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@@ -1,6 +1,9 @@
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using Code.App.StateMachine;
|
using Code.App.StateMachine;
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|
using Code.Audio;
|
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using Code.Gameplay.Player;
|
using Code.Gameplay.Player;
|
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using Code.Input;
|
using Code.Input;
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|
using Code.Scenes;
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|
using Code.Scenes.SceneEnvironments;
|
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using Code.StateMachine;
|
using Code.StateMachine;
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using Code.UI;
|
using Code.UI;
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using Cysharp.Threading.Tasks;
|
using Cysharp.Threading.Tasks;
|
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@@ -30,7 +33,11 @@ namespace Code.App.AppStates
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Context.InputService.EnableMap(ActionMappings.UI);
|
Context.InputService.EnableMap(ActionMappings.UI);
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Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
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Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
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GameOver();
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Death);
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Context.AudioService.ApplyStun(5000,0.5f);
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GameOver().Forget();
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base.EnterState();
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base.EnterState();
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}
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}
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@@ -45,7 +52,7 @@ namespace Code.App.AppStates
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await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
|
await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
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_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
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_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
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_gameOverPanel.Show();
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}
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}
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private void ToMainMenu()
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private void ToMainMenu()
|
||||||
@@ -71,6 +78,8 @@ namespace Code.App.AppStates
|
|||||||
Context.InputService.DisableMap(ActionMappings.UI);
|
Context.InputService.DisableMap(ActionMappings.UI);
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
|
||||||
|
|
||||||
|
Context.AudioService.GladlyAskToStopMusic(MusicType.Death, time: 0f, callback: Context.AudioFactory.ReleaseDeathMusic);
|
||||||
|
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -13,10 +13,12 @@ using Code.StateMachine;
|
|||||||
using Code.UI;
|
using Code.UI;
|
||||||
using Code.UI.Panels;
|
using Code.UI.Panels;
|
||||||
using Cysharp.Threading.Tasks;
|
using Cysharp.Threading.Tasks;
|
||||||
|
using DG.Tweening;
|
||||||
using Reflex.Core;
|
using Reflex.Core;
|
||||||
using Reflex.Extensions;
|
using Reflex.Extensions;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
namespace Code.App.AppStates
|
namespace Code.App.AppStates
|
||||||
@@ -43,24 +45,17 @@ namespace Code.App.AppStates
|
|||||||
.RegisterLoading(LoadingWork.LoadModelResource)
|
.RegisterLoading(LoadingWork.LoadModelResource)
|
||||||
.RegisterLoading(LoadingWork.LoadAudio);
|
.RegisterLoading(LoadingWork.LoadAudio);
|
||||||
|
|
||||||
//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
|
|
||||||
|
|
||||||
//_playerHealth.OnDamage += PlayerDamageTaken;
|
|
||||||
//_playerHealth.OnDeath += EndGame;
|
|
||||||
|
|
||||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
|
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
|
||||||
|
|
||||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||||
|
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
|
||||||
|
|
||||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
|
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
|
||||||
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
|
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
|
WaitForLoad().Forget();
|
||||||
WaitForLoad();
|
|
||||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
|
||||||
}
|
}
|
||||||
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
|
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
|
||||||
|
|
||||||
@@ -69,8 +64,11 @@ namespace Code.App.AppStates
|
|||||||
await UniTask.WhenAll(
|
await UniTask.WhenAll(
|
||||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
