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17
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No files matched your search
@@ -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: 7ed5aa0308ed28c84409cb70340524a8
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Hash: a73bab36f6f0172906557a562d766427
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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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|||||||
@@ -100,6 +100,11 @@ 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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||||||
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- m_GUID: 81844a99f5b786b41b831174f8fb6d3a
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||||||
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m_Address: Prefabs/Player/CharacterController
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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: 82c71411174bfa86ca1f676b9d389f94
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- m_GUID: 82c71411174bfa86ca1f676b9d389f94
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||||||
m_Address: bastard!
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m_Address: bastard!
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||||||
m_ReadOnly: 0
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m_ReadOnly: 0
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||||||
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|||||||
@@ -1,6 +1,8 @@
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|||||||
using Code.App.StateMachine;
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using Code.App.StateMachine;
|
||||||
using Code.Audio;
|
using Code.Audio;
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||||||
using Code.Gameplay.Camera;
|
using Code.Gameplay.Camera;
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||||||
|
using Code.Gameplay.Camera.CameraStates;
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||||||
|
using Code.Gameplay.Character.Core;
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using Code.Gameplay.Player;
|
using Code.Gameplay.Player;
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||||||
using Code.Input;
|
using Code.Input;
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using Code.Scenes;
|
using Code.Scenes;
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@@ -24,6 +26,8 @@ namespace Code.App.AppStates
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private PlayerHealth _playerHealth;
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private PlayerHealth _playerHealth;
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private PlayerMoney _playerMoney;
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private PlayerMoney _playerMoney;
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|
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|
private CharacterProvider _playerCharacter;
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|
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public GameplayState(AppStateMachineContext context) : base(context)
|
public GameplayState(AppStateMachineContext context) : base(context)
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{
|
{
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}
|
}
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@@ -39,44 +43,65 @@ namespace Code.App.AppStates
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|
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
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|
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|
Context.InputService.EnableMap(ActionMappings.Gameplay);
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|
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveMoney);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveMoney);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
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|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
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|
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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
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WaitForSceneToLoad();
|
WaitForSceneToLoad();
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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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|
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|
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
|
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|
|
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private async UniTaskVoid WaitForSceneToLoad()
|
private async UniTaskVoid WaitForSceneToLoad()
|
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{
|
{
|
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await UniTask.WhenAll(
|
await UniTask.WhenAll(
|
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MovementDev),
|
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay),
|
||||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
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Context.AudioFactory.WarmGameplayMusic(),
|
Context.AudioFactory.WarmGameplayMusic(),
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Context.AudioFactory.WarmSFX()
|
Context.AudioFactory.WarmSFX(),
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|
WaitForPlayerCharacterLoad()
|
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);
|
);
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|
|
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Context.AudioService.PlayRandomPeacefulMusicUntilHumanityWillBeDestroyedForTheySins();
|
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
|
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Context.AudioService.PlayRandomActionMusicUntilHumanityWillBeDestroyedForTheySins();
|
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
|
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|
|
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var sceneEnvironment = ((GameplaySceneEnvironment)SceneManager.GetActiveScene()
|
var sceneEnvironment = ((GameplaySceneEnvironment)SceneManager.GetActiveScene()
|
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.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
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|
|
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_testSFXTransform = sceneEnvironment.debugSfxTarget;
|
_testSFXTransform = sceneEnvironment.debugSfxTarget;
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|
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|
_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
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|
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((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
|
((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
|
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|
|
||||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
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|
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|
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
|
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|
|
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Context.InputService.EnableMap(ActionMappings.Gameplay);
|
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||||
|
|
||||||
Context.UIService.LoadingScreen.Hide();
|
Context.UIService.LoadingScreen.Hide();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnCharacterSpawn(CharacterProvider characterProvider)
|
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|
{
|
||||||
|
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
|
||||||
|
}
|
||||||
private void PlayDebugSFX(InputAction.CallbackContext context)
|
private void PlayDebugSFX(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
