20 Commits
Author SHA1 Message Date
ThomasCharester 7bc15cc03d Перекинул энтерстейт 2025-11-03 16:45:41 +03:00
ThomasCharester d861e06caf Фикс утечки памяти. Первой наверное... 2025-11-03 12:54:45 +03:00
ThomasCharester f940cbffe0 Теперь Addressables и UniTask в InstantiateAsync и прочих процессах 2025-11-03 12:31:26 +03:00
ThomasCharester 6b1f24b72e Addressables in process 2025-11-02 23:29:29 +03:00
ThomasCharester 1ad87e7432 Unitask добавлен 2025-11-02 18:02:45 +03:00
ThomasCharester 09219d9091 Этот интерфейс... Добавил инструменты и заготовки 2025-11-02 17:31:45 +03:00
ThomasCharester 37f5d15410 Диспетчер в процессе 2025-11-01 11:34:34 +03:00
ThomasCharester 019da8cfd3 Экран смерти, смерть, бабки, Интерфейс, Шлюхи 2025-11-01 01:45:46 +03:00
ThomasCharester edf3821c0d Межинтерфейс 2025-11-01 00:54:24 +03:00
ThomasCharester 45fe19be24 Интерфейс в процессе 2025-10-31 23:19:16 +03:00
ThomasCharester bea109175b Допил интерфейса, здоровья, денег 2025-10-30 21:13:42 +03:00
MrTorex b214bb0f63 Инишиал механика наклона при залазании на стены
Нуждается в доработке (как минимум чтобы вращалось в правильную сторону), но вроде-как выглядит прикольно
2025-10-29 20:09:39 +03:00
ThomasCharester 0ac5ba1e1c Интерфейс прокачан 2025-10-29 20:06:37 +03:00
ThomasCharester ab9d444072 Система здоровья 2025-10-29 16:02:05 +03:00
ThomasCharester 2335908a90 Какие штуки 2025-10-29 16:01:46 +03:00
ThomasCharester ae76edb0d0 Сделан сервис UI и заготовки панелек 2025-10-29 16:01:18 +03:00
ThomasCharester 6f2b063700 Небольшой фикс инфраструктуры 2025-10-29 15:57:27 +03:00
ThomasCharester c6d1c3bffd Static camera state, Scene environments 2025-10-29 14:13:09 +03:00
MrTorex 07ce27618c Перенос всех магических чисел в градусы 2025-10-29 12:11:03 +03:00
MrTorex fb85b22e96 Вынос настроек персонажа в конфиг
В который сейчас будет добавлено пару новых настроек
2025-10-29 11:17:27 +03:00
328 changed files with 83573 additions and 469 deletions

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@@ -0,0 +1,12 @@
using Code.App.StateMachine;
using Code.StateMachine;
namespace Code.App.AppStates
{
public class BootstrapState : BaseState<AppStateMachineContext>
{
public BootstrapState(AppStateMachineContext context) : base(context)
{
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0183e73a08c64332babded3df3d06b95
timeCreated: 1762122962
@@ -1,5 +1,8 @@
using Code.App.StateMachine;
using Code.Scenes;
using Code.StateMachine;
using Code.UI;
using UnityEngine;
namespace Code.App.AppStates
{
@@ -7,17 +10,32 @@ namespace Code.App.AppStates
{
public GameOverState(AppStateMachineContext context) : base(context)
{ }
private float damnTimer = 3f; // TODO Удалить при первой возможности
public override void EnterState()
{
Context.UIService.SwitchPanelTo(UIPanel.GameOver);
base.EnterState();
}
private void ToMainMenu()
{
Context.StateMachine.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
}
public override void Tick()
{ }
{
damnTimer -= Time.deltaTime;
if (damnTimer <= float.Epsilon) ToMainMenu();
}
public override void ExitState()
{
damnTimer = 5f;
Context.UIService.LoadingScreen.Show();
base.ExitState();
}
}
@@ -1,13 +1,20 @@
using Code.App.StateMachine;
using Code.Gameplay.Camera;
using Code.Gameplay.Player;
using Code.Input;
using Code.Scenes;
using Code.StateMachine;
using Code.UI;
using UnityEngine.InputSystem;
namespace Code.App.AppStates
{
public class GameplayState : BaseState<AppStateMachineContext>
{
private PlayerHealth _playerHealth;
private PlayerMoney _playerMoney;
private bool _uiLoaded, _sceneLoaded;
public GameplayState(AppStateMachineContext context) : base(context)
{
@@ -15,26 +22,94 @@ namespace Code.App.AppStates
public override void EnterState()
{
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.Gameplay);
_uiLoaded = _sceneLoaded = false;
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
}
Context.UIService.LoadingScreen.Show();
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
_playerHealth.OnDeath += EndGame;
Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MovementDev, callBack: OnSceneLoaded); // TODO Фабрика игрока Nada
Context.UIService.SwitchPanelTo(UIPanel.Gameplay, callback: PostUILoaded);
private void SceneLoaded()
{
base.EnterState();
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveMoney);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
}
private void OnSceneLoaded()
{
_sceneLoaded = true;
CheckIfLoaded();
}
private void PostUILoaded()
{
((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
_uiLoaded = true;
CheckIfLoaded();
}
private void CheckIfLoaded()
{
if(!_uiLoaded || !_sceneLoaded) return;
Context.UIService.LoadingScreen.Hide();
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
Context.InputService.EnableMap(ActionMappings.Gameplay);
}
// Debug
private void GiveHealth(InputAction.CallbackContext context)
{
_playerHealth.GetDamage(-1);
}
private void LooseHealth(InputAction.CallbackContext context)
{
_playerHealth.GetDamage(1);
}
private void GiveMoney(InputAction.CallbackContext context)
{
_playerMoney.GiveMoney(100);
((GameplayPanel)(Context.UIService.CurrentPanel)).SummonDispatcher();
}
private void LooseMoney(InputAction.CallbackContext context)
{
_playerMoney.LooseMoney(100);
((GameplayPanel)(Context.UIService.CurrentPanel)).CloseDispatcher();
}
public override void Tick()
{
}
private void EndGame()
{
Context.StateMachine.SwitchState(AppState.GameOver)
.AllowStateTransition(AppState.MainMenu);
}
public override void ExitState()
{
_playerHealth = null;
_playerMoney = null;
Context.InputService.DisableMap(ActionMappings.Gameplay);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveHealth);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
base.ExitState();
}
}
@@ -1,36 +1,93 @@
using Code.App.StateMachine;
using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Input;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Code.StateMachine;
using Code.UI;
using Reflex.Extensions;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Code.App.AppStates
{
