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191 changed files with 70938 additions and 283 deletions

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@@ -15,7 +15,7 @@ MonoBehaviour:
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
m_currentHash:
serializedVersion: 2
Hash: 44f191e9f235d5420c20a51f93ead7da
Hash: 00000000000000000000000000000000
m_OptimizeCatalogSize: 0
m_BuildRemoteCatalog: 0
m_CatalogRequestsTimeout: 0
@@ -1,13 +1,17 @@
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;
namespace Code.App.AppStates
{
public class GameplayState : BaseState<AppStateMachineContext>
{
private PlayerHealth _playerHealthPoints;
public GameplayState(AppStateMachineContext context) : base(context)
{
@@ -18,11 +22,15 @@ namespace Code.App.AppStates
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.UIService.LoadingScreen.Show();
Context.UIService.SwitchPanelTo(UIPanel.Gameplay);
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
}
private void SceneLoaded()
{
Context.UIService.LoadingScreen.Hide();
base.EnterState();
}
@@ -3,6 +3,8 @@ using Code.Gameplay.Camera;
using Code.Input;
using Code.Scenes;
using Code.StateMachine;
using Code.UI;
using UnityEngine;
namespace Code.App.AppStates
{
@@ -16,17 +18,35 @@ namespace Code.App.AppStates
Context.SceneLoaderService.LoadScene((int)SceneIds.MainMenu, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.MainMenu);
Context.UIService.LoadingScreen.Show();
Context.UIService.SwitchPanelTo(UIPanel.MainMenu);
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
Context.CameraStateMachine.SwitchState(CameraMode.Static);
}
private void SceneLoaded()
{
Context.UIService.LoadingScreen.Hide();
base.EnterState();
}
public override void Tick()
{ }
private void StartGame()
{
Context.StateMachine.SwitchState(AppState.Gameplay)
.AllowStateTransition(AppState.MainMenu)
.AllowStateTransition(AppState.GameOver);
}
private void ExitGame()
{
Application.Quit();
}
public override void ExitState()
{
Context.InputService.DisableMap(ActionMappings.MainMenu);
@@ -1,5 +1,4 @@
using Code.App.StateMachine;
using Code.Gameplay.Camera;
using Code.Input;
using Code.Scenes;
using Code.StateMachine;
@@ -17,8 +16,6 @@ namespace Code.App.AppStates
{
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
}
private void SceneLoaded()
@@ -1,9 +1,11 @@
using Code.App.StateMachine;
using Code.Configs;
using Code.Gameplay.Camera;
using Code.Gameplay.Character.Camera;
using Code.Input;
using Code.Scenes;
using Code.StaticData;
using Code.UI;
using Reflex.Core;
using Reflex.Injectors;
using UnityEngine;
@@ -21,6 +23,7 @@ namespace Code.App
InstallInfrastructureUnit(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
InitializeCamera(containerBuilder, staticDataService);
@@ -35,7 +38,7 @@ namespace Code.App
// containerBuilder.AddSingleton(cameraService);
// DontDestroyOnLoad(cameraService);
Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab);
Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab2);
DontDestroyOnLoad(camera);
containerBuilder.AddSingleton(camera);
}
@@ -46,7 +49,7 @@ namespace Code.App
DontDestroyOnLoad(infrastructureUnit);
containerBuilder.AddSingleton(infrastructureUnit);
containerBuilder.AddSingleton(infrastructureUnit.GetComponent<ICoroutineRunner>(),
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CoroutineRunner>(),
typeof(ICoroutineRunner));
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
@@ -59,7 +62,9 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
}
private void Bootstrap(Container container)
@@ -76,7 +81,8 @@ namespace Code.App
// TODO: поменяно для теста
appStateMachine
.SwitchState(AppState.MovementDev);
.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
}
}
}
@@ -1,6 +1,7 @@
using Code.Gameplay.Camera;
using Code.Input;
using Code.Scenes;
using Code.UI;
using Reflex.Attributes;
namespace Code.App.StateMachine
@@ -9,6 +10,7 @@ namespace Code.App.StateMachine
{
[Inject] public ISceneLoaderService SceneLoaderService;
[Inject] public IInputService InputService;
[Inject] public IUIService UIService;
[Inject] public AppStateMachine StateMachine;
[Inject] public CameraStateMachine CameraStateMachine;
}
@@ -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;
@@ -1,8 +1,11 @@
using Code.Gameplay.Camera;
using Code.Gameplay.Character.Camera;
using Code.Gameplay.Character.Core;
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "CameraConfig", menuName = "Config/CameraConfig")]
[CreateAssetMenu(fileName = "CharacterCameraConfig", menuName = "Config/CharacterCameraConfig")]
public class CameraConfig : ScriptableObject
{
public float
@@ -28,10 +31,13 @@ namespace Code.Configs
maxVerticalAngle = 70f, // Максимальный угол наклона камеры (вверх)
defaultVerticalAngle = 10f; // Стандартный угол наклона камеры
// Позиция следования по умолчанию
// Текущий режим камеры
public CameraMode defaultCameraMode = CameraMode.Bogdan;
// Позиция следования по умолчанию (для меню)
public Vector3 defaultFollowPosition = Vector3.zero;
// Префаб камеры
public Camera cameraPrefab;
public CameraService cameraPrefab;
