharacterRight; var characterUp = _motor.CharacterUp;
Vector3 characterUp = _motor.CharacterUp;
float checkDistance = 0.45f; const float checkDistance = 0.45f;
Vector3 rayOrigin = characterCenter + characterUp * 0.2f; var rayOrigin = characterCenter + characterUp * 0.2f;
Vector3 rayDir = -_wallNormal; var rayDir = -_wallNormal;
Vector3[] offsets = { Vector3[] offsets = {
Vector3.zero, Vector3.zero,
@@ -165,83 +165,60 @@ namespace Code.Gameplay.Character.Controller.Abilities
foreach (var offset in offsets) foreach (var offset in offsets)
{ {
if (Physics.Raycast(rayOrigin + offset, rayDir, out RaycastHit hit, checkDistance, if (!Physics.Raycast(rayOrigin + offset, rayDir, out var hit, checkDistance,
_motor.CollidableLayers, QueryTriggerInteraction.Ignore)) _motor.CollidableLayers, QueryTriggerInteraction.Ignore)) continue;
{
float dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp)); var dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
if (dotWithUp < _surfaceAngleCos)
{ if (!(dotWithUp < _surfaceAngleCos)) continue;
_wallNormal = hit.normal.normalized;
_wallContactPoint = hit.point; _wallNormal = hit.normal.normalized;
_wallContactPoint = hit.point;
/*_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized; return true;
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
*/
return true;
}
}
} }
return false; return false;
} }
public void DetachFromWall(bool withImpulse) private void DetachFromWall(bool withImpulse)
{ {
if (!_isWallRunning) return; if (!IsWallRunning) return;
_isWallRunning = false; IsWallRunning = false;
if (withImpulse && _motor != null) if (!withImpulse || !_motor) return;
{
Vector3 detachImpulse = -_wallNormal * WallDetachImpulse; var detachImpulse = -_wallNormal * _wallDetachImpulse;
_motor.BaseVelocity += detachImpulse; _motor.BaseVelocity += detachImpulse;
}
} }
public Vector3 GetWallNormal() => _wallNormal; public Vector3 GetWallNormal() => _wallNormal;
public bool TryGetWallTangents(out Vector3 up, out Vector3 right)
{
if (!_isWallRunning)
{
up = right = Vector3.zero;
return false;
}
up = _wallTangentUp;
right = _wallTangentRight;
return true;
}
public bool CanWallRun()
{
return !_isWallRunning && !_motor.GroundingStatus.IsStableOnGround;
}
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation) public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
{ {
if (!_isWallRunning || _motor == null) return; if (!IsWallRunning || !_motor) return;
_isWallRunning = false; IsWallRunning = false;
Vector3 wallAway = _wallNormal; var wallAway = _wallNormal;
Vector3 wallUp = _wallTangentUp; var wallUp = _wallTangentUp;
Vector3 playerForward = cameraRotation * Vector3.forward; var playerForward = cameraRotation * Vector3.forward;
Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized; var forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight; if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
Vector3 jumpDirection = var jumpDirection =
forwardInWallPlane * 0.2f + forwardInWallPlane * 0.2f +
wallAway * 0.4f + wallAway * 0.4f +
wallUp * 0.4f; wallUp * 0.4f;
jumpDirection = jumpDirection.normalized; jumpDirection = jumpDirection.normalized;
float wallJumpForce = WallDetachImpulse * 2f; var wallJumpForce = _wallDetachImpulse * 2f;
Vector3 jumpImpulse = jumpDirection * wallJumpForce; var jumpImpulse = jumpDirection * wallJumpForce;
_motor.BaseVelocity += jumpImpulse; _motor.BaseVelocity += jumpImpulse;
@@ -27,6 +27,7 @@ namespace Code.Gameplay.Character.Controller
// Подсистемы // Подсистемы
private CharacterInputHandler _inputHandler; private CharacterInputHandler _inputHandler;
private DashMechanic _dashMechanic;
private SlideMechanic _slideMechanic; private SlideMechanic _slideMechanic;
// private WallClimbMechanic _wallClimbMechanic; // private WallClimbMechanic _wallClimbMechanic;
private WallRunningMechanic _wallRunningMechanic; private WallRunningMechanic _wallRunningMechanic;
@@ -35,6 +36,7 @@ namespace Code.Gameplay.Character.Controller
private AirMovementSystem _airMovement; private AirMovementSystem _airMovement;
public bool IsSliding => _slideMechanic.IsSliding; public bool IsSliding => _slideMechanic.IsSliding;
public bool IsDashing => _dashMechanic.IsDashing;
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning; public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
private float abilityBlockTimer; private float abilityBlockTimer;
@@ -50,28 +52,25 @@ namespace Code.Gameplay.Character.Controller
{ {
_characterConfig = characterConfig; _characterConfig = characterConfig;
// Инициализация подсистем с параметрами из конфига // Инициализация подсистем с параметрами из конфига
_inputHandler = new CharacterInputHandler( _inputHandler = new CharacterInputHandler();
_characterConfig.sprintAngleThreshold _dashMechanic = new DashMechanic(
_characterConfig.dashSpeed,
_characterConfig.dashDuration,
_characterConfig.dashCooldown
); );
_slideMechanic = new SlideMechanic( _slideMechanic = new SlideMechanic(
_characterConfig.slideSpeed, _characterConfig.slideVelocityCurve,
_characterConfig.slideDuration, _characterConfig.slideMinVelocityThreshold,
_characterConfig.slideCooldown _characterConfig.slideCooldown
); );
// _wallClimbMechanic = new WallClimbMechanic( _wallRunningMechanic = new WallRunningMechanic(
// _characterConfig.wallClimbSpeedFactor, _characterConfig.wallRunMaxTime,