public class MainMenuState : BaseState<AppStateMachineContext>
{
private bool _uiLoaded, _sceneLoaded;
public MainMenuState(AppStateMachineContext context) : base(context)
{ }
{
}
public override void EnterState()
{
Context.SceneLoaderService.LoadScene((int)SceneIds.MainMenu, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.MainMenu);
_uiLoaded = _sceneLoaded = false;
Context.UIService.LoadingScreen.Show();
Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MainMenu, callBack: SceneLoaded);
Context.UIService.SwitchPanelTo(UIPanel.MainMenu, PostUILoaded);
Context.CameraStateMachine.SwitchState(CameraMode.Static);
}
private void PostUILoaded()
{
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
_uiLoaded = true;
CheckIfLoaded();
}
private void SceneLoaded()
{
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
((StaticState)Context.CameraStateMachine.CurrentBaseState).LookTarget =
hui.cameraTarget;
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
_sceneLoaded = true;
CheckIfLoaded();
}
private void CheckIfLoaded()
{
if(!_uiLoaded || !_sceneLoaded) return;
Context.UIService.LoadingScreen.Hide();
Context.InputService.EnableMap(ActionMappings.MainMenu);
base.EnterState();
}
public override void Tick()
{ }
{
}
private void StartGame()
{
Context.StateMachine.SwitchState(AppState.Gameplay)
.AllowStateTransition(AppState.GameOver);
}
private void ExitGame()
{
Application.Quit();
}
public override void ExitState()
{
Context.InputService.DisableMap(ActionMappings.MainMenu);
base.ExitState();
}
}
@@ -15,7 +15,7 @@ namespace Code.App.AppStates
public override void EnterState()
{
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
// Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
@@ -1,19 +1,25 @@
using System.Threading.Tasks;
using Code.App.StateMachine;
using Code.Configs;
using Code.Constants;
using Code.Gameplay.Camera;
using Code.Gameplay.Player;
using Code.Input;
using Code.Scenes;
using Code.StaticData;
using Code.UI;
using Code.UI.Panels;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using Reflex.Injectors;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.InputSystem;
namespace Code.App
{
public class BootstrapInstaller : MonoBehaviour, IInstaller
{
public void InstallBindings(ContainerBuilder containerBuilder)
{
InstallStaticData(containerBuilder, out IStaticDataService staticDataService);
@@ -21,9 +27,11 @@ namespace Code.App
InstallInfrastructureUnit(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
InitializeCamera(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
containerBuilder.OnContainerBuilt += Bootstrap;
@@ -31,11 +39,8 @@ namespace Code.App
private void InitializeCamera(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
{
// CameraService cameraService = Instantiate(staticDataService.CameraConfig.cameraPrefab);
// containerBuilder.AddSingleton(cameraService);
// DontDestroyOnLoad(cameraService);
Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab);
Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab);
DontDestroyOnLoad(camera);
containerBuilder.AddSingleton(camera);
}
@@ -46,8 +51,8 @@ namespace Code.App
DontDestroyOnLoad(infrastructureUnit);
containerBuilder.AddSingleton(infrastructureUnit);
containerBuilder.AddSingleton(infrastructureUnit.GetComponent<ICoroutineRunner>(),
typeof(ICoroutineRunner));
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CoroutineRunner>(),
typeof(ICoroutineRunner));
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
}
@@ -59,24 +64,43 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
// containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
// containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
}
private bool _onUiLoaded;
private AppStateMachine _appStateMachine;
private void Bootstrap(Container container)
{
AppStateMachine appStateMachine = container.Resolve<AppStateMachine>();
appStateMachine.Initialize();
AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
_appStateMachine = container.Resolve<AppStateMachine>();
_appStateMachine.Initialize();
AttributeInjector.Inject(_appStateMachine.StateMachineContext, container);
CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
cameraStateMachine.Initialize();
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
DontDestroyOnLoad(loadingScreen);
IUIService uiService = container.Resolve<IUIService>();
uiService.Initialize(loadingScreen.GetComponent<LoadingScreen>());
TryStartGame();
}
private void TryStartGame()
{
// TODO: поменяно для теста
appStateMachine
.SwitchState(AppState.MovementDev);
_appStateMachine
.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c7a271c6319540abb78d561f392e1396
timeCreated: 1761743570
@@ -0,0 +1,26 @@
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Reflex.Core;
using UnityEngine;
namespace Code.App.SceneInstallers
{
public class MainMenuSceneInstaller : MonoBehaviour, IInstaller
{
[SerializeField] private MainMenuEnvironment _mainMenuEnvironment;
public void InstallBindings(ContainerBuilder containerBuilder)
{
containerBuilder.AddScoped(typeof(MainMenuEnvironment), typeof(CurrentSceneEnvironment));
containerBuilder.OnContainerBuilt += Initialize;
}
private void Initialize(Container container)
{
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
env.TransitVariables(_mainMenuEnvironment);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 04145a046c584b66818ca25745652e66
timeCreated: 1761743587
@@ -7,6 +7,7 @@ namespace Code.App.StateMachine
{
public override void Initialize()
{
States.Add(AppState.Bootstrap, new BootstrapState(StateMachineContext));
States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext));
States.Add(AppState.Gameplay, new GameplayState(StateMachineContext));
States.Add(AppState.GameOver, new GameOverState(StateMachineContext));
@@ -16,6 +17,8 @@ namespace Code.App.StateMachine
AllowedStates |= AppState.MainMenu;
AllowedStates |= AppState.Gameplay;
AllowedStates |= AppState.MovementDev;
CurrentBaseState = States[AppState.Bootstrap];
}
protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState);