Context.AudioService.PlaySFX(SFXSounds.Crowbar, _testSFXTransform.position);
|
Context.AudioService.PlaySFX(SFXSounds.Crowbar, _testSFXTransform.position);
|
||||||
}
|
}
|
||||||
|
private void PlayDebugDispatcher(InputAction.CallbackContext context)
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|
{
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|
Context.AudioService.PlayDispatcher(DispatcherSounds.AhFreeman);
|
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|
}
|
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private void GiveHealth(InputAction.CallbackContext context)
|
private void GiveHealth(InputAction.CallbackContext context)
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{
|
{
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_playerHealth.GetDamage(-1);
|
_playerHealth.GetDamage(-1);
|
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@@ -114,14 +139,19 @@ namespace Code.App.AppStates
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_playerHealth = null;
|
_playerHealth = null;
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_playerMoney = null;
|
_playerMoney = null;
|
||||||
|
|
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|
Context.PlayerFactory.ReleasePlayer(_playerCharacter);
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|
_playerCharacter = null;
|
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|
|
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Context.InputService.DisableMap(ActionMappings.Gameplay);
|
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
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Context.AudioService.GladlyAskToStopGameplayMusic(Context.AudioFactory.ReleaseGameplayMusic);
|
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
|
||||||
|
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
|
||||||
|
|
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
|
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveHealth);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveHealth);
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
|
||||||
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
|
||||||
|
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -26,7 +26,9 @@ namespace Code.App.AppStates
|
|||||||
|
|
||||||
Context.CameraStateMachine.SwitchState(CameraMode.Static);
|
Context.CameraStateMachine.SwitchState(CameraMode.Static);
|
||||||
|
|
||||||
|
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
WaitForSceneToLoad();
|
WaitForSceneToLoad();
|
||||||
|
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
}
|
}
|
||||||
|
|
||||||
private async UniTaskVoid WaitForSceneToLoad()
|
private async UniTaskVoid WaitForSceneToLoad()
|
||||||
@@ -37,8 +39,8 @@ namespace Code.App.AppStates
|
|||||||
Context.AudioFactory.WarmMenuMusic()
|
Context.AudioFactory.WarmMenuMusic()
|
||||||
);
|
);
|
||||||
|
|
||||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
|
||||||
Context.AudioService.PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins();
|
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
|
||||||
|
|
||||||
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
|
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
|
||||||
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
|
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
|
||||||
@@ -74,7 +76,7 @@ namespace Code.App.AppStates
|
|||||||
public override void ExitState()
|
public override void ExitState()
|
||||||
{
|
{
|
||||||
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
||||||
Context.AudioService.GladlyAskToStopMenuMusic(Context.AudioFactory.ReleaseMenuMusic);
|
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
|
||||||
|
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using System.Threading.Tasks;
|
|
||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
using Code.Audio;
|
using Code.Audio;
|
||||||
using Code.Configs;
|
using Code.Configs;
|
||||||
@@ -14,7 +13,6 @@ using Cysharp.Threading.Tasks;
|
|||||||
using Reflex.Core;
|
using Reflex.Core;
|
||||||
using Reflex.Injectors;
|
using Reflex.Injectors;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
namespace Code.App
|
namespace Code.App
|
||||||
@@ -68,12 +66,17 @@ namespace Code.App
|
|||||||
staticDataService.Load();
|
staticDataService.Load();
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
|
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
|
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
|
||||||
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
|
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
|
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
|
||||||
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
|
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
|
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
|
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
|
||||||
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
|
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
|
||||||
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
|
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
|
||||||
@@ -81,7 +84,6 @@ namespace Code.App
|
|||||||
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
|
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool _onAudioLoaded;
|
|
||||||
private AppStateMachine _appStateMachine;
|
private AppStateMachine _appStateMachine;
|
||||||
|
|
||||||
private void Bootstrap(Container container)
|
private void Bootstrap(Container container)
|
||||||
@@ -94,12 +96,13 @@ 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);
|
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)
|
||||||
{
|
{
|
||||||
// container.Resolve<IAudioFactory>();
|
|
||||||
|
|
||||||
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
|
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
|
||||||
DontDestroyOnLoad(loadingScreen);
|
DontDestroyOnLoad(loadingScreen);
|
||||||
|
|
||||||
|
|||||||
@@ -30,9 +30,7 @@ namespace Code.Audio
|
|||||||
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
|
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
|
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
|
||||||
|
|
||||||
public List<AudioClip> PeacefulMusic { get; private set; } = new();
|
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
|
||||||
public List<AudioClip> ActionMusic { get; private set; } = new();
|
|
||||||
public List<AudioClip> MenuMusic { get; private set; } = new();
|
|
||||||
public List<AudioClip> SFXAudios { get; private set; } = new();
|
public List<AudioClip> SFXAudios { get; private set; } = new();
|
||||||
public List<AudioClip> EnemiesAudios { get; private set; } = new();
|
public List<AudioClip> EnemiesAudios { get; private set; } = new();
|
||||||
public List<AudioClip> DispatcherAudios { get; private set; } = new();
|
public List<AudioClip> DispatcherAudios { get; private set; } = new();
|
||||||
@@ -41,7 +39,7 @@ namespace Code.Audio
|
|||||||
SoundtrackListConfig soundtrackListConfig,
|
SoundtrackListConfig soundtrackListConfig,
|
||||||
SFXListConfig sfxListConfig,
|
SFXListConfig sfxListConfig,
|
||||||
EnemiesSoundListConfig enemiesSoundListConfig,
|
EnemiesSoundListConfig enemiesSoundListConfig,
|
||||||
DispatcherSoundListConfig dispatcherSoundListConfig//, CharacterSoundListConfig characterSoundListConfig
|
DispatcherSoundListConfig dispatcherSoundListConfig
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
AudioMixer = audioMixerConfig.audioMixerAsset;
|
AudioMixer = audioMixerConfig.audioMixerAsset;
|
||||||
@@ -53,15 +51,11 @@ namespace Code.Audio
|
|||||||
_SFX = sfxListConfig.SFX;
|
_SFX = sfxListConfig.SFX;
|
||||||
_enemies = enemiesSoundListConfig.enemies;
|
_enemies = enemiesSoundListConfig.enemies;
|
||||||
_dispatcher = dispatcherSoundListConfig.dispatcher;
|
_dispatcher = dispatcherSoundListConfig.dispatcher;
|
||||||
// _character = characterSoundListConfig.character;
|
|
||||||
}
|
|
||||||
|
|
||||||
// public async UniTask<AudioMixer> CreateMixer()
|