// _characterConfig.minWallClimbSpeed, _characterConfig.wallRunSpeed,
// _characterConfig.wallDetectionAngleThreshold _characterConfig.wallRunAcceleration,
// ); _characterConfig.wallRunGravityScale,
_wallRunningMechanic = new WallRunningMechanic(); _characterConfig.wallDetachImpulse,
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже) _characterConfig.wallContactAngleThreshold
_wallRunningMechanic.MaxWallRunTime = 1.75f; );
_wallRunningMechanic.WallRunSpeed = 15.0f;
_wallRunningMechanic.WallRunAcceleration = 25.0f;
_wallRunningMechanic.WallRunGravityScale = 0.25f;
_wallRunningMechanic.WallDetachImpulse = 7.0f;
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
_wallLeanMechanic = new WallLeanMechanic( _wallLeanMechanic = new WallLeanMechanic(
_characterConfig.leanAngle, _characterConfig.leanAngle,
_characterConfig.leanThreshold, _characterConfig.leanThreshold,
@@ -79,12 +78,14 @@ namespace Code.Gameplay.Character.Controller
); );
_groundMovement = new GroundMovementSystem( _groundMovement = new GroundMovementSystem(
_characterConfig.maxStableMoveSpeed, _characterConfig.maxStableMoveSpeed,
_characterConfig.sprintMoveSpeed,
_characterConfig.stableMovementSharpness, _characterConfig.stableMovementSharpness,
_characterConfig.jumpSpeed _characterConfig.jumpSpeed
); );
_airMovement = new AirMovementSystem(_characterConfig.gravity); _airMovement = new AirMovementSystem(
_characterConfig.gravity,
_characterConfig.maxAirSpeed,
_characterConfig.airControlSharpness
);
motor.CharacterController = this; // Регистрация этого контроллера в движке motor.CharacterController = this; // Регистрация этого контроллера в движке
_inputHandler.FirstPersonCameraRotation = _inputHandler.FirstPersonCameraRotation =
@@ -99,17 +100,15 @@ namespace Code.Gameplay.Character.Controller
public void SetInputs(ref CharacterInputs inputs) public void SetInputs(ref CharacterInputs inputs)
{ {
_lastInputs = inputs; _lastInputs = inputs;
// Обновляем таймеры механик _dashMechanic.TickCooldown(Time.deltaTime);
_slideMechanic.TickCooldown(Time.deltaTime); _slideMechanic.TickCooldown(Time.deltaTime);
// _wallClimbMechanic.TickCooldown(Time.deltaTime);
_wallRunningMechanic.Tick(Time.deltaTime); _wallRunningMechanic.Tick(Time.deltaTime);
// Если активен слайд - игнорируем весь остальной ввод // Если активен слайд - игнорируем весь остальной ввод
if (_slideMechanic.IsSliding) if (_dashMechanic.IsDashing || _slideMechanic.IsSliding)
{ {
_inputHandler.MoveInputVector = Vector3.zero; _inputHandler.MoveInputVector = Vector3.zero;
_inputHandler.LookInputVector = Vector3.one; _inputHandler.LookInputVector = Vector3.one;
_inputHandler.IsSprinting = false;
_groundMovement.RequestJump(inputs.JumpPressed); _groundMovement.RequestJump(inputs.JumpPressed);
return; return;
} }
@@ -125,12 +124,12 @@ namespace Code.Gameplay.Character.Controller
} }
else else
{ {
inputs.SprintPressed = false; inputs.DashPressed = false;
inputs.SlidePressed = false; inputs.SlidePressed = false;
} }
} }
// Обработка слайда _dashMechanic.RequestDash(inputs.DashPressed);
_slideMechanic.RequestSlide(inputs.SlidePressed); _slideMechanic.RequestSlide(inputs.SlidePressed);
// Обработка остального ввода // Обработка остального ввода
@@ -172,16 +171,21 @@ namespace Code.Gameplay.Character.Controller
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
{ {
if (_dashMechanic.IsDashing && _groundMovement.JumpRequested)
_dashMechanic.EndDash();
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested) if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
{
_slideMechanic.EndSlide(); _slideMechanic.EndSlide();
if (!_dashMechanic.IsDashing)
_dashMechanic.TryStartDash(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
else
{
_dashMechanic.HandleDash(ref currentVelocity, deltaTime, motor);
return;
} }
if (!_slideMechanic.IsSliding) if (!_slideMechanic.IsSliding)
{ _slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
_inputHandler.LookInputVector);
}
else else
{ {
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor); _slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
@@ -212,7 +216,7 @@ namespace Code.Gameplay.Character.Controller
// Если персонаж не на земле — стандартное воздушное движение // Если персонаж не на земле — стандартное воздушное движение
else else
{ {
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime); _airMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
_groundMovement.CancelJumpRequest(); _groundMovement.CancelJumpRequest();
} }
} }
@@ -229,10 +233,10 @@ namespace Code.Gameplay.Character.Controller
public void PostGroundingUpdate(float deltaTime) public void PostGroundingUpdate(float deltaTime)
{ {
if (_dashMechanic.IsDashing && !motor.GroundingStatus.IsStableOnGround)
_dashMechanic.EndDash();
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround) if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
{
_slideMechanic.EndSlide(); _slideMechanic.EndSlide();
}
} }
public void AfterCharacterUpdate(float deltaTime) public void AfterCharacterUpdate(float deltaTime)
@@ -11,40 +11,23 @@ namespace Code.Gameplay.Character.Controller.Input
*/ */
public class CharacterInputHandler public class CharacterInputHandler
{ {
// Косинус порогового угла для спринта (предвычислен)
private readonly float _sprintAngleThresholdCos;
// Векторы движения и направления взгляда // Векторы движения и направления взгляда