public Camera cameraPrefab2;
}
}
@@ -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 +1,13 @@
using Code.UI;
using UnityEngine;
using UnityEngine.Serialization;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/UI", fileName = "UIConfig")]
public class UIConfig : ScriptableObject
{
[FormerlySerializedAs("uiElements")] public UIElement[] uiElementsPrefabs;
[FormerlySerializedAs("canvas")] public Canvas canvasPrefab;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: feaa36c74e094e0aa24b3983957a6e4e
timeCreated: 1761591380
+6 -1
View File
@@ -1,3 +1,8 @@
fileFormatVersion: 2
guid: e4901b413afd4d7da914edf2a1e51f8f
timeCreated: 1760627936
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,151 +0,0 @@
using Code.Configs;
using Code.Input;
using Code.StateMachine;
using UnityEngine;
namespace Code.Gameplay.Camera.CameraStates
{
public abstract class BaseCameraState : BaseState<CameraStateMachineContext>
{
// DI сервиса ввода
private readonly IInputService _inputService;
// Конфиг камеры
private readonly CameraConfig _config;
// Используемая камера
protected UnityEngine.Camera Camera { get; private set; }
// Трансформ объекта, за которым следует камера
protected Transform FollowTransform;
// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
protected Vector3 CurrentFollowPosition;
// Fallback-позиция для режимов без цели
private Vector3 _defaultFollowPosition;
// Целевой вертикальный угол камеры (наклон вверх/вниз)
private float _targetVerticalAngle;
// Текущая и целевая дистанция камеры от цели
protected float CurrentDistance, TargetDistance;
// Исходные значения дистанции для восстановления
protected float OriginalDefaultDistance, OriginalMinDistance, OriginalMaxDistance;
// Горизонтальное направление камеры (проекция forward на плоскость)
private Vector3 PlanarDirection { get; set; }
// Параметры загружаются из CameraConfig
protected float
DefaultDistance,
MinDistance,
MaxDistance,
DistanceMovementSpeed,
RotationSpeed,
RotationSharpness,
FollowSharpness,
MinVerticalAngle,
MaxVerticalAngle,
DefaultVerticalAngle;
// Свойства для доступа к важным данным камеры извне
public Vector3 GetPlanarDirection() => PlanarDirection; // Горизонтальное направление камеры
public Quaternion GetCameraRotation() => Camera.transform.rotation; // Текущее вращение камеры
// Конструктор базового состояния
protected BaseCameraState(CameraStateMachineContext context) : base(context)
{
_inputService = context.InputService;
_config = context.Config;
LoadConfig();
}
// Загрузка конфига для камеры
private void LoadConfig()
{
// Загрузка значений из конфигов
DefaultDistance = _config.defaultDistance;
MinDistance = _config.minDistance;
MaxDistance = _config.maxDistance;
DistanceMovementSpeed = _config.distanceMovementSpeed;
RotationSpeed = _config.rotationSpeed;
RotationSharpness = _config.rotationSharpness;
FollowSharpness = _config.followSharpness;
MinVerticalAngle = _config.minVerticalAngle;
MaxVerticalAngle = _config.maxVerticalAngle;
DefaultVerticalAngle = _config.defaultVerticalAngle;
_defaultFollowPosition = _config.defaultFollowPosition;
// Обеспечиваем корректные значения дистанции и угла
DefaultDistance = Mathf.Clamp(DefaultDistance, MinDistance, MaxDistance);
DefaultVerticalAngle = Mathf.Clamp(DefaultVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
// Сохраняем оригинальные значения для восстановления
OriginalDefaultDistance = DefaultDistance;
OriginalMinDistance = MinDistance;
OriginalMaxDistance = MaxDistance;
CurrentDistance = DefaultDistance;
TargetDistance = CurrentDistance;
_targetVerticalAngle = DefaultVerticalAngle;
PlanarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
CurrentFollowPosition = _defaultFollowPosition;
}
// Переход в состояние
public override void EnterState()
{
Camera = Context.Camera;
}
public override void LateTick()
{
// Обновляем камеру только если есть цель для следования
if (FollowTransform)
{
UpdateWithInput(Time.deltaTime, _inputService.ZoomInput, _inputService.LookInput);
}
}
// Абстрактные методы для специфики режима
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)
{
// Вращение вокруг вертикальной оси (горизонтальный поворот)
var rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
PlanarDirection = rotationFromInput * PlanarDirection;
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
// Вращение вокруг горизонтальной оси (вертикальный наклон)
_targetVerticalAngle -= rotationInput.y * RotationSpeed;
_targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
var verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
// Интерполяция к целевому вращению для плавности
targetRotation = Quaternion.Slerp(Camera.transform.rotation, planarRotation * verticalRotation, deltaTime * RotationSharpness);
// Применение финального вращения
Camera.transform.rotation = targetRotation;
}
// Основной метод обновления камеры, вызываемый извне каждый кадр
private void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
{
// Обработка ввода и позиционирования
HandleRotationInput(deltaTime, rotationInput, out var targetRotation);