MusicDictionary.Add(MusicType.Menu, new ());
|
||||||
// {
|
MusicDictionary.Add(MusicType.Peaceful, new ());
|
||||||
// AudioMixer audioMixer = (await Addressables.InstantiateAsync(_audioMixerPrefab).ToUniTask()).GetComponent<AudioMixer>();
|
MusicDictionary.Add(MusicType.Action, new ());
|
||||||
//
|
}
|
||||||
// return audioMixer;
|
|
||||||
// }
|
|
||||||
|
|
||||||
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
|
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
|
||||||
callback?.Invoke(await Addressables.LoadAssetAsync<GameObject>(_audioSourcePrefab));
|
callback?.Invoke(await Addressables.LoadAssetAsync<GameObject>(_audioSourcePrefab));
|
||||||
@@ -72,18 +66,17 @@ namespace Code.Audio
|
|||||||
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.None);
|
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.None);
|
||||||
|
|
||||||
await UniTask.WhenAll(_actionMusicHandle.ToUniTask(), _peacefulMusicHandle.ToUniTask());
|
await UniTask.WhenAll(_actionMusicHandle.ToUniTask(), _peacefulMusicHandle.ToUniTask());
|
||||||
|
|
||||||
}
|
}
|
||||||
|
public void ReleaseActionMusic()
|
||||||
public void ReleaseGameplayMusic()
|
|
||||||
{
|
{
|
||||||
ActionMusic.Clear();
|
MusicDictionary[MusicType.Action].Clear();
|
||||||
_actionMusicHandle.Release();
|
_actionMusicHandle.Release();
|
||||||
|
}
|
||||||
PeacefulMusic.Clear();
|
public void ReleasePeacefulMusic()
|
||||||
|
{
|
||||||
|
MusicDictionary[MusicType.Peaceful].Clear();
|
||||||
_peacefulMusicHandle.Release();
|
_peacefulMusicHandle.Release();
|
||||||
}
|
}
|
||||||
|
|
||||||
public async UniTask WarmMenuMusic( )
|
public async UniTask WarmMenuMusic( )
|
||||||
{
|
{
|
||||||
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.None);
|
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.None);
|
||||||
@@ -91,10 +84,9 @@ namespace Code.Audio
|
|||||||
await _menuMusicHandle.ToUniTask();
|
await _menuMusicHandle.ToUniTask();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ReleaseMenuMusic()
|
public void ReleaseMenuMusic()
|
||||||
{
|
{
|
||||||
MenuMusic.Clear();
|
MusicDictionary[MusicType.Menu].Clear();
|
||||||
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
||||||
_menuMusicHandle.Release();
|
_menuMusicHandle.Release();
|
||||||
}
|
}
|
||||||
@@ -105,7 +97,6 @@ namespace Code.Audio
|
|||||||
await _SFXHandle.ToUniTask();
|
await _SFXHandle.ToUniTask();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ReleaseSFX()
|
public void ReleaseSFX()
|
||||||
{
|
{
|
||||||
SFXAudios.Clear();
|
SFXAudios.Clear();
|
||||||
@@ -139,17 +130,17 @@ namespace Code.Audio
|
|||||||
_dispatcherHandle.Release();
|
_dispatcherHandle.Release();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnMenuTrackLoaded(AudioClip audioClip)
|
||||||
|
{
|
||||||
|
MusicDictionary[MusicType.Menu].Add(audioClip);
|
||||||
|
}
|
||||||
private void OnActionTrackLoaded(AudioClip audioClip)
|
private void OnActionTrackLoaded(AudioClip audioClip)
|
||||||
{
|
{
|
||||||
ActionMusic.Add(audioClip);
|
MusicDictionary[MusicType.Action].Add(audioClip);
|
||||||
}
|
}
|
||||||
private void OnPeacefulTrackLoaded(AudioClip audioClip)
|
private void OnPeacefulTrackLoaded(AudioClip audioClip)
|
||||||
{
|
{
|
||||||
PeacefulMusic.Add(audioClip);
|
MusicDictionary[MusicType.Peaceful].Add(audioClip);
|
||||||
}
|
|
||||||
private void OnMenuTrackLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
MenuMusic.Add(audioClip);
|
|
||||||
}
|
}
|
||||||
private void OnSFXLoaded(AudioClip audioClip)
|
private void OnSFXLoaded(AudioClip audioClip)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -22,9 +22,9 @@ namespace Code.Audio
|
|||||||
private AudioSource _peacefulMusicSource;
|
private AudioSource _peacefulMusicSource;
|
||||||
|
|
||||||
private AudioMixerGroup _masterGroup,
|
private AudioMixerGroup _masterGroup,
|
||||||
_musicGroup,
|
// _musicGroup,
|
||||||
_actionMusicGroup,
|
// _actionMusicGroup,
|
||||||
_peacefulMusicGroup,
|
// _peacefulMusicGroup,
|
||||||
_SFXGroup,
|
_SFXGroup,
|
||||||
_creaturesGroup,
|
_creaturesGroup,
|
||||||
_dispatcherGroup,
|
_dispatcherGroup,
|
||||||
@@ -46,110 +46,92 @@ namespace Code.Audio
|
|||||||
_mixer = _audioFactory.AudioMixer;
|
_mixer = _audioFactory.AudioMixer;
|
||||||
|
|
||||||
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
|
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
|
||||||
_actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
|
// _actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
|
||||||
_peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
|
// _peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusoup)[0];
|
||||||
|
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
|
||||||
|
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
|
||||||
|
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
|
||||||
|
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
|
||||||
|
|
||||||
|
_cancellationTokenSources.Add(MusicType.Menu, new());
|
||||||
|
_cancellationTokenSources.Add(MusicType.Action, new());
|
||||||
|
_cancellationTokenSources.Add(MusicType.Peaceful, new());
|
||||||
|
|
||||||
|
_musicAudioSources.Add(MusicType.Menu, null);
|
||||||
|
_musicAudioSources.Add(MusicType.Action, null);
|
||||||
|
_musicAudioSources.Add(MusicType.Peaceful, null);
|
||||||
|
|
||||||
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
|
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
|
||||||
_musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
|
|
||||||
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
|
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
|
||||||
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
|
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
|
||||||
_courierGroup = _mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
|
_courierGroup = _mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
|
||||||
_enemiesGroup = _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
|
_enemiesGroup = _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
|
||||||
|
|
||||||
|
_snapshots[AudioSnapshotState.None] = _mixer.FindSnapshot(AudioGroups.NoneSnapshot);
|
||||||
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
|
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
|
||||||
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
|
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
|
||||||
_snapshots[AudioSnapshotState.None] = _mixer.FindSnapshot(AudioGroups.NoneSnapshot);
|
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
|
||||||
|
|
||||||
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
|
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
|
||||||
|
|
||||||
InitializeMusicSources();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void InitializeMusicSources()
|
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
{
|
private Dictionary<MusicType, CancellationTokenSource> _cancellationTokenSources = new();
|
||||||
_actionMusicSource = _audioSourcePool.GetSource();
|
private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
|
||||||
_actionMusicSource.outputAudioMixerGroup = _actionMusicGroup;
|
private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
|
||||||
_actionMusicSource.spatialBlend = 0f;
|
|
||||||
|
|
||||||
_peacefulMusicSource = _audioSourcePool.GetSource();
|
public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType)
|
||||||
_peacefulMusicSource.outputAudioMixerGroup = _peacefulMusicGroup;
|
{
|
||||||
_peacefulMusicSource.spatialBlend = 0f;
|
if(!_musicAudioSources[musicType])
|
||||||
|
{
|
||||||
|
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
|
||||||
|
_musicAudioSources[musicType].spatialBlend = 0f;
|
||||||
|
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PlayRandomGameplayMusic()
|
_musicAudioSources[musicType].resource =
|
||||||
|
_audioFactory.MusicDictionary[musicType][
|
||||||
|
Random.Range(0, _audioFactory.MusicDictionary[musicType].Count)];
|
||||||
|
|
||||||
|
_musicAudioSources[musicType].Play();