public Vector3 MoveInputVector { get; set; } public Vector3 MoveInputVector { get; set; }
public Vector3 LookInputVector { get; set; } public Vector3 LookInputVector { get; set; }
// Флаг-свойство указывающий, что активен режим спринта
public bool IsSprinting { get; set; }
// Вращение камеры в FirstPerson режиме для синхронизации (только горизонтальная компонента) // Вращение камеры в FirstPerson режиме для синхронизации (только горизонтальная компонента)
public Quaternion FirstPersonCameraRotation { get; set; } public Quaternion FirstPersonCameraRotation { get; set; }
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу // Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
public bool ShouldApplyCameraRotation { get; private set; } public bool ShouldApplyCameraRotation { get; private set; }
// Конструктор с пороговым углом
public CharacterInputHandler(float sprintAngleThreshold)
{
// Предвычисляем косинус порогового угла для эффективности
// Угол в градусах → радианы → косинус
// Чем меньше угол — тем строже условие
_sprintAngleThresholdCos = Mathf.Cos(Mathf.Deg2Rad * sprintAngleThreshold);
}
// Обработка и преобразование входных данных от персонажа // Обработка и преобразование входных данных от персонажа
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor) public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
{ {
// Сохраняем текущий режим камеры // Сохраняем текущий режим камеры
var currentCameraMode = inputs.CameraMode; var currentCameraMode = inputs.CameraMode;
// Обработка спринта
IsSprinting = inputs.SprintPressed && inputs.MoveAxisForward > _sprintAngleThresholdCos; // Спринт только при движении на заданный в конфиге угол
// Нормализация вектора движения и ограничение его величины до 1 // Нормализация вектора движения и ограничение его величины до 1
var moveInputVector = var moveInputVector =
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f); Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f);
@@ -1,26 +1,38 @@
using UnityEngine; using UnityEngine;
using Code.Gameplay.Character.Controller.Input;
using KinematicCharacterController;
namespace Code.Gameplay.Character.Controller.Movement namespace Code.Gameplay.Character.Controller.Movement
{ {
/*
* Система движения персонажа в воздухе
*/
public class AirMovementSystem public class AirMovementSystem
{ {
// Вектор, отвечающий за применение гравитации
private readonly Vector3 _gravity; private readonly Vector3 _gravity;
private readonly float _maxAirSpeed;
// Конструктор системы движения в воздухе private readonly float _airControlSharpness;
public AirMovementSystem(Vector3 gravity)
public AirMovementSystem(Vector3 gravity, float maxAirSpeed, float airControlSharpness)
{ {
_gravity = gravity; _gravity = gravity;
_maxAirSpeed = maxAirSpeed;
_airControlSharpness = airControlSharpness;
} }
// Обновление скорости движения персонажа в воздухе public void UpdateVelocity(ref Vector3 currentVelocity, CharacterInputHandler inputHandler, KinematicCharacterMotor motor, float deltaTime)
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
{ {
// Применяем гравитацию
currentVelocity += _gravity * deltaTime; currentVelocity += _gravity * deltaTime;
var horizontalVelocity = Vector3.ProjectOnPlane(currentVelocity, motor.CharacterUp);
var verticalVelocity = Vector3.Dot(currentVelocity, motor.CharacterUp) * motor.CharacterUp;
var desiredHorizontalMovement = Vector3.ProjectOnPlane(inputHandler.MoveInputVector, motor.CharacterUp).normalized * _maxAirSpeed;
horizontalVelocity = Vector3.Lerp(
horizontalVelocity,
desiredHorizontalMovement,
1f - Mathf.Exp(-_airControlSharpness * deltaTime)
);
currentVelocity = horizontalVelocity + verticalVelocity;
} }
} }
} }
@@ -11,8 +11,6 @@ namespace Code.Gameplay.Character.Controller.Movement
{ {
// Максимальная скорость движения по устойчивой поверхности // Максимальная скорость движения по устойчивой поверхности
private readonly float _maxStableMoveSpeed; private readonly float _maxStableMoveSpeed;
// Максимальная скорость спринта
private readonly float _sprintMoveSpeed;
// Резкость изменения скорости движения (чем выше - тем резче) // Резкость изменения скорости движения (чем выше - тем резче)
private readonly float _stableMovementSharpness; private readonly float _stableMovementSharpness;
// Скорость прыжка // Скорость прыжка
@@ -22,10 +20,9 @@ namespace Code.Gameplay.Character.Controller.Movement
public bool JumpRequested { get; private set; } public bool JumpRequested { get; private set; }
// Конструктор системы движения на земле // Конструктор системы движения на земле
public GroundMovementSystem(float maxStableMoveSpeed, float sprintMoveSpeed, float stableMovementSharpness, float jumpSpeed) public GroundMovementSystem(float maxStableMoveSpeed, float stableMovementSharpness, float jumpSpeed)
{ {
_maxStableMoveSpeed = maxStableMoveSpeed; _maxStableMoveSpeed = maxStableMoveSpeed;
_sprintMoveSpeed = sprintMoveSpeed;
_stableMovementSharpness = stableMovementSharpness; _stableMovementSharpness = stableMovementSharpness;
_jumpSpeed = jumpSpeed; _jumpSpeed = jumpSpeed;
} }
@@ -66,8 +63,7 @@ namespace Code.Gameplay.Character.Controller.Movement
inputHandler.MoveInputVector.magnitude; inputHandler.MoveInputVector.magnitude;
// Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта // Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта
var targetSpeed = inputHandler.IsSprinting ? _sprintMoveSpeed : _maxStableMoveSpeed; var targetMovementVelocity = reorientedInput * _maxStableMoveSpeed;
var targetMovementVelocity = reorientedInput * targetSpeed;
// Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием // Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием
currentVelocity = Vector3.Lerp( currentVelocity = Vector3.Lerp(
@@ -45,8 +45,8 @@ namespace Code.Gameplay.Character.Core
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down) inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right) inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space) inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
inputs.SprintPressed = _inputService.SprintPressed; // Спринт (Shift)
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl) inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
inputs.DashPressed = _inputService.DashPressed; // Слайд (Ctrl)
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode(); inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
// Передаем информацию о камере для адаптивного поведения // Передаем информацию о камере для адаптивного поведения
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Core
public CameraMode CameraMode; // Текущий режим камеры для адаптации поведения public CameraMode CameraMode; // Текущий режим камеры для адаптации поведения
public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости
public bool JumpPressed; // Флаг указывающий, нажата ли кнопка прыжка public bool JumpPressed; // Флаг указывающий, нажата ли кнопка прыжка
public bool SprintPressed; // Флаг указывающий, нажата ли кнопка спринта public bool DashPressed;
public bool SlidePressed; // Флаг указывающий, нажата ли кнопка слайда public bool SlidePressed; // Флаг указывающий, нажата ли кнопка слайда
} }
} }
@@ -38,7 +38,7 @@ namespace Code.Gameplay.Character.Core
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down) inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right) inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space) inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift) inputs.DashPressed = _inputService.DashPressed;
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl) inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode(); inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
@@ -188,11 +188,10 @@ namespace Code.Gameplay.Enemies
_canAttack = false; _canAttack = false;
_attackCooldownTimer = AttackCooldown; _attackCooldownTimer = AttackCooldown;
} }
protected virtual void ApplyEffectsToPlayer() protected virtual void ApplyEffectsToPlayer()
{ {
if (PlayerController) if (PlayerController)
PlayerController.BlockAbilities(3f); PlayerController.BlockAbilities(3f); // TODO в конфиг
} }
private void OnDrawGizmosSelected() private void OnDrawGizmosSelected()
@@ -50,7 +50,7 @@ namespace Code.Gameplay.Enemies
if (!(distance <= AttackRange)) return; if (!(distance <= AttackRange)) return;
audioService.PlayEnemy(EnemiesSounds.Bravo,agent.transform.position); audioService.PlayEnemy(EnemiesSounds.RoachAttack, agent.transform.position);
DealDamage(); DealDamage();
} }
@@ -50,9 +50,9 @@ namespace Code.Gameplay.Enemies
if (!(distance <= AttackRange)) return; if (!(distance <= AttackRange)) return;
audioService.PlayEnemy(EnemiesSounds.Bastard,agent.transform.position); audioService.PlayEnemy(EnemiesSounds.GrandpaAttack,agent.transform.position);
if (Player.CustomCharacterController.IsSliding) if (Player.CustomCharacterController.IsDashing || Player.CustomCharacterController.IsSliding)
ApplyStun(); ApplyStun();
else else
DealDamage(); DealDamage();
@@ -23,7 +23,6 @@ namespace Code.Gameplay.Enemies
public void PlayStep() public void PlayStep()
{ {
Debug.Log("Play Step");
_audioSource.transform.position = transform.position; _audioSource.transform.position = transform.position;
_audioSource.PlayOneShot(_audioFactory.EnemiesAudios[(int)stepId]); _audioSource.PlayOneShot(_audioFactory.EnemiesAudios[(int)stepId]);
} }
@@ -1,8 +1,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using Code.Gameplay.Orders.Order; using Code.Gameplay.Orders.Order;
using Code.Scenes; using Code.Scenes;
using Code.Scenes.SceneEnvironments; using Code.Scenes.SceneEnvironments;
using Cysharp.Threading.Tasks;
using Reflex.Attributes; using Reflex.Attributes;
using UnityEngine; using UnityEngine;
@@ -36,19 +35,10 @@ namespace Code.Generator
public void Initialize() public void Initialize()
{ {
// _orderService.OrderGive();
_spawnedRooms = new List<Room>(); _spawnedRooms = new List<Room>();
_roomIndexesStack = new(); _roomIndexesStack = new();
Debug.LogWarning($"КОТЛЫ ГЕНЕРАЛЬСКИЕ{_orderService.DeliveryTimer}");
// CreateRoomsStack();
// SpawnInitialRoomsAsync();
_orderService.OnOrderGiven += CreateRoomsStack; _orderService.OnOrderGiven += CreateRoomsStack;
// RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
CreateInitialRoom(); CreateInitialRoom();
} }
@@ -61,7 +51,6 @@ namespace Code.Generator
Room roomToRemove = _spawnedRooms[0]; Room roomToRemove = _spawnedRooms[0];
_spawnedRooms.RemoveAt(0); _spawnedRooms.RemoveAt(0);
// _factory.ReleaseRoom(roomToRemove);
Object.Destroy(roomToRemove.gameObject); Object.Destroy(roomToRemove.gameObject);
} }
} }
@@ -81,16 +70,12 @@ namespace Code.Generator
_roomIndexesStack.Add(new(RoomType.Basic, roomIndex)); _roomIndexesStack.Add(new(RoomType.Basic, roomIndex));
