107 Commits
Author SHA1 Message Date
ThomasCharester 019e3a053e Merge branch 'Dev' into Levels2 2025-12-05 11:11:11 +03:00
ThomasCharester 727e9a3c17 Анимация на загр экране 2025-12-05 11:09:38 +03:00
ThomasCharester 48e11dd3b0 Коробка 2025-12-05 10:23:32 +03:00
ThomasCharester 4b98ec0129 Фикс звуков курьера, а модет и поломка 2025-12-05 10:07:48 +03:00
ThomasCharester 304bfc6e1f Патч на аддресаблы 2025-12-05 09:41:27 +03:00
ThomasCharester db6eb219c8 Merge branch 'Dev' into Levels2 2025-12-05 09:14:10 +03:00
MrTorex d2c5c45604 небольшой фиксик (симка) воллрана 2025-12-05 08:37:16 +03:00
ThomasCharester 0fca1a32f9 Удалил важные файлы 2025-12-05 01:18:00 +03:00
ThomasCharester 9103cb0a5a Вставляем доделанный контент 2025-12-05 01:03:28 +03:00
ThomasCharester 4770499d97 Merge remote-tracking branch 'origin/fog-dev' into Levels2 2025-12-04 23:51:41 +03:00
MrTorex f6e8131d22 Добавление задержки для прыжков + секретный переход на юнити 6.3 2025-12-04 23:43:15 +03:00
ThomasCharester 7e1f7cecc2 Merge branch 'Dev' into Levels2 2025-12-04 22:02:16 +03:00
MrTorex 6732aef384 Плавность это круто 2025-12-04 21:44:11 +03:00
MrTorex ecff1e69cd Меняется таргет камеры (и высота коллайдера) при слайде 2025-12-04 21:33:37 +03:00
MrTorex eb4dff803e При касани с землёй прекращается залазание, убрано движение на A/D 2025-12-04 20:09:02 +03:00
xrust1k fea9d3586f Merge branch 'Levels2' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Levels2 2025-12-04 19:11:42 +03:00
xrust1k 79593877a7 !!! 2025-12-04 19:09:17 +03:00
ThomasCharester a5ce6e3165 Merge remote-tracking branch 'origin/movement-dev' into Levels2 2025-12-04 19:03:54 +03:00
ThomasCharester d9a1271262 У меня всё работает 2025-12-04 17:43:29 +03:00
MrTorex 4c16a63abd я ксиька :3 2025-12-04 17:38:45 +03:00
MrTorex b4de41894f Убрано НАХУЙ _Recovery, добавлено движение в воздухе, деду добавлен стан как от дэша, так и от слайда, воллран вынесен в конфиг 2025-12-04 17:34:12 +03:00
MrTorex 77fd9af29d Убран бег (просто заменён на ходьбу с такой же скоростью), прошлый слайд заменён на дэщ, добавлен новый слайд 2025-12-04 17:14:24 +03:00
ThomasCharester a1c2c5fd18 Музыка меня отменила 2025-12-03 20:15:34 +03:00
ThomasCharester 485d54f272 Поудалял важные компоненты 2025-12-03 20:07:36 +03:00
ThomasCharester 0d0787b887 Звуки поражения 2025-12-03 19:32:10 +03:00
ThomasCharester 5d856ae162 Получение урона теперь чуть более заметно (плейсхолдер) 2025-12-03 17:39:26 +03:00
ThomasCharester dd1399e015 Урон курьера 2025-12-03 14:13:45 +03:00
ThomasCharester 2b656412d5 Фикс звуков, только аккуратно
Звуки от 0.01 до 1 ставим, иначе +уши
2025-12-03 14:04:08 +03:00
ThomasCharester 36e6bc3bc2 Звуки шагов в моей голове 2025-12-02 21:50:33 +03:00
ThomasCharester 1e31e1e8b1 Фикс трактора 2025-12-02 19:53:02 +03:00
ThomasCharester 2897eb88bf Звуки шагов, ядерный таракан, монстр дед 2025-12-01 18:36:22 +03:00
ThomasCharester 134adda787 Недочин недопил но переполошил аудио 2025-12-01 14:52:19 +03:00
ThomasCharester 2f56a5758d Мобы на уровнях, анимации 2025-12-01 12:59:15 +03:00
ThomasCharester fb9510a6b2 Починка генерации + небольшой прикол дверей 2025-12-01 00:02:00 +03:00
ThomasCharester aa4a9e69dd Подогреваем коллизии 2025-11-29 00:41:07 +03:00
ThomasCharester 34d7fa3791 Блять 2025-11-28 15:13:03 +03:00
ThomasCharester 26804e08f7 Да, теперь нормально 2025-11-28 15:04:56 +03:00
ThomasCharester e96dcf3e0d Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 15:04:25 +03:00
ThomasCharester 94f0522f89 Да, теперь нормально 2025-11-28 14:51:38 +03:00
xrust1k eefcf6eabc Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 14:48:59 +03:00
xrust1k c85638fda0 Бля ебать рот этих дверей 2025-11-28 14:47:29 +03:00
ThomasCharester 1de117622e Фикс пива 2025-11-28 14:32:37 +03:00
ThomasCharester e2f8984e6f Merge remote-tracking branch 'origin/mobs-and-levels-dev' into Dev 2025-11-28 14:25:02 +03:00
ThomasCharester 32c6e0630a Солнышко 2025-11-28 14:20:51 +03:00
MrTorex 870a4743c6 дрочка лёжа на рельсах 2025-11-28 14:14:55 +03:00
MrTorex 2fc8e249f5 Merge branch 'mobs-and-levels-dev' into Dev 2025-11-28 13:56:35 +03:00
MrTorex 280eb3754c МЕНЯ ТРАХАЛИ ВСЕМ ДЕТДОМОМ 2025-11-28 13:56:02 +03:00
xrust1k 6eff3ef9a9 AAAAAAAAAAAAAAAAAAA 2025-11-28 13:51:32 +03:00
xrust1k 6b4792393a Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 13:33:00 +03:00
xrust1k a547c39db7 Комнаты 2025-11-28 13:26:52 +03:00
ThomasCharester 0cab2eda74 Добавлена механика Initial Room 2025-11-28 13:21:56 +03:00
xrust1k 5d075034b5 Я со старой версии запушил снова, ломаться не должно 2025-11-28 12:10:30 +03:00
xrust1k 7f7ba0d9c5 Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 11:52:49 +03:00
xrust1k ab0b41a318 Я боюсь 2025-11-28 11:52:15 +03:00
MrTorex a5ce8522ab мержим 2025-11-28 11:46:04 +03:00
MrTorex 97aea0fde1 Merge branch 'Dev' into movement-dev 2025-11-28 11:42:30 +03:00
MrTorex e9e8e091b2 письки 2025-11-28 11:42:08 +03:00
ThomasCharester 9e1c1177e0 Фикс геймплея? 2025-11-28 11:39:59 +03:00
ThomasCharester 07535982ba Dimka Bakery 2025-11-28 11:09:31 +03:00
MrTorex df0c2b3157 Merge branch 'Dev' into movement-dev 2025-11-28 10:49:11 +03:00
MrTorex d51527b7f3 это спермаггедон 2025-11-28 10:47:28 +03:00
xrust1k 13aca5a86f Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 10:43:47 +03:00
xrust1k 9cc77d5c67 Уровни (Да ничего я не сделал) 2025-11-28 10:42:00 +03:00
ThomasCharester c1a0e94fe3 Merge branch 'Generator' into Dev 2025-11-28 10:28:10 +03:00
ThomasCharester acd9cc1a32 Ахуеть, я сделал генерацию уровней на основе идеи Димки 2025-11-28 10:27:49 +03:00
MrTorex d14f9c2a9f анус рвётся не по-детски 2025-11-28 09:45:49 +03:00
MrTorex 4b6909fe84 Допил наклонов (они такое себе)
Хуже, чем были раньше, но лучше, чем ничего. Плавность переходов имеется, и на том спасибо
2025-11-28 01:15:44 +03:00
MrTorex 766609489d Я ненавижу наклоны (не прорвёмся) 2025-11-28 00:51:20 +03:00
ThomasCharester b7e9a26462 Комнаты, вся хуйня 2025-11-27 23:39:57 +03:00
ThomasCharester 3782a0b568 Фикс отпуска звуков 2025-11-27 23:01:12 +03:00
ThomasCharester 000985ee9b Фикс отпуска звуков 2025-11-27 22:59:50 +03:00
ThomasCharester abde1d5ba9 Merge branch 'Dev' into Generator 2025-11-27 22:36:55 +03:00
ThomasCharester 52b18967a1 Руки игрока 2025-11-27 22:34:34 +03:00
MrTorex d10d2cdca6 прорвёмся (добавлен walljump) 2025-11-27 21:36:19 +03:00
ThomasCharester 79d03528f6 Настройки 2025-11-27 21:30:00 +03:00
MrTorex 01d3b0adec чел не липнет к воздуху 2025-11-27 21:10:23 +03:00
MrTorex b271042137 инишиал титан падать второй мувмент (но пока очень говно) 2025-11-27 20:37:16 +03:00
ThomasCharester 4a547f1348 Шаманим над меню 2025-11-27 13:06:41 +03:00
MrTorex 7130513471 Допил спавнера мобов
Работает как скрипт на emptyGameObject, через сериалайзы задаётся радиус спавна/деспавна и тип моба на спавн
2025-11-27 10:13:02 +03:00
MrTorex ee7cf3946f фикс траблов с мерджем 2025-11-27 09:24:56 +03:00
MrTorex 175567e4dd Merge branch 'Dev' into mobs-dev 2025-11-27 08:55:20 +03:00
MrTorex 97c60c0925 Подготовка к мерджу 2025-11-27 08:49:02 +03:00
MrTorex bd495a644f инишиал спавнер мобов, нуждаюсь в консультации 2025-11-26 18:23:27 +03:00
Pe4enega cea36c0cda Триггеры на вход в комнату 2025-11-25 20:04:36 +03:00
Pe4enega ff8ed96138 Merge branch 'Dev' into Generator 2025-11-24 18:00:18 +03:00
ThomasCharester 95cb51db79 Update OrderService.cs 2025-11-23 15:22:25 +03:00
ThomasCharester 2b9fd70c85 Update AudioService.cs 2025-11-23 15:17:56 +03:00
ThomasCharester cd384239ff Загрузчик не юзлес + больше интерфейса 2025-11-23 15:06:35 +03:00
ThomasCharester f3a83eb909 AudioSourceConfig 2025-11-23 01:39:08 +03:00
ThomasCharester 35f703a8d2 Озвучка при уроне, новая музыка 2025-11-23 01:17:45 +03:00
ThomasCharester e5f4f292c2 Интерфейс, конфиги камер 2025-11-23 00:51:58 +03:00
ThomasCharester efad72b4d9 Меню красивое 2025-11-22 01:24:33 +03:00
MrTorex e654a0daf4 Иду делать твиа :( 2025-11-20 10:23:33 +03:00
MrTorex cfe5b39cc9 Добавлены модельки/материалы деда, мобы переделаны под меши 2025-11-20 10:06:45 +03:00
MrTorex c14880457d Merge branch 'mobs-dev' into GraphicsModelsGrossGlossBeuaty 2025-11-20 08:43:00 +03:00
MrTorex 344470978d страдание 2025-11-20 08:41:37 +03:00
MrTorex dab970737a Добавлен конфиг для фога
Завтра будут спавнпоинты + модельки
2025-11-20 08:34:20 +03:00
MrTorex afdd523682 добавлены конфиги для дурнев 2025-11-19 20:11:24 +03:00
MrTorex 575e66425a грязюка 2025-11-19 17:56:53 +03:00
MrTorex c470f63409 я ебаный бездарь 2025-11-19 14:46:16 +03:00
Pe4enega 01505de4c3 Проверка расстановки 2025-11-18 14:45:43 +03:00
MrTorex 7024e1daf0 темп 2025-11-18 12:27:35 +03:00
MrTorex 020934e07f Инишиал мобы 2025-11-17 14:45:51 +03:00
Pe4enega 52edef92e3 Вроде ок, осталось проверить на практике нормально, когда комнаты будут готовы 2025-11-15 21:31:40 +03:00
Pe4enega c6b097a879 Промежуточный 2025-11-15 17:25:09 +03:00
Pe4enega a243ad53d6 Вставка лестниц(не доделана) 2025-11-12 14:26:16 +03:00
Pe4enega 85a07065d9 Комнаты ставятся, но криво 2025-11-10 21:08:54 +03:00
898 changed files with 633142 additions and 5908 deletions

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using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Player;
using Code.Input;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Code.StateMachine;
using Code.UI;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using Reflex.Extensions;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
namespace Code.App.AppStates
{
public class GameOverState : BaseState<AppStateMachineContext>
{
public GameOverState(AppStateMachineContext context) : base(context)
{ }
{
}
private IPlayerScore _playerScore;
private float damnTimer = 3f; // TODO Удалить при первой возможности
private GameOverPanel _gameOverPanel;
public override void EnterState()
{
Context.UIService.SwitchPanelTo(UIPanel.GameOver);
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
_playerScore = sceneContainer.Resolve<IPlayerScore>();
_scoreCounter = 0;
Context.InputService.EnableMap(ActionMappings.UI);
Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Death);
Context.AudioService.ApplyStun(5000,0.5f);
GameOver().Forget();
base.EnterState();
}
private void TryToExit(InputAction.CallbackContext context)
{
ToMainMenu();
}
private async UniTaskVoid GameOver()
{
await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
_gameOverPanel.Show();
}
private void ToMainMenu()
{
Context.StateMachine.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
}
private float _scoreCounter;
public override void Tick()
{
damnTimer -= Time.deltaTime;
if (damnTimer <= float.Epsilon) ToMainMenu();
if (!_gameOverPanel) return;
_scoreCounter += Time.deltaTime * 100;
// UnityEngine.Debug.Log($"Score: {_scoreCounter}");
if((int)_scoreCounter >= _playerScore.Score)
{
_gameOverPanel.UpdateScoreText(_playerScore.Score);
}
else _gameOverPanel.UpdateScoreText((int)_scoreCounter);
}
public override void ExitState()
{
damnTimer = 5f;
Context.InputService.DisableMap(ActionMappings.UI);
Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
Context.UIService.LoadingScreen.Show();
Context.AudioService.GladlyAskToStopMusic(MusicType.Death, callback: Context.AudioFactory.ReleaseDeathMusic);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
base.ExitState();
}
}
@@ -1,12 +1,10 @@
using System.Globalization;
using System.Reflection.Emit;
using Code.App.Loading;
using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Character.Core;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Input;
using Code.Scenes;
@@ -15,26 +13,24 @@ using Code.StateMachine;
using Code.UI;
using Code.UI.Panels;
using Cysharp.Threading.Tasks;
using DG.Tweening;
using Reflex.Core;
using Reflex.Extensions;
using Reflex.Injectors;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
namespace Code.App.AppStates
{
public class GameplayState : BaseState<AppStateMachineContext>
{
private PlayerHealth _playerHealth;
private PlayerMoney _playerMoney;
private IPlayerScore _playerScore;
private IScoreService _scoreService;
private IOrderService _orderService;
private CharacterProvider _playerCharacter;
public GameplayState(AppStateMachineContext context) : base(context)
{
}
@@ -43,68 +39,104 @@ namespace Code.App.AppStates
{
Context.UIService.LoadingScreen.Show();
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
Context.LoadingManager
.RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI)
.RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadAudio);
_playerHealth.OnDeath += EndGame;
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveOrderDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, RecieveOrderDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, DeliverOrderDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
// Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
WaitForSceneToLoad();
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
WaitForLoad().Forget();
}
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
private async UniTaskVoid WaitForSceneToLoad()
private async UniTaskVoid WaitForLoad()
{
await Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
await UniTask.WhenAll(
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
// TODO
Context.AudioFactory.WarmGameplayMusic(),
Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDeathMusic(),
// Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDispatcher(),
// TODO
WaitForPlayerArmsToInitialize(),
WaitForPlayerCharacterLoad()
Context.AudioFactory.WarmEnemies(),
Context.AudioFactory.WarmCourier()
);
MusicInitialize();
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
PlayerInitialize(sceneEnvironment);
UIInitialize();
CameraInitialize();
Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadUI)
.UnregisterLoading(LoadingWork.LoadAudio);
InputServiceInitialize();
MusicInitialize();
}
private async void AfterSceneLoaded()
{
Context.LoadingManager
.RegisterLoading(LoadingWork.LoadModelResource);
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
Context.PlayerProvider = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerProvider>();
Context.PlayerFactory = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerFactory>();
await UniTask.WhenAll(
WaitForPlayerArmsToInitialize(),
WaitForPlayerCharacterLoad()
);
_playerHealth = Context.PlayerProvider.Health;
_playerHealth.OnDamage += PlayerDamageTaken;
_playerHealth.OnDeath += EndGame;
Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadModelResource);
}
private void AfterPlayerLoaded()
{
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
_playerScore = sceneContainer.Resolve<IPlayerScore>();
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
_volume = sceneEnvironment.volume;
PlayerInitialize(sceneEnvironment);
CameraInitialize();
GameplayServicesInitialize(sceneContainer);
_tickEnabled = true;
UIInitialize();
Context.UIService.LoadingScreen.Hide();
Context.LoadingManager.OnLoadingEnded -= AfterPlayerLoaded;
_tickEnabled = true;
}
private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
private void OrderGiven(float time)
{
_gameplayPanel.ShowTimer();
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Action);
}
private void OrderFailure()
{
_playerHealth.InstaKill();
}
private void OrderRecieved(float time)
{
@@ -112,32 +144,41 @@ namespace Code.App.AppStates
}
private void OrderDelivered(int score, float time)
{
_gameplayPanel.HideTimer();
if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
_playerMoney.GiveMoney(score);
_playerScore.UpdateScore(score);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
}
private void PlayerDamageTaken(int damage, PlayerHealth health)
{
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
Context.AudioService.PlayCourier((CourierSounds)Random.Range((int)CourierSounds.Damage1,(int)CourierSounds.Damage2));
DamageEffectProcess().Forget();
}
// TODO В конфиг
private async UniTaskVoid DamageEffectProcess()
{
_damagePanel.Show();
Context.AudioService.ApplyStun(200, 0.5f);
DOTween.To(() => _volume.weight, x => _volume.weight = x, 1f, 0.5f);
await UniTask.WaitForSeconds(3f);
DOTween.To(() => _volume.weight, x => _volume.weight = x, 0f, 1f);
Context.AudioService.ApplyStun(5000, 1f);
_damagePanel.Hide();
}
// DEBUG
private void GiveOrderDEBUG(InputAction.CallbackContext context)
private void InstaKillDEBUG(InputAction.CallbackContext context)
{
_orderService.OrderGive();
_playerHealth.InstaKill();
}
private void RecieveOrderDEBUG(InputAction.CallbackContext context)
private void TakeGamageDEBUG(InputAction.CallbackContext context)
{
_orderService.OrderRecieved();
}
private void DeliverOrderDEBUG(InputAction.CallbackContext context)
{
_orderService.OrderDelivered();
}
private void RoomPassedDEBUG(InputAction.CallbackContext context)
{
_orderService.RoomPassed();
}
private OrderDispenser _debugTube;
private void Tube(InputAction.CallbackContext context)
{
_debugTube.ThrowOrder();
_playerHealth.GetDamage(1);
}
// DEBUG
private bool _tickEnabled;
@@ -145,8 +186,7 @@ namespace Code.App.AppStates
{
if (!_tickEnabled) return;
// TODO ГРЯЗь
_gameplayPanel.Timer.text = ((int)_orderService.DecreaseTimer(Time.deltaTime)).ToString(CultureInfo.CurrentCulture);
_orderService.DecreaseTimer(Time.deltaTime);
}
private void EndGame()
@@ -158,7 +198,7 @@ namespace Code.App.AppStates
public override void ExitState()
{
_playerHealth = null;
_playerMoney = null;
_playerScore = null;
_tickEnabled = false;
@@ -166,18 +206,22 @@ namespace Code.App.AppStates
_playerCharacter = null;
Context.PlayerFactory.ReleaseArms(_armsMesh);
_armsMesh = null;
_orderService = null;
Context.AudioService.OnDispatcherStarted -= _gameplayPanel.SummonDispatcher;
Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
Context.InputService.DisableMap(ActionMappings.Gameplay);
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, time: 0f, callback: Context.AudioFactory.ReleaseActionMusic);
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, time: 0f, callback: Context.AudioFactory.ReleasePeacefulMusic);
Context.AudioFactory.ReleaseCourier();
Context.AudioFactory.ReleaseDispatcher();
Context.AudioFactory.ReleaseEnemies();
// Context.AudioFactory.ReleaseSFX();
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveOrderDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, RecieveOrderDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, DeliverOrderDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
// Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
base.ExitState();
}
@@ -194,16 +238,21 @@ namespace Code.App.AppStates
private GameplayPanel _gameplayPanel;
private ArmsMeshProvider _armsMesh;
private DamagePanel _damagePanel;
private void UIInitialize()
{
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
_gameplayPanel.Initialize(_playerMoney, _playerHealth);
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
_damagePanel = _gameplayPanel.DamagePanel;
}
private void MusicInitialize()
{
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
}
private void PlayerInitialize(GameplaySceneEnvironment sceneEnvironment)
{
@@ -212,18 +261,19 @@ namespace Code.App.AppStates
}
private void GameplayServicesInitialize(Container sceneContainer)
{
_scoreService = sceneContainer.Resolve<IScoreService>();
_orderService = sceneContainer.Resolve<IOrderService>();
_orderService.OnOrderGiven += OrderGiven;
_orderService.OnOrderRecieved += OrderRecieved;
_orderService.OnOrderDelivered += OrderDelivered;
_orderService.OnOrderFailure += OrderFailure;
}
private Volume _volume;
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
{
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
_debugTube = sceneEnvironment.debugTube;
return sceneEnvironment;
}
}
@@ -1,3 +1,4 @@
using Code.App.Loading;
using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Camera;
@@ -24,44 +25,81 @@ namespace Code.App.AppStates
public override void EnterState()
{
Context.UIService.LoadingScreen.Show();
Context.LoadingManager
.RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI)
.RegisterLoading(LoadingWork.LoadAudio);
Context.CameraStateMachine.SwitchState(CameraMode.UltraStatic);
// Context.UIService.LoadingScreen.Show();
Context.CameraStateMachine.SwitchState(CameraMode.MainMenu);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
WaitForSceneToLoad();
WaitForLoad();
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
}
private CinematicDoorOpening _damnDoor = new();
private async UniTaskVoid WaitForSceneToLoad()
private async UniTaskVoid WaitForLoad()
{
await UniTask.WhenAll(
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu),
Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
Context.AudioFactory.WarmMenuMusic()
Context.AudioFactory.WarmMenuMusic(),
Context.AudioFactory.WarmAudioTestClips()
);
Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadUI)
.UnregisterLoading(LoadingWork.LoadAudio);
InitializeAudio();
InitializeInput();
}
private void AfterSceneLoaded()
{
var mainMenuEnvironment = (MainMenuEnvironment)SceneManager.GetActiveScene()
.GetSceneContainer().Resolve<CurrentSceneEnvironment>();
InitializeUI(mainMenuEnvironment);
InitializeCamera(mainMenuEnvironment);
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
}
private void InitializeCamera(MainMenuEnvironment mainMenuEnvironment)
{
((Gameplay.Camera.CameraStates.MainMenuState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(mainMenuEnvironment
.cameraPosition);
}
private void InitializeInput()
{
Context.InputService.EnableMap(ActionMappings.MainMenu);
}
private void InitializeAudio()
{
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
}
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
_damnDoor.DamnDoor = hui.damnDoor;
_damnDoor.DamnDoor.SetPhysics(false);
_damnDoor.DoorLight = hui.doorLight;
private void InitializeUI(MainMenuEnvironment mainMenuEnvironment)
{
var menuPanel = (MainMenuPanel)Context.UIService.CurrentPanel;
menuPanel.Initialize(mainMenuEnvironment.uiVariables,
mainMenuEnvironment.startButton,
mainMenuEnvironment.settingButton,
mainMenuEnvironment.exitButton);
menuPanel.startButton.button.onClick.AddListener(StartGame);
menuPanel.exitButton.button.onClick.AddListener(ExitGame);
menuPanel.CinematicDoorOpening = _damnDoor;
((UltraStaticState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
Context.UIService.LoadingScreen.Hide();
Context.InputService.EnableMap(ActionMappings.MainMenu);
mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera;
mainMenuEnvironment.settingsCanvas.worldCamera = Context.CameraStateMachine.Camera;
}
public override void Tick()
@@ -84,6 +122,7 @@ namespace Code.App.AppStates
Context.InputService.DisableMap(ActionMappings.MainMenu);
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
Context.AudioFactory.ReleaseAudioTestClips();
base.ExitState();
}
}
@@ -1,10 +1,14 @@
using System.Collections.Generic;
using Code.App.Loading;
using Code.App.StateMachine;
using Code.Audio;
using Code.Configs;
using Code.Constants;
using Code.Gameplay.Camera;
using Code.Gameplay.Enemies;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Generator;
using Code.Input;
using Code.Scenes;
using Code.StaticData;
@@ -26,10 +30,12 @@ namespace Code.App
InstallInfrastructureUnit(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
InitializeCamera(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
@@ -61,6 +67,7 @@ namespace Code.App
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
}
// TODO Часть в сцены
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
{
staticDataService = new StaticDataService();
@@ -72,20 +79,32 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
containerBuilder.AddSingleton(staticDataService.CameraSettingsConfigs, typeof(Dictionary<CameraMode,CameraSettingsConfig>));
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
containerBuilder.AddSingleton(staticDataService.DrunkenGrandpaConfig, typeof(DrunkenGrandpaConfig));
containerBuilder.AddSingleton(staticDataService.CockroachConfig, typeof(CockroachConfig));
containerBuilder.AddSingleton(staticDataService.FogConfig, typeof(FogConfig));
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
containerBuilder.AddSingleton(staticDataService.CourierSoundListConfig, typeof(CourierSoundListConfig));
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
containerBuilder.AddSingleton(staticDataService.DefaultAudioSettingsConfig, typeof(DefaultAudioSettingsConfig));
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
containerBuilder.AddSingleton(staticDataService.GeneratorConfig, typeof(GeneratorConfig));
}
private AppStateMachine _appStateMachine;
@@ -100,20 +119,26 @@ namespace Code.App
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
cameraStateMachine.Initialize();
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
BootstrapFinish(container);
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
BootstrapFinish(container).Forget();
}
private async UniTaskVoid BootstrapFinish(Container container)
{
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
DontDestroyOnLoad(loadingScreen);
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen).GetComponent<LoadingScreen>();
DontDestroyOnLoad(loadingScreen.gameObject);
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
loadingManager.OnLoadingStarted += loadingScreen.Show;
