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@@ -1,13 +1,17 @@
|
||||
using Code.App.StateMachine;
|
||||
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 PlayerHealthPoints _playerHealthPoints;
|
||||
|
||||
public GameplayState(AppStateMachineContext context) : base(context)
|
||||
{
|
||||
}
|
||||
@@ -16,10 +20,14 @@ namespace Code.App.AppStates
|
||||
{
|
||||
Context.SceneLoaderService.LoadScene((int)SceneIds.Gameplay, SceneLoaded);
|
||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
Context.UIService.SwitchPanelTo(UIPanel.Gameplay);
|
||||
}
|
||||
|
||||
private void SceneLoaded()
|
||||
{
|
||||
Context.UIService.LoadingScreen.Hide();
|
||||
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
@@ -1,7 +1,10 @@
|
||||
using System.Net.Mime;
|
||||
using Code.App.StateMachine;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.App.AppStates
|
||||
{
|
||||
@@ -14,17 +17,34 @@ 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);
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
@@ -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 +2,10 @@ using Code.App.StateMachine;
|
||||
using Code.Configs;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Configs;
|
||||
using Code.StaticData;
|
||||
using Code.UI;
|
||||
using Reflex.Core;
|
||||
using Reflex.Injectors;
|
||||
using StaticData;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
@@ -21,6 +21,7 @@ namespace Code.App
|
||||
InstallInfrastructureUnit(containerBuilder, staticDataService);
|
||||
|
||||
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
||||
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
|
||||
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
|
||||
|
||||
containerBuilder.OnContainerBuilt += Bootstrap;
|
||||
@@ -30,9 +31,9 @@ namespace Code.App
|
||||
{
|
||||
GameObject infrastructureUnit = Instantiate(staticDataService.AppConfig.infrastructureUnitPrefab);
|
||||
DontDestroyOnLoad(infrastructureUnit);
|
||||
AppConfig a;
|
||||
|
||||
containerBuilder.AddSingleton(infrastructureUnit);
|
||||
containerBuilder.AddSingleton(infrastructureUnit.GetComponent<ICoroutineRunner>(),
|
||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CoroutineRunner>(),
|
||||
typeof(ICoroutineRunner));
|
||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
|
||||
}
|
||||
@@ -44,6 +45,8 @@ 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.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
|
||||
}
|
||||
|
||||
private void Bootstrap(Container container)
|
||||
@@ -52,7 +55,8 @@ namespace Code.App
|
||||
appStateMachine.Initialize();
|
||||
|
||||
AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
|
||||
|
||||
|
||||
// TODO: поменяно для теста
|
||||
appStateMachine
|
||||
.SwitchState(AppState.MainMenu)
|
||||
.AllowStateTransition(AppState.Gameplay);
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.UI;
|
||||
using Reflex.Attributes;
|
||||
|
||||
namespace Code.App.StateMachine
|
||||
@@ -8,5 +9,7 @@ namespace Code.App.StateMachine
|
||||
{
|
||||
[Inject] public ISceneLoaderService SceneLoaderService;
|
||||
[Inject] public IInputService InputService;
|
||||
[Inject] public IUIService UIService;
|
||||
[Inject] public AppStateMachine StateMachine;
|
||||
}
|
||||
}
|
||||
@@ -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/App", fileName = "AppConfig")]
|
||||
public class AppConfig : ScriptableObject
|
||||
{
|
||||
public GameObject infrastructureUnitPrefab;
|
||||
}
|
||||
}
|
||||
File renamed without changes.