remainingTime -= room.RoomTimer; remainingTime -= room.RoomTimer;
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
} }
AddPickupRoom(); AddPickupRoom();
Debug.Log($"добавлена зона заказа");
AddSaveRoom(); AddSaveRoom();
Debug.Log($"добавлена сейв зона");
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
SpawnNextRoom(); SpawnNextRoom();
} }
@@ -125,8 +110,6 @@ namespace Code.Generator
gameplaySceneEnvironment.playerSpawnPoint = instantiated.playerSpawn; gameplaySceneEnvironment.playerSpawnPoint = instantiated.playerSpawn;
instantiated.Initialize(_orderService); instantiated.Initialize(_orderService);
Debug.Log($"Первая комната: {instantiated.name}");
} }
private void SpawnNextRoom() private void SpawnNextRoom()
{ {
@@ -205,18 +188,8 @@ namespace Code.Generator
segmentOriginPosition.y -= randomDoorOriginPosition.y; segmentOriginPosition.y -= randomDoorOriginPosition.y;
current.transform.position = segmentOriginPosition; current.transform.position = segmentOriginPosition;
current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0); current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0);
// locationSegment.isNeedSomeDoors = true; current.Initialize(_orderService);
// locationSegment.AddBadDoorId(locationSegment.LocationSegment.GetDoorOrigins.IndexOf(randomDoorOrigin));
current.Initialize(_orderService);
// float frameOnTheBallRotation = segmentOriginYRotation + randomDoorOriginRotation.eulerAngles.y;
// if (frameOnTheBallRotation > 305f) frameOnTheBallRotation -= 360f;
// else if (frameOnTheBallRotation < -45f) frameOnTheBallRotation += 360f;
// heOnTheBall.AddSlaveLocationSegment(locationSegment.Id);
// heOnTheBall.ReplaceSlaveSegmentDoorOriginYRotation(frameOnTheBallRotation);
// heOnTheBall.isGotOnTheBall = false;
} }
} }
} }
@@ -16,8 +16,8 @@ namespace Code.Input
// Для управления движением персонажа // Для управления движением персонажа
Vector2 MoveInput { get; } Vector2 MoveInput { get; }
bool JumpPressed { get; } bool JumpPressed { get; }
bool SprintPressed { get; }
bool SlidePressed { get; } bool SlidePressed { get; }
bool DashPressed { get; }
// Для переключения режима камеры // Для переключения режима камеры
bool ToggleCameraModePressed { get; } bool ToggleCameraModePressed { get; }
@@ -13,8 +13,8 @@ namespace Code.Input
public float ZoomInput { get; private set; } public float ZoomInput { get; private set; }
public Vector2 MoveInput { get; private set; } public Vector2 MoveInput { get; private set; }
public bool JumpPressed { get; private set; } public bool JumpPressed { get; private set; }
public bool SprintPressed { get; private set; }
public bool SlidePressed { get; private set; } public bool SlidePressed { get; private set; }
public bool DashPressed { get; private set; }
public bool ToggleCameraModePressed { get; private set; } public bool ToggleCameraModePressed { get; private set; }
public InputService(InputActionAsset inputActionAsset) public InputService(InputActionAsset inputActionAsset)
@@ -69,14 +69,6 @@ namespace Code.Input
jumpAction.canceled += OnJumpCanceled; jumpAction.canceled += OnJumpCanceled;
} }
// Обработка спринта (персонаж)
var sprintAction = gameplayMap.FindAction("Sprint");
if (sprintAction != null)
{
sprintAction.performed += OnSprintPerformed;
sprintAction.canceled += OnSprintCanceled;
}
// Обработка слайда (персонаж) // Обработка слайда (персонаж)
var slideAction = gameplayMap.FindAction("Slide"); var slideAction = gameplayMap.FindAction("Slide");
if (slideAction != null) if (slideAction != null)
@@ -85,6 +77,14 @@ namespace Code.Input
slideAction.canceled += OnSlideCanceled; slideAction.canceled += OnSlideCanceled;
} }
// Обработка слайда (персонаж)
var dashAction = gameplayMap.FindAction("Dash");
if (dashAction != null)
{
dashAction.performed += OnDashPerformed;
dashAction.canceled += OnDashCanceled;
}
// Обработка переключения режима камеры // Обработка переключения режима камеры
var toggleCameraModeAction = gameplayMap.FindAction("ToggleCameraMode"); var toggleCameraModeAction = gameplayMap.FindAction("ToggleCameraMode");
if (toggleCameraModeAction != null) if (toggleCameraModeAction != null)
@@ -134,16 +134,6 @@ namespace Code.Input
JumpPressed = false; JumpPressed = false;
} }
private void OnSprintPerformed(InputAction.CallbackContext context)
{
SprintPressed = true;
}
private void OnSprintCanceled(InputAction.CallbackContext context)
{
SprintPressed = false;
}
private void OnSlidePerformed(InputAction.CallbackContext context) private void OnSlidePerformed(InputAction.CallbackContext context)
{ {
SlidePressed = true; SlidePressed = true;
@@ -154,6 +144,16 @@ namespace Code.Input
SlidePressed = false; SlidePressed = false;
} }
private void OnDashPerformed(InputAction.CallbackContext context)
{
DashPressed = true;
}
private void OnDashCanceled(InputAction.CallbackContext context)
{
DashPressed = false;
}
private void OnToggleCameraModePerformed(InputAction.CallbackContext context) private void OnToggleCameraModePerformed(InputAction.CallbackContext context)
{ {
ToggleCameraModePressed = true; ToggleCameraModePressed = true;
@@ -189,12 +189,12 @@ namespace Code.Input
gameplayMap.FindAction("Jump").performed -= OnJumpPerformed; gameplayMap.FindAction("Jump").performed -= OnJumpPerformed;