||||||
Context.AudioFactory.WarmGameplayMusic(),
|
Context.AudioFactory.WarmGameplayMusic(),
|
||||||
Context.AudioFactory.WarmSFX(),
|
Context.AudioFactory.WarmDeathMusic(),
|
||||||
Context.AudioFactory.WarmDispatcher()
|
// Context.AudioFactory.WarmSFX(),
|
||||||
|
Context.AudioFactory.WarmDispatcher(),
|
||||||
|
Context.AudioFactory.WarmEnemies(),
|
||||||
|
Context.AudioFactory.WarmCourier()
|
||||||
);
|
);
|
||||||
|
|
||||||
Context.LoadingManager
|
Context.LoadingManager
|
||||||
@@ -90,6 +88,9 @@ namespace Code.App.AppStates
|
|||||||
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
||||||
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
|
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
|
||||||
|
|
||||||
|
Context.PlayerProvider = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerProvider>();
|
||||||
|
Context.PlayerFactory = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerFactory>();
|
||||||
|
|
||||||
await UniTask.WhenAll(
|
await UniTask.WhenAll(
|
||||||
WaitForPlayerArmsToInitialize(),
|
WaitForPlayerArmsToInitialize(),
|
||||||
WaitForPlayerCharacterLoad()
|
WaitForPlayerCharacterLoad()
|
||||||
@@ -111,6 +112,8 @@ namespace Code.App.AppStates
|
|||||||
|
|
||||||
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
|
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
|
||||||
|
|
||||||
|
_volume = sceneEnvironment.volume;
|
||||||
|
|
||||||
PlayerInitialize(sceneEnvironment);
|
PlayerInitialize(sceneEnvironment);
|
||||||
|
|
||||||
CameraInitialize();
|
CameraInitialize();
|
||||||
@@ -137,13 +140,13 @@ namespace Code.App.AppStates
|
|||||||
}
|
}
|
||||||
private void OrderRecieved(float time)
|
private void OrderRecieved(float time)
|
||||||
{
|
{
|
||||||
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2));
|
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2 + 1));
|
||||||
}
|
}
|
||||||
private void OrderDelivered(int score, float time)
|
private void OrderDelivered(int score, float time)
|
||||||
{
|
{
|
||||||
_gameplayPanel.HideTimer();
|
_gameplayPanel.HideTimer();
|
||||||
|
|
||||||
if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
|
if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2 + 1));
|
||||||
_playerScore.UpdateScore(score);
|
_playerScore.UpdateScore(score);
|
||||||
|
|
||||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
||||||
@@ -151,16 +154,31 @@ namespace Code.App.AppStates
|
|||||||
|
|
||||||
private void PlayerDamageTaken(int damage, PlayerHealth health)
|
private void PlayerDamageTaken(int damage, PlayerHealth health)
|
||||||
{
|
{
|
||||||
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
|
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4 + 1));
|
||||||
|
Context.AudioService.PlayCourier((CourierSounds)Random.Range((int)CourierSounds.Damage1,(int)CourierSounds.Damage2 + 1));
|
||||||
|
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
|
// DEBUG
|
||||||
private void InstaKillDEBUG(InputAction.CallbackContext context)
|
private void InstaKillDEBUG(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
_playerHealth.InstaKill();
|
_playerHealth.InstaKill();
|
||||||
}
|
}
|
||||||
private void RoomPassedDEBUG(InputAction.CallbackContext context)
|
private void TakeGamageDEBUG(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
_orderService.RoomPassed();
|
_playerHealth.GetDamage(1);
|
||||||
}
|
}
|
||||||
// DEBUG
|
// DEBUG
|
||||||
private bool _tickEnabled;
|
private bool _tickEnabled;
|
||||||
@@ -194,12 +212,16 @@ namespace Code.App.AppStates
|
|||||||
Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
|
Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
|
||||||
|
|
||||||
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
||||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
|
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, time: 0f, callback: Context.AudioFactory.ReleaseActionMusic);
|
||||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
|
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, InstaKillDEBUG);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
|
||||||
|
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
}
|
}
|
||||||
@@ -216,13 +238,15 @@ namespace Code.App.AppStates
|
|||||||
|
|
||||||
private GameplayPanel _gameplayPanel;
|
private GameplayPanel _gameplayPanel;
|
||||||
private ArmsMeshProvider _armsMesh;
|
private ArmsMeshProvider _armsMesh;
|
||||||
|
private DamagePanel _damagePanel;
|
||||||
private void UIInitialize()
|
private void UIInitialize()
|
||||||
{
|
{
|
||||||
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
|
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
|
||||||
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
|
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
|
||||||
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
|
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
|
||||||
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
|
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
|
||||||
|
|
||||||
|