HandlePosition(deltaTime, zoomInput, targetRotation);
}
// Установка цели для следования камеры
public void SetFollowTransform(Transform t)
{
FollowTransform = t;
CurrentFollowPosition = t ? t.position : _defaultFollowPosition;
if (t) PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 92ff312b40a647b392af24877e699bd5
timeCreated: 1761685916
@@ -1,43 +1,153 @@
using System;
using Code.Input;
using Code.StateMachine;
using UnityEngine;
namespace Code.Gameplay.Camera.CameraStates
{
/*
* Состояние камеры от первого лица
* Камера размещается непосредственно на позиции цели (например, на уровне глаз персонажа)
* Дистанция до цели принудительно устанавливается в 0
* Вращение управляется мышью, позиция следует за целью без отступа
*/
public class FirstPersonState : BaseCameraState, ICameraState
public class FirstPersonState : BaseState<CameraStateMachineContext>
{
public FirstPersonState(CameraStateMachineContext context) : base(context) { }
// Параметры загружаются из CameraConfig
private float
_defaultDistance,
_minDistance,
_maxDistance,
_distanceMovementSpeed,
_rotationSpeed,
_rotationSharpness,
_followSharpness,
_minVerticalAngle,
_maxVerticalAngle,
_defaultVerticalAngle;
// Трансформ объекта, за которым следует камера (для 1st-person: уровень глаз)
private Transform _followTransform;
// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
private Vector3 _currentFollowPosition;
// Fallback-позиция для режимов без цели (например, MainMenu)
private Vector3 _defaultFollowPosition;
// Целевой вертикальный угол камеры (наклон вверх/вниз)
private float _targetVerticalAngle;
// Текущая и целевая дистанция камеры от цели
private float _currentDistance, _targetDistance;
// Исходные значения дистанции для восстановления после FirstPerson режима
private float _originalDefaultDistance, _originalMinDistance, _originalMaxDistance;
// Горизонтальное направление камеры (проекция forward на плоскость)
public Vector3 PlanarDirection { get; private set; }
private IInputService _inputService;
private UnityEngine.Camera _camera;
public FirstPersonState(CameraStateMachineContext context) : base(context)
{
_inputService = context.InputService;
// Загрузка значений из конфига
_defaultDistance = context.Config.defaultDistance;
_minDistance = context.Config.minDistance;
_maxDistance = context.Config.maxDistance;
_distanceMovementSpeed = context.Config.distanceMovementSpeed;
_rotationSpeed = context.Config.rotationSpeed;
_rotationSharpness = context.Config.rotationSharpness;
_followSharpness = context.Config.followSharpness;
_minVerticalAngle = context.Config.minVerticalAngle;
_maxVerticalAngle = context.Config.maxVerticalAngle;
_defaultVerticalAngle = context.Config.defaultVerticalAngle;
_defaultFollowPosition = context.Config.defaultFollowPosition;
// Валидация значений (на случай ручного редактирования конфига)
_defaultDistance = Mathf.Clamp(_defaultDistance, _minDistance, _maxDistance);
_defaultVerticalAngle = Mathf.Clamp(_defaultVerticalAngle, _minVerticalAngle, _maxVerticalAngle);
// Сохраняем оригинальные значения для восстановления
_originalDefaultDistance = _defaultDistance;
_originalMinDistance = _minDistance;
_originalMaxDistance = _maxDistance;
// Инициализация состояния камеры
_currentDistance = _defaultDistance;
_targetDistance = _currentDistance;
_targetVerticalAngle = _defaultVerticalAngle;
PlanarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
_currentFollowPosition = _defaultFollowPosition;
}
public override void EnterState()
{
// В FirstPerson режиме дистанция всегда равна 0
MinDistance = 0f;
MaxDistance = 0f;
DefaultDistance = 0f;
TargetDistance = 0f;
CurrentDistance = 0f;
_minDistance = 0f;
_maxDistance = 0f;
_defaultDistance = 0f;
_targetDistance = 0f;
_currentDistance = 0f;
base.EnterState();
_camera = Context.Camera;
}
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
public override void LateTick()
{
UpdateWithInput(Time.deltaTime,_inputService.ZoomInput, _inputService.LookInput);
}
// Обработка вращения камеры на основе пользовательского ввода
private void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
{
// Вращение вокруг вертикальной оси (горизонтальный поворот)
var rotationFromInput = Quaternion.Euler(_followTransform.up * (rotationInput.x * _rotationSpeed));
PlanarDirection = rotationFromInput * PlanarDirection;
var planarRotation = Quaternion.LookRotation(PlanarDirection, _followTransform.up);
// Вращение вокруг горизонтальной оси (вертикальный наклон)
_targetVerticalAngle -= rotationInput.y * _rotationSpeed;
_targetVerticalAngle = Math.Clamp(_targetVerticalAngle, _minVerticalAngle, _maxVerticalAngle);
var verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
// Интерполяция к целевому вращению для плавности
targetRotation = Quaternion.Slerp(_camera.transform.rotation, planarRotation * verticalRotation, deltaTime * _rotationSharpness);
Debug.Log(_camera.transform.rotation.eulerAngles);
// Применение финального вращения
_camera.transform.rotation = targetRotation;
Debug.Log(_camera.transform.rotation.eulerAngles);
}
