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@@ -0,0 +1,38 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.StateMachine;
|
||||
|
||||
namespace Code.App.AppStates
|
||||
{
|
||||
//TODO: поменяно для теста
|
||||
public class MovementDevState: BaseState<AppStateMachineContext>
|
||||
{
|
||||
public MovementDevState(AppStateMachineContext context) : base(context)
|
||||
{
|
||||
}
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
|
||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||
}
|
||||
|
||||
private void SceneLoaded()
|
||||
{
|
||||
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
public override void Tick()
|
||||
{
|
||||
}
|
||||
|
||||
public override void ExitState()
|
||||
{
|
||||
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
||||
|
||||
base.ExitState();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 395d8d3979124f10897c28bae62b288a
|
||||
timeCreated: 1760638654
|
||||
@@ -2,10 +2,9 @@ using Code.App.StateMachine;
|
||||
using Code.Configs;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Configs;
|
||||
using Code.StaticData;
|
||||
using Reflex.Core;
|
||||
using Reflex.Injectors;
|
||||
using StaticData;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
@@ -30,7 +29,7 @@ namespace Code.App
|
||||
{
|
||||
GameObject infrastructureUnit = Instantiate(staticDataService.AppConfig.infrastructureUnitPrefab);
|
||||
DontDestroyOnLoad(infrastructureUnit);
|
||||
AppConfig a;
|
||||
|
||||
containerBuilder.AddSingleton(infrastructureUnit);
|
||||
containerBuilder.AddSingleton(infrastructureUnit.GetComponent<ICoroutineRunner>(),
|
||||
typeof(ICoroutineRunner));
|
||||
@@ -52,10 +51,10 @@ namespace Code.App
|
||||
appStateMachine.Initialize();
|
||||
|
||||
AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
|
||||
|
||||
|
||||
// TODO: поменяно для теста
|
||||
appStateMachine
|
||||
.SwitchState(AppState.MainMenu)
|
||||
.AllowStateTransition(AppState.Gameplay);
|
||||
.SwitchState(AppState.MovementDev);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,6 +8,8 @@ namespace Code.App.StateMachine
|
||||
Bootstrap = 1,
|
||||
MainMenu = 2,
|
||||
Gameplay = 4,
|
||||
GameOver = 8
|
||||
GameOver = 8,
|
||||
// TODO: поменяно для теста
|
||||
MovementDev = 52
|
||||
}
|
||||
}
|
||||
@@ -10,9 +10,12 @@ namespace Code.App.StateMachine
|
||||
States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext));
|
||||
States.Add(AppState.Gameplay, new GameplayState(StateMachineContext));
|
||||
States.Add(AppState.GameOver, new GameOverState(StateMachineContext));
|
||||
//TODO: Для теста
|
||||
States.Add(AppState.MovementDev, new MovementDevState(StateMachineContext));
|
||||
|
||||
AllowedStates |= AppState.MainMenu;
|
||||
AllowedStates |= AppState.Gameplay;
|
||||
AllowedStates |= AppState.MovementDev;
|
||||
}
|
||||
|
||||
protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState);
|
||||
|
||||
@@ -1,11 +0,0 @@
|
||||
using Generators;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[SingleConfig]
|
||||
public class App
|
||||
{
|
||||
[ToConfig] public GameObject infrastructureUnitPrefab;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/AppConfig", fileName = "AppConfig")]
|
||||
public class AppConfig : ScriptableObject
|
||||
{
|
||||
public GameObject infrastructureUnitPrefab;
|
||||
}
|
||||
}
|
||||
File renamed without changes.
@@ -0,0 +1,38 @@
|
||||
using Code.Gameplay.Character.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(fileName = "CharacterCameraConfig", menuName = "Config/CharacterCameraConfig")]
|
||||
public class CharacterCameraConfig : ScriptableObject
|
||||
{
|
||||
public float
|
||||
// Расстояния от персонажа до камеры
|
||||
defaultDistance = 6f, // Стандартное расстояние камеры от цели
|
||||
minDistance = 3f, // Минимальное расстояние при зуме
|
||||
maxDistance = 10f, // Максимальное расстояние при зуме
|
||||
|
||||
// Скорость зума камеры
|
||||
distanceMovementSpeed = 5f, // Множитель скорости изменения дистанции при зуме
|
||||
|
||||
// Скорость поворота камеры
|
||||
rotationSpeed = 0.3f, // Множитель скорости вращения камеры
|
||||
|
||||
// Скорость интерполяции текущее -> целевое вращение
|
||||
rotationSharpness = 100f, // Коэффициент плавности вращения камеры (чем выше - тем резче)
|
||||
|
||||
// Резкость следования камеры за целью
|
||||
followSharpness = 100f, // Коэффициент плавности следования за движущейся целью (чем выше - тем резче)
|
||||
|
||||
// Углы наклона камеры
|
||||
minVerticalAngle = -70f, // Минимальный угол наклона камеры (вниз)
|
||||
maxVerticalAngle = 70f, // Максимальный угол наклона камеры (вверх)
|
||||
defaultVerticalAngle = 10f; // Стандартный угол наклона камеры
|
||||
|
||||
// Текущий режим камеры
|
||||
public CameraMode defaultCameraMode = CameraMode.MainMenu;
|
||||
|
||||
// Позиция следования по умолчанию (для меню)
|
||||
public Vector3 defaultFollowPosition = Vector3.zero;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 72fbf590e5fd4747acfdd32eb26bba3a
|
||||
timeCreated: 1761637489
|
||||
@@ -1,11 +0,0 @@
|
||||
using Generators;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[SingleConfig]
|
||||
public class Input
|
||||
{
|
||||
[ToConfig] public InputActionAsset inputActionAsset;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(fileName = "InputConfig", menuName = "Config/InputConfig")]
|
||||
public class InputConfig : ScriptableObject
|
||||
{
|
||||
public InputActionAsset inputActionAsset;
|
||||
}
|
||||
}
|
||||
File renamed without changes.
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e4901b413afd4d7da914edf2a1e51f8f
|
||||
timeCreated: 1760627936
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8a8f6d0b8744b4c981d87722e6bb7e8
|
||||
timeCreated: 1760627963
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b36ec6a31fb74d608232394fd5df657c
|
||||
timeCreated: 1761570832
|
||||
@@ -0,0 +1,215 @@
|
||||
using System;
|
||||
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 CharacterCamera : MonoBehaviour
|
||||
{
|
||||
// Параметры загружаются из CharacterCameraConfig
|
||||
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; }
|
||||
|
||||
// DI для загрузки конфига
|
||||
[Inject] private IStaticDataService _staticDataService;
|
||||
|
||||
// Загрузка конфига для камеры
|
||||
private void LoadConfig()
|
||||
{
|
||||
// Загрузка значений из конфигов
|
||||
var config = _staticDataService.CharacterCameraConfig;
|
||||
|
||||
_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;
|
||||
}
|
||||
|
||||
// Инициализация камеры при создании
|
||||
private void Awake()
|
||||
{
|
||||
LoadConfig();
|
||||
}
|
||||
|
||||
// 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.MainMenu) 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.MainMenu:
|
||||
case CameraMode.Static:
|
||||
case CameraMode.Cinematic:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f1d98e6c5419411098391c07861e627e
|
||||
timeCreated: 1760627986
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fb497e2e267044a7a35f80b47c88c2c9
|
||||
timeCreated: 1761570825
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d3be946108b44b33b99d2e3e4a75d47f
|
||||
timeCreated: 1761571338
|
||||
@@ -0,0 +1,122 @@
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
using Code.Gameplay.Character.Core;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
/*
|
||||
* Механика слайда для персонажа
|
||||
* Отвечает за управление состоянием, таймерами и скоростью слайда
|
||||
*/
|
||||
public class SlideMechanic
|
||||
{
|
||||
// Скорость слайда
|
||||
private readonly float _slideSpeed;
|
||||
// Длительность слайда в секундах
|
||||
private readonly float _slideDuration;
|
||||
// Время перезарядки слайда
|
||||
private readonly float _slideCooldown;
|
||||
|
||||
// Таймер слайда
|
||||
private float _slideTimer;
|
||||
// Таймер перезарядки слайда
|
||||
private float _slideCooldownTimer;
|
||||
// Направление слайда
|
||||
private Vector3 _slideDirection;
|
||||
// Флаг запроса слайда
|
||||
private bool _slideRequested;
|
||||
|
||||
// Свойство-флаг, активен ли слайд
|
||||
public bool IsSliding { get; private set; }
|
||||
|
||||
// Конструктор механики слайда
|
||||
public SlideMechanic(float slideSpeed, float slideDuration, float slideCooldown)
|
||||
{
|
||||
_slideSpeed = slideSpeed;
|
||||
_slideDuration = slideDuration;
|
||||
_slideCooldown = slideCooldown;
|
||||
}
|
||||
|
||||
// Обновляем таймер перезарядки слайда
|
||||
public void TickCooldown(float deltaTime)
|
||||
{
|
||||
if (_slideCooldownTimer > 0f)
|
||||
{
|
||||
_slideCooldownTimer -= deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Обработка слайда
|
||||
public void RequestSlide(bool slidePressed)
|
||||
{
|
||||
if (slidePressed && !_slideRequested && _slideCooldownTimer <= 0f)
|
||||
{
|
||||
_slideRequested = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Начало слайда
|
||||
public void TryStartSlide(KinematicCharacterMotor motor,
|
||||
CameraMode currentCameraMode,
|
||||
Quaternion firstPersonCameraRotation,
|
||||
Vector3 lookInputVector)
|
||||
{
|
||||
// Проверяем условия для старта слайда
|
||||
if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _slideCooldownTimer > 0f)
|
||||
{
|
||||
_slideRequested = false;
|
||||
return;
|
||||
}
|
||||
|
||||
IsSliding = true;
|
||||
_slideTimer = _slideDuration;
|
||||
|
||||
// НАПРАВЛЕНИЕ СЛАЙДА - ВСЕГДА ВПЕРЕД ПО КАМЕРЕ
|
||||
// Используем направление камеры, но проецируем на горизонтальную плоскость
|
||||
var slideDir = currentCameraMode == CameraMode.FirstPerson ?