@@ -1,15 +1,19 @@
using Code.Gameplay.Camera;
using Code.Gameplay.Player;
using Code.Input;
using Code.Scenes;
using Code.UI;
using Reflex.Attributes;
namespace Code.App.StateMachine
{
public class AppStateMachineContext
{
[Inject] public ISceneLoaderService SceneLoaderService;
[Inject] public IInputService InputService;
[Inject] public AppStateMachine StateMachine;
[Inject] public CameraStateMachine CameraStateMachine;
[Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
[Inject] public IInputService InputService { get; private set; }
[Inject] public AppStateMachine StateMachine { get; private set; }
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
[Inject] public IUIService UIService { get; private set; }
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
}
}
@@ -2,7 +2,7 @@ using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/AppConfig", fileName = "AppConfig")]
[CreateAssetMenu(menuName = "Config/App", fileName = "AppConfig")]
public class AppConfig : ScriptableObject
{
public GameObject infrastructureUnitPrefab;
@@ -1,4 +1,5 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
@@ -0,0 +1,41 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
public class CharacterConfig : ScriptableObject
{
// Основное движение по земле
public float
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
jumpSpeed = 10f; // Скорость прыжка
// Спринт
public float
sprintMoveSpeed = 12f, // Максимальная скорость спринта
sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт
// Слайд
public float
slideSpeed = 20f, // Скорость слайда
slideDuration = 0.8f, // Длительность слайда в секундах
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
// Залазание на стены
public float
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
// Наклон при залазании на стены
public float
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
// Гравитация
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 10cfaf8e57f64eddb8c2eda147e4739a
timeCreated: 1761723608
@@ -0,0 +1,10 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Player", fileName = "PlayerConfig")]
public class PlayerConfig : ScriptableObject
{
public int maxHealth;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 425c2ad28dbe4552acd1564f64372558
timeCreated: 1761591274
@@ -0,0 +1,12 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/UI", fileName = "UIConfig")]
public class UIConfig : ScriptableObject
{
public AssetReference[] uiPanelsAssetReferences;
public AssetReference canvasAssetReference;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: feaa36c74e094e0aa24b3983957a6e4e
timeCreated: 1761591380
@@ -6,4 +6,8 @@ namespace Code.Constants
public const string ConfigMultiple = "Configs/{0}";
}
public static class Tags
{
public const string LoadingScreen = "LoadingScreen";
}
}
+6 -1
View File
@@ -1,3 +1,8 @@
fileFormatVersion: 2
guid: e4901b413afd4d7da914edf2a1e51f8f
timeCreated: 1760627936
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -12,6 +12,8 @@ namespace Code.Gameplay.Camera
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
CurrentBaseState = States[CameraMode.Static];
}
@@ -113,7 +113,8 @@ namespace Code.Gameplay.Camera.CameraStates
protected abstract void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation);
// Обработка вращения камеры на основе пользовательского ввода
protected void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
// Теперь виртуальный, чтобы статический режим мог работать как хочет
protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
{
// Вращение вокруг вертикальной оси (горизонтальный поворот)
var rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
@@ -4,8 +4,7 @@ namespace Code.Gameplay.Camera.CameraStates
{
public class StaticState : BaseCameraState, ICameraState
{
private Transform _target;
private Transform _position;
public Transform LookTarget;
public StaticState(CameraStateMachineContext context) : base(context) { }
public override void EnterState()
@@ -16,12 +15,16 @@ namespace Code.Gameplay.Camera.CameraStates
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
{
throw new System.NotImplementedException();
Camera.transform.position = FollowTransform.position;
}
public CameraMode GetCameraMode() => CameraMode.Static;
public CameraMode GetCameraMode()
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
out Quaternion targetRotation)
{
return CameraMode.Static;
if(LookTarget) Camera.transform.LookAt(LookTarget);
targetRotation = Camera.transform.rotation;
}
}
}
@@ -1,7 +1,6 @@
using Code.Gameplay.Camera;
using KinematicCharacterController;
using UnityEngine;
using Code.Gameplay.Character.Core;
namespace Code.Gameplay.Character.Controller.Abilities
{
@@ -13,12 +13,16 @@ namespace Code.Gameplay.Character.Controller.Abilities
private readonly float _wallClimbSpeedFactor;
// Минимальная горизонтальная скорость для начала залазания на стену
private readonly float _minWallClimbSpeed;
// Пороговый косинус стены
public float WallNormalThreshold { get; }
// Конструктор механики залазания на стену
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed)
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed, float wallDetectionAngleThreshold)
{
_wallClimbSpeedFactor = wallClimbSpeedFactor;
_minWallClimbSpeed = minWallClimbSpeed;
// Преобразуем угол в косинус порога: если |dot| > cos(threshold), то это НЕ стена
WallNormalThreshold = Mathf.Cos(Mathf.Deg2Rad * wallDetectionAngleThreshold);
}
// Обработка столкновения при движении (вызывается при ударе о препятствие)
@@ -26,7 +30,7 @@ namespace Code.Gameplay.Character.Controller.Abilities
{
// Проверяем, что это вертикальная или почти вертикальная поверхность (стена)
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
if (Mathf.Abs(dotWithUp) > 0.1f) return; // Не стена — это пол или потолок
if (Mathf.Abs(dotWithUp) > WallNormalThreshold) return; // Не стена — это пол или потолок
// Получаем текущую скорость персонажа
var currentVelocity = motor.Velocity;
@@ -0,0 +1,79 @@
using UnityEngine;