// Обработка позиционирования камеры и зума с учетом текущего режима
private void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
{
// Плавное следование за целью с использованием экспоненциального сглаживания
CurrentFollowPosition = Vector3.Lerp(CurrentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-FollowSharpness * deltaTime));
_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, _followTransform.position, 1f - Mathf.Exp(-_followSharpness * deltaTime));
// В FirstPerson режиме камера находится прямо на позиции цели
var targetPosition = CurrentFollowPosition;
// Вычисление целевой позиции камеры с учетом текущего режима
Vector3 targetPosition;
// В FirstPerson режиме камера находится прямо на позиции цели
targetPosition = _currentFollowPosition;
// Установка финальной позиции камеры
Camera.transform.position = targetPosition;
_camera.transform.position = targetPosition;
}
public CameraMode GetCameraMode()
// Основной метод обновления камеры, вызываемый извне каждый кадр
public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
{
return CameraMode.FirstPerson;
// Проверка наличия цели для следования и проверка на режим главного меню
if (!_followTransform) return;
// Обработка ввода и позиционирования
HandleRotationInput(deltaTime, rotationInput, out var targetRotation);
HandlePosition(deltaTime, zoomInput, targetRotation);
}
// Установка цели для следования камеры
public void SetFollowTransform(Transform t)
{
_followTransform = t;
_currentFollowPosition = t.position;
PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
}
}
}
@@ -1,7 +0,0 @@
namespace Code.Gameplay.Camera.CameraStates
{
public interface ICameraState
{
CameraMode GetCameraMode();
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 4f25670e547242e8a91e19894cf6889c
timeCreated: 1761687204
@@ -1,27 +1,23 @@
using Code.StateMachine;
using UnityEngine;
namespace Code.Gameplay.Camera.CameraStates
{
public class StaticState : BaseCameraState, ICameraState
public class StaticState : BaseState<CameraStateMachineContext>
{
private Transform _target;
private Transform _position;
public StaticState(CameraStateMachineContext context) : base(context) { }
private UnityEngine.Camera _camera;
public StaticState(CameraStateMachineContext context) : base(context)
{
}
public override void EnterState()
{
Debug.Log("Static State Enter");
_camera = Context.Camera;
base.EnterState();
}
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
{
throw new System.NotImplementedException();
}
public CameraMode GetCameraMode()
{
return CameraMode.Static;
}
}
}
@@ -1,58 +1,164 @@
using System;
using Code.Input;
using Code.StateMachine;
using UnityEngine;
namespace Code.Gameplay.Camera.CameraStates
{
/*
* Состояние камеры от третьего лица
* Камера следует за персонажем на заданном расстоянии
* Поддерживает зум, плавное следование и вращение с учётом угла наклона
* Дистанция и углы настраиваются через конфигурацию
*/
public class ThirdPersonState : BaseCameraState, ICameraState
public class ThirdPersonState : BaseState<CameraStateMachineContext>
{
public ThirdPersonState(CameraStateMachineContext context) : base(context) { }
// Параметры загружаются из CameraConfig
private float
_defaultDistance,
_minDistance,
_maxDistance,
_distanceMovementSpeed,
_rotationSpeed,
_rotationSharpness,
_followSharpness,
_minVerticalAngle,
_maxVerticalAngle,
_defaultVerticalAngle;
// Трансформ объекта, за которым следует камера (для 1st-person: уровень глаз)
private Transform _followTransform;
// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
private Vector3 _currentFollowPosition;
// Fallback-позиция для режимов без цели (например, MainMenu)
private Vector3 _defaultFollowPosition;
// Целевой вертикальный угол камеры (наклон вверх/вниз)
private float _targetVerticalAngle;
// Текущая и целевая дистанция камеры от цели
private float _currentDistance, _targetDistance;
// Исходные значения дистанции для восстановления после FirstPerson режима
private float _originalDefaultDistance, _originalMinDistance, _originalMaxDistance;
// Горизонтальное направление камеры (проекция forward на плоскость)
public Vector3 PlanarDirection { get; private set; }
private IInputService _inputService;
private UnityEngine.Camera _camera;
public ThirdPersonState(CameraStateMachineContext context) : base(context)
{
_inputService = context.InputService;
// Загрузка значений из конфига
_defaultDistance = context.Config.defaultDistance;
_minDistance = context.Config.minDistance;
_maxDistance = context.Config.maxDistance;
_distanceMovementSpeed = context.Config.distanceMovementSpeed;
_rotationSpeed = context.Config.rotationSpeed;
_rotationSharpness = context.Config.rotationSharpness;
_followSharpness = context.Config.followSharpness;
_minVerticalAngle = context.Config.minVerticalAngle;
_maxVerticalAngle = context.Config.maxVerticalAngle;
_defaultVerticalAngle = context.Config.defaultVerticalAngle;
_defaultFollowPosition = context.Config.defaultFollowPosition;
// Валидация значений (на случай ручного редактирования конфига)