|
||||
firstPersonCameraRotation * Vector3.forward :
|
||||
lookInputVector;
|
||||
|
||||
// Проецируем на горизонтальную плоскость и нормализуем
|
||||
_slideDirection = Vector3.ProjectOnPlane(slideDir, motor.CharacterUp).normalized;
|
||||
|
||||
// Если направление нулевое (персонаж стоит на месте), используем направление вперед
|
||||
if (_slideDirection.sqrMagnitude < 0.01f)
|
||||
{
|
||||
_slideDirection = motor.CharacterForward;
|
||||
}
|
||||
|
||||
// Устанавливаем перезарядку
|
||||
_slideCooldownTimer = _slideCooldown;
|
||||
_slideRequested = false;
|
||||
}
|
||||
|
||||
// Обработка слайда
|
||||
public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
|
||||
{
|
||||
// Уменьшаем таймер слайда
|
||||
_slideTimer -= deltaTime;
|
||||
|
||||
// Если время слайда вышло, персонаж в воздухе - заканчиваем слайд
|
||||
if (_slideTimer <= 0f || !motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
EndSlide();
|
||||
return;
|
||||
}
|
||||
|
||||
// Устанавливаем скорость слайда вперед
|
||||
// Используем прямую установку скорости вместо сложных вычислений
|
||||
currentVelocity = _slideDirection * _slideSpeed;
|
||||
|
||||
// Добавляем небольшую вертикальную компоненту для лучшего скольжения по неровностям
|
||||
currentVelocity += motor.CharacterUp * 2f;
|
||||
}
|
||||
|
||||
// Завершение слайда
|
||||
public void EndSlide()
|
||||
{
|
||||
IsSliding = false;
|
||||
_slideTimer = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5904fa03346e4751967d57500ab3d1cf
|
||||
timeCreated: 1761571347
|
||||
+51
@@ -0,0 +1,51 @@
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
/*
|
||||
* Механика залазания на стены
|
||||
* Обрабатывает столкновения и применяет вертикальный импульс при ударе о стену с достаточной скоростью
|
||||
*/
|
||||
public class WallClimbMechanic
|
||||
{
|
||||
// Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
|
||||
private readonly float _wallClimbSpeedFactor;
|
||||
// Минимальная горизонтальная скорость для начала залазания на стену
|
||||
private readonly float _minWallClimbSpeed;
|
||||
|
||||
// Конструктор механики залазания на стену
|
||||
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed)
|
||||
{
|
||||
_wallClimbSpeedFactor = wallClimbSpeedFactor;
|
||||
_minWallClimbSpeed = minWallClimbSpeed;
|
||||
}
|
||||
|
||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||
public void OnMovementHit(KinematicCharacterMotor motor, Vector3 hitNormal)
|
||||
{
|
||||
// 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
|
||||
|
||||
// Получаем текущую скорость персонажа
|
||||
var currentVelocity = motor.Velocity;
|
||||
|
||||
// Проекция скорости на направление к стене (отрицательная, если летим в стену)
|
||||
var velocityIntoWall = Vector3.Dot(currentVelocity, -hitNormal);
|
||||
|
||||
// Если движемся в стену с достаточной скоростью
|
||||
if (velocityIntoWall > _minWallClimbSpeed)
|
||||
{
|
||||
// Преобразуем часть горизонтальной скорости в вертикальную
|
||||
var verticalBoost = velocityIntoWall * _wallClimbSpeedFactor;
|
||||
|
||||
// Добавляем вертикальный импульс через BaseVelocity
|
||||
motor.BaseVelocity += motor.CharacterUp * verticalBoost;
|
||||
|
||||
// Предотвращаем заземление и повторное применение в этом кадре
|
||||
motor.ForceUnground();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cfce19738ff34be286c953e33e515c46
|
||||
timeCreated: 1761571364
|
||||
+220
@@ -0,0 +1,220 @@
|
||||
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 UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller
|
||||
{
|
||||
/*
|
||||
* Скрипт, отвечающий за передвижение персонажа
|
||||
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
|
||||
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
|
||||
*
|
||||
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
||||
*/
|
||||
public class CustomCharacterController : MonoBehaviour, ICharacterController
|
||||
{
|
||||
[SerializeField]
|
||||
private KinematicCharacterMotor motor; // Движок физического перемещения персонажа
|
||||
|
||||
[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 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;
|
||||
|
||||
// Конструктор без параметров, инициализирующий контроллер
|
||||
public CustomCharacterController()
|
||||
{
|
||||
_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);
|
||||
}
|
||||
|
||||
// Текущий режим камеры для адаптации поведения
|
||||
private CameraMode _currentCameraMode = CameraMode.ThirdPerson;
|
||||
|
||||
// Инициализация контроллера
|
||||
private void Start()
|
||||
{
|
||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
_inputHandler.FirstPersonCameraRotation = motor.Transform.rotation; // Начальное вращение совпадает с персонажем
|
||||
}
|
||||
|
||||
// Обработка и преобразование входных данных от персонажа
|
||||
public void SetInputs(ref CharacterInputs inputs)
|
||||
{
|
||||
// Обновляем таймер перезарядки слайда
|
||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||
|
||||
// Если активен слайд - игнорируем весь остальной ввод
|
||||
if (_slideMechanic.IsSliding)
|
||||
{
|
||||
// Во время слайда не обрабатываем движение, прыжки и спринт
|
||||
_inputHandler.MoveInputVector = Vector3.zero;
|
||||
_inputHandler.LookInputVector = Vector3.one;
|
||||
_inputHandler.IsSprinting = false;
|
||||
_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);
|
||||
}
|
||||
|
||||
// Обновление вращения персонажа на основе входных данных
|
||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||
{
|
||||
// ВО ВРЕМЯ СЛАЙДА НЕ ОБНОВЛЯЕМ ВРАЩЕНИЕ - ПЕРСОНАЖ СМОТРИТ ПРЯМО
|
||||
if (_slideMechanic.IsSliding) return;
|
||||
|
||||
switch (_currentCameraMode)
|
||||
{
|
||||
// В FirstPerson режиме применяем вращение камеры напрямую к персонажу (только горизонталь)
|
||||
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
|
||||
// Немедленно применяем горизонтальное вращение камеры к персонажу
|
||||
currentRotation = _inputHandler.FirstPersonCameraRotation;
|
||||
break;
|
||||
// В ThirdPerson режиме плавно поворачиваем персонаж в направлении движения
|
||||
case CameraMode.ThirdPerson:
|
||||
{
|
||||
// Вращение применяется только если есть направление движения и разрешена резкость вращения
|
||||
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && orientationSharpness > 0)
|
||||
{
|
||||
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
|
||||
var smoothedLookInputDirection = Vector3.Slerp(
|
||||
motor.CharacterForward,
|
||||
_inputHandler.LookInputVector,
|
||||
1f - Mathf.Exp(-orientationSharpness * deltaTime)
|
||||
).normalized;
|
||||
|
||||
// Установка нового вращения смотря в сглаженном направлении
|
||||
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
// Заготовка на будущее (если понадобится)
|
||||
case CameraMode.Static:
|
||||
case CameraMode.Cinematic:
|
||||
case CameraMode.MainMenu: // Скорее всего юзлес, но пускай будет
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Обновление скорости движения персонажа
|
||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||
{
|
||||
// Если во время слайда запрошен прыжок — прерываем слайд
|
||||
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
|
||||
// Проверяем запрос слайда и запускаем его если можно
|
||||
if (!_slideMechanic.IsSliding)
|
||||
{
|
||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
||||
}
|
||||
// Если активен слайд - обрабатываем отдельно
|
||||
else
|
||||
{
|
||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||
return;
|
||||
}
|
||||
|
||||
// Если персонаж находится на земле