loadingManager.OnLoadingEnded += loadingScreen.Hide;
loadingManager.RegisterLoading(LoadingWork.Bootstrap);
await UniTask.WhenAll(
container.Resolve<IUIService>().Initialize(loadingScreen.GetComponent<LoadingScreen>()),
container.Resolve<IUIService>().Initialize(loadingScreen),
container.Resolve<IAudioService>().Initialize()
);
loadingManager.UnregisterLoading(LoadingWork.Bootstrap);
_appStateMachine
.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
@@ -0,0 +1,42 @@
using UnityEngine;
namespace Code.App.Debug
{
public class Logger : MonoBehaviour
{
//#if !UNITY_EDITOR
static string myLog = "";
private string output;
private string stack;
void OnEnable()
{
Application.logMessageReceived += Log;
}
void OnDisable()
{
Application.logMessageReceived -= Log;
}
public void Log(string logString, string stackTrace, LogType type)
{
output = logString;
stack = stackTrace;
myLog = output + " " + myLog;
if (myLog.Length > 5000)
{
myLog = myLog.Substring(0, 4000);
}
}
void OnGUI()
{
//if (!Application.isEditor) //Do not display in editor ( or you can use the UNITY_EDITOR macro to also disable the rest)
{
myLog = GUI.TextArea(new Rect(10, 10, Screen.width - 10, Screen.height - 10), myLog);
}
}
//#endif
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: dc474668ede54a9aa1e0f29c59f067f5
timeCreated: 1764915992
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 08b54658296d4279b85a2bfc3cf10e62
timeCreated: 1763842256
@@ -0,0 +1,16 @@
using System.Collections.ObjectModel;
using Cysharp.Threading.Tasks;
namespace Code.App.Loading
{
public interface ILoadingManager
{
delegate void OnLoadingDelegate();
event OnLoadingDelegate OnLoadingStarted;
event OnLoadingDelegate OnLoadingEnded;
ReadOnlyCollection<LoadingWork> LoadingThings { get; }
LoadingManager RegisterLoading(LoadingWork loadingThingName);
LoadingManager UnregisterLoading(LoadingWork loadingThingName);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bfb3837590d04da3b04ca8b0f0aca437
timeCreated: 1763842985
@@ -0,0 +1,47 @@
using System.Collections.Generic;
using System.Collections.ObjectModel;
using Cysharp.Threading.Tasks;
namespace Code.App.Loading
{
public class LoadingManager : ILoadingManager
{
public event ILoadingManager.OnLoadingDelegate OnLoadingStarted;
public event ILoadingManager.OnLoadingDelegate OnLoadingEnded;
private List<LoadingWork> _loadingThings = new();
public ReadOnlyCollection<LoadingWork> LoadingThings => _loadingThings.AsReadOnly();
public LoadingManager RegisterLoading(LoadingWork loadingThingName)
{
if(_loadingThings.Count == 0) OnLoadingStarted?.Invoke();
_loadingThings.Add(loadingThingName);
return this;
}
public LoadingManager UnregisterLoading(LoadingWork loadingThingName)
{
_loadingThings.Remove(loadingThingName);
if(_loadingThings.Count == 0) OnLoadingEnded?.Invoke();
return this;
}
}
// public static class LoadingManagerExtensions
// {
// public static LoadingManager AddLoading(this LoadingManager manager, LoadingWork loadingThingName)
// {
// manager.RegisterLoading(loadingThingName);
// return manager;
// }
// public static LoadingManager RemoveLoading(this LoadingManager manager, LoadingWork loadingThingName)
// {
// manager.UnregisterLoading(loadingThingName);
// return manager;
// }
// }
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 185988ac74a24a39864238cd7f5cb626
timeCreated: 1763842268
@@ -0,0 +1,12 @@
namespace Code.App.Loading
{
public enum LoadingWork
{
Bootstrap,
LoadUI,
LoadAudio,
LoadScene,
LoadModelResource,
WaitingForTime
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 318d1b29b41d4b96bc09334acbf36506
timeCreated: 1763843934
@@ -1,8 +1,14 @@
using Code.App.Loading;
using Code.Gameplay.Enemies;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Generator;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using UnityEngine;
using IPlayerScore = Code.Gameplay.Player.IPlayerScore;
namespace Code.App.SceneInstallers
{
@@ -13,17 +19,38 @@ namespace Code.App.SceneInstallers
public void InstallBindings(ContainerBuilder containerBuilder)
{
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
containerBuilder.AddScoped(typeof(ScoreService), typeof(IScoreService));
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
containerBuilder.AddScoped(typeof(PlayerProvider), typeof(IPlayerProvider));
containerBuilder.AddScoped(typeof(PlayerFactory), typeof(IPlayerFactory));
containerBuilder.AddScoped(typeof(EnemyFactory), typeof(IEnemyFactory));
containerBuilder.AddScoped(typeof(RoomGenerator));
containerBuilder.OnContainerBuilt += Initialize;
}
private void Initialize(Container container)
{
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
env.TransitVariables(_gameplaySceneEnvironment);
loadingManager
.UnregisterLoading(LoadingWork.LoadScene);
LoadRooms(container,loadingManager).Forget();
}
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
{
// await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
// container.Resolve<RoomGenerator>().Initialize();
loadingManager.UnregisterLoading(LoadingWork.LoadModelResource);
}
}
}
@@ -1,8 +1,8 @@
using Code.App.Loading;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Reflex.Core;
using UnityEngine;
using UnityEngine.Serialization;
namespace Code.App.SceneInstallers
{
@@ -22,6 +22,11 @@ namespace Code.App.SceneInstallers
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
env.TransitVariables(_mainMenuEnvironment);
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
loadingManager
.UnregisterLoading(LoadingWork.LoadScene);
}
}
}
@@ -1,6 +1,9 @@
using Code.App.Loading;
using Code.Audio;
using Code.Gameplay.Camera;
using Code.Gameplay.Enemies;
using Code.Gameplay.Player;
using Code.Generator;
using Code.Input;
using Code.Scenes;
using Code.UI;
@@ -10,13 +13,16 @@ namespace Code.App.StateMachine
{
public class AppStateMachineContext
{
[Inject] public ILoadingManager LoadingManager { get; private set; }
[Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
[Inject] public IInputService InputService { get; private set; }
[Inject] public AppStateMachine StateMachine { get; private set; }
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
[Inject] public IUIService UIService { get; private set; }
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
[Inject] public IAudioFactory AudioFactory { get; private set; }
[Inject] public IAudioService AudioService { get; private set; }
/*[Inject]*/public IPlayerFactory PlayerFactory { get; set; }
/*[Inject]*/public IPlayerProvider PlayerProvider { get; set; }
// [Inject] public IEnemyFactory EnemyFactory { get; private set; }
}
}
@@ -2,23 +2,19 @@ namespace Code.Audio
{
public enum SFXSounds
{
Crowbar,
Shot357
}
public enum UISounds
{
Crowbar
}
public enum EnemiesSounds
{
Bastard,
Bravo
GrandpaAttack,
GrandpaStep,
RoachAttack,
RoachStep
}
public enum DispatcherSounds
{
Absolutely,
AbsolutelyNot,
AhFreeman,
Recieve1,
Recieve2,
TakeDamage1,
@@ -31,4 +27,10 @@ namespace Code.Audio
Late4,
Late5
}
public enum CourierSounds
{
Step,
Damage1,
Damage2
}
}
@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Code.Configs;
using Cysharp.Threading.Tasks;
using UnityEngine;
@@ -15,31 +16,40 @@ namespace Code.Audio
public AudioMixer AudioMixer { get; private set; }
private AssetReference _audioSourcePrefab;
private AssetReference[] _audioTestClipsReferences;
private AssetReference[] _peacefulSoundtrack;
private AssetReference[] _actionSoundtrack;
private AssetReference[] _deathSoundtrack;
private AssetReference[] _menuSoundtrack;
private AssetReference[] _SFX;
private AssetReference[] _enemies;
private AssetReference[] _dispatcher;
private AssetReference[] _character;
private AssetReference[] _courier;
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _deathMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
private AsyncOperationHandle<IList<AudioClip>> _courierHandle;
public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
public List<AudioClip> SFXAudios { get; private set; } = new();
public List<AudioClip> EnemiesAudios { get; private set; } = new();
public List<AudioClip> CourierAudios { get; private set; } = new();
public List<AudioClip> DispatcherAudios { get; private set; } = new();
public AudioFactory(AudioMixerConfig audioMixerConfig,
SoundtrackListConfig soundtrackListConfig,
SFXListConfig sfxListConfig,
EnemiesSoundListConfig enemiesSoundListConfig,
DispatcherSoundListConfig dispatcherSoundListConfig
DispatcherSoundListConfig dispatcherSoundListConfig,
AudioTestClipsConfig audioTestClipsConfig,
CourierSoundListConfig courierSoundListConfig
)
{
AudioMixer = audioMixerConfig.audioMixerAsset;
@@ -47,14 +57,18 @@ namespace Code.Audio
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
_deathSoundtrack = soundtrackListConfig.deathSoundtrack;
_menuSoundtrack = soundtrackListConfig.menuSoundtrack;
_SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies;
_dispatcher = dispatcherSoundListConfig.dispatcher;
_courier = courierSoundListConfig.courierSounds;
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
MusicDictionary.Add(MusicType.Menu, new ());
MusicDictionary.Add(MusicType.Peaceful, new ());
MusicDictionary.Add(MusicType.Death, new ());
MusicDictionary.Add(MusicType.Action, new ());
MusicDictionary.Add(MusicType.Peaceful, new ());
}
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
@@ -77,12 +91,28 @@ namespace Code.Audio
MusicDictionary[MusicType.Peaceful].Clear();
_peacefulMusicHandle.Release();
}
public async UniTask WarmAudioTestClips( )
{
// _audioTestClipCounter = 0;
_audioTestClipsHandle = Addressables.LoadAssetsAsync<AudioClip>(_audioTestClipsReferences, OnAudioTestClipLoaded, Addressables.MergeMode.Union);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
var clips = (await _audioTestClipsHandle.ToUniTask()).ToList();
for (int i = 0; i < clips.Count; i++)
AudioTestClips[(AudioType)i] = clips[i];
}
public void ReleaseAudioTestClips()
{
AudioTestClips.Clear();
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_audioTestClipsHandle.Release();
}
public async UniTask WarmMenuMusic( )
{
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
await _menuMusicHandle.ToUniTask();
}
public void ReleaseMenuMusic()
{
@@ -90,6 +120,29 @@ namespace Code.Audio
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_menuMusicHandle.Release();
}
public async UniTask WarmCourier()
{
// _courierHandle = Addressables.LoadAssetsAsync<AudioClip>(_courier, OnCourierLoaded, Addressables.MergeMode.Union);
foreach (var assetReference in _courier) CourierAudios.Add(await Addressables.LoadAssetAsync<AudioClip>(assetReference));
// await _courierHandle.ToUniTask();
}
public void ReleaseCourier()
{
foreach (var assetReference in CourierAudios) Addressables.Release(assetReference);
CourierAudios.Clear();
// _courierHandle.Release();
}
public async UniTask WarmDeathMusic()
{
_deathMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_deathSoundtrack, OnDeathTrackLoaded, Addressables.MergeMode.Union);
await _deathMusicHandle.ToUniTask();
}
public void ReleaseDeathMusic()
{
MusicDictionary[MusicType.Death].Clear();
_deathMusicHandle.Release();
}
public async UniTask WarmSFX( )
{
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
@@ -134,6 +187,16 @@ namespace Code.Audio
{
MusicDictionary[MusicType.Menu].Add(audioClip);
}
private void OnDeathTrackLoaded(AudioClip audioClip)
{
MusicDictionary[MusicType.Death].Add(audioClip);
}
// private int _audioTestClipCounter;
private void OnAudioTestClipLoaded(AudioClip audioClip)
{
// AudioTestClips[(AudioType)_audioTestClipCounter] = audioClip;_audioTestClipCounter++;
}
private void OnActionTrackLoaded(AudioClip audioClip)
{
MusicDictionary[MusicType.Action].Add(audioClip);
@@ -154,5 +217,9 @@ namespace Code.Audio
{
DispatcherAudios.Add(audioClip);
}
private void OnCourierLoaded(AudioClip audioClip)
{
CourierAudios.Add(audioClip);
}
}
}
+136 -48
View File
@@ -4,6 +4,7 @@ using System.Threading;
using Code.Configs;
using Code.Constants;
using Cysharp.Threading.Tasks;
using DG.Tweening;
using Reflex.Attributes;
using Unity.VisualScripting;
using UnityEngine;
@@ -21,62 +22,104 @@ namespace Code.Audio
private AudioSource _actionMusicSource;
private AudioSource _peacefulMusicSource;
private AudioMixerGroup _masterGroup,
// _musicGroup,
// _actionMusicGroup,
// _peacefulMusicGroup,
_SFXGroup,
_creaturesGroup,
_dispatcherGroup,
_courierGroup,
_enemiesGroup;
private Dictionary<AudioType, AudioMixerGroup> _audioMixerGroups = new();
private readonly AudioSourcePool _audioSourcePool;
private readonly AudioSourcePool _audioSourcePool = new();
// Юнити не может - говнокод поможет.