using KinematicCharacterController;
namespace Code.Gameplay.Character.Controller.Abilities
{
/*
* Механика наклона персонажа при контакте со стеной
* Управляет визуальным наклоном модели в зависимости от высоты подъёма по стене
*/
public class WallLeanMechanic
{
private readonly float _maxLeanAngle;
private readonly float _leanSharpness;
private readonly float _heightScale;
private Transform _characterTransform;
private Vector3 _lastWallNormal;
private float _lastWallContactHeight;
private float _leanFactor;
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
{
_maxLeanAngle = maxLeanAngle;
_leanSharpness = leanSharpness;
_heightScale = heightScale;
}
// Назначаем трансформ визуальной модели один раз
public void SetCharacterTransform(Transform transform)
{
_characterTransform = transform;
}
// Вызывается из OnMovementHit
public void OnWallContact(Vector3 wallNormal, float contactHeight)
{
_lastWallNormal = wallNormal;
_lastWallContactHeight = contactHeight; }
// Обновление каждый кадр
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
{
if (!_characterTransform) return;
var isGrounded = motor.GroundingStatus.IsStableOnGround;
if (!isGrounded)
{
var heightDelta = motor.TransientPosition.y - _lastWallContactHeight;
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
}
else
{
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
}
ApplyLeanRotation(motor);
}
private void ApplyLeanRotation(KinematicCharacterMotor motor)
{
if (_leanFactor <= 0.01f)
{
_characterTransform.localRotation = Quaternion.identity;
return;
}
var leanDirection = -_lastWallNormal;
leanDirection = Vector3.ProjectOnPlane(leanDirection, motor.CharacterUp).normalized;
if (leanDirection.sqrMagnitude < 0.01f) return;
var leanAngle = _leanFactor * _maxLeanAngle;
var leanRotation = Quaternion.AngleAxis(leanAngle, Vector3.Cross(motor.CharacterUp, leanDirection));
_characterTransform.localRotation = leanRotation;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: dfaefcb035124edb84b7874c5938defc
timeCreated: 1761738483
@@ -1,9 +1,11 @@
using Code.Configs;
using Code.Gameplay.Camera;
using Code.Gameplay.Character.Controller.Abilities;
using Code.Gameplay.Character.Controller.Input;
using Code.Gameplay.Character.Controller.Movement;
using Code.Gameplay.Character.Core;
using KinematicCharacterController;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Gameplay.Character.Controller
@@ -17,42 +19,51 @@ namespace Code.Gameplay.Character.Controller
*/
public class CustomCharacterController : MonoBehaviour, ICharacterController
{
[SerializeField]
private KinematicCharacterMotor motor; // Движок физического перемещения персонажа
[Inject] private CharacterConfig _characterConfig; // Конфиг персонажа через DI
[SerializeField]
private float
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
sprintMoveSpeed = 12f, // Максимальная скорость спринта
slideSpeed = 20f, // Скорость слайда
slideDuration = 0.8f, // Длительность слайда в секундах
slideCooldown = 1.5f, // Время перезарядки слайда
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
jumpSpeed = 10f, // Скорость прыжка
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
minWallClimbSpeed = 9f; // Минимальная горизонтальная скорость для начала залазания на стену
[SerializeField] private KinematicCharacterMotor motor; // Движок физического перемещения персонажа
[SerializeField] private Transform characterTransform; // Трансформ персонажа (с точкой отслеживания камеры)
[SerializeField]
private Vector3 gravity = new(0, -30f, 0); // Вектор, отвечающий за применение гравитации
// Подсистемы
private readonly CharacterInputHandler _inputHandler;
private readonly SlideMechanic _slideMechanic;
private readonly WallClimbMechanic _wallClimbMechanic;
private readonly GroundMovementSystem _groundMovement;
private readonly AirMovementSystem _airMovement;
private CharacterInputHandler _inputHandler;
private SlideMechanic _slideMechanic;
private WallClimbMechanic _wallClimbMechanic;
private WallLeanMechanic _wallLeanMechanic;
private GroundMovementSystem _groundMovement;
private AirMovementSystem _airMovement;
// Конструктор без параметров, инициализирующий контроллер
public CustomCharacterController()
// Инициализация контроллера
private void Awake()
{
_inputHandler = new CharacterInputHandler();
_slideMechanic = new SlideMechanic(slideSpeed, slideDuration, slideCooldown);
_wallClimbMechanic = new WallClimbMechanic(wallClimbSpeedFactor, minWallClimbSpeed);
_groundMovement = new GroundMovementSystem(maxStableMoveSpeed, sprintMoveSpeed, stableMovementSharpness, jumpSpeed);
_airMovement = new AirMovementSystem(gravity);
// 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);
}
// Текущий режим камеры для адаптации поведения
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
@@ -60,7 +71,9 @@ namespace Code.Gameplay.Character.Controller
private void Start()
{
motor.CharacterController = this; // Регистрация этого контроллера в движке
_inputHandler.FirstPersonCameraRotation = motor.Transform.rotation; // Начальное вращение совпадает с персонажем
_inputHandler.FirstPersonCameraRotation =
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
_wallLeanMechanic.SetCharacterTransform(characterTransform);
}
// Обработка и преобразование входных данных от персонажа
@@ -68,7 +81,7 @@ namespace Code.Gameplay.Character.Controller
{
// Обновляем таймер перезарядки слайда
_slideMechanic.TickCooldown(Time.deltaTime);
// Если активен слайд - игнорируем весь остальной ввод
if (_slideMechanic.IsSliding)
{
@@ -79,16 +92,16 @@ namespace Code.Gameplay.Character.Controller
_groundMovement.RequestJump(inputs.JumpPressed);
return;
}
// Сохраняем текущий режим камеры
_currentCameraMode = inputs.CameraMode;
// Обработка слайда
_slideMechanic.RequestSlide(inputs.SlidePressed);
// Обработка остального ввода
_inputHandler.ProcessInputs(ref inputs, motor);
// Передаём запрос прыжка напрямую в систему движения по земле
_groundMovement.RequestJump(inputs.JumpPressed);
}
@@ -110,13 +123,13 @@ namespace Code.Gameplay.Character.Controller
