Merge branch 'Levels2' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Levels2
This commit is contained in:
commit
fea9d3586f
145 files changed
+435693
-19369
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@@ -15,7 +15,7 @@ MonoBehaviour:
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|||||||
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
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m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
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||||||
m_currentHash:
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m_currentHash:
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||||||
serializedVersion: 2
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serializedVersion: 2
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||||||
Hash: 6940a0d24ee0b7d842fd97d11e078c94
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Hash: 1ec1ee985689145b755c859b69691cb0
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||||||
m_OptimizeCatalogSize: 0
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m_OptimizeCatalogSize: 0
|
||||||
m_BuildRemoteCatalog: 0
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m_BuildRemoteCatalog: 0
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||||||
m_CatalogRequestsTimeout: 0
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m_CatalogRequestsTimeout: 0
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||||||
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|||||||
+11
-31
@@ -32,11 +32,6 @@ MonoBehaviour:
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|||||||
m_ReadOnly: 0
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m_ReadOnly: 0
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||||||
m_SerializedLabels: []
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m_SerializedLabels: []
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||||||
FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
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||||||
- m_GUID: 19bfe93240786974ea9d7cd70a7bb635
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||||||
m_Address: Prefabs/Rooms/Level5
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||||||
m_ReadOnly: 0
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||||||
m_SerializedLabels: []
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||||||
FlaggedDuringContentUpdateRestriction: 0
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||||||
- m_GUID: 1cc66c0b13a946e1c9ec37026268e144
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- m_GUID: 1cc66c0b13a946e1c9ec37026268e144
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||||||
m_Address: Audio/Enemies/pl_metal2
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m_Address: Audio/Enemies/pl_metal2
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m_ReadOnly: 0
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m_ReadOnly: 0
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||||||
@@ -62,6 +57,11 @@ MonoBehaviour:
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|||||||
m_ReadOnly: 0
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m_ReadOnly: 0
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||||||
m_SerializedLabels: []
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m_SerializedLabels: []
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||||||
FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
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||||||
|
- m_GUID: 26d4e4c556527924490b8018cd510eda
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||||||
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m_Address: Assets/Resources_moved/Audio/Enemies/bc_bite2.wav
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||||||
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m_ReadOnly: 0
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||||||
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m_SerializedLabels: []
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||||||
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FlaggedDuringContentUpdateRestriction: 0
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||||||
- m_GUID: 28a6c7a4124141341ab7c2b7dfd3e95b
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- m_GUID: 28a6c7a4124141341ab7c2b7dfd3e95b
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||||||
m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 2.prefab
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m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 2.prefab
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||||||
m_ReadOnly: 0
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m_ReadOnly: 0
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||||||
@@ -102,8 +102,8 @@ MonoBehaviour:
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|||||||
m_ReadOnly: 0
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m_ReadOnly: 0
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||||||
m_SerializedLabels: []
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m_SerializedLabels: []
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||||||
FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
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||||||
- m_GUID: 4283d6553fc7f3f4583b9bb0be9d7979
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- m_GUID: 3f8f2171cc252d953b82083cc16bd1ae
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||||||
m_Address: Prefabs/Rooms/Box1
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m_Address: Assets/Resources_moved/Prefabs/Levels/Level6_1.prefab
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||||||
m_ReadOnly: 0
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m_ReadOnly: 0
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||||||
m_SerializedLabels: []
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m_SerializedLabels: []
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||||||
FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
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||||||
@@ -183,11 +183,6 @@ MonoBehaviour:
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|||||||
m_ReadOnly: 0
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m_ReadOnly: 0
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||||||
m_SerializedLabels: []
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m_SerializedLabels: []
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||||||
FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
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||||||
- m_GUID: a1d9e5a04ac11a1468c744b27d442a00
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||||||
m_Address: Prefabs/Rooms/Stars1
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||||||
m_ReadOnly: 0
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||||||
m_SerializedLabels: []
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||||||
FlaggedDuringContentUpdateRestriction: 0
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||||||
- m_GUID: a306df57f348ce7cf900d0b9431739ee
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- m_GUID: a306df57f348ce7cf900d0b9431739ee
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m_Address: launch_selectmenu
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m_Address: launch_selectmenu
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m_ReadOnly: 0
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m_ReadOnly: 0
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@@ -198,8 +193,8 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_ReadOnly: 0
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||||||
m_SerializedLabels: []
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m_SerializedLabels: []
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||||||
FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
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||||||
- m_GUID: ab5926b5200bedc49aec36c0afe6b028
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- m_GUID: ae6ab2c88ae248ce1b6efca892f17659
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m_Address: Prefabs/Rooms/Level3_Big
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m_Address: Assets/Resources_moved/Audio/Music/TestDeath.ogg
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m_ReadOnly: 0
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m_ReadOnly: 0
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||||||
m_SerializedLabels: []
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m_SerializedLabels: []
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||||||
FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
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||||||
@@ -213,8 +208,8 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_ReadOnly: 0
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m_SerializedLabels: []
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m_SerializedLabels: []
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||||||
FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
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||||||
- m_GUID: b3471d165fe389f479380f61034bea57
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- m_GUID: b37ea8c61cc322afdad529d678612d22
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m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 1.prefab
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m_Address: Assets/Resources_moved/Audio/Enemies/zo_attack2.wav
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m_ReadOnly: 0
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m_ReadOnly: 0
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||||||
m_SerializedLabels: []
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m_SerializedLabels: []
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||||||
FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
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@@ -243,21 +238,6 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_ReadOnly: 0
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m_SerializedLabels: []