@@ -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 +1,11 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Player", fileName = "PlayerConfig")]
|
||||
public class PlayerConfig : ScriptableObject
|
||||
{
|
||||
public Player playerPrefab;
|
||||
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
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1f868f0def2d055488f673e6c72e2da4
|
||||
guid: e4901b413afd4d7da914edf2a1e51f8f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8a8f6d0b8744b4c981d87722e6bb7e8
|
||||
timeCreated: 1760627963
|
||||
@@ -0,0 +1,34 @@
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Input;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
public class Player : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private PlayerCamera playerCamera;
|
||||
[SerializeField]
|
||||
private Transform cameraFollowPoint;
|
||||
[Inject] private IInputService _inputService;
|
||||
|
||||
private Vector3 _lookInputVector;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
playerCamera.SetFollowTransform(cameraFollowPoint);
|
||||
}
|
||||
|
||||
private void HandleCameraInput()
|
||||
{
|
||||
var lookInput = _inputService.LookInput;
|
||||
var scrollInput = _inputService.ZoomInput;
|
||||
|
||||
playerCamera.UpdateWithInput(Time.deltaTime, scrollInput,
|
||||
new Vector3(lookInput.x, lookInput.y, 0));
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
HandleCameraInput();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9f2cdbe59523ace7ab0d8dfc36b4eb02
|
||||
@@ -0,0 +1,128 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
/*
|
||||
* Скрипт, отвечающий за поведение камеры при передвижении
|
||||
* Поддерживает как 3rd-person, так и 1st-person режимы камеры
|
||||
* Реализует плавное следование за игроком, вращение и зум камеры
|
||||
*
|
||||
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
||||
*/
|
||||
public class PlayerCamera : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private float
|
||||
// Расстояния от игрока 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 интерполяции текущая -> целевая позиция зума
|
||||
distanceMovementSharpness = 10000f, // Коэффициент плавности изменения дистанции (чем выше - тем резче)
|
||||
|
||||
// Скорость поворота камеры
|
||||
rotationSpeed = 1f, // Множитель скорости вращения камеры
|
||||
|
||||
// Скорость интерполяции текущее -> целевое вращение
|
||||
rotationSharpness = 10000f, // Коэффициент плавности вращения камеры (чем выше - тем резче)
|
||||
|
||||
// Резкость следования камеры за целью
|
||||
followSharpness = 10000f, // Коэффициент плавности следования за движущейся целью (чем выше - тем резче)
|
||||
|
||||
// Углы наклона камеры
|
||||
minVerticalAngle = -45f, // Минимальный угол наклона камеры (вниз)
|
||||
maxVerticalAngle = 45f, // Максимальный угол наклона камеры (вверх)
|
||||
defaultVerticalAngle = 10f; // Стандартный угол наклона камеры
|
||||
|
||||
// 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, _planarDirection;
|
||||
|
||||
// Целевой вертикальный угол камеры (наклон вверх/вниз)
|
||||
private float _targetVerticalAngle;
|
||||
|
||||
// Текущая и целевая дистанция камеры от цели
|
||||
private float _currentDistance, _targetDistance;
|
||||
|
||||
// Инициализация камеры при создании
|
||||
private void Awake()
|
||||
{
|
||||
_currentDistance = defaultDistance;
|
||||
_targetDistance = _currentDistance;
|
||||
_targetVerticalAngle = 0f;
|
||||
_planarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
|
||||
}
|
||||
|
||||
// Установка цели для следования камеры
|
||||
public void SetFollowTransform(Transform t)
|
||||
{
|
||||
_followTransform = t;
|
||||
_currentFollowPosition = t.position;
|
||||
_planarDirection = t.forward; // Начальное направление совпадает с направлением цели
|
||||
}
|
||||
|
||||
// Валидация параметров в редакторе Unity
|
||||
private void OnValidate()
|
||||
{
|
||||
// Обеспечиваем корректные значения дистанции и угла
|
||||
defaultDistance = Mathf.Clamp(defaultDistance, minDistance, maxDistance);
|
||||
defaultVerticalAngle = Mathf.Clamp(defaultVerticalAngle, minVerticalAngle, maxVerticalAngle);
|
||||
}
|
||||
|
||||
// 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
|
||||
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);
|
||||
|
||||
// Плавное следование за целью с использованием экспоненциального сглаживания
|
||||
_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, _followTransform.position, 1f - Mathf.Exp(-followSharpness * deltaTime));