_damagePanel = _gameplayPanel.DamagePanel;
|
||||||
}
|
}
|
||||||
private void MusicInitialize()
|
private void MusicInitialize()
|
||||||
{
|
{
|
||||||
@@ -244,6 +268,8 @@ namespace Code.App.AppStates
|
|||||||
_orderService.OnOrderDelivered += OrderDelivered;
|
_orderService.OnOrderDelivered += OrderDelivered;
|
||||||
_orderService.OnOrderFailure += OrderFailure;
|
_orderService.OnOrderFailure += OrderFailure;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private Volume _volume;
|
||||||
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
|
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
|
||||||
{
|
{
|
||||||
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
|
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
|
||||||
|
|||||||
@@ -30,16 +30,14 @@ namespace Code.App.AppStates
|
|||||||
.RegisterLoading(LoadingWork.LoadUI)
|
.RegisterLoading(LoadingWork.LoadUI)
|
||||||
.RegisterLoading(LoadingWork.LoadAudio);
|
.RegisterLoading(LoadingWork.LoadAudio);
|
||||||
|
|
||||||
// Context.UIService.LoadingScreen.Show();
|
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
|
||||||
|
|
||||||
Context.CameraStateMachine.SwitchState(CameraMode.MainMenu);
|
Context.CameraStateMachine.SwitchState(CameraMode.MainMenu);
|
||||||
|
|
||||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu);
|
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu);
|
||||||
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
|
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
|
WaitForLoad().Forget();
|
||||||
WaitForLoad();
|
|
||||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private async UniTaskVoid WaitForLoad()
|
private async UniTaskVoid WaitForLoad()
|
||||||
@@ -53,6 +51,9 @@ namespace Code.App.AppStates
|
|||||||
.UnregisterLoading(LoadingWork.LoadUI)
|
.UnregisterLoading(LoadingWork.LoadUI)
|
||||||
.UnregisterLoading(LoadingWork.LoadAudio);
|
.UnregisterLoading(LoadingWork.LoadAudio);
|
||||||
|
|
||||||
|
InitializeUI((MainMenuEnvironment)SceneManager.GetActiveScene()
|
||||||
|
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
||||||
|
|
||||||
InitializeAudio();
|
InitializeAudio();
|
||||||
|
|
||||||
InitializeInput();
|
InitializeInput();
|
||||||
@@ -63,8 +64,6 @@ namespace Code.App.AppStates
|
|||||||
var mainMenuEnvironment = (MainMenuEnvironment)SceneManager.GetActiveScene()
|
var mainMenuEnvironment = (MainMenuEnvironment)SceneManager.GetActiveScene()
|
||||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>();
|
.GetSceneContainer().Resolve<CurrentSceneEnvironment>();
|
||||||
|
|
||||||
InitializeUI(mainMenuEnvironment);
|
|
||||||
|
|
||||||
InitializeCamera(mainMenuEnvironment);
|
InitializeCamera(mainMenuEnvironment);
|
||||||
|
|
||||||
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
||||||
@@ -83,7 +82,6 @@ namespace Code.App.AppStates
|
|||||||
|
|
||||||
private void InitializeAudio()
|
private void InitializeAudio()
|
||||||
{
|
{
|
||||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
|
|
||||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
|
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -120,7 +118,7 @@ namespace Code.App.AppStates
|
|||||||
public override void ExitState()
|
public override void ExitState()
|
||||||
{
|
{
|
||||||
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
||||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
|
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, time: 0f, callback: Context.AudioFactory.ReleaseMenuMusic);
|
||||||
|
|
||||||
Context.AudioFactory.ReleaseAudioTestClips();
|
Context.AudioFactory.ReleaseAudioTestClips();
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
|
|||||||
@@ -33,11 +33,7 @@ namespace Code.App
|
|||||||
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
|
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
||||||
// Перенести нахуй в контейнер геймплея
|
|
||||||
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
|
|
||||||
containerBuilder.AddSingleton(typeof(EnemyFactory), typeof(IEnemyFactory));
|
|
||||||
containerBuilder.AddSingleton(typeof(PlayerProvider), typeof(IPlayerProvider));
|
|
||||||
//
|
|
||||||
InitializeCamera(containerBuilder, staticDataService);
|
InitializeCamera(containerBuilder, staticDataService);
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
|
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
|
||||||
@@ -71,6 +67,7 @@ namespace Code.App
|
|||||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
|
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// TODO Часть в сцены
|
||||||
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
|
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
|
||||||
{
|
{
|
||||||
staticDataService = new StaticDataService();
|
staticDataService = new StaticDataService();
|
||||||
@@ -97,10 +94,13 @@ namespace Code.App
|
|||||||
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
|
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
|
||||||
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
|
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
|