|
||||||
|
|
||||||
|
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
||||||
|
// _ => !_musicAudioSources[musicType].isPlaying,
|
||||||
|
// cancellationToken: _cancellationTokenSources[musicType].Token);
|
||||||
|
await UniTask.NextFrame();
|
||||||
|
// Debug.Log($"Playing {musicType}");
|
||||||
|
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
||||||
|
_ => !_musicAudioSources[musicType].isPlaying,
|
||||||
|
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
|
||||||
|
// Debug.Log($"Finished {musicType}");
|
||||||
|
|
||||||
|
if (isCanceled)
|
||||||
{
|
{
|
||||||
_peacefulMusicSource.resource = _audioFactory.PeacefulMusic[Random.Range(0, _audioFactory.PeacefulMusic.Count)];
|
// Debug.Log($"Cancelled {musicType}");
|
||||||
_actionMusicSource.resource =
|
_cancellationTokenSources[musicType].Dispose();
|
||||||
_audioFactory.ActionMusic[Random.Range(0, _audioFactory.ActionMusic.Count)];
|
_cancellationTokenSources[musicType] = new();
|
||||||
|
|
||||||
_peacefulMusicSource.Play();
|
_audioSourcePool.ReleaseSource(_musicAudioSources[musicType]);
|
||||||
_actionMusicSource.Play();
|
_musicAudioSources[musicType] = null;
|
||||||
}
|
|
||||||
public void PlayRandomMenuMusic()
|
|
||||||
{
|
|
||||||
TransitToSnapshot(AudioSnapshotState.Peaceful);
|
|
||||||
|
|
||||||
_peacefulMusicSource.resource = _audioFactory.MenuMusic[Random.Range(0, _audioFactory.MenuMusic.Count)];
|
|
||||||
|
|
||||||
_peacefulMusicSource.Play();
|
|
||||||
}
|
|
||||||
|
|
||||||
private CancellationTokenSource _menuMusicTokenSource = new();
|
|
||||||
public async UniTaskVoid PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins()
|
|
||||||
{
|
|
||||||
TransitToSnapshot(AudioSnapshotState.Peaceful);
|
|
||||||
|
|
||||||
_peacefulMusicSource.resource = _audioFactory.MenuMusic[Random.Range(0, _audioFactory.MenuMusic.Count)];
|
|
||||||
|
|
||||||
_peacefulMusicSource.Play();
|
|
||||||
|
|
||||||
await UniTask.WaitUntilValueChanged(_peacefulMusicSource, _ => _peacefulMusicSource.isPlaying, cancellationToken: _menuMusicTokenSource.Token);
|
|
||||||
if (_menuMusicTokenSource.IsCancellationRequested)
|
|
||||||
{
|
|
||||||
_menuMusicTokenSource.Dispose();
|
|
||||||
_menuMusicTokenSource = new();
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins();
|
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType);
|
||||||
}
|
}
|
||||||
private CancellationTokenSource _peacefulMusicTokenSource = new();
|
|
||||||
public async UniTaskVoid PlayRandomPeacefulMusicUntilHumanityWillBeDestroyedForTheySins()
|
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
|
||||||
{
|
{
|
||||||
TransitToSnapshot(AudioSnapshotState.Peaceful);
|
TransitToSnapshot(audioSnapshotState, time);
|
||||||
|
|
||||||
_peacefulMusicSource.resource = _audioFactory.PeacefulMusic[Random.Range(0, _audioFactory.PeacefulMusic.Count)];
|
await UniTask.WaitForSeconds(time);
|
||||||
|
|
||||||
_peacefulMusicSource.Play();
|
_cancellationTokenSources[musicType].Cancel();
|
||||||
|
|
||||||
await UniTask.WaitUntilValueChanged(_peacefulMusicSource, _ => _peacefulMusicSource.isPlaying, cancellationToken: _peacefulMusicTokenSource.Token);
|
callback?.Invoke();
|
||||||
if (_peacefulMusicTokenSource.IsCancellationRequested)
|
|
||||||
{
|
|
||||||
_peacefulMusicTokenSource.Dispose();
|
|
||||||
_peacefulMusicTokenSource = new();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
PlayRandomPeacefulMusicUntilHumanityWillBeDestroyedForTheySins();
|
|
||||||
}
|
|
||||||
private CancellationTokenSource _actionMusicTokenSource = new();
|
|
||||||
public async UniTaskVoid PlayRandomActionMusicUntilHumanityWillBeDestroyedForTheySins()
|
|
||||||
{
|
|
||||||
TransitToSnapshot(AudioSnapshotState.Action);
|
|
||||||
|
|
||||||
_actionMusicSource.resource = _audioFactory.ActionMusic[Random.Range(0, _audioFactory.ActionMusic.Count)];
|
|
||||||
|
|
||||||
_actionMusicSource.Play();
|
|
||||||
|
|
||||||
await UniTask.WaitUntilValueChanged(_actionMusicSource, _ => _actionMusicSource.isPlaying, cancellationToken: _actionMusicTokenSource.Token);
|
|
||||||
if (_actionMusicTokenSource.IsCancellationRequested)
|
|
||||||
{
|
|
||||||
_actionMusicTokenSource.Dispose();
|
|
||||||
_actionMusicTokenSource = new();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
PlayRandomActionMusicUntilHumanityWillBeDestroyedForTheySins();
|
|
||||||
}
|
}
|
||||||
|
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
|
|
||||||
public void StopMusic()
|
public void StopMusic()
|
||||||
{
|
{
|
||||||
@@ -165,57 +147,6 @@ namespace Code.Audio
|
|||||||
|
|
||||||
callback?.Invoke();
|
callback?.Invoke();
|
||||||
}
|
}
|
||||||
public async UniTaskVoid GladlyAskToStopMenuMusic(Action callback = null)
|
|
||||||
{
|
|
||||||
TransitToSnapshot(AudioSnapshotState.None);
|
|
||||||
|
|
||||||
await UniTask.WaitForSeconds(1f);
|
|
||||||
|
|
||||||
_peacefulMusicSource.Stop();
|
|
||||||
|
|
||||||
_menuMusicTokenSource.Cancel();
|
|
||||||
|
|
||||||
callback?.Invoke();
|
|
||||||
}
|
|
||||||
|
|
||||||
public async UniTaskVoid GladlyAskToStopGameplayMusic(Action callback = null)
|
|
||||||
{
|
|
||||||
TransitToSnapshot(AudioSnapshotState.None);
|
|
||||||
|
|
||||||
await UniTask.WaitForSeconds(1f);
|
|
||||||
|
|
||||||
_actionMusicSource.Stop();
|
|
||||||
_peacefulMusicSource.Stop();
|
|
||||||
|
|
||||||
_actionMusicTokenSource.Cancel();
|
|
||||||
_peacefulMusicTokenSource.Cancel();
|
|
||||||
|
|
||||||
callback?.Invoke();
|
|
||||||
}
|
|
||||||
public async UniTaskVoid GladlyAskToStopActionMusic(Action callback = null)
|
|
||||||
{
|
|
||||||
TransitToSnapshot(AudioSnapshotState.None);
|
|
||||||
|
|
||||||
await UniTask.WaitForSeconds(1f);
|
|
||||||
|
|
||||||
_actionMusicSource.Stop();
|
|
||||||
|
|
||||||
_actionMusicTokenSource.Cancel();
|
|
||||||
|
|
||||||
callback?.Invoke();
|
|
||||||
}
|
|
||||||
public async UniTaskVoid GladlyAskToStopPeacefulMusic(Action callback = null)
|
|
||||||
{
|
|
||||||
TransitToSnapshot(AudioSnapshotState.None);
|
|
||||||
|
|
||||||
await UniTask.WaitForSeconds(1f);
|
|
||||||
|
|
||||||
_peacefulMusicSource.Stop();
|
|
||||||
|
|
||||||
_peacefulMusicTokenSource.Cancel();
|
|
||||||
|
|
||||||
callback?.Invoke();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void TransitToSnapshot(AudioSnapshotState state, float time = 1f)
|
public void TransitToSnapshot(AudioSnapshotState state, float time = 1f)
|
||||||
{
|
{
|
||||||
@@ -227,10 +158,12 @@ namespace Code.Audio
|
|||||||
{
|
{
|
||||||
_audioSourcePool.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _SFXGroup);
|
_audioSourcePool.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _SFXGroup);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
|
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
|
||||||
{
|
{
|
||||||
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup);
|
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
||||||
{
|
{
|
||||||
_audioSourcePool.PlayShizo(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
|
_audioSourcePool.PlayShizo(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ namespace Code.Audio
|
|||||||
{
|
{
|
||||||
None,
|
None,
|
||||||
Peaceful,
|
Peaceful,
|
||||||
Action
|
Action,
|
||||||
|
Menu
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -19,7 +19,7 @@ namespace Code.Audio
|
|||||||
_pool = new ObjectPool<AudioSource>(
|
_pool = new ObjectPool<AudioSource>(
|
||||||
createFunc: CreateItem,
|
createFunc: CreateItem,
|
||||||
// actionOnGet: OnGet,
|
// actionOnGet: OnGet,
|
||||||
// actionOnRelease: OnRelease,
|
actionOnRelease: OnRelease,
|
||||||
actionOnDestroy: OnDestroyItem,
|
actionOnDestroy: OnDestroyItem,
|
||||||
collectionCheck: true, // helps catch double-release mistakes
|
collectionCheck: true, // helps catch double-release mistakes
|
||||||
defaultCapacity: 10,
|
defaultCapacity: 10,
|
||||||
@@ -45,6 +45,7 @@ namespace Code.Audio
|
|||||||
// Called when an item is returned to the pool.
|
// Called when an item is returned to the pool.