private Dictionary<AudioSnapshotState, Dictionary<AudioType, float>> _snapshotsVolumes = new();
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
public AudioService(IAudioFactory audioFactory)
public AudioService(IAudioFactory audioFactory,
Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings,
DefaultAudioSettingsConfig defaultAudioSettingsConfig)
{
_audioFactory = audioFactory;
_audioSourcePool = new(settings);
_settings = settings;
_snapshotsVolumes.Add(AudioSnapshotState.None,defaultAudioSettingsConfig.noneVolume);
_snapshotsVolumes.Add(AudioSnapshotState.Menu,defaultAudioSettingsConfig.menuVolume);
_snapshotsVolumes.Add(AudioSnapshotState.Action,defaultAudioSettingsConfig.actionVolume);
_snapshotsVolumes.Add(AudioSnapshotState.Peaceful,defaultAudioSettingsConfig.peacefulVolume);
}
public float GetSetting(AudioType type)
{
_mixer.GetFloat(_audioMixerGroups[type].name, out float value);
value = Mathf.Pow(10f, value / 20);
return value;
}
public void ChangeSetting(AudioType type, float value)
{
float volume = Mathf.Log10(value) * 20;
switch (type)
{
case AudioType.DeathMusic:
case AudioType.Master:
_snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
case AudioType.ActionMusic:
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
case AudioType.PeacefulMusic:
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
case AudioType.MenuMusic:
_snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
case AudioType.SFX:
case AudioType.Dispatcher:
case AudioType.Courier:
case AudioType.Enemies:
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
}
}
public async UniTask Initialize()
{
// _mixer = await _audioFactory.CreateMixer();
_mixer = _audioFactory.AudioMixer;
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
// _actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
// _peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusoup)[0];
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Death, _mixer.FindMatchingGroups(AudioGroups.DeathMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
_cancellationTokenSources.Add(MusicType.Menu, new());
_cancellationTokenSources.Add(MusicType.Death, new());
_cancellationTokenSources.Add(MusicType.Action, new());
_cancellationTokenSources.Add(MusicType.Peaceful, new());
_musicAudioSources.Add(MusicType.Menu, null);
_musicAudioSources.Add(MusicType.Death, null);
_musicAudioSources.Add(MusicType.Action, null);
_musicAudioSources.Add(MusicType.Peaceful, null);
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
_courierGroup = _mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
_enemiesGroup = _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
_audioMixerGroups.Add(AudioType.Master, _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0]);
_audioMixerGroups.Add(AudioType.SFX, _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0]);
_audioMixerGroups.Add(AudioType.Dispatcher, _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0]);
_audioMixerGroups.Add(AudioType.Courier, _mixer.FindMatchingGroups(AudioGroups.CourierGroup)[0]);
_audioMixerGroups.Add(AudioType.Enemies, _mixer.FindMatchingGroups(AudioGroups.EnemiesGroup)[0]);
_audioMixerGroups.Add(AudioType.MenuMusic, _musicAudioGroups[MusicType.Menu]);
_audioMixerGroups.Add(AudioType.DeathMusic, _musicAudioGroups[MusicType.Death]);
_audioMixerGroups.Add(AudioType.ActionMusic, _musicAudioGroups[MusicType.Action]);
_audioMixerGroups.Add(AudioType.PeacefulMusic, _musicAudioGroups[MusicType.Peaceful]);
_snapshots[AudioSnapshotState.None] = _mixer.FindSnapshot(AudioGroups.NoneSnapshot);
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
}
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
private Dictionary<MusicType, CancellationTokenSource> _cancellationTokenSources = new();
private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
@@ -86,7 +129,7 @@ namespace Code.Audio
if (!_musicAudioSources[musicType])
{
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
_musicAudioSources[musicType].spatialBlend = 0f;
_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
}
@@ -96,19 +139,13 @@ namespace Code.Audio
_musicAudioSources[musicType].Play();
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
// _ => !_musicAudioSources[musicType].isPlaying,
// cancellationToken: _cancellationTokenSources[musicType].Token);
await UniTask.NextFrame();
// Debug.Log($"Playing {musicType}");
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
_ => !_musicAudioSources[musicType].isPlaying,
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
// Debug.Log($"Finished {musicType}");
Debug.LogError("Music skipping");
if (isCanceled)
{
// Debug.Log($"Cancelled {musicType}");
_cancellationTokenSources[musicType].Dispose();
_cancellationTokenSources[musicType] = new();
@@ -118,12 +155,13 @@ namespace Code.Audio
return;
}
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType);
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType).Forget();
}
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
{
TransitToSnapshot(audioSnapshotState, time);
//TransitToSnapshot(audioSnapshotState, time);
await UniTask.WaitForSeconds(time);
@@ -131,42 +169,92 @@ namespace Code.Audio
callback?.Invoke();
}
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
public void StopMusic()
{
_peacefulMusicSource.Stop();
_actionMusicSource.Stop();
_cancellationTokenSources[MusicType.Peaceful].Cancel();
_cancellationTokenSources[MusicType.Action].Cancel();
}
public void GladlyAskToStopMusic(Action callback = null)
{
TransitToSnapshot(AudioSnapshotState.None);
// TransitToSnapshot(AudioSnapshotState.None);
_peacefulMusicSource.Stop();
_actionMusicSource.Stop();
callback?.Invoke();
}
public void TransitToSnapshot(AudioSnapshotState state, float time = 1f)
public void TransitToSnapshot(AudioSnapshotState state, float time = 1)
{
_snapshots[state].TransitionTo(time);
foreach (var key in _audioMixerGroups.Keys)
_mixer.DOSetFloat(_audioMixerGroups[key].name, Mathf.Log10(_snapshotsVolumes[state][key]) * 20, time);
}
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
public void PlaySFX(SFXSounds sfxId, Vector3 position)
{
_audioSourcePool.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _SFXGroup);
_audioSourcePool
.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _audioMixerGroups[AudioType.SFX]).Forget();
}
public void ApplyStun(float value, float time)
{
_mixer.DOSetFloat("Stun", value, time);
}
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
{
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup);
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position,
_audioMixerGroups[AudioType.Enemies]).Forget();
}
public AudioSource GetSourceOfGroup(AudioType group)
{
AudioSource source = _audioSourcePool.GetSource();
source.outputAudioMixerGroup = _audioMixerGroups[group];
return source;
}
public void ReleaseSourceOfGroup(AudioSource source) => _audioSourcePool.ReleaseSource(source);
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
{
_audioSourcePool.PlayShizo(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
OnDispatcherStarted?.Invoke();
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId],
_audioMixerGroups[AudioType.Dispatcher],
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke()).Forget();
}
public void PlayCourier(CourierSounds courierSounds)
{
_audioSourcePool.PlayOneShot(_audioFactory.CourierAudios[(int)courierSounds],
_audioMixerGroups[AudioType.Courier],
AudioSourceType.NoBlend).Forget();
}
private CancellationTokenSource _testClipCancellationTokenSource = new();
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
private AudioType _currentTestClipAudioType;
// TODO Засунуть в словарь
public void PlayTestClip(AudioType audioType)
{
if (_currentTestClipAudioType == audioType) return;
_testClipCancellationTokenSource.Cancel();
_testClipCancellationTokenSource = new();
_currentTestClipAudioType = audioType;
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_audioMixerGroups[audioType], _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource).Forget();
}
}
}
@@ -1,119 +0,0 @@
using System.Collections.Generic;
using Code.Constants;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.Serialization;
namespace Code.Audio
{
public class AudioServiceDebug : MonoBehaviour
{
[SerializeField] private AudioMixer mixer;
private AudioSource _actionMusicSource;
private AudioSource _peacefulMusicSource;
[SerializeField] private AudioSource prefab;
[SerializeField] private AudioResource[] peacefulAudio;
[SerializeField] private AudioResource[] actionAudio;
private AudioMixerGroup _masterGroup,
_musicGroup,
_actionMusicGroup,
_peacefulMusicGroup,
_SFXGroup,
_creaturesGroup,
_dispatcherGroup,
_courierGroup,
_enemiesGroup;
private readonly AudioSourcePool _audioSourcePool = new();
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
[FormerlySerializedAs("sfxAudio")] [SerializeField] private AudioClip[] sfxAudios;
[SerializeField] private AudioClip[] enemiesAudios;
[SerializeField] private AudioClip[] dispatcherAudios;
private void MixerCreated()
{
_masterGroup = mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
_actionMusicGroup = mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
_peacefulMusicGroup = mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
_SFXGroup = mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
_musicGroup = mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
_creaturesGroup = mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
_dispatcherGroup = mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
_courierGroup = mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
_enemiesGroup = mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
_snapshots[AudioSnapshotState.Peaceful] = mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
_snapshots[AudioSnapshotState.Action] = mixer.FindSnapshot(AudioGroups.ActionSnapshot);
// _audioSourcePool.Initialize(10,prefab);
InitializeMusicSources();
}
private void InitializeMusicSources()
{
_actionMusicSource = _audioSourcePool.GetSource();
_actionMusicSource.outputAudioMixerGroup = _actionMusicGroup;
_actionMusicSource.spatialBlend = 0f;
_peacefulMusicSource = _audioSourcePool.GetSource();
_peacefulMusicSource.outputAudioMixerGroup = _peacefulMusicGroup;
_peacefulMusicSource.spatialBlend = 0f;
}
private void Start()
{
MixerCreated();
}
public void PlayRandomGameplayMusic()
{
_peacefulMusicSource.resource = peacefulAudio[Random.Range(0, peacefulAudio.Length)];
_actionMusicSource.resource = actionAudio[Random.Range(0, actionAudio.Length)];
_peacefulMusicSource.Play();
_actionMusicSource.Play();
}
public void TransitToSnapshot(AudioSnapshotState state)
{
_snapshots[state].TransitionTo(1f);
}
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
public void PlaySFX(SFXSounds sfxId, Vector3 position)
{
_audioSourcePool.PlayOneShot(sfxAudios[(int)sfxId], position, _SFXGroup);
}
public void PlayDebugSFX()
{
_audioSourcePool.PlayOneShot(sfxAudios[(int)SFXSounds.Crowbar], transform.position, _SFXGroup);
}
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
{
_audioSourcePool.PlayOneShot(enemiesAudios[(int)enemySoundId], position, _enemiesGroup);
}
public void PlayDebugEnemySFX()
{
_audioSourcePool.PlayOneShot(enemiesAudios[(int)EnemiesSounds.Bastard], transform.position, _enemiesGroup);
}
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
{
_audioSourcePool.PlayShizo(dispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
}
public void PlayDebugDispatcherSFX()
{
_audioSourcePool.PlayShizo(dispatcherAudios[(int)DispatcherSounds.AhFreeman], _dispatcherGroup);
}
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: a42cad8f28f54a53bef23d9313014abd
timeCreated: 1762805867
@@ -1,7 +1,12 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Code.Configs;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.Pool;
using Object = UnityEngine.Object;
namespace Code.Audio
{
@@ -11,6 +16,10 @@ namespace Code.Audio
private IObjectPool<AudioSource> _pool;
private GameObject _sourcePrefab;
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
public AudioSourcePool(Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings) => _settings = settings;
public void Initialize(GameObject sourcePrefab)
{
_sourcePrefab = sourcePrefab;
@@ -55,28 +64,56 @@ namespace Code.Audio
Object.Destroy(source.gameObject);
}
public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup)
public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = 1f;
source.spatialBlend = _settings[audioSourceType].spatialBlend;
source.transform.position = position;
source.outputAudioMixerGroup = audioMixerGroup;
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
onComplete?.Invoke();
_pool.Release(source);
}
public async UniTaskVoid PlayShizo(AudioClip clip, AudioMixerGroup audioMixerGroup)