case CameraMode.ThirdPerson:
{
// Вращение применяется только если есть направление движения и разрешена резкость вращения
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && orientationSharpness > 0)
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
{
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
var smoothedLookInputDirection = Vector3.Slerp(
motor.CharacterForward,
_inputHandler.LookInputVector,
1f - Mathf.Exp(-orientationSharpness * deltaTime)
motor.CharacterForward,
_inputHandler.LookInputVector,
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
).normalized;
// Установка нового вращения смотря в сглаженном направлении
@@ -142,11 +155,12 @@ namespace Code.Gameplay.Character.Controller
{
_slideMechanic.EndSlide();
}
// Проверяем запрос слайда и запускаем его если можно
if (!_slideMechanic.IsSliding)
{
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
_inputHandler.LookInputVector);
}
// Если активен слайд - обрабатываем отдельно
else
@@ -154,7 +168,7 @@ namespace Code.Gameplay.Character.Controller
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
return;
}
// Если персонаж находится на земле
if (motor.GroundingStatus.IsStableOnGround)
{
@@ -184,9 +198,10 @@ namespace Code.Gameplay.Character.Controller
}
}
// Метод вызывается после обновления персонажа (можно использовать для пост-обработки)
// Метод вызывается после обновления персонажа
public void AfterCharacterUpdate(float deltaTime)
{
_wallLeanMechanic.UpdateLean(motor, deltaTime);
}
// Проверка валидности коллайдера для обработки столкновений
@@ -196,7 +211,8 @@ namespace Code.Gameplay.Character.Controller
}
// Обработка столкновения с землей (вызывается при приземлении)
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport)
{
}
@@ -205,10 +221,17 @@ namespace Code.Gameplay.Character.Controller
ref HitStabilityReport hitStabilityReport)
{
_wallClimbMechanic.OnMovementHit(motor, hitNormal);
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
if (Mathf.Abs(dotWithUp) <= _wallClimbMechanic.WallNormalThreshold)
{
_wallLeanMechanic.OnWallContact(hitNormal, motor.TransientPosition.y);
}
}
// Обработка отчета о стабильности столкновения
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition,
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
Vector3 atCharacterPosition,
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
{
}
@@ -11,6 +11,9 @@ namespace Code.Gameplay.Character.Controller.Input
*/
public class CharacterInputHandler
{
// Косинус порогового угла для спринта (предвычислен)
private readonly float _sprintAngleThresholdCos;
// Векторы движения и направления взгляда
public Vector3 MoveInputVector { get; set; }
public Vector3 LookInputVector { get; set; }
@@ -23,7 +26,16 @@ namespace Code.Gameplay.Character.Controller.Input
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
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
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
{
@@ -31,7 +43,7 @@ namespace Code.Gameplay.Character.Controller.Input
var currentCameraMode = inputs.CameraMode;
// Обработка спринта
IsSprinting = inputs is { SprintPressed: true, MoveAxisForward: > 0.1f }; // Спринт только при движении вперёд
IsSprinting = inputs.SprintPressed && inputs.MoveAxisForward > _sprintAngleThresholdCos; // Спринт только при движении на заданный в конфиге угол
// Нормализация вектора движения и ограничение его величины до 1
var moveInputVector =
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 58441fe5bc46071fab2546105689c70b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,8 @@
namespace Code.Gameplay.Player
{
public interface IPlayerFactory
{
PlayerHealth CreatePlayerHealth(int count = -1);
PlayerMoney CreatePlayerMoney(int count = 0);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6d2689e8fb7e48a4a8a62a97d292e1e3
timeCreated: 1761761977
@@ -0,0 +1,19 @@
using UnityEngine;
using Code.Configs;
using Reflex.Attributes;
namespace Code.Gameplay.Player
{
public class PlayerFactory : IPlayerFactory
{
[Inject] PlayerConfig _playerConfig;
public PlayerHealth CreatePlayerHealth(int count = -1)
{
if (count < 0) count = _playerConfig.maxHealth;
return new(count);
}
public PlayerMoney CreatePlayerMoney(int count = 0) => new(count);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 77dd77e7e8714974a7c8bc83772e52fa
timeCreated: 1761060390
@@ -0,0 +1,32 @@
namespace Code.Gameplay.Player
{
public class PlayerHealth
{
public delegate void OnDeathDelegate();
public event OnDeathDelegate OnDeath;
public delegate void OnDamageDelegate(int damage, PlayerHealth health);
public event OnDamageDelegate OnDamage;
private int _healthPoints;
public int HealthPoints => _healthPoints;
public int MaxHealthPoints { get; private set; }
public void GetDamage(int count)
{
_healthPoints -= count;
OnDamage?.Invoke(count, this);
if (_healthPoints <= 0) OnDeath?.Invoke();
}
public PlayerHealth(int maxHealthPoints = 1)
{
_healthPoints = maxHealthPoints;
MaxHealthPoints = maxHealthPoints;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3873d746bf1595618802b853c6920616
@@ -0,0 +1,26 @@
namespace Code.Gameplay.Player
{
public class PlayerMoney
{
public delegate void OnMoneyGetDelegate(int count, int money);
public event OnMoneyGetDelegate OnMoneyGet;
public delegate void OnMoneyLooseDelegate(int count, int money);
public event OnMoneyLooseDelegate OnMoneyLoose;
private int _money;
public int Money => _money;
public void GiveMoney(int amount)
{
_money += amount;
OnMoneyGet?.Invoke(amount, _money);
}
public void LooseMoney(int amount)
{
_money -= amount;
OnMoneyLoose?.Invoke(amount, _money);
}
public PlayerMoney(int money) => _money = money;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 455b08dd38eb4f4f8ab62b9493cd5e12
timeCreated: 1761760097
@@ -4,6 +4,7 @@ namespace Code.Input
{
MainMenu,
UI,
Gameplay
Gameplay,
Debug
}
}
@@ -6,4 +6,11 @@ namespace Code.Input
Look,
Zoom
}
public enum DebugActions
{
GiveHealth,
LooseHealth,
GiveMoney,
LooseMoney
}
}
@@ -1,4 +1,6 @@
using System;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Code.Input