|
||||||
private void OnRelease(AudioSource source)
|
private void OnRelease(AudioSource source)
|
||||||
{
|
{
|
||||||
|
source.Stop();
|
||||||
//source.gameObject.SetActive(false);
|
//source.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -8,16 +8,14 @@ namespace Code.Audio
|
|||||||
{
|
{
|
||||||
public interface IAudioFactory
|
public interface IAudioFactory
|
||||||
{
|
{
|
||||||
List<AudioClip> PeacefulMusic { get; }
|
|
||||||
List<AudioClip> ActionMusic { get; }
|
|
||||||
List<AudioClip> MenuMusic { get; }
|
|
||||||
List<AudioClip> SFXAudios { get; }
|
List<AudioClip> SFXAudios { get; }
|
||||||
List<AudioClip> EnemiesAudios { get; }
|
List<AudioClip> EnemiesAudios { get; }
|
||||||
List<AudioClip> DispatcherAudios { get; }
|
List<AudioClip> DispatcherAudios { get; }
|
||||||
AudioMixer AudioMixer { get; }
|
AudioMixer AudioMixer { get; }
|
||||||
|
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
|
||||||
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
|
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
|
||||||
UniTask WarmGameplayMusic();
|
UniTask WarmGameplayMusic();
|
||||||
void ReleaseGameplayMusic();
|
void ReleaseActionMusic();
|
||||||
UniTask WarmMenuMusic();
|
UniTask WarmMenuMusic();
|
||||||
void ReleaseMenuMusic();
|
void ReleaseMenuMusic();
|
||||||
UniTask WarmSFX();
|
UniTask WarmSFX();
|
||||||
@@ -26,5 +24,6 @@ namespace Code.Audio
|
|||||||
void ReleaseEnemies();
|
void ReleaseEnemies();
|
||||||
UniTask WarmDispatcher();
|
UniTask WarmDispatcher();
|
||||||
void ReleaseDispatcher();
|
void ReleaseDispatcher();
|
||||||
|
void ReleasePeacefulMusic();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -7,20 +7,13 @@ namespace Code.Audio
|
|||||||
public interface IAudioService
|
public interface IAudioService
|
||||||
{
|
{
|
||||||
UniTask Initialize();
|
UniTask Initialize();
|
||||||
void PlayRandomGameplayMusic();
|
UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType);
|
||||||
|
UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null);
|
||||||
|
void StopMusic();
|
||||||
|
void GladlyAskToStopMusic(Action callback = null);
|
||||||
void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
|
void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
|
||||||
void PlaySFX(SFXSounds sfxId, Vector3 position);
|
void PlaySFX(SFXSounds sfxId, Vector3 position);
|
||||||
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
|
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
|
||||||
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
|
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
|
||||||
void PlayRandomMenuMusic();
|
|
||||||
UniTaskVoid PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins();
|
|
||||||
void StopMusic();
|
|
||||||
void GladlyAskToStopMusic(Action callback = null);
|
|
||||||
UniTaskVoid GladlyAskToStopMenuMusic(Action callback = null);
|
|
||||||
UniTaskVoid GladlyAskToStopActionMusic(Action callback = null);
|
|
||||||
UniTaskVoid GladlyAskToStopPeacefulMusic(Action callback = null);
|
|
||||||
UniTaskVoid PlayRandomPeacefulMusicUntilHumanityWillBeDestroyedForTheySins();
|
|
||||||
UniTaskVoid PlayRandomActionMusicUntilHumanityWillBeDestroyedForTheySins();
|
|
||||||
UniTaskVoid GladlyAskToStopGameplayMusic(Action callback = null);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
namespace Code.Audio
|
||||||
|
{
|
||||||
|
public enum MusicType
|
||||||
|
{
|
||||||
|
Menu,
|
||||||
|
Peaceful,
|
||||||
|
Action
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 74ff08d5f1b741f69e37fc06fb07ae8d
|
||||||
|
timeCreated: 1763151897
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
|
||||||
namespace Code.Configs
|
namespace Code.Configs
|
||||||
{
|
{
|
||||||
@@ -6,5 +7,7 @@ namespace Code.Configs
|
|||||||
public class PlayerConfig : ScriptableObject
|
public class PlayerConfig : ScriptableObject
|
||||||
{
|
{
|
||||||
public int maxHealth;
|
public int maxHealth;
|
||||||
|
|
||||||
|
public AssetReference characterPrefab;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -25,5 +25,7 @@ namespace Code.Constants
|
|||||||
public const string PeacefulSnapshot = "Peaceful";
|
public const string PeacefulSnapshot = "Peaceful";
|
||||||
public const string ActionSnapshot = "Action";
|
public const string ActionSnapshot = "Action";
|
||||||
public const string NoneSnapshot = "None";
|
public const string NoneSnapshot = "None";
|
||||||
|
public const string MenuSnapshot = "Menu";
|
||||||
|
public const string MenuMusicGroup = "Menu";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -117,7 +117,7 @@ namespace Code.Gameplay.Camera.CameraStates
|
|||||||
protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
||||||
{
|
{
|
||||||
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
||||||
var rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
|
var rotationFromInput = Quaternion.Euler(Vector3.up * (rotationInput.x * RotationSpeed));
|
||||||
PlanarDirection = rotationFromInput * PlanarDirection;
|
PlanarDirection = rotationFromInput * PlanarDirection;
|
||||||
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
||||||
|
|
||||||
|
|||||||
+39
-2
@@ -16,6 +16,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
// Пороговый косинус стены
|
// Пороговый косинус стены
|
||||||
public float WallNormalThreshold { get; }
|
public float WallNormalThreshold { get; }
|
||||||
|
|
||||||
|
private bool _hasClimbedThisWallSession;
|
||||||
|
private float _wallClimbCooldownTimer;
|
||||||
|
private readonly float _wallClimbCooldownDuration = 1.5f;
|
||||||
|
|
||||||
|
public bool IsClimbingActive { get; private set; }
|
||||||
|
|
||||||
// Конструктор механики залазания на стену
|
// Конструктор механики залазания на стену
|
||||||
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed, float wallDetectionAngleThreshold)
|
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed, float wallDetectionAngleThreshold)
|
||||||
{
|
{
|
||||||
@@ -26,11 +32,21 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||||
public void OnMovementHit(KinematicCharacterMotor motor, Vector3 hitNormal)
|
public bool TryClimbWall(KinematicCharacterMotor motor, Vector3 hitNormal)
|
||||||
{
|
{
|
||||||
// Проверяем, что это вертикальная или почти вертикальная поверхность (стена)
|
// Проверяем, что это вертикальная или почти вертикальная поверхность (стена)
|
||||||
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
||||||
if (Mathf.Abs(dotWithUp) > WallNormalThreshold) return; // Не стена — это пол или потолок
|
|
||||||
|
if (Mathf.Abs(dotWithUp) > WallNormalThreshold)
|
||||||
|
{
|
||||||
|
// Сбрасываем сессию, если коснулись пола/потолка → выход из "режима стены"
|
||||||
|
_hasClimbedThisWallSession = false;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Запрещаем повторное залазание в рамках одной сессии
|
||||||
|
if (_hasClimbedThisWallSession || _wallClimbCooldownTimer > 0f)
|
||||||
|
return false;
|
||||||
|
|
||||||
// Получаем текущую скорость персонажа
|
// Получаем текущую скорость персонажа
|
||||||
var currentVelocity = motor.Velocity;
|
var currentVelocity = motor.Velocity;
|
||||||
@@ -41,6 +57,7 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
// Если движемся в стену с достаточной скоростью
|
// Если движемся в стену с достаточной скоростью
|
||||||
if (velocityIntoWall > _minWallClimbSpeed)
|
if (velocityIntoWall > _minWallClimbSpeed)