|
||||
if (motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||
}
|
||||
// Если персонаж не находится на земле
|
||||
else
|
||||
{
|
||||
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
||||
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
|
||||
_groundMovement.CancelJumpRequest();
|
||||
}
|
||||
}
|
||||
|
||||
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
|
||||
public void BeforeCharacterUpdate(float deltaTime)
|
||||
{
|
||||
}
|
||||
|
||||
// Метод вызывается после обработки столкновения с землей
|
||||
public void PostGroundingUpdate(float deltaTime)
|
||||
{
|
||||
// Если во время слайда персонаж оторвался от земли - заканчиваем слайд
|
||||
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
}
|
||||
|
||||
// Метод вызывается после обновления персонажа (можно использовать для пост-обработки)
|
||||
public void AfterCharacterUpdate(float deltaTime)
|
||||
{
|
||||
}
|
||||
|
||||
// Проверка валидности коллайдера для обработки столкновений
|
||||
public bool IsColliderValidForCollisions(Collider coll)
|
||||
{
|
||||
return true; // Все коллайдеры считаются валидными для столкновений
|
||||
}
|
||||
|
||||
// Обработка столкновения с землей (вызывается при приземлении)
|
||||
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
}
|
||||
|
||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
_wallClimbMechanic.OnMovementHit(motor, hitNormal);
|
||||
}
|
||||
|
||||
// Обработка отчета о стабильности столкновения
|
||||
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition,
|
||||
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
}
|
||||
|
||||
// Обработка дискретных столкновений (для триггеров и специальных коллайдеров)
|
||||
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a6f74123648343c498c883d02909b499
|
||||
timeCreated: 1760641740
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e50ac1a55a4f4706b6385746eb9c6d1f
|
||||
timeCreated: 1761571269
|
||||
+115
@@ -0,0 +1,115 @@
|
||||
using UnityEngine;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using KinematicCharacterController;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Input
|
||||
{
|
||||
/*
|
||||
* Обработчик входных данных для персонажа
|
||||
* Преобразует сырые данные ввода в векторы движения и направления взгляда
|
||||
*/
|
||||
public class CharacterInputHandler
|
||||
{
|
||||
// Векторы движения и направления взгляда
|
||||
public Vector3 MoveInputVector { get; set; }
|
||||
public Vector3 LookInputVector { get; set; }
|
||||
|
||||
// Флаг-свойство указывающий, что активен режим спринта
|
||||
public bool IsSprinting { get; set; }
|
||||
|
||||
// Вращение камеры в FirstPerson режиме для синхронизации (только горизонтальная компонента)
|
||||
public Quaternion FirstPersonCameraRotation { get; set; }
|
||||
|
||||
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
|
||||
public bool ShouldApplyCameraRotation { get; private set; }
|
||||
|
||||
// Обработка и преобразование входных данных от персонажа
|
||||
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
|
||||
{
|
||||
// Сохраняем текущий режим камеры
|
||||
var currentCameraMode = inputs.CameraMode;
|
||||
|
||||
// Обработка спринта
|
||||
IsSprinting = inputs is { SprintPressed: true, MoveAxisForward: > 0.1f }; // Спринт только при движении вперёд
|
||||
|
||||
// Нормализация вектора движения и ограничение его величины до 1
|
||||
var moveInputVector =
|
||||
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f);
|
||||
|
||||
// Раздельная обработка в зависимости от режима камеры
|
||||
if (currentCameraMode == CameraMode.FirstPerson)
|
||||
{
|
||||
HandleFirstPersonInputs(ref inputs, moveInputVector, motor);
|
||||
}
|
||||
else
|
||||
{
|
||||
HandleThirdPersonInputs(ref inputs, moveInputVector, motor);
|
||||
}
|
||||
}
|
||||
|
||||
// Обработка ввода для FirstPerson режима
|
||||
private void HandleFirstPersonInputs(ref CharacterInputs inputs, Vector3 moveInputVector, KinematicCharacterMotor motor)
|
||||
{
|
||||
// Сохраняем вращение камеры для применения в UpdateRotation (только горизонтальная компонента)
|
||||
FirstPersonCameraRotation = ExtractHorizontalRotation(inputs.CameraRotation, motor);
|
||||
ShouldApplyCameraRotation = true;
|
||||
|
||||
// В FirstPerson режиме движение всегда относительно направления камеры
|
||||
// Получаем направление камеры в горизонтальной плоскости
|
||||
var cameraPlanarDirection = inputs.CameraPlanarDirection;
|
||||
|
||||
// Создание вращения на основе направления камеры
|
||||
var cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, motor.CharacterUp);
|
||||
|
||||
// Преобразование локального ввода в мировые координаты относительно камеры
|
||||
MoveInputVector = cameraPlanarRotation * moveInputVector;
|
||||
|
||||
// В FirstPerson режиме направление взгляда всегда совпадает с направлением камеры (горизонтально)
|
||||
LookInputVector = cameraPlanarDirection;
|
||||
}
|
||||
|
||||
// Обработка ввода для ThirdPerson режима
|
||||
private void HandleThirdPersonInputs(ref CharacterInputs inputs, Vector3 moveInputVector, KinematicCharacterMotor motor)
|
||||
{
|
||||
// Сбрасываем флаг применения вращения камеры
|
||||
ShouldApplyCameraRotation = false;
|
||||
|
||||
// Получение направления камеры в горизонтальной плоскости (игнорируя наклон)
|
||||
var cameraPlanarDirection = inputs.CameraPlanarDirection;
|
||||
|
||||
// Резервный расчет направления, если основное направление параллельно вертикали
|
||||
if (cameraPlanarDirection.sqrMagnitude == 0f)
|
||||
{
|
||||
cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, motor.CharacterUp);
|
||||
}
|
||||
|
||||
// Создание вращения на основе направления камеры
|
||||
var cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, motor.CharacterUp);
|
||||
|
||||
// Преобразование локального ввода в мировые координаты относительно камеры
|
||||
MoveInputVector = cameraPlanarRotation * moveInputVector;
|
||||
|
||||
// Направление взгляда совпадает с направлением движения (нормализованное)
|
||||
LookInputVector = MoveInputVector.normalized;
|
||||
}
|
||||
|
||||
// Извлечение только горизонтальной компоненты вращения (игнорируя наклон камеры)
|
||||
private static Quaternion ExtractHorizontalRotation(Quaternion cameraRotation, KinematicCharacterMotor motor)
|
||||
{
|
||||
// Получаем вектор направления камеры
|
||||
var cameraForward = cameraRotation * Vector3.forward;
|
||||
|
||||
// Проецируем на горизонтальную плоскость
|
||||
var horizontalForward = Vector3.ProjectOnPlane(cameraForward, motor.CharacterUp).normalized;
|
||||
|
||||
// Если проекция вырождена, используем текущее направление персонажа
|
||||
if (horizontalForward.sqrMagnitude < 0.01f)
|
||||
{
|
||||
horizontalForward = motor.CharacterForward;
|
||||
}
|
||||
|
||||
// Создаем вращение только по горизонтали
|
||||
return Quaternion.LookRotation(horizontalForward, motor.CharacterUp);
|
||||
}
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 513b50847de24c619c380c15e084e932
|
||||
timeCreated: 1761571281
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b3dfd8f0dbeb4e8690e11049cb7e2f55
|
||||
timeCreated: 1761571298
|
||||
+26
@@ -0,0 +1,26 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Movement
|
||||
{
|
||||
/*
|
||||
* Система движения персонажа в воздухе
|
||||
*/
|
||||
public class AirMovementSystem
|
||||
{
|
||||
// Вектор, отвечающий за применение гравитации
|
||||
private readonly Vector3 _gravity;
|
||||
|
||||
// Конструктор системы движения в воздухе
|
||||
public AirMovementSystem(Vector3 gravity)
|
||||
{