||||||
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
|
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
|
||||||
|
containerBuilder.AddSingleton(staticDataService.CourierSoundListConfig, typeof(CourierSoundListConfig));
|
||||||
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
|
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
|
||||||
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
|
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
|
||||||
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
|
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
|
||||||
|
|
||||||
|
containerBuilder.AddSingleton(staticDataService.DefaultAudioSettingsConfig, typeof(DefaultAudioSettingsConfig));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
|
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
|
||||||
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
|
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
|
||||||
|
|
||||||
@@ -119,9 +119,7 @@ namespace Code.App
|
|||||||
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
|
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
|
||||||
cameraStateMachine.Initialize();
|
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).Forget();
|
||||||
BootstrapFinish(container);
|
|
||||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
|
||||||
}
|
}
|
||||||
private async UniTaskVoid BootstrapFinish(Container container)
|
private async UniTaskVoid BootstrapFinish(Container container)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -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
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
using Code.App.Loading;
|
using Code.App.Loading;
|
||||||
|
using Code.Gameplay.Enemies;
|
||||||
using Code.Gameplay.Orders.Order;
|
using Code.Gameplay.Orders.Order;
|
||||||
using Code.Gameplay.Player;
|
using Code.Gameplay.Player;
|
||||||
using Code.Generator;
|
using Code.Generator;
|
||||||
@@ -21,6 +22,9 @@ namespace Code.App.SceneInstallers
|
|||||||
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
|
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
|
||||||
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
|
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
|
||||||
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
|
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.AddScoped(typeof(RoomGenerator));
|
||||||
|
|
||||||
containerBuilder.OnContainerBuilt += Initialize;
|
containerBuilder.OnContainerBuilt += Initialize;
|
||||||
@@ -37,7 +41,7 @@ namespace Code.App.SceneInstallers
|
|||||||
loadingManager
|
loadingManager
|
||||||
.UnregisterLoading(LoadingWork.LoadScene);
|
.UnregisterLoading(LoadingWork.LoadScene);
|
||||||
|
|
||||||
LoadRooms(container,loadingManager);
|
LoadRooms(container,loadingManager).Forget();
|
||||||
}
|
}
|
||||||
|
|
||||||
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
|
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
|
||||||
|
|||||||
@@ -19,10 +19,10 @@ namespace Code.App.StateMachine
|
|||||||
[Inject] public AppStateMachine StateMachine { get; private set; }
|
[Inject] public AppStateMachine StateMachine { get; private set; }
|
||||||
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
|
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
|
||||||
[Inject] public IUIService UIService { get; private set; }
|
[Inject] public IUIService UIService { get; private set; }
|
||||||
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
|
|
||||||
[Inject] public IPlayerProvider PlayerProvider { get; private set; }
|
|
||||||
[Inject] public IAudioFactory AudioFactory { get; private set; }
|
[Inject] public IAudioFactory AudioFactory { get; private set; }
|
||||||
[Inject] public IAudioService AudioService { get; private set; }
|
[Inject] public IAudioService AudioService { get; private set; }
|
||||||
[Inject] public IEnemyFactory EnemyFactory { get; private set; }
|
/*[Inject]*/public IPlayerFactory PlayerFactory { get; set; }
|
||||||
|
/*[Inject]*/public IPlayerProvider PlayerProvider { get; set; }
|
||||||
|
// [Inject] public IEnemyFactory EnemyFactory { get; private set; }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -2,17 +2,16 @@ namespace Code.Audio
|
|||||||
{
|
{
|
||||||
public enum SFXSounds
|
public enum SFXSounds
|
||||||
{
|
{
|
||||||
Crowbar,
|
|
||||||
Shot357
|
|
||||||
}
|
}
|
||||||
public enum UISounds
|
public enum UISounds
|
||||||
{
|
{
|
||||||
Crowbar
|
|
||||||
}
|
}
|
||||||
public enum EnemiesSounds
|
public enum EnemiesSounds
|
||||||
{
|
{
|
||||||
Bastard,
|
GrandpaAttack,
|
||||||
Bravo
|
GrandpaStep,
|
||||||
|
RoachAttack,
|
||||||
|
RoachStep
|
||||||
}
|
}
|
||||||
public enum DispatcherSounds
|
public enum DispatcherSounds
|
||||||
{
|
{
|
||||||
@@ -28,4 +27,10 @@ namespace Code.Audio
|
|||||||
Late4,
|
Late4,
|
||||||
Late5
|
Late5
|
||||||
}
|
}
|
||||||
|
public enum CourierSounds
|
||||||
|
{
|
||||||
|
Step,
|
||||||
|
Damage1,
|
||||||
|
Damage2
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -19,24 +19,28 @@ namespace Code.Audio