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = 0f;
source.spatialBlend = _settings[audioSourceType].spatialBlend;
source.outputAudioMixerGroup = audioMixerGroup;
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
onComplete?.Invoke();
_pool.Release(source);
}
public async UniTaskVoid PlayOneShot(AudioSource audioSource, AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
audioSource.PlayOneShot(clip);
audioSource.spatialBlend = _settings[audioSourceType].spatialBlend;
audioSource.outputAudioMixerGroup = audioMixerGroup;
// TODO Потом сделать. Можно с cancellation, но сейчас лень. Ну правда
await UniTask.WaitUntilValueChanged(audioSource, x => x.isPlaying);
if (!audioSource) return;
_pool.Release(audioSource);
onComplete?.Invoke();
}
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, CancellationTokenSource cancellationToken, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = _settings[audioSourceType].spatialBlend;
source.outputAudioMixerGroup = audioMixerGroup;
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(source, x => x.isPlaying, cancellationToken: cancellationToken.Token).SuppressCancellationThrow();
_pool.Release(source);
if(!isCanceled) onComplete?.Invoke();
else cancellationToken.Dispose();
}
public AudioSource GetSource() => _pool.Get();
public void ReleaseSource(AudioSource source) => _pool.Release(source);
@@ -0,0 +1,8 @@
namespace Code.Audio
{
public enum AudioSourceType
{
Full3D,
NoBlend
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 260bbb19b55049928b9ab4d55b32fc3f
timeCreated: 1763849966
@@ -8,14 +8,19 @@ namespace Code.Audio
{
public interface IAudioFactory
{
AudioMixer AudioMixer { get; }
Dictionary<AudioType, AudioClip> AudioTestClips { get; }
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
List<AudioClip> SFXAudios { get; }
List<AudioClip> EnemiesAudios { get; }
List<AudioClip> DispatcherAudios { get; }
AudioMixer AudioMixer { get; }
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
List<AudioClip> CourierAudios { get; }
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
UniTask WarmGameplayMusic( );
void ReleaseActionMusic();
void ReleasePeacefulMusic();
UniTask WarmAudioTestClips( );
void ReleaseAudioTestClips();
UniTask WarmMenuMusic( );
void ReleaseMenuMusic();
UniTask WarmSFX( );
@@ -24,6 +29,9 @@ namespace Code.Audio
void ReleaseEnemies();
UniTask WarmDispatcher( );
void ReleaseDispatcher();
void ReleasePeacefulMusic();
UniTask WarmCourier();
void ReleaseCourier();
UniTask WarmDeathMusic( );
void ReleaseDeathMusic();
}
}
@@ -14,6 +14,18 @@ namespace Code.Audio
void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
void PlaySFX(SFXSounds sfxId, Vector3 position);
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
delegate void OnAudioPlayingDelegate();
event OnAudioPlayingDelegate OnDispatcherStarted;
event OnAudioPlayingDelegate OnDispatcherEnded;
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
void ChangeSetting(AudioType type, float value);
float GetSetting(AudioType type);
void PlayTestClip(AudioType audioType);
AudioSource GetSourceOfGroup(AudioType group);
void ReleaseSourceOfGroup(AudioSource source);
void PlayCourier(CourierSounds range);
void ApplyStun(float value, float time);
}
}
+14 -1
View File
@@ -4,6 +4,19 @@ namespace Code.Audio
{
Menu,
Peaceful,
Action
Action,
Death
}
public enum AudioType
{
Master,
MenuMusic,
Dispatcher,
SFX,
Courier,
Enemies,
ActionMusic,
PeacefulMusic,
DeathMusic
}
}
@@ -0,0 +1,14 @@
using Code.Audio;
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "AudioSourceSettingsConfig", menuName = "Audio/AudioSourceSettingsConfig")]
public class AudioSourceSettingsConfig : ScriptableObject
{
// Дополнять по мере необходимости
public float spatialBlend;
public AudioSourceType sourceType;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e6406ab390b74d5ca336d7d4d0e1a732
timeCreated: 1763850008
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/AudioTestClips", fileName = "AudioTestClipsConfig")]
public class AudioTestClipsConfig : ScriptableObject
{
public AssetReference[] audioTestClips;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f2f1c08a20a54a708336caf8ca6499e1
timeCreated: 1764263243
@@ -0,0 +1,14 @@
using Code.Gameplay.Camera;
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "CameraSettingsConfig", menuName = "Config/CameraSettingsConfig")]
public class CameraSettingsConfig : ScriptableObject
{
// Дополнять по мере необходимости
public float fov;
public CameraMode cameraMode;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6610b94e9823401c94533e1756a97195
timeCreated: 1763846744
@@ -5,37 +5,49 @@ namespace Code.Configs
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
public class CharacterConfig : ScriptableObject
{
// Основное движение по земле
public float
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
jumpSpeed = 10f; // Скорость прыжка
maxStableMoveSpeed = 12f,
stableMovementSharpness = 15f,
orientationSharpness = 10f;
// Спринт
public float
sprintMoveSpeed = 12f, // Максимальная скорость спринта
sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт
jumpSpeed = 10f,
jumpCooldown = 0.4f;
// Слайд
public float
slideSpeed = 20f, // Скорость слайда
slideDuration = 0.8f, // Длительность слайда в секундах
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
dashSpeed = 20f,
dashDuration = 0.35f,
dashCooldown = 1.2f;
// Залазание на стены
public AnimationCurve slideVelocityCurve = new(
new Keyframe(0.0f, 1.0f),
new Keyframe(0.3f, 1.4f),
new Keyframe(1.0f, 0.2f)
);
public float
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
slideMinVelocityThreshold = 3f,
slideCooldown = 1.5f,
slideColliderHeightScale = 0.5f,
slideCameraOffsetY = -0.5f,
slideEnterDuration = 0.2f,
slideExitDuration = 0.25f;
// Наклон при залазании на стены
public float
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
leanAngle = 25f,
leanThreshold = 0.3f,
leanSmoothSpeed = 10f;
// Гравитация
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
public Vector3 gravity = new(0f, -30f, 0f);
public float
maxAirSpeed = 10f,
airControlSharpness = 8f;
public float
wallRunMaxTime = 1.75f,
wallRunSpeed = 15f,
wallRunAcceleration = 25f,
wallRunGravityScale = 0.25f,
wallDetachImpulse = 7f,
wallContactAngleThreshold = 45f;
}
}
@@ -1,11 +0,0 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/CharacterSoundList", fileName = "CharacterSoundListConfig")]
public class CharacterSoundListConfig : ScriptableObject
{
public AssetReference[] character;
}
}
@@ -0,0 +1,29 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/Cockroach", fileName = "CockroachConfig")]
public class CockroachConfig : ScriptableObject
{
public AssetReference cockroachPrefab;
public int damage = 2;
public float attackCooldown = 1.5f;
public float detectionRange = 20f;
public float attackRange = 1.3f;
public float speed = 6f;
public bool isStunnable;
public float stunDuration;
public bool usesIdleMovement = true;
public float idleWanderRadius = 3f;
public float idleMoveDurationMin = 0.3f;
public float idleMoveDurationMax = 1f;
public float idlePauseDurationMin = 0.1f;
public float idlePauseDurationMax = 0.8f;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7bc162d3127949aa950d0738beee99a4
timeCreated: 1763571220
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/CourierSoundListConfig", fileName = "CourierSoundListConfig")]
public class CourierSoundListConfig : ScriptableObject
{
public AssetReference[] courierSounds;
}
}
@@ -0,0 +1,27 @@
using System.Collections.Generic;
using AYellowpaper.SerializedCollections;
using UnityEngine;
using AudioType = Code.Audio.AudioType;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "DefaultAudioSettingsConfig", menuName = "Audio/DefaultAudioSettings")]
public class DefaultAudioSettingsConfig : ScriptableObject
{
[Header("Menu")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> menuVolume = new();
[Header("Action")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> actionVolume = new();
[Header("Peaceful")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> peacefulVolume = new();
[Header("None")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> noneVolume = new();
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 36d35c52933d4d4ba836f75b05c4810f
timeCreated: 1764754933
@@ -0,0 +1,29 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/DrunkenGrandpa", fileName = "DrunkenGrandpaConfig")]
public class DrunkenGrandpaConfig : ScriptableObject
{
public AssetReference drunkenGrandpaPrefab;
public int damage = 2;
public float attackCooldown = 5f;
public float detectionRange = 10f;
public float attackRange = 1.5f;
public float speed = 3f;
public bool isStunnable = true;
public float stunDuration = 3f;
public bool usesIdleMovement = true;
public float idleWanderRadius = 5f;
public float idleMoveDurationMin = 1f;
public float idleMoveDurationMax = 5f;
public float idlePauseDurationMin = 3f;
public float idlePauseDurationMax = 5f;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4d157e8891074b90957a7434cff0ae71
timeCreated: 1763569096
@@ -0,0 +1,29 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/Fog", fileName = "FogConfig")]
public class FogConfig : ScriptableObject
{
public AssetReference fogPrefab;
public int damage = int.MaxValue;
public float attackCooldown;
public float detectionRange;
public float attackRange = 5f;
public float speed = 1.5f;
public bool isStunnable;
public float stunDuration;
public bool usesIdleMovement;
public float idleWanderRadius;
public float idleMoveDurationMin;
public float idleMoveDurationMax;
public float idlePauseDurationMin;
public float idlePauseDurationMax;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: aa4dd2a5cce24902a2918488b5751f2f
timeCreated: 1763581410
@@ -0,0 +1,10 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/MusicPlayer", fileName = "MusicPlayerConfig")]
public class MusicPlayerConfig : ScriptableObject
{
public float threshold = 0.5f;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8708e3c129d241b08563f1a170bd3a44
timeCreated: 1764585060
@@ -8,6 +8,7 @@ namespace Code.Configs
{
public AssetReference[] peacefulSoundtrack;
public AssetReference[] actionSoundtrack;
public AssetReference[] deathSoundtrack;
public AssetReference[] menuSoundtrack;
}
}
@@ -19,13 +19,14 @@ namespace Code.Constants
public const string PeacefulMusicGroup = "Peaceful";
public const string ActionMusicGroup = "Action";
public const string DispatcherMusicGroup = "Dispatcher";
public const string CourierMusicGroup = "Courier";
public const string EnemiesMusicGroup = "Enemies";
public const string CourierGroup = "Courier";
public const string EnemiesGroup = "Enemies";
public const string PeacefulSnapshot = "Peaceful";
public const string ActionSnapshot = "Action";
public const string NoneSnapshot = "None";
public const string MenuSnapshot = "Menu";
public const string MenuMusicGroup = "Menu";
public const string DeathMusicGroup = "Death";
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bb5ad0cc3a72448a93ee2adb560c35ad
timeCreated: 1764345160
@@ -0,0 +1,12 @@
using UnityEngine;
namespace Code.DebugAndTest
{
public class TriggerTest : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
Debug.Log(gameObject.name + " found " + other.name);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6bb3c649d82049079d00b843a76aced8
timeCreated: 1764345168
@@ -10,9 +10,9 @@ namespace Code.Gameplay.Camera
*/
public enum CameraMode
{
Bogdan,
None,
Static,
UltraStatic,
MainMenu,
FirstPerson,
ThirdPerson,
Cinematic
@@ -9,12 +9,13 @@ namespace Code.Gameplay.Camera
// Текущий режим работы камеры
public override void Initialize()
{
States.Add(CameraMode.None, new NoneState(StateMachineContext));
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
States.Add(CameraMode.UltraStatic, new UltraStaticState(StateMachineContext));
States.Add(CameraMode.MainMenu, new MainMenuState(StateMachineContext));
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
CurrentBaseState = States[CameraMode.UltraStatic];
CurrentBaseState = States[CameraMode.None];
}
public UnityEngine.Camera Camera => StateMachineContext.Camera;
@@ -1,3 +1,4 @@
using System.Collections.Generic;
using Code.Configs;
using Code.Input;
using Reflex.Attributes;
@@ -9,5 +10,6 @@ namespace Code.Gameplay.Camera
[Inject] public UnityEngine.Camera Camera;
[Inject] public CameraConfig Config;
[Inject] public IInputService InputService;
[Inject] public Dictionary<CameraMode,CameraSettingsConfig> CameraSettingsConfigs;
}
}
@@ -14,6 +14,8 @@ namespace Code.Gameplay.Camera.CameraStates
public override void EnterState()
{
base.EnterState();
// В FirstPerson режиме дистанция всегда равна 0
MinDistance = 0f;
MaxDistance = 0f;
@@ -21,7 +23,9 @@ namespace Code.Gameplay.Camera.CameraStates
TargetDistance = 0f;
CurrentDistance = 0f;
base.EnterState();