_defaultDistance = Mathf.Clamp(_defaultDistance, _minDistance, _maxDistance);
_defaultVerticalAngle = Mathf.Clamp(_defaultVerticalAngle, _minVerticalAngle, _maxVerticalAngle);
// Сохраняем оригинальные значения для восстановления
_originalDefaultDistance = _defaultDistance;
_originalMinDistance = _minDistance;
_originalMaxDistance = _maxDistance;
// Инициализация состояния камеры
_currentDistance = _defaultDistance;
_targetDistance = _currentDistance;
_targetVerticalAngle = _defaultVerticalAngle;
PlanarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
_currentFollowPosition = _defaultFollowPosition;
}
public override void EnterState()
{
// Восстанавливаем исходные значения дистанции
MinDistance = OriginalMinDistance;
MaxDistance = OriginalMaxDistance;
DefaultDistance = OriginalDefaultDistance;
TargetDistance = DefaultDistance;
base.EnterState();
_minDistance = _originalMinDistance;
_maxDistance = _originalMaxDistance;
_defaultDistance = _originalDefaultDistance;
_targetDistance = _defaultDistance;
_camera = Context.Camera;
}
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
public override void LateTick()
{
UpdateWithInput(Time.deltaTime, _inputService.ZoomInput, _inputService.LookInput);
}
// Основной метод обновления камеры, вызываемый извне каждый кадр
public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
{
// Проверка наличия цели для следования и проверка на режим главного меню
if (!_followTransform) return;
// Обработка ввода и позиционирования
HandleRotationInput(deltaTime, rotationInput, out var targetRotation);
HandlePosition(deltaTime, zoomInput, targetRotation);
}
// Обработка вращения камеры на основе пользовательского ввода
private void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
{
// Вращение вокруг вертикальной оси (горизонтальный поворот)
var rotationFromInput = Quaternion.Euler(_followTransform.up * (rotationInput.x * _rotationSpeed));
PlanarDirection = rotationFromInput * PlanarDirection;
var planarRotation = Quaternion.LookRotation(PlanarDirection, _followTransform.up);
// Вращение вокруг горизонтальной оси (вертикальный наклон)
_targetVerticalAngle -= rotationInput.y * _rotationSpeed;
_targetVerticalAngle = Math.Clamp(_targetVerticalAngle, _minVerticalAngle, _maxVerticalAngle);
var verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
// Интерполяция к целевому вращению для плавности
targetRotation = Quaternion.Slerp(_camera.transform.rotation, planarRotation * verticalRotation,
deltaTime * _rotationSharpness);
// Применение финального вращения
_camera.transform.rotation = targetRotation;
}
// Обработка позиционирования камеры и зума с учетом текущего режима
private void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
{
// Обновление целевой дистанции на основе ввода зума
TargetDistance += zoomInput * DistanceMovementSpeed;
TargetDistance = Mathf.Clamp(TargetDistance, MinDistance, MaxDistance);
_targetDistance += zoomInput * _distanceMovementSpeed;
_targetDistance = Mathf.Clamp(_targetDistance, _minDistance, _maxDistance);
// Плавное следование за целью с использованием экспоненциального сглаживания
CurrentFollowPosition = Vector3.Lerp(
CurrentFollowPosition,
FollowTransform.position,
1f - Mathf.Exp(-FollowSharpness * deltaTime)
);
_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, _followTransform.position,
1f - Mathf.Exp(-_followSharpness * deltaTime));
// Вычисление целевой позиции камеры с учетом текущего режима
Vector3 targetPosition;
// В ThirdPerson режиме камера отодвинута на расстояние от цели
var targetPosition = CurrentFollowPosition - targetRotation * Vector3.forward * CurrentDistance;
targetPosition = _currentFollowPosition - targetRotation * Vector3.forward * _currentDistance;
// Плавное изменение текущей дистанции к целевой (только для ThirdPerson)
_currentDistance = Mathf.Lerp(_currentDistance, _targetDistance,
1f - Mathf.Exp(-_distanceMovementSpeed * deltaTime));
// Плавное изменение текущей дистанции к целевой
CurrentDistance = Mathf.Lerp(
CurrentDistance,
TargetDistance,
1f - Mathf.Exp(-DistanceMovementSpeed * deltaTime)
);
// Установка финальной позиции камеры
Camera.transform.position = targetPosition;
_camera.transform.position = targetPosition;
}
public CameraMode GetCameraMode()
// Установка цели для следования камеры
public void SetFollowTransform(Transform t)
{
return CameraMode.ThirdPerson;
_followTransform = t;
_currentFollowPosition = t.position;
PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b36ec6a31fb74d608232394fd5df657c
timeCreated: 1761570832
@@ -0,0 +1,215 @@
using System;
using Code.Configs;
using Code.Gameplay.Camera;
using Code.Gameplay.Character.Core;
using Code.StaticData;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Gameplay.Character.Camera
{
/*
* Скрипт, отвечающий за поведение камеры при передвижении
* Поддерживает как 3rd-person, так и 1st-person режимы камеры
* Реализует плавное следование за персонажем, вращение и зум камеры
*
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
*/
public class CameraService : MonoBehaviour
{
// Параметры загружаются из CameraConfig