gameplayMap.FindAction("Jump").canceled -= OnJumpCanceled; gameplayMap.FindAction("Jump").canceled -= OnJumpCanceled;
gameplayMap.FindAction("Sprint").performed -= OnSprintPerformed;
gameplayMap.FindAction("Sprint").canceled -= OnSprintCanceled;
gameplayMap.FindAction("Slide").performed -= OnSlidePerformed; gameplayMap.FindAction("Slide").performed -= OnSlidePerformed;
gameplayMap.FindAction("Slide").canceled -= OnSlideCanceled; gameplayMap.FindAction("Slide").canceled -= OnSlideCanceled;
gameplayMap.FindAction("Dash").performed -= OnDashPerformed;
gameplayMap.FindAction("Dash").canceled -= OnDashCanceled;
gameplayMap.FindAction("ToggleCameraMode").performed -= OnToggleCameraModePerformed; gameplayMap.FindAction("ToggleCameraMode").performed -= OnToggleCameraModePerformed;
gameplayMap.FindAction("ToggleCameraMode").canceled -= OnToggleCameraModeCanceled; gameplayMap.FindAction("ToggleCameraMode").canceled -= OnToggleCameraModeCanceled;
} }
@@ -1,5 +1,6 @@
using Code.Gameplay.Orders.Order; using Code.Gameplay.Orders.Order;
using UnityEngine; using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Serialization; using UnityEngine.Serialization;
namespace Code.Scenes.SceneEnvironments namespace Code.Scenes.SceneEnvironments
@@ -7,11 +8,13 @@ namespace Code.Scenes.SceneEnvironments
[System.Serializable] [System.Serializable]
public class GameplaySceneEnvironment : CurrentSceneEnvironment public class GameplaySceneEnvironment : CurrentSceneEnvironment
{ {
public Transform playerSpawnPoint; public Transform playerSpawnPoint;
public Volume volume;
public void TransitVariables(GameplaySceneEnvironment env) public void TransitVariables(GameplaySceneEnvironment env)
{ {
playerSpawnPoint = env.playerSpawnPoint; playerSpawnPoint = env.playerSpawnPoint;
volume = env.volume;
} }
} }
} }
@@ -0,0 +1,25 @@
using DG.Tweening;
using UnityEngine;
using UnityEngine.UI;
namespace Code.UI.Panels
{
public class DamagePanel : UIElement
{
[SerializeField] private Image background;
[SerializeField] private Color shownColor;
[SerializeField] private Color hiddenColor;
public override void Hide()
{
Shown = false;
// background.enabled = false;
background.DOColor(hiddenColor, 2f);
}
public override void Show()
{
Shown = true;
// background.enabled = true;
background.DOColor(shownColor, 0.3f);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b586dbc292c44261892460f578a38e50
timeCreated: 1764769541
@@ -1,3 +1,4 @@
using DG.Tweening;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
@@ -9,21 +10,27 @@ namespace Code.UI
[SerializeField] private TMP_Text scoreText; [SerializeField] private TMP_Text scoreText;
[SerializeField] private TMP_Text gameOverText; [SerializeField] private TMP_Text gameOverText;
[SerializeField] private Image _background; [SerializeField] private Image _background;
[SerializeField] private Color shownColor;
[SerializeField] private Color hiddenColor;
public void UpdateScoreText(int score) => scoreText.text = score.ToString(); public void UpdateScoreText(int score) => scoreText.text = score.ToString();
public override void Hide() public override void Hide()
{ {
_background.enabled = false; _background.enabled = false;
scoreText.enabled = false; // scoreText.enabled = true;
gameOverText.enabled = false; // gameOverText.enabled = false;
scoreText.DOColor(hiddenColor, 3f);
// gameOverText.DOColor(hiddenColor, 3f);
base.Hide(); base.Hide();
} }
public override void Show() public override void Show()
{ {
_background.enabled = true; // _background.enabled = true;
scoreText.enabled = true; // scoreText.enabled = true;
gameOverText.enabled = true; // gameOverText.enabled = true;
scoreText.DOColor(shownColor, 5f);
// gameOverText.DOColor(shownColor, 5f);
base.Show(); base.Show();
} }
} }
@@ -26,6 +26,9 @@ namespace Code.UI.Panels
[Header("MoneyBar")] [Header("MoneyBar")]
[SerializeField] private TMP_Text moneyText; [SerializeField] private TMP_Text moneyText;
[SerializeField] private DamagePanel damagePanel;
public DamagePanel DamagePanel => damagePanel;
private void ScoreUpdate(int count, int money) private void ScoreUpdate(int count, int money)
{ {
// TODO Анимация получения\потери // TODO Анимация получения\потери
@@ -7,21 +7,24 @@ namespace Code.UI.Panels
public class LoadingScreen : UIElement public class LoadingScreen : UIElement
{ {
[SerializeField] private Image background; [SerializeField] private Image background;
[SerializeField] private TMP_Text loadingTitle; [SerializeField] private Image loadingImage;
[SerializeField] private TMP_Text vyapWatermark; // [SerializeField] private TMP_Text loadingTitle;
// [SerializeField] private TMP_Text vyapWatermark;
public override void Hide() public override void Hide()
{ {
Shown = false; Shown = false;
background.enabled = false; background.enabled = false;
loadingTitle.enabled = false; loadingImage.enabled = false;
vyapWatermark.enabled = false; // loadingTitle.enabled = false;
// vyapWatermark.enabled = false;
} }
public override void Show() public override void Show()
{ {
Shown = true; Shown = true;
background.enabled = true; background.enabled = true;
loadingTitle.enabled = true; loadingImage.enabled = true;
vyapWatermark.enabled = true; // loadingTitle.enabled = true;
// vyapWatermark.enabled = true;
} }
} }
} }
@@ -73,6 +73,7 @@ namespace Code.UI
private void OnMenuMusicUpdate(float value) private void OnMenuMusicUpdate(float value)
{ {