|
||||||
{
|
{
|
||||||
|
_wallClimbCooldownTimer = _wallClimbCooldownDuration;
|
||||||
// Преобразуем часть горизонтальной скорости в вертикальную
|
// Преобразуем часть горизонтальной скорости в вертикальную
|
||||||
var verticalBoost = velocityIntoWall * _wallClimbSpeedFactor;
|
var verticalBoost = velocityIntoWall * _wallClimbSpeedFactor;
|
||||||
|
|
||||||
@@ -49,6 +66,26 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
// Предотвращаем заземление и повторное применение в этом кадре
|
// Предотвращаем заземление и повторное применение в этом кадре
|
||||||
motor.ForceUnground();
|
motor.ForceUnground();
|
||||||
|
_hasClimbedThisWallSession = true;
|
||||||
|
IsClimbingActive = true;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ResetWallClimbSession()
|
||||||
|
{
|
||||||
|
_hasClimbedThisWallSession = false;
|
||||||
|
IsClimbingActive = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TickCooldown(float deltaTime)
|
||||||
|
{
|
||||||
|
if (_wallClimbCooldownTimer > 0f)
|
||||||
|
{
|
||||||
|
_wallClimbCooldownTimer -= deltaTime;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+80
-12
@@ -17,6 +17,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
private Vector3 _lastWallNormal;
|
private Vector3 _lastWallNormal;
|
||||||
private float _lastWallContactHeight;
|
private float _lastWallContactHeight;
|
||||||
private float _leanFactor;
|
private float _leanFactor;
|
||||||
|
private float _leanSign;
|
||||||
|
private Vector3 _leanDirection;
|
||||||
|
|
||||||
|
private Vector3 _lastWallContactPoint;
|
||||||
|
private bool _isLeaningOnWall;
|
||||||
|
private const float WallProximityThreshold = 0.6f;
|
||||||
|
|
||||||
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
|
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
|
||||||
{
|
{
|
||||||
@@ -32,25 +38,89 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Вызывается из OnMovementHit
|
// Вызывается из OnMovementHit
|
||||||
public void OnWallContact(Vector3 wallNormal, float contactHeight)
|
public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
|
||||||
{
|
{
|
||||||
|
// Только если это действительно стена (не пол/потолок)
|
||||||
|
var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
|
||||||
|
if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
|
||||||
|
return;
|
||||||
|
|
||||||
_lastWallNormal = wallNormal;
|
_lastWallNormal = wallNormal;
|
||||||
_lastWallContactHeight = contactHeight; }
|
_lastWallContactHeight = contactHeight;
|
||||||
|
_lastWallContactPoint = motor.TransientPosition;
|
||||||
|
|
||||||
|
// Пересчитываем направление наклона
|
||||||
|
_leanDirection = -_lastWallNormal;
|
||||||
|
_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
|
||||||
|
|
||||||
|
_leanSign = 1;
|
||||||
|
|
||||||
|
// what the fuck
|
||||||
|
if (_leanDirection.x != 0)
|
||||||
|
{
|
||||||
|
switch (_leanDirection.x)
|
||||||
|
{
|
||||||
|
case -1 or 1 when motor.CharacterRight.x > 0.1f:
|
||||||
|
_leanSign = -1;
|
||||||
|
break;
|
||||||
|
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
|
||||||
|
_leanDirection = new Vector3(0, 0, -1);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
switch (_leanDirection.z)
|
||||||
|
{
|
||||||
|
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
|
||||||
|
_leanSign = -1;
|
||||||
|
break;
|
||||||
|
case -1 when motor.CharacterRight.z < -0.1f:
|
||||||
|
case 1 when motor.CharacterRight.z > 0.1f:
|
||||||
|
_leanDirection = new Vector3(-1, 0, 0);
|
||||||
|
break;
|
||||||
|
case -1 when motor.CharacterRight.z > 0.1f:
|
||||||
|
case 1 when motor.CharacterRight.z < -0.1f:
|
||||||
|
_leanDirection = new Vector3(1, 0, 0);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_isLeaningOnWall = true;
|
||||||
|
}
|
||||||
|
|
||||||
// Обновление каждый кадр
|
// Обновление каждый кадр
|
||||||
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
||||||
{
|
{
|
||||||
if (!_characterTransform) return;
|
if (!_characterTransform) return;
|
||||||
|
|
||||||
var isGrounded = motor.GroundingStatus.IsStableOnGround;
|
var currentPosition = motor.TransientPosition;
|
||||||
|
|
||||||
if (!isGrounded)
|
var isStillNearWall = false;
|
||||||
|
if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
|
||||||
{
|
{
|
||||||
var heightDelta = motor.TransientPosition.y - _lastWallContactHeight;
|
var toWall = currentPosition - _lastWallContactPoint;
|
||||||
|
var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
|
||||||
|
isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_isLeaningOnWall)
|
||||||
|
{
|
||||||
|
var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
|
||||||
|
|
||||||
|
if (!isStillNearWall || isBelowContactHeight)
|
||||||
|
{
|
||||||
|
_isLeaningOnWall = false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var heightDelta = currentPosition.y - _lastWallContactHeight;
|
||||||
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||||
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||||
}
|
}
|
||||||
else
|
}
|
||||||
|
|
||||||
|
if (!_isLeaningOnWall)
|
||||||
{
|
{
|
||||||
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||||
}
|
}
|
||||||
@@ -66,13 +136,11 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
var leanDirection = -_lastWallNormal;
|
if (_leanDirection.sqrMagnitude < 0.01f) return;
|
||||||
leanDirection = Vector3.ProjectOnPlane(leanDirection, motor.CharacterUp).normalized;
|
|
||||||
|
|
||||||
if (leanDirection.sqrMagnitude < 0.01f) return;
|
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
|
||||||
|
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
|
||||||
var leanAngle = _leanFactor * _maxLeanAngle;
|
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
|
||||||
var leanRotation = Quaternion.AngleAxis(leanAngle, Vector3.Cross(motor.CharacterUp, leanDirection));
|
|
||||||
_characterTransform.localRotation = leanRotation;
|
_characterTransform.localRotation = leanRotation;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+55
-16
@@ -33,9 +33,43 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
private GroundMovementSystem _groundMovement;
|
private GroundMovementSystem _groundMovement;
|
||||||
private AirMovementSystem _airMovement;
|
private AirMovementSystem _airMovement;
|
||||||
|
|
||||||
|
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
||||||
|
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
|
||||||
|
|
||||||
// Инициализация контроллера
|
// Инициализация контроллера
|
||||||
private void Awake()
|
// private void Awake()
|
||||||
|
// {
|
||||||
|
// // Инициализация подсистем с параметрами из конфига
|
||||||
|
// _inputHandler = new CharacterInputHandler(
|
||||||
|
// _characterConfig.sprintAngleThreshold
|
||||||
|
// );
|
||||||
|
// _slideMechanic = new SlideMechanic(
|
||||||
|
// _characterConfig.slideSpeed,
|
||||||
|
// _characterConfig.slideDuration,
|
||||||
|
// _characterConfig.slideCooldown
|
||||||
|
// );
|
||||||
|
// _wallClimbMechanic = new WallClimbMechanic(
|
||||||
|
// _characterConfig.wallClimbSpeedFactor,
|
||||||
|
// _characterConfig.minWallClimbSpeed,
|
||||||
|
// _characterConfig.wallDetectionAngleThreshold
|
||||||
|
// );
|
||||||
|
// _wallLeanMechanic = new WallLeanMechanic(
|
||||||
|
// _characterConfig.maxWallLeanAngle,
|
||||||
|
// _characterConfig.wallLeanSharpness,
|
||||||
|
// _characterConfig.wallLeanHeightScale
|
||||||
|
// );
|
||||||
|