private float
_defaultDistance,
_minDistance,
_maxDistance,
_distanceMovementSpeed,
_rotationSpeed,
_rotationSharpness,
_followSharpness,
_minVerticalAngle,
_maxVerticalAngle,
_defaultVerticalAngle;
// Трансформ объекта, за которым следует камера (для 1st-person: уровень глаз)
private Transform _followTransform;
// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
private Vector3 _currentFollowPosition;
// Fallback-позиция для режимов без цели (например, MainMenu)
private Vector3 _defaultFollowPosition;
// Целевой вертикальный угол камеры (наклон вверх/вниз)
private float _targetVerticalAngle;
// Текущая и целевая дистанция камеры от цели
private float _currentDistance, _targetDistance;
// Исходные значения дистанции для восстановления после FirstPerson режима
private float _originalDefaultDistance, _originalMinDistance, _originalMaxDistance;
// Горизонтальное направление камеры (проекция forward на плоскость)
public Vector3 PlanarDirection { get; private set; }
// Текущий режим работы камеры
public CameraMode CurrentMode { get; private set; }
// Загрузка конфига для камеры
[Inject]
private void LoadConfig(CameraConfig config)
{
// Загрузка значений из конфига
_defaultDistance = config.defaultDistance;
_minDistance = config.minDistance;
_maxDistance = config.maxDistance;
_distanceMovementSpeed = config.distanceMovementSpeed;
_rotationSpeed = config.rotationSpeed;
_rotationSharpness = config.rotationSharpness;
_followSharpness = config.followSharpness;
_minVerticalAngle = config.minVerticalAngle;
_maxVerticalAngle = config.maxVerticalAngle;
_defaultVerticalAngle = config.defaultVerticalAngle;
CurrentMode = config.defaultCameraMode;
_defaultFollowPosition = config.defaultFollowPosition;
// Валидация значений (на случай ручного редактирования конфига)
_defaultDistance = Mathf.Clamp(_defaultDistance, _minDistance, _maxDistance);
_defaultVerticalAngle = Mathf.Clamp(_defaultVerticalAngle, _minVerticalAngle, _maxVerticalAngle);
// Сохраняем оригинальные значения для восстановления
_originalDefaultDistance = _defaultDistance;
_originalMinDistance = _minDistance;
_originalMaxDistance = _maxDistance;
// Инициализация состояния камеры
_currentDistance = _defaultDistance;
_targetDistance = _currentDistance;
_targetVerticalAngle = _defaultVerticalAngle;
PlanarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
_currentFollowPosition = _defaultFollowPosition;
}
// Установка цели для следования камеры
public void SetFollowTransform(Transform t)
{
_followTransform = t;
_currentFollowPosition = t.position;
PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
}
// Обработка вращения камеры на основе пользовательского ввода
private void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
{
// Вращение вокруг вертикальной оси (горизонтальный поворот)
var rotationFromInput = Quaternion.Euler(_followTransform.up * (rotationInput.x * _rotationSpeed));
PlanarDirection = rotationFromInput * PlanarDirection;
var planarRotation = Quaternion.LookRotation(PlanarDirection, _followTransform.up);
// Вращение вокруг горизонтальной оси (вертикальный наклон)
_targetVerticalAngle -= rotationInput.y * _rotationSpeed;
_targetVerticalAngle = Math.Clamp(_targetVerticalAngle, _minVerticalAngle, _maxVerticalAngle);
var verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
// Интерполяция к целевому вращению для плавности
targetRotation = Quaternion.Slerp(transform.rotation, planarRotation * verticalRotation, deltaTime * _rotationSharpness);
// Применение финального вращения
transform.rotation = targetRotation;
}
// Обработка позиционирования камеры и зума с учетом текущего режима
private void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
{
// В FirstPerson режиме зум отключается
if (CurrentMode != CameraMode.FirstPerson)
{
// Обновление целевой дистанции на основе ввода зума
_targetDistance += zoomInput * _distanceMovementSpeed;
_targetDistance = Mathf.Clamp(_targetDistance, _minDistance, _maxDistance);
}
// Плавное следование за целью с использованием экспоненциального сглаживания
_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, _followTransform.position, 1f - Mathf.Exp(-_followSharpness * deltaTime));
// Вычисление целевой позиции камеры с учетом текущего режима
Vector3 targetPosition;
if (CurrentMode == CameraMode.FirstPerson)
{
// В FirstPerson режиме камера находится прямо на позиции цели
targetPosition = _currentFollowPosition;
}
else
{
// В ThirdPerson режиме камера отодвинута на расстояние от цели
targetPosition = _currentFollowPosition - targetRotation * Vector3.forward * _currentDistance;
}
// Плавное изменение текущей дистанции к целевой (только для ThirdPerson)
if (CurrentMode != CameraMode.FirstPerson)
{
_currentDistance = Mathf.Lerp(_currentDistance, _targetDistance, 1f - Mathf.Exp(-_distanceMovementSpeed * deltaTime));
}
// Установка финальной позиции камеры
transform.position = targetPosition;
}
// Основной метод обновления камеры, вызываемый извне каждый кадр
public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
{