_audioService.ChangeSetting(AudioType.MenuMusic, value); _audioService.ChangeSetting(AudioType.MenuMusic, value);
_audioService.ChangeSetting(AudioType.DeathMusic, value);
_audioService.PlayTestClip(AudioType.MenuMusic); _audioService.PlayTestClip(AudioType.MenuMusic);
} }
private void OnGameplayUpdate(float value) private void OnGameplayUpdate(float value)
@@ -98,6 +98,7 @@ AudioMixerGroupController:
- {fileID: 1469200815455588746} - {fileID: 1469200815455588746}
- {fileID: 9214955797390454771} - {fileID: 9214955797390454771}
- {fileID: -5282050360126310577} - {fileID: -5282050360126310577}
- {fileID: -4091971700299788177}
m_Volume: 4c469b14481ac855fb9fb2989e6e6b94 m_Volume: 4c469b14481ac855fb9fb2989e6e6b94
m_Pitch: f5433a3ce2d2313f2b2d52521d9fa5bd m_Pitch: f5433a3ce2d2313f2b2d52521d9fa5bd
m_Send: 00000000000000000000000000000000 m_Send: 00000000000000000000000000000000
@@ -107,6 +108,25 @@ AudioMixerGroupController:
m_Mute: 0 m_Mute: 0
m_Solo: 0 m_Solo: 0
m_BypassEffects: 0 m_BypassEffects: 0
--- !u!243 &-4091971700299788177
AudioMixerGroupController:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Death
m_AudioMixer: {fileID: 24100000}
m_GroupID: d182b3a0910fcc50582696670fbbefbb
m_Children: []
m_Volume: 2571658697e687a09ba5a37359645597
m_Pitch: a622161a99b93a866abe9ad88657b1e5
m_Send: 00000000000000000000000000000000
m_Effects:
- {fileID: -3075867796492726800}
m_UserColorIndex: 0
m_Mute: 0
m_Solo: 0
m_BypassEffects: 0
--- !u!244 &-3136785715273091855 --- !u!244 &-3136785715273091855
AudioMixerEffectController: AudioMixerEffectController:
m_ObjectHideFlags: 3 m_ObjectHideFlags: 3
@@ -121,6 +141,20 @@ AudioMixerEffectController:
m_SendTarget: {fileID: 0} m_SendTarget: {fileID: 0}
m_EnableWetMix: 0 m_EnableWetMix: 0
m_Bypass: 0 m_Bypass: 0
--- !u!244 &-3075867796492726800
AudioMixerEffectController:
m_ObjectHideFlags: 3
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_EffectID: 3be71c6f1ac4ac285837cf047cef9c5c
m_EffectName: Attenuation
m_MixLevel: b2430083ec8df78ef9efcbb496e0901c
m_Parameters: []
m_SendTarget: {fileID: 0}
m_EnableWetMix: 0
m_Bypass: 0
--- !u!243 &-2580822303892902013 --- !u!243 &-2580822303892902013
AudioMixerGroupController: AudioMixerGroupController:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -180,12 +214,16 @@ AudioMixerController:
name: Courier name: Courier
- guid: 5e2f5c7e3d526b9aaa68f56dfb7d553b - guid: 5e2f5c7e3d526b9aaa68f56dfb7d553b
name: Creatures name: Creatures
- guid: 2571658697e687a09ba5a37359645597
name: Death
- guid: 19969023eed85c7999691c4897eebc2e - guid: 19969023eed85c7999691c4897eebc2e
name: Dispatcher name: Dispatcher
- guid: 803cb3ae2c302cb0aab098f6ad2dbc2f - guid: 803cb3ae2c302cb0aab098f6ad2dbc2f
name: Enemies name: Enemies
- guid: 9823d3a409fe914cdbb45f92705c5186 - guid: 9823d3a409fe914cdbb45f92705c5186
name: Master name: Master
- guid: e899c29ada648cdf5853c6bf318a763b
name: Stun
- guid: b9fc0df121fe7134e9cbd35aa5a65755 - guid: b9fc0df121fe7134e9cbd35aa5a65755
name: Menu name: Menu
- guid: dd0b3fe80d006124baa36e791e6953f0 - guid: dd0b3fe80d006124baa36e791e6953f0
@@ -204,6 +242,7 @@ AudioMixerController:
- e04cdd7cb505ba69ea76a16038de727a - e04cdd7cb505ba69ea76a16038de727a
- 9eb64ac0ca0e2f1098eafbba1f9633f5 - 9eb64ac0ca0e2f1098eafbba1f9633f5
- af6d3dead2e9e4848a2ca2fa55634108 - af6d3dead2e9e4848a2ca2fa55634108
- d182b3a0910fcc50582696670fbbefbb
name: View name: View
m_CurrentViewIndex: 0 m_CurrentViewIndex: 0
m_TargetSnapshot: {fileID: 8341788112416184532} m_TargetSnapshot: {fileID: 8341788112416184532}
@@ -227,6 +266,7 @@ AudioMixerGroupController:
m_Send: 00000000000000000000000000000000 m_Send: 00000000000000000000000000000000
m_Effects: m_Effects:
- {fileID: 24400004} - {fileID: 24400004}
- {fileID: 1162668595276432428}
m_UserColorIndex: 0 m_UserColorIndex: 0
m_Mute: 0 m_Mute: 0
m_Solo: 0 m_Solo: 0
@@ -272,6 +312,22 @@ AudioMixerEffectController:
m_SendTarget: {fileID: 0} m_SendTarget: {fileID: 0}
m_EnableWetMix: 0 m_EnableWetMix: 0
m_Bypass: 0 m_Bypass: 0
--- !u!244 &1162668595276432428
AudioMixerEffectController:
m_ObjectHideFlags: 3
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_EffectID: e2820072e9b5c14008f24fe53fce2288
m_EffectName: Lowpass Simple
m_MixLevel: 184e54eac7a93684f963617baf11cc82
m_Parameters:
- m_ParameterName: Cutoff freq
m_GUID: e899c29ada648cdf5853c6bf318a763b
m_SendTarget: {fileID: 0}
m_EnableWetMix: 0
m_Bypass: 0
--- !u!243 &1469200815455588746 --- !u!243 &1469200815455588746
AudioMixerGroupController: AudioMixerGroupController:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -425,8 +481,11 @@ AudioMixerSnapshotController:
m_FloatValues: m_FloatValues:
b9fc0df121fe7134e9cbd35aa5a65755: 0 b9fc0df121fe7134e9cbd35aa5a65755: 0
4c469b14481ac855fb9fb2989e6e6b94: 0 4c469b14481ac855fb9fb2989e6e6b94: 0
9823d3a409fe914cdbb45f92705c5186: 0
ddab7e07de3c686e296ff10b1cd77a47: 0 ddab7e07de3c686e296ff10b1cd77a47: 0
dd0b3fe80d006124baa36e791e6953f0: 0 dd0b3fe80d006124baa36e791e6953f0: 0
e899c29ada648cdf5853c6bf318a763b: 5000
6fb1f1bca680170cabb1a534be3d1a58: 1
m_TransitionOverrides: {} m_TransitionOverrides: {}
--- !u!243 &9214955797390454771 --- !u!243 &9214955797390454771
AudioMixerGroupController: AudioMixerGroupController:
@@ -12,19 +12,51 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 10cfaf8e57f64eddb8c2eda147e4739a, type: 3} m_Script: {fileID: 11500000, guid: 10cfaf8e57f64eddb8c2eda147e4739a, type: 3}