|
|||||||
private AssetReference[] _audioTestClipsReferences;
|
private AssetReference[] _audioTestClipsReferences;
|
||||||
private AssetReference[] _peacefulSoundtrack;
|
private AssetReference[] _peacefulSoundtrack;
|
||||||
private AssetReference[] _actionSoundtrack;
|
private AssetReference[] _actionSoundtrack;
|
||||||
|
private AssetReference[] _deathSoundtrack;
|
||||||
private AssetReference[] _menuSoundtrack;
|
private AssetReference[] _menuSoundtrack;
|
||||||
private AssetReference[] _SFX;
|
private AssetReference[] _SFX;
|
||||||
private AssetReference[] _enemies;
|
private AssetReference[] _enemies;
|
||||||
private AssetReference[] _dispatcher;
|
private AssetReference[] _dispatcher;
|
||||||
private AssetReference[] _character;
|
private AssetReference[] _courier;
|
||||||
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
|
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
|
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
|
||||||
|
private AsyncOperationHandle<IList<AudioClip>> _deathMusicHandle;
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
|
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
|
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
|
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
|
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
|
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
|
||||||
|
private AsyncOperationHandle<IList<AudioClip>> _courierHandle;
|
||||||
|
|
||||||
public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
|
public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
|
||||||
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { 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> SFXAudios { get; private set; } = new();
|
||||||
public List<AudioClip> EnemiesAudios { 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 List<AudioClip> DispatcherAudios { get; private set; } = new();
|
||||||
|
|
||||||
public AudioFactory(AudioMixerConfig audioMixerConfig,
|
public AudioFactory(AudioMixerConfig audioMixerConfig,
|
||||||
@@ -44,7 +48,8 @@ namespace Code.Audio
|
|||||||
SFXListConfig sfxListConfig,
|
SFXListConfig sfxListConfig,
|
||||||
EnemiesSoundListConfig enemiesSoundListConfig,
|
EnemiesSoundListConfig enemiesSoundListConfig,
|
||||||
DispatcherSoundListConfig dispatcherSoundListConfig,
|
DispatcherSoundListConfig dispatcherSoundListConfig,
|
||||||
AudioTestClipsConfig audioTestClipsConfig
|
AudioTestClipsConfig audioTestClipsConfig,
|
||||||
|
CourierSoundListConfig courierSoundListConfig
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
AudioMixer = audioMixerConfig.audioMixerAsset;
|
AudioMixer = audioMixerConfig.audioMixerAsset;
|
||||||
@@ -52,15 +57,18 @@ namespace Code.Audio
|
|||||||
|
|
||||||
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
|
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
|
||||||
_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
|
_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
|
||||||
|
_deathSoundtrack = soundtrackListConfig.deathSoundtrack;
|
||||||
_menuSoundtrack = soundtrackListConfig.menuSoundtrack;
|
_menuSoundtrack = soundtrackListConfig.menuSoundtrack;
|
||||||
_SFX = sfxListConfig.SFX;
|
_SFX = sfxListConfig.SFX;
|
||||||
_enemies = enemiesSoundListConfig.enemies;
|
_enemies = enemiesSoundListConfig.enemies;
|
||||||
_dispatcher = dispatcherSoundListConfig.dispatcher;
|
_dispatcher = dispatcherSoundListConfig.dispatcher;
|
||||||
|
_courier = courierSoundListConfig.courierSounds;
|
||||||
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
|
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
|
||||||
|
|
||||||
MusicDictionary.Add(MusicType.Menu, new ());
|
MusicDictionary.Add(MusicType.Menu, new ());
|
||||||
MusicDictionary.Add(MusicType.Peaceful, new ());
|
MusicDictionary.Add(MusicType.Death, new ());
|
||||||
MusicDictionary.Add(MusicType.Action, new ());
|
MusicDictionary.Add(MusicType.Action, new ());
|
||||||
|
MusicDictionary.Add(MusicType.Peaceful, new ());
|
||||||
}
|
}
|
||||||
|
|
||||||
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
|
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
|
||||||
@@ -112,6 +120,29 @@ namespace Code.Audio
|
|||||||
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
||||||
_menuMusicHandle.Release();
|
_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( )
|
public async UniTask WarmSFX( )
|
||||||
{
|
{
|
||||||
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
|
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
|
||||||
@@ -156,6 +187,10 @@ namespace Code.Audio
|
|||||||
{
|
{
|
||||||
MusicDictionary[MusicType.Menu].Add(audioClip);
|
MusicDictionary[MusicType.Menu].Add(audioClip);
|
||||||
}
|
}
|
||||||
|
private void OnDeathTrackLoaded(AudioClip audioClip)
|
||||||
|
{
|
||||||
|
MusicDictionary[MusicType.Death].Add(audioClip);
|
||||||
|
}
|
||||||
|
|
||||||
// private int _audioTestClipCounter;
|
// private int _audioTestClipCounter;
|
||||||
private void OnAudioTestClipLoaded(AudioClip audioClip)
|