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m_SerializedLabels: []
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||||||
FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
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||||||
- m_GUID: d4eaf1439c2788c458127b9ba67e4fbf
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m_Address: Prefabs/Levels/Level1
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: d5b22c0e6700543419ae667d77aadaa2
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m_Address: Prefabs/Rooms/Level2_Down
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: dc328d8aadb0e8545978741d451e0544
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m_Address: Prefabs/Rooms/Level4_Parkur
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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||||||
- m_GUID: e3a3840a7963bf841872cddb02e90151
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- m_GUID: e3a3840a7963bf841872cddb02e90151
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m_Address: Prefabs/Levels/MainMenu 1
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m_Address: Prefabs/Levels/MainMenu 1
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m_ReadOnly: 0
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m_ReadOnly: 0
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@@ -1,6 +1,9 @@
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using Code.App.StateMachine;
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using Code.App.StateMachine;
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using Code.Audio;
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using Code.Gameplay.Player;
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using Code.Gameplay.Player;
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using Code.Input;
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using Code.Input;
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using Code.Scenes;
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using Code.Scenes.SceneEnvironments;
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using Code.StateMachine;
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using Code.StateMachine;
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using Code.UI;
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using Code.UI;
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using Cysharp.Threading.Tasks;
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using Cysharp.Threading.Tasks;
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@@ -30,7 +33,11 @@ namespace Code.App.AppStates
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Context.InputService.EnableMap(ActionMappings.UI);
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Context.InputService.EnableMap(ActionMappings.UI);
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Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
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Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
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GameOver();
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Death);
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Context.AudioService.ApplyStun(5000,0.5f);
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GameOver().Forget();
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base.EnterState();
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base.EnterState();
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}
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}
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@@ -45,7 +52,7 @@ namespace Code.App.AppStates
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await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
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await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
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_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
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_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
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_gameOverPanel.Show();
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}
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}
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private void ToMainMenu()
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private void ToMainMenu()
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@@ -71,6 +78,8 @@ namespace Code.App.AppStates
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Context.InputService.DisableMap(ActionMappings.UI);
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Context.InputService.DisableMap(ActionMappings.UI);
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Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
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Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Death, callback: Context.AudioFactory.ReleaseDeathMusic);
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
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base.ExitState();
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base.ExitState();
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}
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}
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}
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}
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@@ -13,10 +13,12 @@ using Code.StateMachine;
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using Code.UI;
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using Code.UI;
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using Code.UI.Panels;
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using Code.UI.Panels;
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using Cysharp.Threading.Tasks;
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using Cysharp.Threading.Tasks;
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using DG.Tweening;
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using Reflex.Core;
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using Reflex.Core;
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using Reflex.Extensions;
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using Reflex.Extensions;
|
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using UnityEngine;
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using UnityEngine;
|
||||||
using UnityEngine.InputSystem;
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using UnityEngine.InputSystem;
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||||||
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using UnityEngine.Rendering;
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using UnityEngine.SceneManagement;
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using UnityEngine.SceneManagement;
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|
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namespace Code.App.AppStates
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namespace Code.App.AppStates
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@@ -42,27 +44,18 @@ namespace Code.App.AppStates
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.RegisterLoading(LoadingWork.LoadUI)
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.RegisterLoading(LoadingWork.LoadUI)
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.RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadAudio);
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.RegisterLoading(LoadingWork.LoadAudio);
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//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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//_playerHealth.OnDamage += PlayerDamageTaken;
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//_playerHealth.OnDeath += EndGame;
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
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||||||
|
|
||||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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|
||||||
|
|
||||||
// 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;
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||||||
|
|
||||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
WaitForLoad().Forget();
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WaitForLoad();
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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();
|
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
|
||||||
|
|
||||||
@@ -71,6 +64,7 @@ namespace Code.App.AppStates
|
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await UniTask.WhenAll(
|
await UniTask.WhenAll(
|
||||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
||||||
Context.AudioFactory.WarmGameplayMusic(),
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Context.AudioFactory.WarmGameplayMusic(),
|
||||||
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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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
+3
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6d62efb53e0c4d49be9fc658484e2575
|
||||||
|
timeCreated: 1764856437
|
||||||
+41
-72
@@ -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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+80
-103
@@ -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;
|
||||||
|
|
||||||
|
|||||||
+39
-35
@@ -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)
|
||||||
|
|||||||
+1
-18
@@ -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);
|
||||||
|
|||||||
+23
-11
@@ -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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+2
-6
@@ -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}
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Loaded 100 of 145 files, more files were not shown because too many files have changed in this diff.
Show more
Reference in new issue
Block a user