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
Cursor.lockState = CursorLockMode.Locked;
}
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -2,14 +2,16 @@ using UnityEngine;
namespace Code.Gameplay.Camera.CameraStates
{
public class UltraStaticState : BaseCameraState, ICameraState
public class MainMenuState : BaseCameraState, ICameraState
{
public UltraStaticState(CameraStateMachineContext context) : base(context) { }
public MainMenuState(CameraStateMachineContext context) : base(context) { }
public override void EnterState()
{
Debug.Log("Ultra static State Enter");
base.EnterState();
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov;
Cursor.lockState = CursorLockMode.None;
}
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -17,7 +19,7 @@ namespace Code.Gameplay.Camera.CameraStates
Camera.transform.position = FollowTransform.position;
}
public CameraMode GetCameraMode() => CameraMode.UltraStatic;
public CameraMode GetCameraMode() => CameraMode.MainMenu;
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
out Quaternion targetRotation)
@@ -0,0 +1,21 @@
using UnityEngine;
namespace Code.Gameplay.Camera.CameraStates
{
public class NoneState : BaseCameraState, ICameraState
{
public NoneState(CameraStateMachineContext context) : base(context) { }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
{
}
public CameraMode GetCameraMode() => CameraMode.None;
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
out Quaternion targetRotation)
{
targetRotation = Quaternion.identity;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d8fa6119113f4f12a35365fd27387124
timeCreated: 1763847889
@@ -9,8 +9,10 @@ namespace Code.Gameplay.Camera.CameraStates
public override void EnterState()
{
Debug.Log("Static State Enter");
base.EnterState();
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov;
Cursor.lockState = CursorLockMode.None;
}
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -14,13 +14,13 @@ namespace Code.Gameplay.Camera.CameraStates
public override void EnterState()
{
base.EnterState();
// Восстанавливаем исходные значения дистанции
MinDistance = OriginalMinDistance;
MaxDistance = OriginalMaxDistance;
DefaultDistance = OriginalDefaultDistance;
TargetDistance = DefaultDistance;
base.EnterState();
}
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -0,0 +1,82 @@
using UnityEngine;
using Code.Gameplay.Camera;
using KinematicCharacterController;
namespace Code.Gameplay.Character.Controller.Abilities
{
public class DashMechanic
{
private readonly float _dashSpeed;
private readonly float _dashDuration;
private readonly float _dashCooldown;
private float _dashTimer;
private float _dashCooldownTimer;
private Vector3 _dashDirection;
private bool _dashRequested;
public bool IsDashing { get; private set; }
public DashMechanic(float dashSpeed, float dashDuration, float dashCooldown)
{
_dashSpeed = dashSpeed;
_dashDuration = dashDuration;
_dashCooldown = dashCooldown;
}
public void TickCooldown(float deltaTime)
{
if (_dashCooldownTimer > 0f) _dashCooldownTimer -= deltaTime;
}
public void RequestDash(bool dashPressed)
{
if (dashPressed && !_dashRequested && _dashCooldownTimer <= 0f)
_dashRequested = true;
}
public void TryStartDash(KinematicCharacterMotor motor,
CameraMode currentCameraMode,
Quaternion firstPersonCameraRotation,
Vector3 lookInputVector)
{
if (!_dashRequested || !motor.GroundingStatus.IsStableOnGround || _dashCooldownTimer > 0f)
{
_dashRequested = false;
return;
}
IsDashing = true;
_dashTimer = _dashDuration;
var dir = currentCameraMode == CameraMode.FirstPerson
? firstPersonCameraRotation * Vector3.forward
: lookInputVector;
_dashDirection = Vector3.ProjectOnPlane(dir, motor.CharacterUp).normalized;
if (_dashDirection.sqrMagnitude < 0.01f) _dashDirection = motor.CharacterForward;
_dashCooldownTimer = _dashCooldown;
_dashRequested = false;
}
public void HandleDash(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
{
_dashTimer -= deltaTime;
if (_dashTimer <= 0f || !motor.GroundingStatus.IsStableOnGround)
{
EndDash();
return;
}
currentVelocity = _dashDirection * _dashSpeed;
currentVelocity += motor.CharacterUp * 1.5f;
}
public void EndDash()
{
IsDashing = false;
_dashTimer = 0f;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6d62efb53e0c4d49be9fc658484e2575
timeCreated: 1764856437
@@ -1,122 +1,91 @@
using UnityEngine;
using Code.Gameplay.Camera;
using KinematicCharacterController;
using UnityEngine;
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;
private readonly AnimationCurve _velocityCurve;
private readonly float _minVelocityThreshold;
private readonly float _cooldown;
// Таймер слайда
private float _slideTimer;
// Таймер перезарядки слайда
private float _slideCooldownTimer;
// Направление слайда
private float _slideTime;
private float _cooldownTimer;
private Vector3 _slideDirection;
// Флаг запроса слайда
private bool _slideRequested;
private float _initialSpeed;
// Свойство-флаг, активен ли слайд
public bool IsSliding { get; private set; }
// Конструктор механики слайда
public SlideMechanic(float slideSpeed, float slideDuration, float slideCooldown)
public SlideMechanic(AnimationCurve velocityCurve, float minVelocityThreshold, float cooldown)
{
_slideSpeed = slideSpeed;
_slideDuration = slideDuration;
_slideCooldown = slideCooldown;
_velocityCurve = velocityCurve;
_minVelocityThreshold = minVelocityThreshold;
_cooldown = cooldown;
}
// Обновляем таймер перезарядки слайда
public void TickCooldown(float deltaTime)
{
if (_slideCooldownTimer > 0f)
{
_slideCooldownTimer -= deltaTime;
}
if (_cooldownTimer > 0f) _cooldownTimer -= deltaTime;
}
// Обработка слайда
public void RequestSlide(bool slidePressed)
{
if (slidePressed && !_slideRequested && _slideCooldownTimer <= 0f)
{
if (slidePressed && !_slideRequested && _cooldownTimer <= 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)
if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _cooldownTimer > 0f)
{
_slideRequested = false;
return;
}
IsSliding = true;
_slideTimer = _slideDuration;
_slideTime = 0f;
// НАПРАВЛЕНИЕ СЛАЙДА - ВСЕГДА ВПЕРЕД ПО КАМЕРЕ
// Используем направление камеры, но проецируем на горизонтальную плоскость
var slideDir = currentCameraMode == CameraMode.FirstPerson ?
firstPersonCameraRotation * Vector3.forward :
lookInputVector;
var dir = currentCameraMode == CameraMode.FirstPerson
? firstPersonCameraRotation * Vector3.forward
: lookInputVector;
// Проецируем на горизонтальную плоскость и нормализуем
_slideDirection = Vector3.ProjectOnPlane(slideDir, motor.CharacterUp).normalized;
_slideDirection = Vector3.ProjectOnPlane(dir, motor.CharacterUp).normalized;
if (_slideDirection.sqrMagnitude < 0.01f) _slideDirection = motor.CharacterForward;
// Если направление нулевое (персонаж стоит на месте), используем направление вперед
if (_slideDirection.sqrMagnitude < 0.01f)
{
_slideDirection = motor.CharacterForward;
}
_initialSpeed = motor.Velocity.magnitude;
if (_initialSpeed < 12f) _initialSpeed = 12f; // fallback
// Устанавливаем перезарядку
_slideCooldownTimer = _slideCooldown;
_cooldownTimer = _cooldown;
_slideRequested = false;
}
// Обработка слайда
public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
{
// Уменьшаем таймер слайда
_slideTimer -= deltaTime;
if (!IsSliding) return;
// Если время слайда вышло, персонаж в воздухе - заканчиваем слайд
if (_slideTimer <= 0f || !motor.GroundingStatus.IsStableOnGround)
{
_slideTime += deltaTime;
var t = Mathf.Clamp01(_slideTime / 2.5f);
var speedMult = _velocityCurve.Evaluate(t);
var targetSpeed = _initialSpeed * speedMult;
currentVelocity = _slideDirection * targetSpeed;
currentVelocity += motor.CharacterUp * 1f;
if (targetSpeed < _minVelocityThreshold || !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;
_slideTime = 0f;
}
}
}
@@ -1,147 +1,78 @@
using UnityEngine;
using KinematicCharacterController;
namespace Code.Gameplay.Character.Controller.Abilities
{
/*
* Механика наклона персонажа при контакте со стеной
* Управляет визуальным наклоном модели в зависимости от высоты подъёма по стене
*/
public class WallLeanMechanic
{
private readonly float _maxLeanAngle;
private readonly float _leanSharpness;
private readonly float _heightScale;
private readonly float _leanAngle;
private readonly float _threshold;
private readonly float _smoothSpeed;
private Transform _characterTransform;
private Vector3 _lastWallNormal;
private float _lastWallContactHeight;
private float _leanFactor;
private float _leanSign;
private Vector3 _leanDirection;
private Transform _model;
private Vector3 _lastWallContactPoint;
private bool _isLeaningOnWall;
private const float WallProximityThreshold = 0.6f;
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
public WallLeanMechanic(
float leanAngle,
float threshold,
float smoothSpeed)
{
_maxLeanAngle = maxLeanAngle;
_leanSharpness = leanSharpness;
_heightScale = heightScale;
_leanAngle = leanAngle;
_threshold = threshold;
_smoothSpeed = smoothSpeed;
}
// Назначаем трансформ визуальной модели один раз
public void SetCharacterTransform(Transform transform)
{
_characterTransform = transform;
}
public void SetModel(Transform model) => _model = model;
// Вызывается из OnMovementHit
public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
{
// Только если это действительно стена (не пол/потолок)
var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
return;
_lastWallNormal = wallNormal;
_lastWallContactHeight = contactHeight;
_lastWallContactPoint = motor.TransientPosition;
// Пересчитываем направление наклона
_leanDirection = -_lastWallNormal;
_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
_leanSign = 1;
// what the fuck
if (_leanDirection.x != 0)
if (!_model)
{
switch (_leanDirection.x)
{
case -1 or 1 when motor.CharacterRight.x > 0.1f:
_leanSign = -1;
break;
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
_leanDirection = new Vector3(0, 0, -1);
break;
}
}
else
{
switch (_leanDirection.z)
{
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
_leanSign = -1;
break;
case -1 when motor.CharacterRight.z < -0.1f:
case 1 when motor.CharacterRight.z > 0.1f:
_leanDirection = new Vector3(-1, 0, 0);
break;
case -1 when motor.CharacterRight.z > 0.1f:
case 1 when motor.CharacterRight.z < -0.1f:
_leanDirection = new Vector3(1, 0, 0);
break;
}
}
_isLeaningOnWall = true;
}
// Обновление каждый кадр
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
{
if (!_characterTransform) return;
var currentPosition = motor.TransientPosition;
var isStillNearWall = false;
if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
{
var toWall = currentPosition - _lastWallContactPoint;
var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
}
if (_isLeaningOnWall)
{
var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
if (!isStillNearWall || isBelowContactHeight)
{
_isLeaningOnWall = false;
}
else
{
var heightDelta = currentPosition.y - _lastWallContactHeight;
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
}
}
if (!_isLeaningOnWall)
{
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
}
ApplyLeanRotation(motor);
}
private void ApplyLeanRotation(KinematicCharacterMotor motor)
{
if (_leanFactor <= 0.01f)
{
_characterTransform.localRotation = Quaternion.identity;
_model.localRotation = Quaternion.identity;
return;
}
if (_leanDirection.sqrMagnitude < 0.01f) return;
var targetRotation = Quaternion.identity;
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
_characterTransform.localRotation = leanRotation;
if (isWallRunning)
{
var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
if (n.sqrMagnitude < 0.001f) n = Vector3.forward;
var bodyRight = Vector3.Cross(Vector3.up, characterForward).normalized;
var side = Vector3.Dot(n, bodyRight);
var front = Vector3.Dot(n, characterForward);
var axis = Vector3.right;
var angle = 0f;
if (side > _threshold)
{
axis = Vector3.forward;
angle = -_leanAngle;
}
else if (side < -_threshold)
{
axis = Vector3.forward;
angle = _leanAngle;
}
else if (front > _threshold)
{
axis = Vector3.right;
angle = -_leanAngle;
}
else if (front < -_threshold)
{
axis = Vector3.right;
angle = _leanAngle;
}
targetRotation = Quaternion.AngleAxis(angle, axis);
}
_model.localRotation = Quaternion.Slerp(
_model.localRotation,
targetRotation,
1f - Mathf.Exp(-_smoothSpeed * Time.deltaTime)
);
}
}
}
@@ -0,0 +1,237 @@
using Code.Gameplay.Character.Core;
using KinematicCharacterController;
using UnityEngine;
namespace Code.Gameplay.Character.Controller.Abilities
{
public class WallRunningMechanic
{
private readonly float _maxWallRunTime;
private readonly float _wallRunSpeed;
private readonly float _wallRunAcceleration;
private readonly float _wallRunGravityScale;
private readonly float _wallDetachImpulse;
private readonly float _wallContactAngleThreshold;
private float _wallRunTimer;
private Vector3 _wallNormal;
private Vector3 _wallTangentRight;