|
||||
_gravity = gravity;
|
||||
}
|
||||
|
||||
// Обновление скорости движения персонажа в воздухе
|
||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||
{
|
||||
// Применяем гравитацию
|
||||
currentVelocity += _gravity * deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5ea8841f02ff4e17ab8ebd8c7a949f6f
|
||||
timeCreated: 1761571326
|
||||
+88
@@ -0,0 +1,88 @@
|
||||
using UnityEngine;
|
||||
using Code.Gameplay.Character.Controller.Input;
|
||||
using KinematicCharacterController;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Movement
|
||||
{
|
||||
/*
|
||||
* Система движения персонажа по устойчивой поверхности
|
||||
*/
|
||||
public class GroundMovementSystem
|
||||
{
|
||||
// Максимальная скорость движения по устойчивой поверхности
|
||||
private readonly float _maxStableMoveSpeed;
|
||||
// Максимальная скорость спринта
|
||||
private readonly float _sprintMoveSpeed;
|
||||
// Резкость изменения скорости движения (чем выше - тем резче)
|
||||
private readonly float _stableMovementSharpness;
|
||||
// Скорость прыжка
|
||||
private readonly float _jumpSpeed;
|
||||
|
||||
// Свойство-флаг указывающий, что был запрошен прыжок
|
||||
public bool JumpRequested { get; private set; }
|
||||
|
||||
// Конструктор системы движения на земле
|
||||
public GroundMovementSystem(float maxStableMoveSpeed, float sprintMoveSpeed, float stableMovementSharpness, float jumpSpeed)
|
||||
{
|
||||
_maxStableMoveSpeed = maxStableMoveSpeed;
|
||||
_sprintMoveSpeed = sprintMoveSpeed;
|
||||
_stableMovementSharpness = stableMovementSharpness;
|
||||
_jumpSpeed = jumpSpeed;
|
||||
}
|
||||
|
||||
// Метод для установки запроса на прыжок извне
|
||||
public void RequestJump(bool jumpPressed)
|
||||
{
|
||||
if (jumpPressed)
|
||||
JumpRequested = true;
|
||||
}
|
||||
|
||||
// Метод для отмены запроса на прыжок извне
|
||||
public void CancelJumpRequest()
|
||||
{
|
||||
JumpRequested = false;
|
||||
}
|
||||
|
||||
// Обновление скорости движения персонажа на земле
|
||||
public void UpdateVelocity(
|
||||
ref Vector3 currentVelocity,
|
||||
CharacterInputHandler inputHandler,
|
||||
KinematicCharacterMotor motor,
|
||||
float deltaTime)
|
||||
{
|
||||
// Сохранение текущей величины скорости
|
||||
var currentVelocityMagnitude = currentVelocity.magnitude;
|
||||
|
||||
// Получение нормали поверхности для корректного движения по наклонным плоскостям
|
||||
var effectiveGroundNormal = motor.GroundingStatus.GroundNormal;
|
||||
|
||||
// Переориентация текущей скорости вдоль поверхности
|
||||
currentVelocity = motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) *
|
||||
currentVelocityMagnitude;
|
||||
|
||||
// Переориентация входного вектора движения вдоль поверхности
|
||||
var inputRight = Vector3.Cross(inputHandler.MoveInputVector, motor.CharacterUp);
|
||||
var reorientedInput = Vector3.Cross(effectiveGroundNormal, inputRight).normalized *
|
||||
inputHandler.MoveInputVector.magnitude;
|
||||
|
||||
// Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта
|
||||
var targetSpeed = inputHandler.IsSprinting ? _sprintMoveSpeed : _maxStableMoveSpeed;
|
||||
var targetMovementVelocity = reorientedInput * targetSpeed;
|
||||
|
||||
// Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием
|
||||
currentVelocity = Vector3.Lerp(
|
||||
currentVelocity,
|
||||
targetMovementVelocity,
|
||||
1f - Mathf.Exp(-_stableMovementSharpness * deltaTime)
|
||||
);
|
||||
|
||||
// Если запрошен прыжок
|
||||
if (JumpRequested)
|
||||
{
|
||||
currentVelocity += motor.CharacterUp * _jumpSpeed - Vector3.Project(currentVelocity, motor.CharacterUp);
|
||||
JumpRequested = false; // Сброс сразу после применения
|
||||
motor.ForceUnground();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 21cd95513cd44d52b6ae014403f9e3d1
|
||||
timeCreated: 1761571312
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4028bee0a1774348bb81e0c56e400ddc
|
||||
timeCreated: 1761570805
|
||||
@@ -0,0 +1,19 @@
|
||||
namespace Code.Gameplay.Character.Core
|
||||
{
|
||||
/*
|
||||
* Перечисление режимов работы камеры
|
||||
* MainMenu - статичная камера, смотрит на заданную позицию (то что надо в главном меню)
|
||||
* Static - статичная камера без следования за целью
|
||||
* FirstPerson - камера от первого лица (встроена в модель персонажа)
|
||||
* ThirdPerson - камера от третьего лица (следует за персонажем на расстоянии)
|
||||
* Cinematic - кинематографическая камера для скриптовых сцен
|
||||
*/
|
||||
public enum CameraMode
|
||||
{
|
||||
MainMenu,
|
||||
Static,
|
||||
FirstPerson,
|
||||
ThirdPerson,
|
||||
Cinematic
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a49105845a7435b9179e402fa7b8e30
|
||||
timeCreated: 1761570884
|
||||
@@ -0,0 +1,118 @@
|
||||
using Code.Gameplay.Character.Camera;
|
||||
using Code.Gameplay.Character.Controller;
|
||||
using Code.Input;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Core
|
||||
{
|
||||
/*
|
||||
* Главный скрипт персонажа, объединяющий камеру и контроллер персонажа
|
||||
* Обрабатывает ввод пользователя и распределяет его между компонентами
|
||||
* Синхронизирует состояние камеры и персонажа
|
||||
* Управляет переключением режимов камеры через Input System
|
||||
*/
|
||||
public class Character : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private CharacterCamera characterCamera; // Компонент камеры персонажа
|
||||
[SerializeField] private CustomCharacterController customCharacterController; // Компонент управления персонажем
|
||||
[SerializeField] private Transform cameraFollowPoint; // Точка следования камеры (уровень глаз для FirstPerson)
|
||||
|
||||
[Inject] private IInputService _inputService; // Сервис ввода через DI
|
||||
|
||||
// Флаг для отслеживания переключения режима камеры (чтобы избежать многократных срабатываний)
|
||||
private bool _cameraModeToggleHandled;
|
||||
|
||||
// Инициализация персонажа
|
||||
private void Start()
|
||||
{
|
||||
// Настройка камеры для следования за точкой камеры
|
||||
characterCamera.SetFollowTransform(cameraFollowPoint);
|
||||
characterCamera.SetCameraMode(CameraMode.FirstPerson);
|
||||
|
||||
// Включение Gameplay мапа ввода
|
||||
_inputService.EnableMap(ActionMappings.Gameplay);
|
||||
}
|
||||
|
||||
// Обработка ввода для камеры (вращение и зум)
|
||||
private void HandleCameraInput()
|
||||
{
|
||||
// Получаем данные ввода из Input System
|
||||
var lookInput = _inputService.LookInput;
|
||||
var scrollInput = _inputService.ZoomInput;
|
||||
|
||||
// Передаем данные в камеру
|
||||
characterCamera.UpdateWithInput(Time.deltaTime, scrollInput,
|
||||
new Vector3(lookInput.x, lookInput.y, 0));
|
||||
}
|
||||
|
||||
// Обработка ввода для движения персонажа
|
||||
private void HandleCharacterInput()
|
||||
{
|
||||
// Создаем структуру ввода с полной информацией о камере
|
||||
var inputs = new CharacterInputs();
|
||||
|
||||
// Получаем данные движения из Input System
|
||||
var moveInput = _inputService.MoveInput;
|
||||
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||
inputs.SprintPressed = _inputService.SprintPressed; // Спринт (Shift)
|
||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||
|
||||
// Передаем информацию о камере для адаптивного поведения
|
||||
inputs.CameraRotation = characterCamera.transform.rotation;
|
||||
inputs.CameraMode = characterCamera.CurrentMode;
|
||||
inputs.CameraPlanarDirection = characterCamera.PlanarDirection;
|
||||
|
||||
// Передаем ввод в контроллер персонажа
|
||||
customCharacterController.SetInputs(ref inputs);
|
||||
}
|
||||
|
||||