private void OnAudioTestClipLoaded(AudioClip audioClip)
|
||||||
@@ -182,5 +217,9 @@ namespace Code.Audio
|
|||||||
{
|
{
|
||||||
DispatcherAudios.Add(audioClip);
|
DispatcherAudios.Add(audioClip);
|
||||||
}
|
}
|
||||||
|
private void OnCourierLoaded(AudioClip audioClip)
|
||||||
|
{
|
||||||
|
CourierAudios.Add(audioClip);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -22,134 +22,104 @@ namespace Code.Audio
|
|||||||
private AudioSource _actionMusicSource;
|
private AudioSource _actionMusicSource;
|
||||||
private AudioSource _peacefulMusicSource;
|
private AudioSource _peacefulMusicSource;
|
||||||
|
|
||||||
private AudioMixerGroup _masterGroup,
|
private Dictionary<AudioType, AudioMixerGroup> _audioMixerGroups = new();
|
||||||
// _musicGroup,
|
|
||||||
_actionMusicGroup,
|
|
||||||
_menuMusicGroup,
|
|
||||||
_peacefulMusicGroup,
|
|
||||||
_SFXGroup,
|
|
||||||
_creaturesGroup,
|
|
||||||
_dispatcherGroup,
|
|
||||||
_courierGroup,
|
|
||||||
_enemiesGroup;
|
|
||||||
|
|
||||||
private readonly AudioSourcePool _audioSourcePool;
|
private readonly AudioSourcePool _audioSourcePool;
|
||||||
|
|
||||||
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
|
// Юнити не может - говнокод поможет.
|
||||||
|
private Dictionary<AudioSnapshotState, Dictionary<AudioType, float>> _snapshotsVolumes = new();
|
||||||
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
|
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
|
||||||
|
|
||||||
public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings)
|
public AudioService(IAudioFactory audioFactory,
|
||||||
|
Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings,
|
||||||
|
DefaultAudioSettingsConfig defaultAudioSettingsConfig)
|
||||||
{
|
{
|
||||||
_audioFactory = audioFactory;
|
_audioFactory = audioFactory;
|
||||||
_audioSourcePool = new(settings);
|
_audioSourcePool = new(settings);
|
||||||
_settings = 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);
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO Грязно, убрать снапшоты НАХУЙ
|
|
||||||
public float GetSetting(AudioType type)
|
public float GetSetting(AudioType type)
|
||||||
{
|
{
|
||||||
float value;
|
_mixer.GetFloat(_audioMixerGroups[type].name, out float value);
|
||||||
switch (type)
|
|
||||||
{
|
|
||||||
case AudioType.SFX:
|
|
||||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_SFXGroup.name, out value);
|
|
||||||
break;
|
|
||||||
case AudioType.Master:
|
|
||||||
_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_masterGroup.name, out value);
|
|
||||||
break;
|
|
||||||
case AudioType.Creatures:
|
|
||||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_creaturesGroup.name, out value);
|
|
||||||
break;
|
|
||||||
case AudioType.GameplayMusic:
|
|
||||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_peacefulMusicGroup.name, out value);
|
|
||||||
break;
|
|
||||||
case AudioType.MenuMusic:
|
|
||||||
_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_menuMusicGroup.name, out value);
|
|
||||||
break;
|
|
||||||
case AudioType.DispatcherSounds:
|
|
||||||
_snapshots[AudioSnapshotState.Action].audioMixer.GetFloat(_dispatcherGroup.name, out value);
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
value = 1;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
value = Mathf.Pow(10f, value / 20);
|
value = Mathf.Pow(10f, value / 20);
|
||||||
|
|
||||||
return value;
|
return value;
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO Грязно, убрать снапшоты НАХУЙ
|
|
||||||
public void ChangeSetting(AudioType type, float value)
|
public void ChangeSetting(AudioType type, float value)
|
||||||
{
|
{
|
||||||
float volume = Mathf.Log10(value) * 20;
|
float volume = Mathf.Log10(value) * 20;
|
||||||
switch (type)
|
switch (type)
|
||||||
{
|
{
|
||||||
case AudioType.SFX:
|
case AudioType.DeathMusic:
|
||||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_SFXGroup.name, volume);
|
|
||||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_SFXGroup.name, volume);
|
|
||||||
break;
|
|
||||||
case AudioType.Master:
|
case AudioType.Master:
|
||||||
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_masterGroup.name, volume);
|
_snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
|
||||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_masterGroup.name, volume);
|
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
|
||||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_masterGroup.name, volume);
|
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
|
||||||
|
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
||||||
break;
|
break;
|
||||||
case AudioType.Creatures:
|
case AudioType.ActionMusic:
|
||||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_creaturesGroup.name, volume);
|
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
|
||||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_creaturesGroup.name, volume);
|
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
||||||
break;
|
break;
|
||||||
case AudioType.GameplayMusic:
|
case AudioType.PeacefulMusic:
|
||||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_peacefulMusicGroup.name, volume);
|
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
|
||||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_actionMusicGroup.name, volume);
|
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
||||||
break;
|
break;
|
||||||
case AudioType.MenuMusic:
|
case AudioType.MenuMusic:
|
||||||
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_menuMusicGroup.name, volume);
|
_snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
|
||||||
|
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
||||||
break;
|
break;
|
||||||
case AudioType.DispatcherSounds:
|
case AudioType.SFX:
|
||||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_dispatcherGroup.name, volume);
|
case AudioType.Dispatcher:
|
||||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_dispatcherGroup.name, volume);
|
case AudioType.Courier:
|
||||||
|
case AudioType.Enemies:
|
||||||
|
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
|
||||||
|
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
|
||||||
|
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
// _mixer.FindSnapshot("Action").audioMixer.SetFloat("music", volume);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public async UniTask Initialize()
|
public async UniTask Initialize()
|
||||||
{
|
{
|
||||||
// _mixer = await _audioFactory.CreateMixer();
|
|
||||||
_mixer = _audioFactory.AudioMixer;
|
_mixer = _audioFactory.AudioMixer;
|
||||||
|
|
||||||
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
|
|
||||||
_menuMusicGroup = _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0];
|
|
||||||
_actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
|
|
||||||
_peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
|
|
||||||
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
|
|
||||||
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[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.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
|
||||||
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
|
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
|
||||||
|
|
||||||
_cancellationTokenSources.Add(MusicType.Menu, new());
|
_cancellationTokenSources.Add(MusicType.Menu, new());
|
||||||
|
_cancellationTokenSources.Add(MusicType.Death, new());
|
||||||
_cancellationTokenSources.Add(MusicType.Action, new());
|
_cancellationTokenSources.Add(MusicType.Action, new());
|
||||||
_cancellationTokenSources.Add(MusicType.Peaceful, new());
|
_cancellationTokenSources.Add(MusicType.Peaceful, new());
|
||||||
|
|
||||||
_musicAudioSources.Add(MusicType.Menu, null);
|
_musicAudioSources.Add(MusicType.Menu, null);
|
||||||
|
_musicAudioSources.Add(MusicType.Death, null);
|
||||||
_musicAudioSources.Add(MusicType.Action, null);
|
_musicAudioSources.Add(MusicType.Action, null);
|
||||||
_musicAudioSources.Add(MusicType.Peaceful, null);
|
_musicAudioSources.Add(MusicType.Peaceful, null);
|
||||||
|
|
||||||
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
|
_audioMixerGroups.Add(AudioType.Master, _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0]);
|
||||||
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
|
_audioMixerGroups.Add(AudioType.SFX, _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0]);
|
||||||
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
|
_audioMixerGroups.Add(AudioType.Dispatcher, _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0]);
|
||||||
_courierGroup = _mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
|
_audioMixerGroups.Add(AudioType.Courier, _mixer.FindMatchingGroups(AudioGroups.CourierGroup)[0]);
|
||||||
_enemiesGroup = _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[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);
|
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, CancellationTokenSource> _cancellationTokenSources = new();
|
||||||
private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
|
private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
|
||||||
private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
|
private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
|
||||||
@@ -169,19 +139,13 @@ namespace Code.Audio
|
|||||||
|
|
||||||
_musicAudioSources[musicType].Play();
|
_musicAudioSources[musicType].Play();
|
||||||
|
|
||||||
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
|
||||||
// _ => !_musicAudioSources[musicType].isPlaying,
|
|
||||||
// cancellationToken: _cancellationTokenSources[musicType].Token);
|
|
||||||
await UniTask.NextFrame();
|
await UniTask.NextFrame();
|
||||||
// Debug.Log($"Playing {musicType}");
|
|
||||||
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
||||||
_ => !_musicAudioSources[musicType].isPlaying,
|
_ => !_musicAudioSources[musicType].isPlaying,
|
||||||
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
|
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
|
||||||
// Debug.Log($"Finished {musicType}");
|
Debug.LogError("Music skipping");
|
||||||
|
|
||||||