private Vector3 _wallTangentUp;
private Vector3 _wallContactPoint;
private Vector3 _lastMoveInputInWallSpace;
private float _surfaceAngleCos;
private bool _canWallRun;
private KinematicCharacterMotor _motor;
public bool IsWallRunning { get; private set; }
public WallRunningMechanic(
float maxWallRunTime,
float wallRunSpeed,
float wallRunAcceleration,
float wallRunGravityScale,
float wallDetachImpulse,
float wallContactAngleThreshold)
{
_maxWallRunTime = maxWallRunTime;
_wallRunSpeed = wallRunSpeed;
_wallRunAcceleration = wallRunAcceleration;
_wallRunGravityScale = wallRunGravityScale;
_wallDetachImpulse = wallDetachImpulse;
_wallContactAngleThreshold = wallContactAngleThreshold;
}
public void Initialize(KinematicCharacterMotor motor)
{
_motor = motor;
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
}
public void Tick(float deltaTime)
{
if (!IsWallRunning) return;
_wallRunTimer += deltaTime;
if (_wallRunTimer > _maxWallRunTime)
{
DetachFromWall(false);
}
}
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
{
if (IsWallRunning) return false;
var dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
var isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
if (!isWall) return false;
if (_motor.GroundingStatus.IsStableOnGround) return false;
var velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
if (velocityIntoWall < 1f) return false;
StartWallRun(hitNormal, hitPoint);
return true;
}
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
{
IsWallRunning = true;
_wallRunTimer = 0f;
_wallNormal = wallNormal.normalized;
_wallContactPoint = contactPoint;
var forwardInWallPlane = Vector3.ProjectOnPlane(_motor.CharacterForward, _wallNormal).normalized;
if (forwardInWallPlane.sqrMagnitude < 0.01f)
{
var candidateRight = Vector3.Cross(_wallNormal, _motor.CharacterUp);
candidateRight = Vector3.ProjectOnPlane(candidateRight, _wallNormal).normalized;
if (candidateRight.sqrMagnitude < 0.01f)
{
candidateRight = Vector3.Cross(_wallNormal, Vector3.up);
candidateRight = Vector3.ProjectOnPlane(candidateRight, _wallNormal).normalized;
}
if (candidateRight.sqrMagnitude < 0.01f)
{
candidateRight = Vector3.Cross(_wallNormal, Vector3.right).normalized;
}
var dotWithRight = Vector3.Dot(_motor.CharacterRight, _wallNormal);
forwardInWallPlane = dotWithRight < 0 ? candidateRight : -candidateRight;
}
_wallTangentRight = forwardInWallPlane.normalized;
_wallTangentUp = Vector3.Cross(_wallTangentRight, -_wallNormal).normalized;
_motor.ForceUnground();
}
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
{
if (!IsWallRunning) return;
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
var forwardInput = inputs.MoveAxisForward;
var moveDirection = _wallTangentRight * forwardInput;
var targetSpeed = moveDirection.sqrMagnitude > 0.01f ? _wallRunSpeed : currentVelocity.magnitude;
var targetVelocity = moveDirection.normalized * targetSpeed;
currentVelocity = Vector3.Lerp(
currentVelocity,
targetVelocity,
1f - Mathf.Exp(-_wallRunAcceleration * deltaTime)
);
currentVelocity += Physics.gravity * (_wallRunGravityScale * deltaTime);
var distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
if (Mathf.Abs(distanceToWall) > 0.8f)
{
DetachFromWall(false);
return;
}
if (inputs.JumpPressed)
{
DetachFromWall(true);
}
}
private bool IsWallStillPresent()
{
if (!_motor) return false;
if (_motor.GroundingStatus.IsStableOnGround) return false;
var characterCenter = _motor.TransientPosition;
var characterRight = _motor.CharacterRight;
var characterUp = _motor.CharacterUp;
const float checkDistance = 0.45f;
var rayOrigin = characterCenter + characterUp * 0.2f;
var rayDir = -_wallNormal;
Vector3[] offsets = {
Vector3.zero,
characterUp * 0.3f,
-characterUp * 0.3f,
characterRight * 0.2f,
-characterRight * 0.2f
};
foreach (var offset in offsets)
{
if (!Physics.Raycast(rayOrigin + offset, rayDir, out var hit, checkDistance,
_motor.CollidableLayers, QueryTriggerInteraction.Ignore)) continue;
var dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
if (!(dotWithUp < _surfaceAngleCos)) continue;
_wallNormal = hit.normal.normalized;
_wallContactPoint = hit.point;
return true;
}
return false;
}
private void DetachFromWall(bool withImpulse)
{
if (!IsWallRunning) return;
IsWallRunning = false;
if (!withImpulse || !_motor) return;
var detachImpulse = -_wallNormal * _wallDetachImpulse;
_motor.BaseVelocity += detachImpulse;
}
public Vector3 GetWallNormal() => _wallNormal;
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
{
if (!IsWallRunning || !_motor) return;
if (_motor.CharacterController is not CustomCharacterController { CanJump: true } controller)
return;
IsWallRunning = false;
var wallAway = _wallNormal;
var wallUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
var playerForward = cameraRotation * Vector3.forward;
var forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
var jumpDirection =
forwardInWallPlane * 0.2f +
wallAway * 0.6f +
wallUp * 0.2f;
jumpDirection = jumpDirection.normalized;
var wallJumpForce = _wallDetachImpulse * 2f;
var jumpImpulse = jumpDirection * wallJumpForce;
_motor.BaseVelocity += jumpImpulse;
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
controller.TriggerJump();
controller.BlockAbilities(0.12f);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4bef67aa9cf14753a63ea07eecc5ff67
timeCreated: 1764263348
@@ -25,186 +25,240 @@ namespace Code.Gameplay.Character.Controller
[SerializeField] private Transform characterTransform; // Трансформ персонажа (с точкой отслеживания камеры)
[SerializeField] private CapsuleCollider _capsuleCollider;
[SerializeField] private Transform _cameraFollowPoint;
private Vector3 _originalColliderCenter;
private float _originalColliderHeight;
private Vector3 _originalFollowPointLocalPosition;
private bool _isEnteringSlide;
private bool _isExitingSlide;
private float _slideTransitionTime;
private float _slideTransitionDuration;
private float _currentColliderHeight;
private Vector3 _currentColliderCenter;
private Vector3 _currentFollowPointLocalPosition;
private bool _wasSlidingLastFrame;
private float _jumpCooldownTimer;
private float _jumpCooldownDuration => _characterConfig.jumpCooldown;
public bool CanJump => !isAbilitiesBlocked && _jumpCooldownTimer <= 0f;
// Подсистемы
private CharacterInputHandler _inputHandler;
private DashMechanic _dashMechanic;
private SlideMechanic _slideMechanic;
private WallClimbMechanic _wallClimbMechanic;
// private WallClimbMechanic _wallClimbMechanic;
private WallRunningMechanic _wallRunningMechanic;
private WallLeanMechanic _wallLeanMechanic;
private GroundMovementSystem _groundMovement;
private AirMovementSystem _airMovement;
public bool IsSliding => _slideMechanic.IsSliding;
public bool IsDashing => _dashMechanic.IsDashing;
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
private float abilityBlockTimer;
private bool isAbilitiesBlocked;
private CharacterInputs _lastInputs;
public void SetPosition(Vector3 position) => motor.SetPosition(position);
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
// Инициализация контроллера
// private void Awake()
// {
// // Инициализация подсистем с параметрами из конфига
// _inputHandler = new CharacterInputHandler(
// _characterConfig.sprintAngleThreshold
// );
// _slideMechanic = new SlideMechanic(
// _characterConfig.slideSpeed,
// _characterConfig.slideDuration,
// _characterConfig.slideCooldown
// );
// _wallClimbMechanic = new WallClimbMechanic(
// _characterConfig.wallClimbSpeedFactor,
// _characterConfig.minWallClimbSpeed,
// _characterConfig.wallDetectionAngleThreshold
// );
// _wallLeanMechanic = new WallLeanMechanic(
// _characterConfig.maxWallLeanAngle,
// _characterConfig.wallLeanSharpness,
// _characterConfig.wallLeanHeightScale
// );
// _groundMovement = new GroundMovementSystem(
// _characterConfig.maxStableMoveSpeed,
// _characterConfig.sprintMoveSpeed,
// _characterConfig.stableMovementSharpness,
// _characterConfig.jumpSpeed
// );
// _airMovement = new AirMovementSystem(_characterConfig.gravity);
// }
[Inject]
private void Construct(CharacterConfig characterConfig)
{
_characterConfig = characterConfig;
// Инициализация подсистем с параметрами из конфига
_inputHandler = new CharacterInputHandler(
_characterConfig.sprintAngleThreshold
_inputHandler = new CharacterInputHandler();
_dashMechanic = new DashMechanic(
_characterConfig.dashSpeed,
_characterConfig.dashDuration,
_characterConfig.dashCooldown
);
_slideMechanic = new SlideMechanic(
_characterConfig.slideSpeed,
_characterConfig.slideDuration,
_characterConfig.slideVelocityCurve,
_characterConfig.slideMinVelocityThreshold,
_characterConfig.slideCooldown
);
_wallClimbMechanic = new WallClimbMechanic(
_characterConfig.wallClimbSpeedFactor,
_characterConfig.minWallClimbSpeed,
_characterConfig.wallDetectionAngleThreshold
_wallRunningMechanic = new WallRunningMechanic(
_characterConfig.wallRunMaxTime,
_characterConfig.wallRunSpeed,
_characterConfig.wallRunAcceleration,
_characterConfig.wallRunGravityScale,
_characterConfig.wallDetachImpulse,
_characterConfig.wallContactAngleThreshold
);
_wallLeanMechanic = new WallLeanMechanic(
_characterConfig.maxWallLeanAngle,
_characterConfig.wallLeanSharpness,
_characterConfig.wallLeanHeightScale
_characterConfig.leanAngle,
_characterConfig.leanThreshold,
_characterConfig.leanSmoothSpeed
);
_groundMovement = new GroundMovementSystem(
_characterConfig.maxStableMoveSpeed,
_characterConfig.sprintMoveSpeed,
_characterConfig.stableMovementSharpness,
_characterConfig.jumpSpeed
);
_airMovement = new AirMovementSystem(_characterConfig.gravity);
_airMovement = new AirMovementSystem(
_characterConfig.gravity,
_characterConfig.maxAirSpeed,
_characterConfig.airControlSharpness
);
motor.CharacterController = this; // Регистрация этого контроллера в движке
_inputHandler.FirstPersonCameraRotation =
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
_wallLeanMechanic.SetCharacterTransform(characterTransform);
_wallLeanMechanic.SetModel(characterTransform);
_wallRunningMechanic.Initialize(motor);
_originalColliderCenter = _capsuleCollider.center;
_originalColliderHeight = _capsuleCollider.height;
_originalFollowPointLocalPosition = _cameraFollowPoint.localPosition;
_currentColliderHeight = _originalColliderHeight;
_currentColliderCenter = _originalColliderCenter;
_currentFollowPointLocalPosition = _originalFollowPointLocalPosition;
}
// Текущий режим камеры для адаптации поведения
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
// Инициализация контроллера
// private void Start()
// {
// motor.CharacterController = this; // Регистрация этого контроллера в движке
// _inputHandler.FirstPersonCameraRotation =
// motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
// _wallLeanMechanic.SetCharacterTransform(characterTransform);
// }
// Обработка и преобразование входных данных от персонажа
public void SetInputs(ref CharacterInputs inputs)
{
// Обновляем таймер перезарядки слайда
_lastInputs = inputs;
_dashMechanic.TickCooldown(Time.deltaTime);
_slideMechanic.TickCooldown(Time.deltaTime);
_wallClimbMechanic.TickCooldown(Time.deltaTime);
_wallRunningMechanic.Tick(Time.deltaTime);
// Если активен слайд - игнорируем весь остальной ввод
if (_slideMechanic.IsSliding)
if (_dashMechanic.IsDashing || _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
if (isAbilitiesBlocked)
{
abilityBlockTimer -= Time.deltaTime;
if (abilityBlockTimer <= 0)
{
isAbilitiesBlocked = false;
}
else
{
inputs.DashPressed = false;
inputs.SlidePressed = false;
}
}
_dashMechanic.RequestDash(inputs.DashPressed);
_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);
// Передаём запрос прыжка
var jumpInput = inputs.JumpPressed;
if (jumpInput && CanJump)
{
_groundMovement.RequestJump(true);
}
else
{
_groundMovement.RequestJump(false);
}
}
// Обновление вращения персонажа на основе входных данных
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
{
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
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 && _characterConfig.orientationSharpness > 0)
{
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
var smoothedLookInputDirection = Vector3.Slerp(
motor.CharacterForward,
_inputHandler.LookInputVector,
1f - Mathf.Exp(-_characterConfig.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.Bogdan: // 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 (_dashMechanic.IsDashing && _groundMovement.JumpRequested)
_dashMechanic.EndDash();
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
if (!_dashMechanic.IsDashing)
_dashMechanic.TryStartDash(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
else
{
_dashMechanic.HandleDash(ref currentVelocity, deltaTime, motor);
return;
}
var wasSliding = _wasSlidingLastFrame;
var isSlidingNow = _slideMechanic.IsSliding;
if (!isSlidingNow)
{
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