// Обработка переключения режима камеры через Input System
|
||||
private void HandleCameraModeInput()
|
||||
{
|
||||
// Получаем состояние переключения режима камеры из Input System
|
||||
var togglePressed = _inputService.ToggleCameraModePressed;
|
||||
|
||||
switch (togglePressed)
|
||||
{
|
||||
// Обрабатываем нажатие только один раз при первом обнаружении
|
||||
case true when !_cameraModeToggleHandled:
|
||||
ToggleCameraMode();
|
||||
_cameraModeToggleHandled = true;
|
||||
break;
|
||||
// Сбрасываем флаг когда кнопка отпущена
|
||||
case false:
|
||||
_cameraModeToggleHandled = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Метод для переключения режимов камеры
|
||||
private void ToggleCameraMode()
|
||||
{
|
||||
var currentMode = characterCamera.CurrentMode;
|
||||
var newMode = currentMode == CameraMode.FirstPerson ? CameraMode.ThirdPerson : CameraMode.FirstPerson;
|
||||
|
||||
characterCamera.SetCameraMode(newMode);
|
||||
}
|
||||
|
||||
// Обновление логики каждый кадр
|
||||
private void Update()
|
||||
{
|
||||
// Обработка ввода для движения в Update (физика)
|
||||
HandleCharacterInput();
|
||||
|
||||
// Обработка переключения режима камеры
|
||||
HandleCameraModeInput();
|
||||
}
|
||||
|
||||
// Обновление после всех вычислений (идеально для камеры)
|
||||
private void LateUpdate()
|
||||
{
|
||||
// Обработка ввода для камеры в LateUpdate (после движения персонажа)
|
||||
HandleCameraInput();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9f2cdbe59523ace7ab0d8dfc36b4eb02
|
||||
@@ -0,0 +1,20 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Core
|
||||
{
|
||||
/*
|
||||
* Структура для хранения входных данных от персонажа
|
||||
* Содержит информацию о движении и состоянии камеры
|
||||
*/
|
||||
public struct CharacterInputs
|
||||
{
|
||||
public float MoveAxisForward; // Ввод движения вперед/назад (W/S или Up/Down)
|
||||
public float MoveAxisRight; // Ввод движения влево/вправо (A/D или Left/Right)
|
||||
public Quaternion CameraRotation; // Текущее вращение камеры для определения направления движения
|
||||
public CameraMode CameraMode; // Текущий режим камеры для адаптации поведения
|
||||
public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости
|
||||
public bool JumpPressed; // Флаг указывающий, нажата ли кнопка прыжка
|
||||
public bool SprintPressed; // Флаг указывающий, нажата ли кнопка спринта
|
||||
public bool SlidePressed; // Флаг указывающий, нажата ли кнопка слайда
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c3edde7108664ecc9b84a8096a3dec93
|
||||
timeCreated: 1761570939
|
||||
@@ -2,5 +2,8 @@ namespace Code.Input
|
||||
{
|
||||
public enum GameplayActions
|
||||
{
|
||||
Move,
|
||||
Look,
|
||||
Zoom
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Input
|
||||
{
|
||||
@@ -7,5 +6,18 @@ namespace Code.Input
|
||||
{
|
||||
void EnableMap(ActionMappings actionMap);
|
||||
void DisableMap(ActionMappings actionMap);
|
||||
|
||||
// Для управления камерой
|
||||
Vector2 LookInput { get; }
|
||||
float ZoomInput { get; }
|
||||
|
||||
// Для управления движением персонажа
|
||||
Vector2 MoveInput { get; }
|
||||
bool JumpPressed { get; }
|
||||
bool SprintPressed { get; }
|
||||
bool SlidePressed { get; }
|
||||
|
||||
// Для переключения режима камеры
|
||||
bool ToggleCameraModePressed { get; }
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
@@ -8,7 +7,160 @@ namespace Code.Input
|
||||
public class InputService : IInputService, IDisposable
|
||||
{
|
||||
|
||||
private InputActionAsset _inputActionAsset;
|
||||
private readonly InputActionAsset _inputActionAsset;
|
||||
|
||||
public Vector2 LookInput { get; private set; }
|
||||
public float ZoomInput { get; private set; }
|
||||
public Vector2 MoveInput { get; private set; }
|
||||
public bool JumpPressed { get; private set; }
|
||||
public bool SprintPressed { get; private set; }
|
||||
public bool SlidePressed { get; private set; }
|
||||
public bool ToggleCameraModePressed { get; private set; }
|
||||
|
||||
public InputService(InputActionAsset inputActionAsset)
|
||||
{
|
||||
_inputActionAsset = inputActionAsset;
|
||||
SetupInputCallbacks();
|
||||
}
|
||||
|
||||
// Обработка всех карт ввода
|
||||
private void SetupInputCallbacks()
|
||||
{
|
||||
SetupGameplayInputCallbacks();
|
||||
}
|
||||
|
||||
// Обработка геймплейной карты ввода
|
||||
private void SetupGameplayInputCallbacks()
|
||||
{
|
||||
// Инициализация геймплейной карты ввода
|
||||
var gameplayMap = _inputActionAsset.FindActionMap("Gameplay");
|
||||
|
||||
// Обработка взгляда (камера)
|
||||
var lookAction = gameplayMap.FindAction("Look");
|
||||
if (lookAction != null)
|
||||
{
|
||||
lookAction.performed += OnLookPerformed;
|
||||
lookAction.canceled += OnLookCanceled;
|
||||
}
|
||||
|
||||
// Обработка зума (камера)
|
||||
var zoomAction = gameplayMap.FindAction("Zoom");
|
||||
if (zoomAction != null)
|
||||
{
|
||||
zoomAction.performed += OnZoomPerformed;
|
||||
zoomAction.canceled += OnZoomCanceled;
|
||||
}
|
||||
|
||||
// Обработка движения (персонаж)
|
||||
var moveAction = gameplayMap.FindAction("Move");
|
||||
if (moveAction != null)
|
||||
{
|
||||
moveAction.performed += OnMovePerformed;
|
||||
moveAction.canceled += OnMoveCanceled;
|
||||
}
|
||||
|
||||
// Обработка прыжков (персонаж)
|
||||
var jumpAction = gameplayMap.FindAction("Jump");
|
||||
if (jumpAction != null)
|
||||
{
|
||||
jumpAction.performed += OnJumpPerformed;
|
||||
jumpAction.canceled += OnJumpCanceled;
|
||||
}
|
||||
|
||||
// Обработка спринта (персонаж)
|
||||
var sprintAction = gameplayMap.FindAction("Sprint");
|
||||
if (sprintAction != null)
|
||||
{
|
||||
sprintAction.performed += OnSprintPerformed;
|
||||
sprintAction.canceled += OnSprintCanceled;
|
||||
}
|
||||
|
||||
// Обработка слайда (персонаж)
|
||||
var slideAction = gameplayMap.FindAction("Slide");
|
||||
if (slideAction != null)
|
||||
{
|
||||
slideAction.performed += OnSlidePerformed;
|
||||
slideAction.canceled += OnSlideCanceled;
|
||||
}
|
||||
|
||||
// Обработка переключения режима камеры
|
||||
var toggleCameraModeAction = gameplayMap.FindAction("ToggleCameraMode");
|
||||
if (toggleCameraModeAction != null)
|
||||
{
|
||||
toggleCameraModeAction.performed += OnToggleCameraModePerformed;
|
||||
toggleCameraModeAction.canceled += OnToggleCameraModeCanceled;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnLookPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
LookInput = context.ReadValue<Vector2>();
|
||||
}
|
||||
|
||||
private void OnLookCanceled(InputAction.CallbackContext context)
|
||||
{
|
||||
LookInput = Vector2.zero;
|
||||
}
|
||||
|
||||
private void OnZoomPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
ZoomInput = context.ReadValue<float>();
|
||||
}
|
||||
|
||||
private void OnZoomCanceled(InputAction.CallbackContext context)
|
||||
{
|
||||
ZoomInput = 0f;
|
||||
}
|
||||
|
||||
private void OnMovePerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
MoveInput = context.ReadValue<Vector2>();
|
||||
}
|
||||
|
||||
private void OnMoveCanceled(InputAction.CallbackContext context)
|
||||
{
|
||||
MoveInput = Vector2.zero;
|
||||
}
|
||||
|
||||
private void OnJumpPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
JumpPressed = true;
|
||||
}
|
||||
|
||||
private void OnJumpCanceled(InputAction.CallbackContext context)
|
||||
{
|
||||
JumpPressed = false;
|
||||
}
|
||||
|
||||
private void OnSprintPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
SprintPressed = true;
|
||||
}
|
||||
|
||||