{
@@ -19,5 +21,7 @@ namespace Code.Input
// Для переключения режима камеры
bool ToggleCameraModePressed { get; }
void DebugBindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action);
void DebugUnbindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action);
}
}
@@ -21,6 +21,8 @@ namespace Code.Input
{
_inputActionAsset = inputActionAsset;
SetupInputCallbacks();
inputActionAsset.actionMaps[(int)ActionMappings.Debug].Enable();
}
// Обработка всех карт ввода
@@ -165,10 +167,10 @@ namespace Code.Input
public void EnableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Enable();
public void DisableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Disable();
public void BindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action) => _inputActionAsset
public void DebugBindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action) => _inputActionAsset
.actionMaps[mapId].actions[actionId].performed += action;
public void UnbindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action) =>
public void DebugUnbindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action) =>
_inputActionAsset
.actionMaps[mapId].actions[actionId].performed -= action;
@@ -0,0 +1,9 @@
using UnityEngine;
namespace Code.Scenes
{
public abstract class CurrentSceneEnvironment
{
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e67772183eee40b0bd3ca806dae98f20
timeCreated: 1761736090
@@ -1,10 +1,11 @@
using System;
using Cysharp.Threading.Tasks;
namespace Code.Scenes
{
public interface ISceneLoaderService
{
void LoadScene(string sceneName, Action callback = null, float waitFor = 0f);
void LoadScene(int sceneId, Action callback = null, float waitFor = 0f);
{
UniTaskVoid LoadSceneAsync(string sceneName, float waitFor = 0f, Action callBack = null);
UniTaskVoid LoadSceneAsync(int sceneId, float waitFor = 0f, Action callBack = null);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a1364bdc4fb54b40843a614990de89ad
timeCreated: 1761736163
@@ -0,0 +1,18 @@
using UnityEngine;
using UnityEngine.Serialization;
namespace Code.Scenes.SceneEnvironments
{
[System.Serializable]
public class MainMenuEnvironment : CurrentSceneEnvironment
{
public Transform cameraTarget;
public Transform cameraPosition;
public void TransitVariables(MainMenuEnvironment env)
{
cameraTarget = env.cameraTarget;
cameraPosition = env.cameraPosition;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2e7be1a504f64b20ac431e6e231c1f70
timeCreated: 1761736177
@@ -6,6 +6,7 @@ namespace Code.Scenes
MainMenu,
Gameplay,
// TODO: поменяно для теста
MovementDev
MovementDev,
DevGen
}
}
@@ -1,46 +1,33 @@
using System;
using System.Collections;
using Code.App;
using Reflex.Attributes;
using UnityEngine;
using Cysharp.Threading.Tasks;
using UnityEngine.SceneManagement;
namespace Code.Scenes
{
public class SceneLoaderService : ISceneLoaderService
{
[Inject] private ICoroutineRunner _coroutineRunner;
public void LoadScene(string sceneName, Action callback = null, float waitFor = 0f) =>
_coroutineRunner.StartCoroutine(LoadSceneAsync(sceneName, callback, waitFor));
public void LoadScene(int sceneId, Action callback = null, float waitFor = 0f) =>
_coroutineRunner.StartCoroutine(LoadSceneAsync(sceneId, callback, waitFor));
private IEnumerator LoadSceneAsync(string sceneName, Action callback = null, float waitFor = 0f)
public async UniTaskVoid LoadSceneAsync(string sceneName, float waitFor = 0f, Action callBack = null)
{
if (waitFor > 0f)
yield return new WaitForSeconds(waitFor);
// if (waitFor > 0f)
// yield return new WaitForSeconds(waitFor);
AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single);
// AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single);
while (!waitNextScene.isDone)
yield return null;
// while (!waitNextScene.isDone)
// yield return null;
callback?.Invoke();
// callback?.Invoke();
await UniTask.Delay(TimeSpan.FromSeconds(waitFor));
await SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single).ToUniTask();
callBack?.Invoke();
}
private IEnumerator LoadSceneAsync(int sceneId, Action callback = null, float waitFor = 0f)
public async UniTaskVoid LoadSceneAsync(int sceneId, float waitFor = 0f, Action callBack = null)
{
if (waitFor > 0f)
yield return new WaitForSeconds(waitFor);
AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneId, LoadSceneMode.Single);
while (!waitNextScene.isDone)
yield return null;
callback?.Invoke();
await UniTask.WhenAll(
UniTask.Delay(TimeSpan.FromSeconds(waitFor)),
SceneManager.LoadSceneAsync(sceneId, LoadSceneMode.Single).ToUniTask());
callBack?.Invoke();
}
}
}
}
@@ -8,8 +8,8 @@ namespace Code.StateMachine
: MonoBehaviour
where TStateMachineContext : new()
{
public TStateEnum CurrentState { get; private set; }
public BaseState<TStateMachineContext> CurrentBaseState { get; private set; }
public TStateEnum CurrentState { get; protected set; }
public BaseState<TStateMachineContext> CurrentBaseState { get; protected set; }
private BaseState<TStateMachineContext> _previousBaseState;
protected Dictionary<TStateEnum, BaseState<TStateMachineContext>> States = new();
@@ -37,11 +37,9 @@ namespace Code.StateMachine
{
if (!CheckTransitionAllowed(nextState))
{
Debug.LogError("TransitionNotAllowed");
return null;
}
Debug.Log("Entered " + nextState);
ResetAllowedTransitions();
_previousBaseState = CurrentBaseState;
@@ -1,5 +1,10 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Code.Configs;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.StaticData
{
@@ -9,5 +14,9 @@ namespace Code.StaticData
InputConfig InputConfig { get; }
AppConfig AppConfig { get; }
CameraConfig CameraConfig { get; }
CharacterConfig CharacterConfig { get; }
UIConfig UIConfig { get; }
PlayerConfig PlayerConfig { get; }
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
}
}
@@ -1,6 +1,9 @@
using System.Threading.Tasks;
using Code.Configs;
using Code.Constants;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.StaticData
{
@@ -9,12 +12,23 @@ namespace Code.StaticData
public AppConfig AppConfig { get; private set; }