isSlidingNow = _slideMechanic.IsSliding;
}
switch (isSlidingNow)
{
case true when !wasSliding:
EnterSlideState();
break;
case false when wasSliding:
ExitSlideState();
break;
}
if (isSlidingNow)
{
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
}
_wasSlidingLastFrame = isSlidingNow;
// === WALL RUNNING: обработка состояния ===
if (_wallRunningMechanic.IsWallRunning)
{
// 🔄 Передаём актуальные данные для walljump
if (_groundMovement.JumpRequested) // или _lastInputs.JumpPressed — зависит от логики
{
_wallRunningMechanic.PerformWallJump(_lastInputs, _inputHandler.FirstPersonCameraRotation);
_groundMovement.CancelJumpRequest(); // сброс, чтобы не сработало дважды
}
else
{
_wallRunningMechanic.HandleWallRun(ref currentVelocity, _lastInputs, deltaTime);
}
return;
}
@@ -213,69 +267,172 @@ namespace Code.Gameplay.Character.Controller
{
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
}
// Если персонаж не находится на земле
// Если персонаж не на земле — стандартное воздушное движение
else
{
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
_airMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
_groundMovement.CancelJumpRequest();
}
}
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
public void BlockAbilities(float duration)
{
isAbilitiesBlocked = true;
abilityBlockTimer = duration;
}
private void EnterSlideState()
{
_isEnteringSlide = true;
_isExitingSlide = false;
_slideTransitionTime = 0f;
_slideTransitionDuration = _characterConfig.slideEnterDuration;
}
private void ExitSlideState()
{
_isExitingSlide = true;
_isEnteringSlide = false;
_slideTransitionTime = 0f;
_slideTransitionDuration = _characterConfig.slideExitDuration;
}
private void UpdateSlideTransition(float deltaTime)
{
if (!_isEnteringSlide && !_isExitingSlide) return;
_slideTransitionTime += deltaTime;
var t = Mathf.Clamp01(_slideTransitionTime / _slideTransitionDuration);
t = Mathf.SmoothStep(0f, 1f, t);
if (_isEnteringSlide)
{
var targetHeight = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
var targetCenterY = targetHeight * 0.5f - _originalColliderHeight * 0.5f;
var targetCenter = _originalColliderCenter + Vector3.up * targetCenterY;
var targetFollowPos = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
_currentColliderHeight = Mathf.Lerp(_originalColliderHeight, targetHeight, t);
_currentColliderCenter = Vector3.Lerp(_originalColliderCenter, targetCenter, t);
_currentFollowPointLocalPosition = Vector3.Lerp(_originalFollowPointLocalPosition, targetFollowPos, t);
}
else if (_isExitingSlide)
{
_currentColliderHeight = Mathf.Lerp(_originalColliderHeight * _characterConfig.slideColliderHeightScale, _originalColliderHeight, t);
var prevHeight = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
var prevCenterY = prevHeight * 0.5f - _originalColliderHeight * 0.5f;
var prevCenter = _originalColliderCenter + Vector3.up * prevCenterY;
var prevFollowPos = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
_currentColliderCenter = Vector3.Lerp(prevCenter, _originalColliderCenter, t);
_currentFollowPointLocalPosition = Vector3.Lerp(prevFollowPos, _originalFollowPointLocalPosition, t);
}
if (_capsuleCollider)
{
_capsuleCollider.height = _currentColliderHeight;
_capsuleCollider.center = _currentColliderCenter;
}
if (_cameraFollowPoint)
{
_cameraFollowPoint.localPosition = _currentFollowPointLocalPosition;
}
if (!(t >= 1f)) return;
if (_isEnteringSlide)
{
_isEnteringSlide = false;
if (_capsuleCollider)
{
_capsuleCollider.height = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
var h = _capsuleCollider.height;
_capsuleCollider.center = _originalColliderCenter + Vector3.up * (h * 0.5f - _originalColliderHeight * 0.5f);
}
if (_cameraFollowPoint)
{
_cameraFollowPoint.localPosition = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
}
}
else if (_isExitingSlide)
{
_isExitingSlide = false;
if (_capsuleCollider)
{
_capsuleCollider.height = _originalColliderHeight;
_capsuleCollider.center = _originalColliderCenter;
}
if (_cameraFollowPoint)
{
_cameraFollowPoint.localPosition = _originalFollowPointLocalPosition;
}
}
_currentColliderHeight = _capsuleCollider ? _capsuleCollider.height : _originalColliderHeight;
_currentColliderCenter = _capsuleCollider ? _capsuleCollider.center : _originalColliderCenter;
_currentFollowPointLocalPosition = _cameraFollowPoint ? _cameraFollowPoint.localPosition : _originalFollowPointLocalPosition;
}
public void TriggerJump()
{
_jumpCooldownTimer = _jumpCooldownDuration;
}
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 (_dashMechanic.IsDashing && !motor.GroundingStatus.IsStableOnGround)
_dashMechanic.EndDash();
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
{
_slideMechanic.EndSlide();
}
if (motor.GroundingStatus.IsStableOnGround)
{
_wallClimbMechanic.ResetWallClimbSession();
}
}
// Метод вызывается после обновления персонажа
public void AfterCharacterUpdate(float deltaTime)
{
_wallLeanMechanic.UpdateLean(motor, deltaTime);
UpdateSlideTransition(deltaTime);
_jumpCooldownTimer -= deltaTime;
if (_jumpCooldownTimer < 0f) _jumpCooldownTimer = 0f;
_wallLeanMechanic.Update(
_wallRunningMechanic.IsWallRunning,
_wallRunningMechanic.GetWallNormal(),
motor.CharacterForward
);
}
// Проверка валидности коллайдера для обработки столкновений
public bool IsColliderValidForCollisions(Collider coll)
{
return true; // Все коллайдеры считаются валидными для столкновений
return true;
}
// 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)
{
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
if (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint))
{
}
}
// 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)
{
}
@@ -11,40 +11,23 @@ namespace Code.Gameplay.Character.Controller.Input
*/
public class CharacterInputHandler
{
// Косинус порогового угла для спринта (предвычислен)
private readonly float _sprintAngleThresholdCos;
// Векторы движения и направления взгляда
public Vector3 MoveInputVector { get; set; }
public Vector3 LookInputVector { get; set; }
// 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; }
// Конструктор с пороговым углом
public CharacterInputHandler(float sprintAngleThreshold)
{
// Предвычисляем косинус порогового угла для эффективности
// Угол в градусах → радианы → косинус
// Чем меньше угол — тем строже условие
_sprintAngleThresholdCos = Mathf.Cos(Mathf.Deg2Rad * sprintAngleThreshold);
}
// Обработка и преобразование входных данных от персонажа
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
{
// Сохраняем текущий режим камеры
var currentCameraMode = inputs.CameraMode;
// Обработка спринта
IsSprinting = inputs.SprintPressed && inputs.MoveAxisForward > _sprintAngleThresholdCos; // Спринт только при движении на заданный в конфиге угол
// Нормализация вектора движения и ограничение его величины до 1
var moveInputVector =
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f);
@@ -1,26 +1,38 @@
using UnityEngine;
using Code.Gameplay.Character.Controller.Input;
using KinematicCharacterController;
namespace Code.Gameplay.Character.Controller.Movement
{
/*
* Система движения персонажа в воздухе
*/
public class AirMovementSystem
{
// Вектор, отвечающий за применение гравитации
private readonly Vector3 _gravity;
private readonly float _maxAirSpeed;
private readonly float _airControlSharpness;
// Конструктор системы движения в воздухе
public AirMovementSystem(Vector3 gravity)
public AirMovementSystem(Vector3 gravity, float maxAirSpeed, float airControlSharpness)
{
_gravity = gravity;
_maxAirSpeed = maxAirSpeed;
_airControlSharpness = airControlSharpness;
}
// Обновление скорости движения персонажа в воздухе
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
public void UpdateVelocity(ref Vector3 currentVelocity, CharacterInputHandler inputHandler, KinematicCharacterMotor motor, float deltaTime)
{
// Применяем гравитацию
currentVelocity += _gravity * deltaTime;
var horizontalVelocity = Vector3.ProjectOnPlane(currentVelocity, motor.CharacterUp);
var verticalVelocity = Vector3.Dot(currentVelocity, motor.CharacterUp) * motor.CharacterUp;
var desiredHorizontalMovement = Vector3.ProjectOnPlane(inputHandler.MoveInputVector, motor.CharacterUp).normalized * _maxAirSpeed;
horizontalVelocity = Vector3.Lerp(
horizontalVelocity,
desiredHorizontalMovement,
1f - Mathf.Exp(-_airControlSharpness * deltaTime)
);
currentVelocity = horizontalVelocity + verticalVelocity;
}
}
}
@@ -11,8 +11,6 @@ namespace Code.Gameplay.Character.Controller.Movement
{
// 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
@@ -22,10 +20,9 @@ namespace Code.Gameplay.Character.Controller.Movement
public bool JumpRequested { get; private set; }
// Конструктор системы движения на земле
public GroundMovementSystem(float maxStableMoveSpeed, float sprintMoveSpeed, float stableMovementSharpness, float jumpSpeed)
public GroundMovementSystem(float maxStableMoveSpeed, float stableMovementSharpness, float jumpSpeed)
{
_maxStableMoveSpeed = maxStableMoveSpeed;
_sprintMoveSpeed = sprintMoveSpeed;
_stableMovementSharpness = stableMovementSharpness;
_jumpSpeed = jumpSpeed;
}
@@ -66,8 +63,7 @@ namespace Code.Gameplay.Character.Controller.Movement
inputHandler.MoveInputVector.magnitude;
// Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта
var targetSpeed = inputHandler.IsSprinting ? _sprintMoveSpeed : _maxStableMoveSpeed;
var targetMovementVelocity = reorientedInput * targetSpeed;
var targetMovementVelocity = reorientedInput * _maxStableMoveSpeed;
// Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием
currentVelocity = Vector3.Lerp(
@@ -80,8 +76,13 @@ namespace Code.Gameplay.Character.Controller.Movement
if (JumpRequested)
{
currentVelocity += motor.CharacterUp * _jumpSpeed - Vector3.Project(currentVelocity, motor.CharacterUp);
JumpRequested = false; // Сброс сразу после применения
JumpRequested = false;
motor.ForceUnground();
if (motor.CharacterController is CustomCharacterController controller)
{
controller.TriggerJump();
}
}
}
}
@@ -45,8 +45,8 @@ namespace Code.Gameplay.Character.Core
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)
inputs.DashPressed = _inputService.DashPressed; // Слайд (Ctrl)
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
// Передаем информацию о камере для адаптивного поведения
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Core
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 DashPressed;
public bool SlidePressed; // Флаг указывающий, нажата ли кнопка слайда
}
}
@@ -38,7 +38,7 @@ namespace Code.Gameplay.Character.Core
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift)
inputs.DashPressed = _inputService.DashPressed;
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
@@ -5,19 +5,44 @@ namespace Code.Gameplay.Door
{
public class CinematicDoorOpening
{
public DamnDoor DamnDoor;
public Light DoorLight;
private MainMenuDoor _mainMenuDoor;
private Light _doorLight;
public void PreOpen(bool start)
public CinematicDoorOpening(MainMenuDoor mainMenuDoor, Light doorLight)
{
DoorLight.DOColor(start ? Color.yellow : Color.red, 0.2f);
_mainMenuDoor = mainMenuDoor;
_doorLight = doorLight;
}
public void PreOpen(int type)
{
switch (type)
{
case 0:
_doorLight.DOColor(Color.green, 0.2f);
break;
case 1:
_doorLight.DOColor(Color.yellow, 0.2f);
break;
case 2:
_doorLight.DOColor(Color.red, 0.2f);
break;
}
DamnDoor.Petlya.DORotate(new Vector3(0, -40, 0), 1f);
_mainMenuDoor.Petlya.DORotate(new Vector3(0, -10, 0), 1f);
}
public void Close()
{
DamnDoor.Petlya.DORotate(new Vector3(0, 0, 0), 1f);
_mainMenuDoor.Petlya.DORotate(new Vector3(0, 0, 0), 1f);
}
}
[System.Serializable]
public class MainMenuUIVariables
{
public MainMenuDoor MainMenuDoor;
public Light DoorLight;
public Color ButtonDefaultColor;
public Color ButtonHoverColor;
}
}
@@ -0,0 +1,37 @@
using DG.Tweening;
using UnityEngine;
namespace Code.Gameplay.Door
{
public class Door : MonoBehaviour
{
[SerializeField] private Transform doorPolotno;
private Vector3 _doorInitialPosition;
private Quaternion _doorInitialRotation;
[SerializeField] private Transform hingeJointAnchor;
[SerializeField] private HingeJoint hingeJoint;
[SerializeField] private Rigidbody rigidbody;
public void TranslationMode(bool on)
{
if (on)
{
rigidbody.isKinematic = true;
return;
}
_doorInitialPosition = doorPolotno.position;
_doorInitialRotation = doorPolotno.rotation;
rigidbody.isKinematic = false;
hingeJoint.autoConfigureConnectedAnchor = false;
hingeJoint.connectedAnchor = hingeJointAnchor.position;
}
public void CloseTheDoor()
{
TranslationMode(true);
doorPolotno.DORotate(_doorInitialRotation.eulerAngles, 0.5f);
doorPolotno.DOMove(_doorInitialPosition, 0.5f);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bc9fc6ce2cc24b68b2b330e4fd029b80
timeCreated: 1764304430
Loaded 100 of 898 files, more files were not shown because too many files have changed in this diff. Show more