private void OnSprintCanceled(InputAction.CallbackContext context)
|
||||
{
|
||||
SprintPressed = false;
|
||||
}
|
||||
|
||||
private void OnSlidePerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
SlidePressed = true;
|
||||
}
|
||||
|
||||
private void OnSlideCanceled(InputAction.CallbackContext context)
|
||||
{
|
||||
SlidePressed = false;
|
||||
}
|
||||
|
||||
private void OnToggleCameraModePerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
ToggleCameraModePressed = true;
|
||||
}
|
||||
|
||||
private void OnToggleCameraModeCanceled(InputAction.CallbackContext context)
|
||||
{
|
||||
ToggleCameraModePressed = false;
|
||||
}
|
||||
|
||||
public void EnableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Enable();
|
||||
public void DisableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Disable();
|
||||
@@ -20,13 +172,29 @@ namespace Code.Input
|
||||
_inputActionAsset
|
||||
.actionMaps[mapId].actions[actionId].performed -= action;
|
||||
|
||||
public InputService(InputActionAsset inputActionAsset)
|
||||
{
|
||||
_inputActionAsset = inputActionAsset;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
var gameplayMap = _inputActionAsset.FindActionMap("Gameplay");
|
||||
gameplayMap.FindAction("Look").performed -= OnLookPerformed;
|
||||
gameplayMap.FindAction("Look").canceled -= OnLookCanceled;
|
||||
|
||||
gameplayMap.FindAction("Zoom").performed -= OnZoomPerformed;
|
||||
gameplayMap.FindAction("Zoom").canceled -= OnZoomCanceled;
|
||||
|
||||
gameplayMap.FindAction("Move").performed -= OnMovePerformed;
|
||||
gameplayMap.FindAction("Move").canceled -= OnMoveCanceled;
|
||||
|
||||
gameplayMap.FindAction("Jump").performed -= OnJumpPerformed;
|
||||
gameplayMap.FindAction("Jump").canceled -= OnJumpCanceled;
|
||||
|
||||
gameplayMap.FindAction("Sprint").performed -= OnSprintPerformed;
|
||||
gameplayMap.FindAction("Sprint").canceled -= OnSprintCanceled;
|
||||
|
||||
gameplayMap.FindAction("Slide").performed -= OnSlidePerformed;
|
||||
gameplayMap.FindAction("Slide").canceled -= OnSlideCanceled;
|
||||
|
||||
gameplayMap.FindAction("ToggleCameraMode").performed -= OnToggleCameraModePerformed;
|
||||
gameplayMap.FindAction("ToggleCameraMode").canceled -= OnToggleCameraModeCanceled;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,6 +4,8 @@ namespace Code.Scenes
|
||||
{
|
||||
Initial,
|
||||
MainMenu,
|
||||
Gameplay
|
||||
Gameplay,
|
||||
// TODO: поменяно для теста
|
||||
MovementDev
|
||||
}
|
||||
}
|
||||
@@ -1,11 +1,13 @@
|
||||
using System.Collections.Generic;
|
||||
using Code.Configs;
|
||||
|
||||
namespace StaticData
|
||||
namespace Code.StaticData
|
||||
{
|
||||
public partial interface IStaticDataService
|
||||
public interface IStaticDataService
|
||||
{
|
||||
void Load();
|
||||
// InputConfig InputConfig { get; }
|
||||
InputConfig InputConfig { get; }
|
||||
AppConfig AppConfig { get; }
|
||||
CharacterCameraConfig CharacterCameraConfig { get; }
|
||||
}
|
||||
}
|
||||
@@ -2,18 +2,19 @@ using Code.Configs;
|
||||
using Code.Constants;
|
||||
using UnityEngine;
|
||||
|
||||
namespace StaticData
|
||||
namespace Code.StaticData
|
||||
{
|
||||
public partial class StaticDataService : IStaticDataService
|
||||
public class StaticDataService : IStaticDataService
|
||||
{
|
||||
// public AppConfig AppConfig { get; private set; }
|
||||
// public InputConfig InputConfig { get; private set; }
|
||||
|
||||
public AppConfig AppConfig { get; private set; }
|
||||
public InputConfig InputConfig { get; private set; }
|
||||
public CharacterCameraConfig CharacterCameraConfig { 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"));
|
||||
InputConfig = Resources.Load<InputConfig>(string.Format(StringPaths.ConfigSingle, "App", "InputConfig"));
|
||||
AppConfig = Resources.Load<AppConfig>(string.Format(StringPaths.ConfigSingle, "App", "AppConfig"));
|
||||
CharacterCameraConfig = Resources.Load<CharacterCameraConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterCameraConfig"));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
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rotationSpeed: 0.3
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rotationSharpness: 100
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followSharpness: 100
|
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minVerticalAngle: -70
|
||||
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|
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||||
<servers />
|
||||
</component>
|
||||
<component name="TypeScriptGeneratedFilesManager">
|
||||
<option name="version" value="3" />
|
||||
</component>
|
||||
<component name="UnityProjectConfiguration" hasMinimizedUI="false" />
|
||||
<component name="VcsManagerConfiguration">
|
||||
<option name="CLEAR_INITIAL_COMMIT_MESSAGE" value="true" />
|
||||
</component>
|
||||
<component name="XDebuggerManager">
|
||||
<breakpoint-manager>
|
||||
<breakpoints>
|
||||
<breakpoint enabled="true" type="DotNet_Exception_Breakpoints">
|
||||
<properties exception="System.OperationCanceledException" breakIfHandledByOtherCode="false" displayValue="System.OperationCanceledException" />
|
||||
<option name="timeStamp" value="1" />
|
||||
</breakpoint>
|
||||
<breakpoint enabled="true" type="DotNet_Exception_Breakpoints">
|
||||
<properties exception="System.Threading.Tasks.TaskCanceledException" breakIfHandledByOtherCode="false" displayValue="System.Threading.Tasks.TaskCanceledException" />
|
||||
<option name="timeStamp" value="2" />
|
||||
</breakpoint>
|
||||
<breakpoint enabled="true" type="DotNet_Exception_Breakpoints">
|
||||
<properties exception="System.Threading.ThreadAbortException" breakIfHandledByOtherCode="false" displayValue="System.Threading.ThreadAbortException" />
|
||||
<option name="timeStamp" value="3" />
|
||||
</breakpoint>
|
||||
</breakpoints>
|
||||
</breakpoint-manager>
|
||||
</component>
|
||||
</project>
|
||||
-13
@@ -1,13 +0,0 @@
|
||||
# Default ignored files
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Rider ignored files
|
||||
/modules.xml
|
||||
/.idea.CodeGenerators.iml
|
||||
/contentModel.xml
|
||||
/projectSettingsUpdater.xml
|
||||
# Editor-based HTTP Client requests
|
||||
/httpRequests/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
|
||||
/dataSources.local.xml
|
||||
-8
@@ -1,8 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="UserContentModel">
|
||||
<attachedFolders />
|
||||
<explicitIncludes />
|
||||
<explicitExcludes />
|
||||
</component>
|
||||
</project>
|
||||
-6
@@ -1,6 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="VcsDirectoryMappings">
|
||||
<mapping directory="$PROJECT_DIR$/../../../../../.." vcs="Git" />
|
||||
</component>
|
||||
</project>
|
||||
-216
@@ -1,216 +0,0 @@
|
||||
using Microsoft.CodeAnalysis;
|
||||
using Microsoft.CodeAnalysis.Text;
|
||||
using System.Text;
|
||||
using System.CodeDom.Compiler;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Immutable;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using Microsoft.CodeAnalysis.CSharp.Syntax;
|
||||
|
||||
namespace ExampleGenerator
|
||||
{
|
||||
[Generator]
|
||||
public class ConfigGenerator : IIncrementalGenerator
|
||||
{
|
||||
|
||||
private const string Namespace = "Generators";
|
||||
private const string SingleAttributeName = "SingleConfig";
|
||||
private const string MultipleAttributeName = "MultipleConfig";
|
||||
private const string AttributeFieldName = "ToConfig";
|
||||
|
||||
private const string AttributesSourceCode = $@"// <auto-generated/> Go Fuck Yourself. All rights reserved.