// Проверка наличия цели для следования и проверка на режим главного меню
if (!_followTransform || CurrentMode == CameraMode.Bogdan) return;
// Обработка ввода и позиционирования
HandleRotationInput(deltaTime, rotationInput, out var targetRotation);
HandlePosition(deltaTime, zoomInput, targetRotation);
}
// Смена режима камеры
public void SetCameraMode(CameraMode newMode)
{
if (CurrentMode == newMode) return;
CurrentMode = newMode;
// Применяем настройки специфичные для режима
ApplyModeSpecificSettings();
}
// Применение настроек специфичных для текущего режима
private void ApplyModeSpecificSettings()
{
switch (CurrentMode)
{
case CameraMode.FirstPerson:
// В FirstPerson режиме дистанция всегда равна 0
_minDistance = 0f;
_maxDistance = 0f;
_defaultDistance = 0f;
_targetDistance = 0f;
_currentDistance = 0f;
break;
case CameraMode.ThirdPerson:
// Восстанавливаем исходные значения дистанции
_minDistance = _originalMinDistance;
_maxDistance = _originalMaxDistance;
_defaultDistance = _originalDefaultDistance;
_targetDistance = _defaultDistance;
break;
// Заготовка на будущее (если понадобится)
case CameraMode.Bogdan:
_minDistance = 0f;
_maxDistance = 0f;
_defaultDistance = 0f;
_targetDistance = 0f;
_currentDistance = 0f;
break;
case CameraMode.Static:
case CameraMode.Cinematic:
default:
break;
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f1d98e6c5419411098391c07861e627e
timeCreated: 1760627986
@@ -54,7 +54,7 @@ namespace Code.Gameplay.Character.Controller
}
// Текущий режим камеры для адаптации поведения
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
private CameraMode _currentCameraMode = CameraMode.ThirdPerson;
// Инициализация контроллера
private void Start()
@@ -1,9 +1,11 @@
using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Character.Camera;
using Code.Gameplay.Character.Controller;
using Code.Input;
using Reflex.Attributes;
using UnityEngine;
using UnityEngine.Serialization;
namespace Code.Gameplay.Character.Core
{
@@ -15,7 +17,7 @@ namespace Code.Gameplay.Character.Core
*/
public class Character : MonoBehaviour
{
[Inject] private CameraStateMachine _cameraStateMachine; // Стейт-машина камеры (нужна для транзакций и т.п.)
[Inject] private CameraStateMachine _cameraService; // Компонент камеры персонажа
[SerializeField] private CustomCharacterController customCharacterController; // Компонент управления персонажем
[SerializeField] private Transform cameraFollowPoint; // Точка следования камеры (уровень глаз для FirstPerson)
@@ -28,7 +30,7 @@ namespace Code.Gameplay.Character.Core
private void Start()
{
// Настройка камеры для следования за точкой камеры
((BaseCameraState)_cameraStateMachine.CurrentBaseState).SetFollowTransform(cameraFollowPoint);
((FirstPersonState)_cameraService.CurrentBaseState).SetFollowTransform(cameraFollowPoint);
// Включение Gameplay мапа ввода
_inputService.EnableMap(ActionMappings.Gameplay);
@@ -47,11 +49,9 @@ namespace Code.Gameplay.Character.Core
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
inputs.SprintPressed = _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();
inputs.CameraRotation = _cameraService.transform.rotation;
// Передаем ввод в контроллер персонажа
customCharacterController.SetInputs(ref inputs);
@@ -67,7 +67,7 @@ namespace Code.Gameplay.Character.Core
{
// Обрабатываем нажатие только один раз при первом обнаружении
case true when !_cameraModeToggleHandled:
ToggleCameraMode();
// ToggleCameraMode();
_cameraModeToggleHandled = true;
break;
// Сбрасываем флаг когда кнопка отпущена
@@ -76,17 +76,6 @@ namespace Code.Gameplay.Character.Core
break;
}
}
// Метод для переключения режимов камеры
private void ToggleCameraMode()
{
var currentMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
var newMode = currentMode == CameraMode.FirstPerson ? CameraMode.ThirdPerson : CameraMode.FirstPerson;
_cameraStateMachine.SwitchState(newMode);
((BaseCameraState)_cameraStateMachine.CurrentBaseState).SetFollowTransform(cameraFollowPoint);
}
// Обновление логики каждый кадр
private void Update()
@@ -97,5 +86,10 @@ namespace Code.Gameplay.Character.Core
// Обработка переключения режима камеры
HandleCameraModeInput();
}
// Обновление после всех вычислений (идеально для камеры)
private void LateUpdate()
{
}
}
}
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 58441fe5bc46071fab2546105689c70b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,18 @@
using UnityEngine;
using Code.Configs;
using Reflex.Attributes;
namespace Code.Gameplay.Player
{
public class PlayerFactory
{
[Inject] PlayerConfig _playerConfig;
public PlayerHealth CreatePlayerHP(int count = -1)
{
if (count < 0) count = _playerConfig.maxHealth;
return new PlayerHealth(count);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 77dd77e7e8714974a7c8bc83772e52fa
timeCreated: 1761060390
@@ -0,0 +1,27 @@
namespace Code.Gameplay.Player
{
public class PlayerHealth
{
public delegate void OnDeathDelegate();
public event OnDeathDelegate OnDeath;
public delegate void OnDamageDelegate(int damage);
public event OnDamageDelegate OnDamage;
private int _healthPoints;