m_Name: CharacterConfig m_Name: CharacterConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CharacterConfig m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CharacterConfig
maxStableMoveSpeed: 8 maxStableMoveSpeed: 12
stableMovementSharpness: 15 stableMovementSharpness: 15
orientationSharpness: 10 orientationSharpness: 10
jumpSpeed: 10 jumpSpeed: 10
sprintMoveSpeed: 12 dashSpeed: 20
sprintAngleThreshold: 90 dashDuration: 0.35
slideSpeed: 20 dashCooldown: 1.2
slideDuration: 0.8 slideVelocityCurve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 0.3
value: 1.4
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 1
value: 0.2
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
slideMinVelocityThreshold: 3
slideCooldown: 1.5 slideCooldown: 1.5
wallClimbSpeedFactor: 0.8 leanAngle: 25
minWallClimbSpeed: 9 leanThreshold: 0.3
wallDetectionAngleThreshold: 80 leanSmoothSpeed: 10
maxWallLeanAngle: 90
wallLeanSharpness: 100
wallLeanHeightScale: 0.1
gravity: {x: 0, y: -30, z: 0} gravity: {x: 0, y: -30, z: 0}
maxAirSpeed: 10
airControlSharpness: 8
@@ -13,21 +13,6 @@ MonoBehaviour:
m_Name: GeneratorConfig m_Name: GeneratorConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Generator.GeneratorConfig m_EditorClassIdentifier: Assembly-CSharp::Code.Generator.GeneratorConfig
roomAssetReferences: roomAssetReferences:
- m_AssetGUID: d4eaf1439c2788c458127b9ba67e4fbf
m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 0
- m_AssetGUID: 28a6c7a4124141341ab7c2b7dfd3e95b
m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 1
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m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 0
- m_AssetGUID: c938de3174f184741925c407a43a47f2 - m_AssetGUID: c938de3174f184741925c407a43a47f2
m_SubObjectName: m_SubObjectName:
m_SubObjectType: m_SubObjectType:
@@ -38,6 +23,16 @@ MonoBehaviour:
m_SubObjectType: m_SubObjectType:
m_SubObjectGUID: m_SubObjectGUID:
m_EditorAssetChanged: 0 m_EditorAssetChanged: 0
- m_AssetGUID: 28a6c7a4124141341ab7c2b7dfd3e95b
m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 0
- m_AssetGUID: e3a3840a7963bf841872cddb02e90151
m_SubObjectName:
m_SubObjectType:
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m_EditorAssetChanged: 0
- m_AssetGUID: 7067a5248027e74478f4f0f53ddf06a4 - m_AssetGUID: 7067a5248027e74478f4f0f53ddf06a4
m_SubObjectName: m_SubObjectName:
m_SubObjectType: m_SubObjectType:
@@ -30,12 +30,14 @@ MonoBehaviour:
Value: 1 Value: 1
- Key: 7 - Key: 7
Value: 1 Value: 1
- Key: 8
Value: 1
actionVolume: actionVolume:
_serializedList: _serializedList:
- Key: 0 - Key: 0
Value: 1 Value: 1
- Key: 1 - Key: 1
Value: 0.01 Value: 0.001
- Key: 2 - Key: 2
Value: 1 Value: 1
- Key: 3 - Key: 3
@@ -47,13 +49,15 @@ MonoBehaviour:
- Key: 6 - Key: 6
Value: 1 Value: 1
- Key: 7 - Key: 7
Value: 0.01 Value: 0.001
- Key: 8
Value: 1
peacefulVolume: peacefulVolume:
_serializedList: _serializedList:
- Key: 0 - Key: 0
Value: 1 Value: 1
- Key: 1 - Key: 1
Value: 0.01 Value: 0.001
- Key: 2 - Key: 2
Value: 1 Value: 1
- Key: 3 - Key: 3
@@ -63,24 +67,28 @@ MonoBehaviour:
- Key: 5 - Key: 5
Value: 1 Value: 1
- Key: 6 - Key: 6
Value: 0.01 Value: 0.001
- Key: 7 - Key: 7
Value: 1 Value: 1
- Key: 8
Value: 1
noneVolume: noneVolume:
_serializedList: _serializedList:
- Key: 0 - Key: 0
Value: 0.01 Value: 0.001
- Key: 1 - Key: 1
Value: 0.01 Value: 0.001
- Key: 2 - Key: 2
Value: 0.01 Value: 0.001
- Key: 3 - Key: 3
Value: 0.01 Value: 0.001
- Key: 4 - Key: 4
Value: 0.01 Value: 0.001
- Key: 5 - Key: 5
Value: 0.01 Value: 0.001
- Key: 6 - Key: 6
Value: 0.01 Value: 0.001
- Key: 7 - Key: 7
Value: 0.01 Value: 0.001
- Key: 8
Value: 0.001
@@ -13,16 +13,16 @@ MonoBehaviour:
m_Name: EnemiesSoundListConfig m_Name: EnemiesSoundListConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.EnemiesSoundListConfig m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.EnemiesSoundListConfig
enemies: enemies:
- m_AssetGUID: 82c71411174bfa86ca1f676b9d389f94 - m_AssetGUID: b37ea8c61cc322afdad529d678612d22
m_SubObjectName: m_SubObjectName:
m_SubObjectType: m_SubObjectType:
m_SubObjectGUID: m_SubObjectGUID:
m_EditorAssetChanged: 0 m_EditorAssetChanged: 0
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m_SubObjectName: m_SubObjectName:
m_SubObjectType: m_SubObjectType:
m_SubObjectGUID: m_SubObjectGUID:
m_EditorAssetChanged: 1 m_EditorAssetChanged: 0
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m_SubObjectName: m_SubObjectName:
m_SubObjectType: m_SubObjectType:
@@ -29,6 +29,12 @@ MonoBehaviour:
m_SubObjectType: m_SubObjectType:
m_SubObjectGUID: m_SubObjectGUID:
m_EditorAssetChanged: 0 m_EditorAssetChanged: 0
deathSoundtrack:
- m_AssetGUID: ae6ab2c88ae248ce1b6efca892f17659
m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 1
menuSoundtrack: menuSoundtrack:
- m_AssetGUID: 16562a5c87213914cad415f10c65a3b0 - m_AssetGUID: 16562a5c87213914cad415f10c65a3b0
m_SubObjectName: m_SubObjectName:
@@ -121,7 +121,7 @@ Material:
- _Parallax: 0.005 - _Parallax: 0.005
- _QueueOffset: 0 - _QueueOffset: 0
- _ReceiveShadows: 1 - _ReceiveShadows: 1
- _Smoothness: 0.5 - _Smoothness: 0
- _SmoothnessTextureChannel: 0 - _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1 - _SpecularHighlights: 1
- _SrcBlend: 1 - _SrcBlend: 1
@@ -1,143 +0,0 @@
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