// _groundMovement = new GroundMovementSystem(
|
||||||
|
// _characterConfig.maxStableMoveSpeed,
|
||||||
|
// _characterConfig.sprintMoveSpeed,
|
||||||
|
// _characterConfig.stableMovementSharpness,
|
||||||
|
// _characterConfig.jumpSpeed
|
||||||
|
// );
|
||||||
|
// _airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||||
|
// }
|
||||||
|
[Inject]
|
||||||
|
private void Construct(CharacterConfig characterConfig)
|
||||||
{
|
{
|
||||||
|
_characterConfig = characterConfig;
|
||||||
// Инициализация подсистем с параметрами из конфига
|
// Инициализация подсистем с параметрами из конфига
|
||||||
_inputHandler = new CharacterInputHandler(
|
_inputHandler = new CharacterInputHandler(
|
||||||
_characterConfig.sprintAngleThreshold
|
_characterConfig.sprintAngleThreshold
|
||||||
@@ -62,25 +96,31 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
_characterConfig.jumpSpeed
|
_characterConfig.jumpSpeed
|
||||||
);
|
);
|
||||||
_airMovement = new AirMovementSystem(_characterConfig.gravity);
|
_airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||||
}
|
|
||||||
|
|
||||||
// Текущий режим камеры для адаптации поведения
|
|
||||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
|
||||||
|
|
||||||
// Инициализация контроллера
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||||
_inputHandler.FirstPersonCameraRotation =
|
_inputHandler.FirstPersonCameraRotation =
|
||||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||||
_wallLeanMechanic.SetCharacterTransform(characterTransform);
|
_wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||||
}
|
}
|
||||||
|
// Текущий режим камеры для адаптации поведения
|
||||||
|
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
||||||
|
|
||||||
|
// Инициализация контроллера
|
||||||
|
// private void Start()
|
||||||
|
// {
|
||||||
|
// motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||||
|
// _inputHandler.FirstPersonCameraRotation =
|
||||||
|
// motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||||
|
// _wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||||
|
// }
|
||||||
|
|
||||||
// Обработка и преобразование входных данных от персонажа
|
// Обработка и преобразование входных данных от персонажа
|
||||||
public void SetInputs(ref CharacterInputs inputs)
|
public void SetInputs(ref CharacterInputs inputs)
|
||||||
{
|
{
|
||||||
// Обновляем таймер перезарядки слайда
|
// Обновляем таймер перезарядки слайда
|
||||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||||
|
_wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||||
|
|
||||||
// Если активен слайд - игнорируем весь остальной ввод
|
// Если активен слайд - игнорируем весь остальной ввод
|
||||||
if (_slideMechanic.IsSliding)
|
if (_slideMechanic.IsSliding)
|
||||||
@@ -109,8 +149,7 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
// Обновление вращения персонажа на основе входных данных
|
// Обновление вращения персонажа на основе входных данных
|
||||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||||
{
|
{
|
||||||
// ВО ВРЕМЯ СЛАЙДА НЕ ОБНОВЛЯЕМ ВРАЩЕНИЕ - ПЕРСОНАЖ СМОТРИТ ПРЯМО
|
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
|
||||||
if (_slideMechanic.IsSliding) return;
|
|
||||||
|
|
||||||
switch (_currentCameraMode)
|
switch (_currentCameraMode)
|
||||||
{
|
{
|
||||||
@@ -196,6 +235,11 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
{
|
{
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (motor.GroundingStatus.IsStableOnGround)
|
||||||
|
{
|
||||||
|
_wallClimbMechanic.ResetWallClimbSession();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Метод вызывается после обновления персонажа
|
// Метод вызывается после обновления персонажа
|
||||||
@@ -220,13 +264,8 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
ref HitStabilityReport hitStabilityReport)
|
ref HitStabilityReport hitStabilityReport)
|
||||||
{
|
{
|
||||||
_wallClimbMechanic.OnMovementHit(motor, hitNormal);
|
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
|
||||||
|
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
|
||||||
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
|
||||||
if (Mathf.Abs(dotWithUp) <= _wallClimbMechanic.WallNormalThreshold)
|
|
||||||
{
|
|
||||||
_wallLeanMechanic.OnWallContact(hitNormal, motor.TransientPosition.y);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка отчета о стабильности столкновения
|
// Обработка отчета о стабильности столкновения
|
||||||
|
|||||||
+1
-1
@@ -113,7 +113,7 @@ namespace Code.Gameplay.Character.Controller.Input
|
|||||||
var cameraForward = cameraRotation * Vector3.forward;
|
var cameraForward = cameraRotation * Vector3.forward;
|
||||||
|
|
||||||
// Проецируем на горизонтальную плоскость
|
// Проецируем на горизонтальную плоскость
|
||||||
var horizontalForward = Vector3.ProjectOnPlane(cameraForward, motor.CharacterUp).normalized;
|
var horizontalForward = Vector3.ProjectOnPlane(cameraForward, Vector3.up).normalized;
|
||||||
|
|
||||||
// Если проекция вырождена, используем текущее направление персонажа
|
// Если проекция вырождена, используем текущее направление персонажа
|
||||||
if (horizontalForward.sqrMagnitude < 0.01f)
|
if (horizontalForward.sqrMagnitude < 0.01f)
|
||||||
|
|||||||
@@ -0,0 +1,56 @@
|
|||||||
|
using Code.Gameplay.Camera;
|
||||||
|
using Code.Gameplay.Camera.CameraStates;
|
||||||
|
using Code.Gameplay.Character.Controller;
|
||||||
|
using Code.Input;
|
||||||
|
using Reflex.Attributes;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Character.Core
|
||||||
|
{
|
||||||
|
public class CharacterProvider : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Inject] private CameraStateMachine _cameraStateMachine; // Стейт-машина камеры (нужна для транзакций и т.п.)
|
||||||
|
[SerializeField] private CustomCharacterController customCharacterController; // Компонент управления персонажем
|
||||||
|
public CustomCharacterController CustomCharacterController => customCharacterController;
|
||||||
|
|
||||||
|
[SerializeField] private Transform cameraFollowPoint; // Точка следования камеры (уровень глаз для FirstPerson)
|
||||||
|
public Transform GetFollowTransform() => cameraFollowPoint;
|
||||||
|
|
||||||
|
[Inject] private IInputService _inputService; // Сервис ввода через DI
|
||||||
|
|
||||||
|
public void Teleport(Vector3 position, Quaternion rotation)
|
||||||
|
{
|
||||||
|
customCharacterController.SetPosition(position);
|
||||||
|
customCharacterController.SetRotation(rotation);
|
||||||
|
}
|
||||||
|
// Обработка ввода для движения персонажа
|
||||||
|
private void HandleCharacterInput()
|
||||||
|
{
|
||||||
|
// Создаем структуру ввода с полной информацией о камере
|
||||||
|
var inputs = new CharacterInputs();
|
||||||
|
|
||||||
|
// Получаем данные движения из Input System
|
||||||
|
var moveInput = _inputService.MoveInput;
|
||||||
|
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||||
|
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||||
|
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||||
|
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift)
|
||||||
|
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||||
|
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||||
|
|
||||||
|
// Передаем информацию о камере для адаптивного поведения
|
||||||
|
inputs.CameraRotation = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetCameraRotation();
|
||||||
|