|
||||
namespace {Namespace}
|
||||
{{[System.AttributeUsage(System.AttributeTargets.Class | System.AttributeTargets.Struct)]
|
||||
public class SingleConfig : System.Attribute
|
||||
{{
|
||||
}}
|
||||
[System.AttributeUsage(System.AttributeTargets.Class | System.AttributeTargets.Struct)]
|
||||
public class MultipleConfig : System.Attribute
|
||||
{{
|
||||
}}
|
||||
[System.AttributeUsage(System.AttributeTargets.Field | System.AttributeTargets.Property)]
|
||||
public class ToConfig : System.Attribute
|
||||
{{
|
||||
}}}}";
|
||||
|
||||
public void Initialize(IncrementalGeneratorInitializationContext context)
|
||||
{
|
||||
context.RegisterPostInitializationOutput(ctx => ctx.AddSource(
|
||||
"ConfigAttribute.g.cs",
|
||||
SourceText.From(AttributesSourceCode, Encoding.UTF8)));
|
||||
|
||||
// Filter classes annotated with the [Report] attribute. Only filtered Syntax Nodes can trigger code generation.
|
||||
var provider = context.SyntaxProvider
|
||||
.CreateSyntaxProvider(
|
||||
(s, _) => s is ClassDeclarationSyntax,
|
||||
(ctx, _) => GetClassDeclarationForSourceGen(ctx))
|
||||
.Where(t => t.reportAttributeFound)
|
||||
.Select((t, _) => t.Item1);
|
||||
|
||||
// var assemblyName = context.CompilationProvider.Select(static (compilation, _) => compilation.AssemblyName);
|
||||
// context.RegisterSourceOutput(assemblyName, (spc, currentAssemblyName) =>
|
||||
// {
|
||||
// if (currentAssemblyName == "Assembly-CSharp")
|
||||
// {
|
||||
// spc.AddSource("ConfigGenerator.g.cs", GenerateSource());
|
||||
// }
|
||||
// });
|
||||
List<string> loadMethods = null;
|
||||
context.RegisterSourceOutput(context.CompilationProvider.Combine(provider.Collect()),
|
||||
((ctx, t) => GenerateCode(ctx, t.Left, t.Right, out loadMethods)));
|
||||
|
||||
if(loadMethods == null) return;
|
||||
|
||||
var staticDataService = $@"// <auto-generated/> Go Load Yourself. All rights reserved.
|
||||
|
||||
using Configs;
|
||||
|
||||
namespace StaticData
|
||||
{{
|
||||
public partial class StaticDataService : IStaticDataService
|
||||
{{
|
||||
public void Load(){{
|
||||
{string.Join("\n",loadMethods)}
|
||||
}}
|
||||
}}
|
||||
}}";
|
||||
context.RegisterPostInitializationOutput(ctx => ctx.AddSource(
|
||||
"StaticDataService.g.cs",
|
||||
SourceText.From(staticDataService, Encoding.UTF8)));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks whether the Node is annotated with the [Report] attribute and maps syntax context to the specific node type (ClassDeclarationSyntax).
|
||||
/// </summary>
|
||||
/// <param name="context">Syntax context, based on CreateSyntaxProvider predicate</param>
|
||||
/// <returns>The specific cast and whether the attribute was found.</returns>
|
||||
private static (ClassDeclarationSyntax, bool reportAttributeFound) GetClassDeclarationForSourceGen(
|
||||
GeneratorSyntaxContext context)
|
||||
{
|
||||
var classDeclarationSyntax = (ClassDeclarationSyntax)context.Node;
|
||||
|
||||
// Go through all attributes of the class.
|
||||
foreach (AttributeListSyntax attributeListSyntax in classDeclarationSyntax.AttributeLists)
|
||||
foreach (AttributeSyntax attributeSyntax in attributeListSyntax.Attributes)
|
||||
{
|
||||
if (context.SemanticModel.GetSymbolInfo(attributeSyntax).Symbol is not IMethodSymbol attributeSymbol)
|
||||
continue; // if we can't get the symbol, ignore it
|
||||
|
||||
string attributeName = attributeSymbol.ContainingType.ToDisplayString();
|
||||
|
||||
// Check the full name of the attribute.
|
||||
if (attributeName is $"{Namespace}.{SingleAttributeName}" or $"{Namespace}.{MultipleAttributeName}")
|
||||
return (classDeclarationSyntax, true);
|
||||
}
|
||||
|
||||
return (classDeclarationSyntax, false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate code action.
|
||||
/// It will be executed on specific nodes (ClassDeclarationSyntax annotated with the [Report] attribute) changed by the user.
|
||||
/// </summary>
|
||||
/// <param name="context">Source generation context used to add source files.</param>
|
||||
/// <param name="compilation">Compilation used to provide access to the Semantic Model.</param>
|
||||
/// <param name="classDeclarations">Nodes annotated with the [Report] attribute that trigger the generate action.</param>
|
||||
private void GenerateCode(SourceProductionContext context, Compilation compilation,
|
||||
ImmutableArray<ClassDeclarationSyntax> classDeclarations, out List<string> loadMethods)
|
||||
{
|
||||
loadMethods = new List<string>();
|
||||
// Go through all filtered class declarations.
|
||||
foreach (var classDeclarationSyntax in classDeclarations)
|
||||
{
|
||||
// We need to get semantic model of the class to retrieve metadata.
|
||||
var semanticModel = compilation.GetSemanticModel(classDeclarationSyntax.SyntaxTree);
|
||||
|
||||
// Symbols allow us to get the compile-time information.
|
||||
if (semanticModel.GetDeclaredSymbol(classDeclarationSyntax) is not INamedTypeSymbol classSymbol)
|
||||
continue;
|
||||
|
||||
var namespaceName = classSymbol.ContainingNamespace.ToDisplayString();
|
||||
|
||||
// 'Identifier' means the token of the node. Get class name from the syntax node.
|
||||
var className = classDeclarationSyntax.Identifier.Text;
|
||||
|
||||
// Go through all class members with a particular type (property) to generate method lines.
|
||||
// var methodBody = classSymbol.GetMembers()
|
||||
// .OfType<IFieldSymbol>()
|
||||
// .Where(p => p.GetAttributes().Any(a => a.AttributeClass?.ToString() == AttributeFieldName))
|
||||
// .Select(p =>
|
||||
// $@"public {p.Type} {p.Name} = {p.ConstantValue ?? 0};"); // e.g. yield return $"Id:{this.Id}";
|
||||
var methodBody = classSymbol
|
||||
.GetMembers()
|
||||
.OfType<IFieldSymbol>()
|
||||
.Where(field => field.GetAttributes()
|
||||
.Any(attr => attr.AttributeClass?.ToDisplayString() == $"{Namespace}.{AttributeFieldName}"))
|
||||
.Select(field =>
|
||||
{
|
||||
string typeName = field.Type.ToDisplayString(SymbolDisplayFormat.CSharpErrorMessageFormat);
|
||||
// Безопасная подстановка значения по умолчанию
|
||||
string defaultValue = field.Type.IsReferenceType
|
||||
? "null"
|
||||
: "default";
|
||||
return $"public {typeName} {field.Name} = {defaultValue};";
|
||||
});
|
||||
// Build up the source code
|
||||
var code = $@"// <auto-generated/> Go Fuck Yourself. All rights reserved.