public InputConfig InputConfig { get; private set; }
public CameraConfig CameraConfig { get; private set; }
public CharacterConfig CharacterConfig { get; private set; }
public UIConfig UIConfig { get; private set; }
public PlayerConfig PlayerConfig { get; private set; }
public void Load()
{
InputConfig = Resources.Load<InputConfig>(string.Format(StringPaths.ConfigSingle, "App", "InputConfig"));
AppConfig = Resources.Load<AppConfig>(string.Format(StringPaths.ConfigSingle, "App", "AppConfig"));
CameraConfig = Resources.Load<CameraConfig>(string.Format(StringPaths.ConfigSingle, "App", "CameraConfig"));
CharacterConfig = Resources.Load<CharacterConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterConfig"));
UIConfig = Resources.Load<UIConfig>(string.Format(StringPaths.ConfigSingle, "App", "UIConfig"));
PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig"));
}
public async Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour
{
return (await Addressables.InstantiateAsync(assetReference).ToUniTask()).GetComponent<T>();
}
}
}
+3
View File
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: aca6d2360b0a4b35b124f6d6ffa10039
timeCreated: 1761577505
@@ -0,0 +1,11 @@
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Code.UI
{
public interface IUIFactory
{
UniTask<Canvas> CreateCanvas();
UniTask<UIElement> CreatePanel(Canvas canvas, UIPanel uiPanel);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 61892c4ae3ab4b1498c3df219c5c75d6
timeCreated: 1761922548
@@ -0,0 +1,13 @@
using System;
using Code.UI.Panels;
namespace Code.UI
{
public interface IUIService
{
void SwitchPanelTo(UIPanel uiPanel, Action callback = null);
UIElement CurrentPanel { get; }
LoadingScreen LoadingScreen { get; }
void Initialize(LoadingScreen loadingScreen);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5d5cb971e8da41a5885f37d1334ab26a
timeCreated: 1761591248
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e8f289dfee4b4bd4988d217b988ae82d
timeCreated: 1761951389
@@ -0,0 +1,19 @@
using UnityEngine;
using UnityEngine.UI;
namespace Code.UI
{
public class GameOverPanel : UIElement
{
[SerializeField] private Image _background;
public override void Hide()
{
_background.enabled = false;
}
public override void Show()
{
_background.enabled = true;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ecbe291069244405ac22e5470f3ba62b
timeCreated: 1761948692
@@ -0,0 +1,66 @@
using Code.Gameplay.Player;
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace Code.UI
{
public class GameplayPanel : UIElement
{
[Header("Dispatcher")]
[SerializeField] private Image dispatcher;
[SerializeField] private RectTransform dispatcherHiddenPosition;
[SerializeField] private RectTransform dispatcherShownPosition;
[SerializeField] private float dispatcherTransitionTime = 0.5f;
[Header("Timer")]
[SerializeField] private TMP_Text timer;
[Header("HealthBar")]
[SerializeField] private Image healthBar;
[Header("MoneyBar")]
[SerializeField] private TMP_Text moneyText;
private void MoneyUpdate(int count, int money)
{
// TODO Анимация получения\потери
moneyText.text = money.ToString();
}
private void HealthUpdate(int count, PlayerHealth health)
{
// TODO Анимация потери
float fillAmount = (float)health.HealthPoints / health.MaxHealthPoints;
healthBar.fillAmount = fillAmount;
}
public void Initialize(PlayerMoney money, PlayerHealth health)
{
money.OnMoneyGet += MoneyUpdate;
money.OnMoneyLoose += MoneyUpdate;
MoneyUpdate(0,money.Money);
health.OnDamage += HealthUpdate;
HealthUpdate(0,health);
}
private void Update()
{
timer.text = Time.deltaTime.ToString();
}
public void SummonDispatcher()
{
// TODO
dispatcher.transform.DOMoveX(dispatcherShownPosition.position.x, dispatcherTransitionTime);
}
public void CloseDispatcher()
{
dispatcher.transform.DOMoveX(dispatcherHiddenPosition.position.x, dispatcherTransitionTime);
// TODO
}
public override void Hide()
{
}
public override void Show()
{
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d79893d2e9024719924dc5c15d582e33
timeCreated: 1761760839
@@ -0,0 +1,22 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Code.UI.Panels
{
public class LoadingScreen : UIElement
{
[SerializeField] private Image background;
[SerializeField] private TMP_Text loadingTitle;
public override void Hide()
{
background.enabled = false;
loadingTitle.enabled = false;
}
public override void Show()
{
background.enabled = true;
loadingTitle.enabled = true;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8b4a0cb6cea947c6b085269973968c12
timeCreated: 1761594685
@@ -0,0 +1,18 @@
using UnityEngine;
using UnityEngine.UI;
namespace Code.UI
{
public class MainMenuPanel : UIElement
{
public Button startButton;
public Button exitButton;
public override void Show()
{
}
public override void Hide()
{
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3257edb60d20461a92f3e5dd2c4afee4
timeCreated: 1761596135
@@ -0,0 +1,10 @@
using UnityEngine;
namespace Code.UI
{
public abstract class UIElement : MonoBehaviour
{
public abstract void Show();
public abstract void Hide();
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b9af80648f8048e397791a856c682cce
timeCreated: 1761590528
@@ -0,0 +1,36 @@
using Code.Configs;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using Object = UnityEngine.Object;
namespace Code.UI
{
public class UIFactory : IUIFactory
{
private AssetReference _canvasAssetReference;
private AssetReference[] _uiPanelsAssetReferences;
public UIFactory(UIConfig uiConfig)
{
_canvasAssetReference = uiConfig.canvasAssetReference;
_uiPanelsAssetReferences = uiConfig.uiPanelsAssetReferences;
}
public async UniTask<Canvas> CreateCanvas()
{
// Canvas canvasPrefab = await Addressables.LoadAssetAsync<Canvas>(_canvasAssetReference);
Canvas canvas = (await Addressables.InstantiateAsync(_canvasAssetReference).ToUniTask()).GetComponent<Canvas>();
Object.DontDestroyOnLoad(canvas);
return canvas;
}
public async UniTask<UIElement> CreatePanel(Canvas canvas, UIPanel uiPanel)
{