|
||||
|
||||
// Вычисление целевой позиции камеры за вычетом дистанции по направлению взгляда
|
||||
var targetPosition = _currentFollowPosition - targetRotation * Vector3.forward * _currentDistance;
|
||||
|
||||
// Плавное изменение текущей дистанции к целевой
|
||||
_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
|
||||
if (!_followTransform) return;
|
||||
HandleRotationInput(deltaTime, rotationInput, out Quaternion targetRotation);
|
||||
HandlePosition(deltaTime, zoomInput, targetRotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f1d98e6c5419411098391c07861e627e
|
||||
timeCreated: 1760627986
|
||||
@@ -0,0 +1,18 @@
|
||||
using UnityEngine;
|
||||
using Code.Configs;
|
||||
using Reflex.Attributes;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerFactory
|
||||
{
|
||||
[Inject] PlayerConfig _playerConfig;
|
||||
|
||||
public PlayerHealthPoints CreatePlayerHP(int count = -1)
|
||||
{
|
||||
if (count < 0) count = _playerConfig.maxHealth;
|
||||
|
||||
return new PlayerHealthPoints(count);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 77dd77e7e8714974a7c8bc83772e52fa
|
||||
timeCreated: 1761060390
|
||||
@@ -0,0 +1,27 @@
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerHealthPoints
|
||||
{
|
||||
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 PlayerHealthPoints(int healthPoints = 1) => _healthPoints = healthPoints;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 105512e4d3af4b36932a0d569b87c68e
|
||||
timeCreated: 1761059874
|
||||
@@ -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 +6,8 @@ namespace Code.Input
|
||||
{
|
||||
void EnableMap(ActionMappings actionMap);
|
||||
void DisableMap(ActionMappings actionMap);
|
||||
|
||||
Vector2 LookInput { get; }
|
||||
float ZoomInput { get; }
|
||||
}
|
||||
}
|
||||
@@ -9,6 +9,49 @@ namespace Code.Input
|
||||
{
|
||||
|
||||
private InputActionAsset _inputActionAsset;
|
||||
|
||||
// Для работы с камерой
|
||||
public Vector2 LookInput { get; private set; }
|
||||
public float ZoomInput { get; private set; }
|
||||
|
||||
public InputService(InputActionAsset inputActionAsset)
|
||||
{
|
||||
_inputActionAsset = inputActionAsset;
|
||||
SetupInputCallbacks();
|
||||
}
|
||||
|
||||
private void SetupInputCallbacks()
|
||||
{
|
||||
var gameplayMap = _inputActionAsset.FindActionMap("Gameplay");
|
||||
|
||||
var lookAction = gameplayMap.FindAction("Look");
|
||||
lookAction.performed += OnLookPerformed;
|
||||
lookAction.canceled += OnLookCanceled;
|
||||
|
||||
var zoomAction = gameplayMap.FindAction("Zoom");
|
||||
zoomAction.performed += OnZoomPerformed;
|
||||
zoomAction.canceled += OnZoomCanceled;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
public void EnableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Enable();
|
||||
public void DisableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Disable();
|
||||
@@ -20,13 +63,13 @@ 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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; }
|
||||
UIConfig UIConfig { 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 UIConfig UIConfig { 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"));
|
||||
UIConfig = Resources.Load<UIConfig>(string.Format(StringPaths.ConfigSingle, "App", "UIConfig"));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -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 +1,32 @@
|
||||
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)
|
||||
{
|
||||
Object.Destroy(CurrentPanel);
|
||||
|
||||
CurrentPanel = Object.Instantiate(_uiPanelsPrefabs[(int)uiPanel], _canvas.transform);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 060152e7a2a2400f85c372c0b9f138a8
|
||||
timeCreated: 1761577528
|
||||
@@ -0,0 +1,19 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
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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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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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.
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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.
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)]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°"†‡℃〆%,.
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Loaded 100 of 250 files, more files were not shown because too many files have changed in this diff.
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