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Code.Constants;
|
||||
|
||||
namespace Configs{{
|
||||
[CreateAssetMenu(fileName = ""{className}Config"", menuName = ""Config/{className}"")]
|
||||
public partial class {className}Config : ScriptableObject
|
||||
{{
|
||||
{string.Join("\n", methodBody)}
|
||||
}}
|
||||
}}";
|
||||
bool isMultiple = classSymbol.GetAttributes().FirstOrDefault(attr =>
|
||||
attr.AttributeClass?.ToDisplayString() == $"{Namespace}.{SingleAttributeName}") != null;
|
||||
|
||||
string staticDataService;
|
||||
if (isMultiple)
|
||||
staticDataService = $@"
|
||||
|
||||
// <auto-generated/> Go Load Yourself. All rights reserved.
|
||||
|
||||
namespace StaticData
|
||||
{{
|
||||
public partial interface IStaticDataService
|
||||
{{
|
||||
Configs.{className}Config {className}Config {{get;}}
|
||||
}}
|
||||
|
||||
public partial class StaticDataService : IStaticDataService
|
||||
{{
|
||||
public Configs.{className}Config {className}Config {{get; private set;}}
|
||||
|
||||
private void Load{className}()
|
||||
{{
|
||||
{className}Config = Resources.Load<Configs.{className}Config>(string.Format(StringPaths.ConfigSingle, ""{className}"",""{className}Config""));
|
||||
}}
|
||||
}}
|
||||
|
||||
}}";
|
||||
else
|
||||
staticDataService = $@"// <auto-generated/> Go Load Yourself. All rights reserved.
|
||||
|
||||
using Code.Constants;
|
||||
using Configs;
|
||||
|
||||
namespace StaticData
|
||||
{{
|
||||
public partial class StaticDataService
|
||||
{{
|
||||
|
||||
}}
|
||||
}}";
|
||||
loadMethods.Add($"Load{className}Config();");
|
||||
// Add the source code to the compilation.
|
||||
context.AddSource($"{className}.g.cs", SourceText.From(code + staticDataService, Encoding.UTF8));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
-2
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eed97fc5e2d6e3cdb929d87a13bb379b
|
||||
-8
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9a51c7cfe4373818caaa0996997710a2
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
-9
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"$schema": "https://json.schemastore.org/launchsettings.json",
|
||||
"profiles": {
|
||||
"DebugRoslynSourceGenerator": {
|
||||
"commandName": "DebugRoslynComponent",
|
||||
"targetProject": "../CodeGenerators.Sample/CodeGenerators.Sample.csproj"
|
||||
}
|
||||
}
|
||||
}
|
||||
-7
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d2efcc639b2ef4ca698f6604c72faf16
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
-8
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf04d5bdf022e9526a202f67902cd62a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
-8
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 81c26039d2aec5742913b51aa32daed6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
-8
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3755e2fc933c38f6ab8bc271723cc6c2
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
-311
@@ -1,311 +0,0 @@
|
||||
{
|
||||
"runtimeTarget": {
|
||||
"name": ".NETStandard,Version=v2.0/",
|
||||
"signature": ""
|
||||
},
|
||||
"compilationOptions": {},
|
||||
"targets": {
|
||||
".NETStandard,Version=v2.0": {},
|
||||
".NETStandard,Version=v2.0/": {
|
||||
"CodeGenerators/1.0.0": {
|
||||
"dependencies": {
|
||||
"Microsoft.CodeAnalysis.Analyzers": "3.3.4",
|
||||
"Microsoft.CodeAnalysis.CSharp": "4.3.0",
|
||||
"Microsoft.CodeAnalysis.CSharp.Workspaces": "4.3.0",
|
||||
"NETStandard.Library": "2.0.3"
|
||||
},
|
||||
"runtime": {
|
||||
"CodeGenerators.dll": {}
|
||||
}
|
||||
},
|
||||
"Humanizer.Core/2.14.1": {},
|
||||
"Microsoft.Bcl.AsyncInterfaces/6.0.0": {
|
||||
"dependencies": {
|
||||
"System.Threading.Tasks.Extensions": "4.5.4"
|
||||
}
|
||||
},
|
||||
"Microsoft.CodeAnalysis.Analyzers/3.3.4": {},
|
||||
"Microsoft.CodeAnalysis.Common/4.3.0": {
|
||||
"dependencies": {
|
||||
"Microsoft.CodeAnalysis.Analyzers": "3.3.4",
|
||||
"System.Collections.Immutable": "6.0.0",
|
||||
"System.Memory": "4.5.4",
|
||||
"System.Reflection.Metadata": "5.0.0",
|
||||
"System.Runtime.CompilerServices.Unsafe": "6.0.0",
|
||||
"System.Text.Encoding.CodePages": "6.0.0",
|
||||
"System.Threading.Tasks.Extensions": "4.5.4"
|
||||
}
|
||||
},
|
||||
"Microsoft.CodeAnalysis.CSharp/4.3.0": {
|
||||
"dependencies": {
|
||||
"Microsoft.CodeAnalysis.Common": "4.3.0"
|
||||
}
|
||||
},
|
||||
"Microsoft.CodeAnalysis.CSharp.Workspaces/4.3.0": {
|
||||
"dependencies": {
|
||||
"Humanizer.Core": "2.14.1",
|
||||
"Microsoft.CodeAnalysis.CSharp": "4.3.0",
|
||||
"Microsoft.CodeAnalysis.Common": "4.3.0",
|
||||
"Microsoft.CodeAnalysis.Workspaces.Common": "4.3.0"
|
||||
}
|
||||
},
|
||||
"Microsoft.CodeAnalysis.Workspaces.Common/4.3.0": {
|
||||
"dependencies": {
|
||||
"Humanizer.Core": "2.14.1",
|
||||
"Microsoft.Bcl.AsyncInterfaces": "6.0.0",
|
||||
"Microsoft.CodeAnalysis.Common": "4.3.0",
|
||||
"System.Composition": "6.0.0",
|
||||
"System.IO.Pipelines": "6.0.3"
|
||||
}
|
||||
},
|
||||
"Microsoft.NETCore.Platforms/1.1.0": {},
|
||||
"NETStandard.Library/2.0.3": {
|
||||
"dependencies": {
|
||||
"Microsoft.NETCore.Platforms": "1.1.0"
|
||||
}
|
||||
},
|
||||
"System.Buffers/4.5.1": {},
|
||||
"System.Collections.Immutable/6.0.0": {
|
||||
"dependencies": {
|
||||
"System.Memory": "4.5.4",
|
||||
"System.Runtime.CompilerServices.Unsafe": "6.0.0"
|
||||
}
|
||||
},
|
||||
"System.Composition/6.0.0": {
|
||||
"dependencies": {
|
||||
"System.Composition.AttributedModel": "6.0.0",
|
||||
"System.Composition.Convention": "6.0.0",
|
||||
"System.Composition.Hosting": "6.0.0",
|
||||
"System.Composition.Runtime": "6.0.0",
|
||||
"System.Composition.TypedParts": "6.0.0"
|
||||
}
|
||||
},
|
||||
"System.Composition.AttributedModel/6.0.0": {},
|
||||
"System.Composition.Convention/6.0.0": {
|
||||
"dependencies": {
|
||||
"System.Composition.AttributedModel": "6.0.0"
|
||||
}
|
||||
},
|
||||
"System.Composition.Hosting/6.0.0": {
|
||||
"dependencies": {
|
||||
"System.Composition.Runtime": "6.0.0"
|
||||
}
|
||||
},
|
||||
"System.Composition.Runtime/6.0.0": {},
|
||||
"System.Composition.TypedParts/6.0.0": {
|
||||
"dependencies": {
|
||||
"System.Composition.AttributedModel": "6.0.0",
|
||||
"System.Composition.Hosting": "6.0.0",
|
||||
"System.Composition.Runtime": "6.0.0"
|
||||
}
|
||||
},
|
||||
"System.IO.Pipelines/6.0.3": {
|
||||
"dependencies": {
|
||||
"System.Buffers": "4.5.1",
|
||||
"System.Memory": "4.5.4",
|
||||
"System.Threading.Tasks.Extensions": "4.5.4"
|
||||
}
|
||||
},
|
||||
"System.Memory/4.5.4": {
|
||||
"dependencies": {
|
||||
"System.Buffers": "4.5.1",
|
||||
"System.Numerics.Vectors": "4.4.0",
|
||||
"System.Runtime.CompilerServices.Unsafe": "6.0.0"
|
||||
}
|
||||
},
|
||||
"System.Numerics.Vectors/4.4.0": {},
|
||||
"System.Reflection.Metadata/5.0.0": {
|
||||
"dependencies": {
|
||||
"System.Collections.Immutable": "6.0.0"
|
||||
}
|
||||
},
|
||||
"System.Runtime.CompilerServices.Unsafe/6.0.0": {},
|
||||
"System.Text.Encoding.CodePages/6.0.0": {
|
||||
"dependencies": {
|
||||
"System.Memory": "4.5.4",
|
||||
"System.Runtime.CompilerServices.Unsafe": "6.0.0"
|
||||
}
|
||||
},
|
||||
"System.Threading.Tasks.Extensions/4.5.4": {
|
||||
"dependencies": {
|
||||
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-7
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