inputs.CameraPlanarDirection = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetPlanarDirection();
|
||||||
|
|
||||||
|
// Передаем ввод в контроллер персонажа
|
||||||
|
customCharacterController.SetInputs(ref inputs);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Обновление логики каждый кадр
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
// Обработка ввода для движения в Update (физика)
|
||||||
|
HandleCharacterInput();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b2d4b8256c1f4b3facf6b8d0a7d5256b
|
||||||
|
timeCreated: 1763217123
|
||||||
@@ -1,8 +1,15 @@
|
|||||||
|
using System;
|
||||||
|
using Code.Gameplay.Character.Core;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Code.Gameplay.Player
|
namespace Code.Gameplay.Player
|
||||||
{
|
{
|
||||||
public interface IPlayerFactory
|
public interface IPlayerFactory
|
||||||
{
|
{
|
||||||
PlayerHealth CreatePlayerHealth(int count = -1);
|
PlayerHealth CreatePlayerHealth(int count = -1);
|
||||||
PlayerMoney CreatePlayerMoney(int count = 0);
|
PlayerMoney CreatePlayerMoney(int count = 0);
|
||||||
|
UniTask<CharacterProvider> CreatePlayer();
|
||||||
|
void ReleasePlayer(CharacterProvider characterProvider);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,23 @@
|
|||||||
|
using KinematicCharacterController;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Player
|
||||||
|
{
|
||||||
|
public class PlayerAnimator : MonoBehaviour
|
||||||
|
{
|
||||||
|
private static readonly int Velocity = Animator.StringToHash("Velocity");
|
||||||
|
|
||||||
|
[SerializeField] private Animator playerAnimator;
|
||||||
|
[SerializeField] private KinematicCharacterMotor kinematicCharacterMotor;
|
||||||
|
|
||||||
|
private void SetVelocity(float velocity)
|
||||||
|
{
|
||||||
|
playerAnimator.SetFloat(Velocity, velocity);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
SetVelocity(kinematicCharacterMotor.Velocity.magnitude);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2f94efbea729423596ee5c6ee2366c98
|
||||||
|
timeCreated: 1763220863
|
||||||
@@ -1,6 +1,13 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Code.Configs;
|
using Code.Configs;
|
||||||
|
using Code.Gameplay.Character.Core;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
using Reflex.Attributes;
|
using Reflex.Attributes;
|
||||||
|
using Reflex.Core;
|
||||||
|
using Reflex.Extensions;
|
||||||
|
using Reflex.Injectors;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
namespace Code.Gameplay.Player
|
namespace Code.Gameplay.Player
|
||||||
{
|
{
|
||||||
@@ -15,5 +22,18 @@ namespace Code.Gameplay.Player
|
|||||||
return new(count);
|
return new(count);
|
||||||
}
|
}
|
||||||
public PlayerMoney CreatePlayerMoney(int count = 0) => new(count);
|
public PlayerMoney CreatePlayerMoney(int count = 0) => new(count);
|
||||||
|
|
||||||
|
public async UniTask<CharacterProvider> CreatePlayer()
|
||||||
|
{
|
||||||
|
CharacterProvider characterProvider = (await Addressables.InstantiateAsync(_playerConfig.characterPrefab).ToUniTask()).GetComponent<CharacterProvider>();
|
||||||
|
AttributeInjector.Inject(characterProvider, Container.ProjectContainer);
|
||||||
|
AttributeInjector.Inject(characterProvider.CustomCharacterController, Container.ProjectContainer);
|
||||||
|
return characterProvider;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ReleasePlayer(CharacterProvider characterProvider)
|
||||||
|
{
|
||||||
|
Addressables.ReleaseInstance(characterProvider.gameObject);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -7,10 +7,12 @@ namespace Code.Scenes.SceneEnvironments
|
|||||||
public class GameplaySceneEnvironment : CurrentSceneEnvironment
|
public class GameplaySceneEnvironment : CurrentSceneEnvironment
|
||||||
{
|
{
|
||||||
[FormerlySerializedAs("sfxTarget")] public Transform debugSfxTarget;
|
[FormerlySerializedAs("sfxTarget")] public Transform debugSfxTarget;
|
||||||
|
public Transform playerSpawnPoint;
|
||||||
|
|
||||||
public void TransitVariables(GameplaySceneEnvironment env)
|
public void TransitVariables(GameplaySceneEnvironment env)
|
||||||
{
|
{
|
||||||
debugSfxTarget = env.debugSfxTarget;
|
debugSfxTarget = env.debugSfxTarget;
|
||||||
|
playerSpawnPoint = env.playerSpawnPoint;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -52,6 +52,39 @@ AudioMixerEffectController:
|
|||||||
m_SendTarget: {fileID: 0}
|
m_SendTarget: {fileID: 0}
|
||||||
m_EnableWetMix: 0
|
m_EnableWetMix: 0
|
||||||
m_Bypass: 0
|
m_Bypass: 0
|
||||||
|
--- !u!245 &-5566153147845745614
|
||||||
|
AudioMixerSnapshotController:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: Menu
|
||||||
|
m_AudioMixer: {fileID: 24100000}
|
||||||
|
m_SnapshotID: ae02c0612d44bfd459883c67f6dab857
|
||||||
|
m_FloatValues:
|
||||||
|
b9fc0df121fe7134e9cbd35aa5a65755: 0.10800299
|
||||||
|
ddab7e07de3c686e296ff10b1cd77a47: -80
|
||||||
|
dd0b3fe80d006124baa36e791e6953f0: -80
|
||||||
|
m_TransitionOverrides: {}
|
||||||
|
--- !u!243 &-5282050360126310577
|
||||||
|
AudioMixerGroupController:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: Menu
|
||||||
|
m_AudioMixer: {fileID: 24100000}
|
||||||
|
m_GroupID: af6d3dead2e9e4848a2ca2fa55634108
|
||||||
|
m_Children: []
|
||||||
|
m_Volume: b9fc0df121fe7134e9cbd35aa5a65755
|
||||||
|
m_Pitch: 3cdebfce079b3864f93ef55f8bc453ae
|
||||||
|
m_Send: 00000000000000000000000000000000
|
||||||
|
m_Effects:
|
||||||
|
- {fileID: 5712107256638894671}
|
||||||
|
m_UserColorIndex: 0
|
||||||
|
m_Mute: 0
|
||||||
|
m_Solo: 0
|
||||||
|
m_BypassEffects: 0
|
||||||
--- !u!243 &-4235790927912365957
|
--- !u!243 &-4235790927912365957
|
||||||
AudioMixerGroupController:
|
AudioMixerGroupController:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@@ -64,6 +97,7 @@ AudioMixerGroupController:
|
|||||||
m_Children:
|
m_Children:
|
||||||
- {fileID: 1469200815455588746}
|
- {fileID: 1469200815455588746}
|
||||||
- {fileID: 9214955797390454771}
|
- {fileID: 9214955797390454771}
|
||||||
|
- {fileID: -5282050360126310577}
|
||||||
m_Volume: 4c469b14481ac855fb9fb2989e6e6b94
|
m_Volume: 4c469b14481ac855fb9fb2989e6e6b94
|
||||||
m_Pitch: f5433a3ce2d2313f2b2d52521d9fa5bd
|
m_Pitch: f5433a3ce2d2313f2b2d52521d9fa5bd
|
||||||
m_Send: 00000000000000000000000000000000
|
m_Send: 00000000000000000000000000000000
|
||||||
@@ -119,6 +153,7 @@ AudioMixerSnapshotController:
|
|||||||
m_AudioMixer: {fileID: 24100000}
|
m_AudioMixer: {fileID: 24100000}
|
||||||
m_SnapshotID: 6d6b0cfa14637d5f0a34277934971c34
|
m_SnapshotID: 6d6b0cfa14637d5f0a34277934971c34
|
||||||
m_FloatValues:
|
m_FloatValues:
|
||||||
|
b9fc0df121fe7134e9cbd35aa5a65755: -80
|
||||||
ddab7e07de3c686e296ff10b1cd77a47: -80
|
ddab7e07de3c686e296ff10b1cd77a47: -80
|
||||||
m_TransitionOverrides: {}
|
m_TransitionOverrides: {}
|
||||||
--- !u!241 &24100000
|
--- !u!241 &24100000
|
||||||
@@ -134,6 +169,7 @@ AudioMixerController:
|
|||||||
- {fileID: 8341788112416184532}
|
- {fileID: 8341788112416184532}
|
||||||
- {fileID: -1214924791136564940}
|
- {fileID: -1214924791136564940}
|
||||||
- {fileID: 24500006}
|
- {fileID: 24500006}
|
||||||
|
- {fileID: -5566153147845745614}
|
||||||
m_StartSnapshot: {fileID: 8341788112416184532}
|
m_StartSnapshot: {fileID: 8341788112416184532}
|
||||||
m_SuspendThreshold: -80
|
m_SuspendThreshold: -80
|
||||||
m_EnableSuspend: 1
|
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Reference in new issue
Block a user