public int HealthPoints => _healthPoints;
public void GetDamage(int count)
{
_healthPoints -= count;
OnDamage?.Invoke(count);
if (_healthPoints <= 0) OnDeath?.Invoke();
}
public PlayerHealth(int healthPoints = 1) => _healthPoints = healthPoints;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3873d746bf1595618802b853c6920616
@@ -8,6 +8,7 @@ namespace Code.StaticData
void Load();
InputConfig InputConfig { get; }
AppConfig AppConfig { get; }
UIConfig UIConfig { get; }
CameraConfig CameraConfig { get; }
}
}
@@ -8,13 +8,15 @@ namespace Code.StaticData
{
public AppConfig AppConfig { get; private set; }
public InputConfig InputConfig { get; private set; }
public UIConfig UIConfig { get; private set; }
public CameraConfig CameraConfig { 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"));
CameraConfig = Resources.Load<CameraConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterCameraConfig"));
UIConfig = Resources.Load<UIConfig>(string.Format(StringPaths.ConfigSingle, "App", "UIConfig"));
}
}
}
+3
View File
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: aca6d2360b0a4b35b124f6d6ffa10039
timeCreated: 1761577505
@@ -0,0 +1,11 @@
namespace Code.UI
{
public interface IUIService
{
void EnablePanel();
void DisablePanel();
void SwitchPanelTo(UIPanel uiPanel);
UIElement CurrentPanel { get; }
LoadingPanel LoadingScreen { get; }
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5d5cb971e8da41a5885f37d1334ab26a
timeCreated: 1761591248
@@ -0,0 +1,16 @@
using UnityEngine;
namespace Code.UI
{
public class LoadingPanel : UIElement
{
public void Hide()
{
gameObject.SetActive(false);
}
public void Show()
{
gameObject.SetActive(true);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8b4a0cb6cea947c6b085269973968c12
timeCreated: 1761594685
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.UI;
namespace Code.UI
{
public class MainMenuPanel : UIElement
{
public Button startButton;
public Button exitButton;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3257edb60d20461a92f3e5dd2c4afee4
timeCreated: 1761596135
@@ -0,0 +1,8 @@
using UnityEngine;
namespace Code.UI
{
public class UIElement : MonoBehaviour
{
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b9af80648f8048e397791a856c682cce
timeCreated: 1761590528
@@ -0,0 +1,9 @@
namespace Code.UI
{
public enum UIPanel
{
Loading,
MainMenu,
Gameplay
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d93383e80e824e0db25252a7863af280
timeCreated: 1761578163
@@ -0,0 +1,33 @@
using UnityEngine;
namespace Code.UI
{
public class UIService : IUIService
{
private UIElement[] _uiPanelsPrefabs;
private Canvas _canvas;
public UIElement CurrentPanel { get; private set; }
public LoadingPanel LoadingScreen { get; private set; }
public UIService(UIElement[] uiPanelsPrefabs, Canvas canvas)
{
_canvas = Object.Instantiate(canvas);
Object.DontDestroyOnLoad(_canvas);
_uiPanelsPrefabs = uiPanelsPrefabs;
LoadingScreen = (LoadingPanel)Object.Instantiate(_uiPanelsPrefabs[(int)UIPanel.Loading], _canvas.transform);
}
public void EnablePanel() => CurrentPanel.gameObject.SetActive(true);
public void DisablePanel() => CurrentPanel.gameObject.SetActive(false);
public void SwitchPanelTo(UIPanel uiPanel)
{
if (CurrentPanel != null)
Object.Destroy(CurrentPanel.gameObject);
CurrentPanel = Object.Instantiate(_uiPanelsPrefabs[(int)uiPanel], _canvas.transform);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 060152e7a2a2400f85c372c0b9f138a8
timeCreated: 1761577528
@@ -10,8 +10,8 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 72fbf590e5fd4747acfdd32eb26bba3a, type: 3}
m_Name: CameraConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CameraConfig
m_Name: CharacterCameraConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CharacterCameraConfig
defaultDistance: 6
minDistance: 3
maxDistance: 10
@@ -24,4 +24,5 @@ MonoBehaviour:
defaultVerticalAngle: 10
defaultCameraMode: 0
defaultFollowPosition: {x: 0, y: 0, z: 0}
cameraPrefab: {fileID: 374984699890489845, guid: 8b8bf5712dc5a42c7bd8e22cddb884c3, type: 3}
cameraPrefab: {fileID: 4646144043143727929, guid: 8b8bf5712dc5a42c7bd8e22cddb884c3, type: 3}
cameraPrefab2: {fileID: 374984699890489845, guid: 8b8bf5712dc5a42c7bd8e22cddb884c3, type: 3}
@@ -1,5 +1,5 @@
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mainObjectFileID: 11400000
@@ -0,0 +1,19 @@
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: feaa36c74e094e0aa24b3983957a6e4e, type: 3}
m_Name: UIConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.UIConfig
uiElementsPrefabs:
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canvasPrefab: {fileID: 1289568913299077295, guid: 48aebfe8826dc0df79d047b5afbf8f5b, type: 3}
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@@ -9,7 +9,6 @@ GameObject:
serializedVersion: 6
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m_Layer: 0
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@@ -32,15 +31,3 @@ Transform:
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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
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