return (await Addressables.InstantiateAsync(_uiPanelsAssetReferences[(int)uiPanel], canvas.transform).ToUniTask()).GetComponent<UIElement>();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2250767e26ad4e0aa313b80087696ea9
timeCreated: 1761922359
+10
View File
@@ -0,0 +1,10 @@
namespace Code.UI
{
public enum UIPanel
{
Loading,
MainMenu,
Gameplay,
GameOver
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d93383e80e824e0db25252a7863af280
timeCreated: 1761578163
@@ -0,0 +1,44 @@
using System;
using System.Threading;
using Code.UI.Panels;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using Object = UnityEngine.Object;
namespace Code.UI
{
public class UIService : IUIService
{
private Canvas _canvas;
private IUIFactory _factory;
public UIElement CurrentPanel { get; private set; }
public LoadingScreen LoadingScreen { get; private set; }
public UIService(IUIFactory factory)
{
_factory = factory;
}
public async void Initialize(LoadingScreen loadingScreen)
{
LoadingScreen = loadingScreen;
LoadingScreen.Show();
_canvas = await _factory.CreateCanvas();
}
public async void SwitchPanelTo(UIPanel uiPanel, Action callback = null)
{
if (!_canvas) await UniTask.WaitUntil(() => _canvas );
if(CurrentPanel) Addressables.ReleaseInstance(CurrentPanel.gameObject);//Object.Destroy(CurrentPanel.gameObject);
CurrentPanel = await _factory.CreatePanel(_canvas, uiPanel);
callback?.Invoke();
}
}
}
@@ -0,0 +1,3 @@
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timeCreated: 1761577528
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<?xml version="1.0"?>
<doc>
<assembly>
<name>DOTweenEditor</name>
</assembly>
<members>
<member name="T:DG.DOTweenEditor.EditorCompatibilityUtils">
<summary>
Contains compatibility methods taken from DemiEditor (for when DOTween is without it)
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectOfType``1(System.Boolean)">
<summary>
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectOfType(System.Type,System.Boolean)">
<summary>
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectsOfType``1(System.Boolean)">
<summary>
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectsOfType(System.Type,System.Boolean)">
<summary>
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
</summary>
</member>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)">
<summary>
Starts the update loop of tween in the editor. Has no effect during playMode.
</summary>
<param name="onPreviewUpdated">Eventual callback to call after every update</param>
</member>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean,System.Boolean)">
<summary>
Stops the update loop and clears the onPreviewUpdated callback.
</summary>
<param name="resetTweenTargets">If TRUE also resets the tweened objects to their original state.
Note that this works by calling Rewind on all tweens, so it will work correctly
only if you have a single tween type per object and it wasn't killed</param>
<param name="clearTweens">If TRUE also kills any cached tween</param>
</member>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
</summary>
<param name="t">The tween to ready</param>
<param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param>
<param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
<param name="andPlay">If TRUE starts playing the tween immediately</param>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.Version">
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.MajorVersion">
<summary>Major version</summary>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.MinorVersion">
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
<summary>
Checks that the given editor texture use the correct import settings,
and applies them if they're incorrect.
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired">
<summary>
Returns TRUE if setup is required
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)">
<summary>
Returns TRUE if the file/directory at the given path exists.
</summary>
<param name="adbPath">Path, relative to Unity's project folder</param>
<returns></returns>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)">
<summary>
Converts the given project-relative path to a full path,
with backward (\) slashes).
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)">
<summary>
Converts the given full path to a path usable with AssetDatabase methods
(relative to Unity's project folder, and with the correct Unity forward (/) slashes).
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
<summary>
Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
If the asset already exists at the given path, loads it and returns it.
Otherwise, either returns NULL or automatically creates it before loading and returning it
(depending on the given parameters).
</summary>
<typeparam name="T">Asset type</typeparam>
<param name="adbFilePath">File path (relative to Unity's project folder)</param>
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
<summary>
Full path for the given loaded assembly, assembly file included
</summary>
</member>
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<summary>
Adds the given global define if it's not already present
</summary>
</member>
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Removes the given global define if it's present
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
<summary>
Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
</summary>
<param name="id"></param>
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</member>
<member name="T:DG.DOTweenEditor.DOTweenDefines">
<summary>
Not used as menu item anymore, but as a utility function
</summary>
</member>
<member name="F:DG.DOTweenEditor.UnityEditorVersion.Version">
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
</member>
<member name="F:DG.DOTweenEditor.UnityEditorVersion.MajorVersion">
<summary>Major version</summary>
</member>
<member name="F:DG.DOTweenEditor.UnityEditorVersion.MinorVersion">
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
</member>
</members>
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