if (isCanceled)
|
if (isCanceled)
|
||||||
{
|
{
|
||||||
// Debug.Log($"Cancelled {musicType}");
|
|
||||||
_cancellationTokenSources[musicType].Dispose();
|
_cancellationTokenSources[musicType].Dispose();
|
||||||
_cancellationTokenSources[musicType] = new();
|
_cancellationTokenSources[musicType] = new();
|
||||||
|
|
||||||
@@ -191,13 +155,13 @@ namespace Code.Audio
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType);
|
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType).Forget();
|
||||||
}
|
}
|
||||||
|
|
||||||
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
|
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
|
||||||
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
|
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
|
||||||
{
|
{
|
||||||
TransitToSnapshot(audioSnapshotState, time);
|
//TransitToSnapshot(audioSnapshotState, time);
|
||||||
|
|
||||||
await UniTask.WaitForSeconds(time);
|
await UniTask.WaitForSeconds(time);
|
||||||
|
|
||||||
@@ -205,39 +169,56 @@ namespace Code.Audio
|
|||||||
|
|
||||||
callback?.Invoke();
|
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()
|
public void StopMusic()
|
||||||
{
|
{
|
||||||
_peacefulMusicSource.Stop();
|
_peacefulMusicSource.Stop();
|
||||||
_actionMusicSource.Stop();
|
_actionMusicSource.Stop();
|
||||||
|
_cancellationTokenSources[MusicType.Peaceful].Cancel();
|
||||||
|
_cancellationTokenSources[MusicType.Action].Cancel();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void GladlyAskToStopMusic(Action callback = null)
|
public void GladlyAskToStopMusic(Action callback = null)
|
||||||
{
|
{
|
||||||
TransitToSnapshot(AudioSnapshotState.None);
|
// TransitToSnapshot(AudioSnapshotState.None);
|
||||||
_peacefulMusicSource.Stop();
|
_peacefulMusicSource.Stop();
|
||||||
_actionMusicSource.Stop();
|
_actionMusicSource.Stop();
|
||||||
|
|
||||||
callback?.Invoke();
|
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)
|
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)
|
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
|
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
|
||||||
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
|
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
|
||||||
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
|
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
|
||||||
@@ -245,108 +226,35 @@ namespace Code.Audio
|
|||||||
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
||||||
{
|
{
|
||||||
OnDispatcherStarted?.Invoke();
|
OnDispatcherStarted?.Invoke();
|
||||||
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup,
|
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId],
|
||||||
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke());
|
_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 CancellationTokenSource _testClipCancellationTokenSource = new();
|
||||||
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
|
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
|
||||||
|
|
||||||
|
private AudioType _currentTestClipAudioType;
|
||||||
|
|
||||||
// TODO Засунуть в словарь
|
// TODO Засунуть в словарь
|
||||||
public void PlayTestClip(AudioType audioType)
|
public void PlayTestClip(AudioType audioType)
|
||||||
{
|
{
|
||||||
if(_currentTestClipAudioType == audioType) return;
|
if (_currentTestClipAudioType == audioType) return;
|
||||||
|
|
||||||
_testClipCancellationTokenSource.Cancel();
|
_testClipCancellationTokenSource.Cancel();
|
||||||
_testClipCancellationTokenSource = new();
|
_testClipCancellationTokenSource = new();
|
||||||
|
|
||||||
_currentTestClipAudioType = audioType;
|
_currentTestClipAudioType = audioType;
|
||||||
|
|
||||||
switch (audioType)
|
|
||||||
{
|
|
||||||
case AudioType.SFX:
|
|
||||||
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
||||||
_SFXGroup, _testClipCancellationTokenSource,
|
_audioMixerGroups[audioType], _testClipCancellationTokenSource,
|
||||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
AudioSourceType.NoBlend, ResetCurrentTestAudioSource).Forget();
|
||||||
break;
|
|
||||||
case AudioType.Master:
|
|
||||||
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
|
||||||
_masterGroup, _testClipCancellationTokenSource,
|
|
||||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
|
||||||
break;
|
|
||||||
case AudioType.Creatures:
|
|
||||||
_audioSourcePool.PlayOneShot( _audioFactory.AudioTestClips[audioType],
|
|
||||||
_creaturesGroup, _testClipCancellationTokenSource,
|
|
||||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
|
||||||
break;
|
|
||||||
case AudioType.GameplayMusic:
|
|
||||||
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
|
||||||
_actionMusicGroup, _testClipCancellationTokenSource,
|
|
||||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
|
||||||
break;
|
|
||||||
case AudioType.MenuMusic:
|
|
||||||
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
|
||||||
_menuMusicGroup, _testClipCancellationTokenSource,
|
|
||||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
|
||||||
break;
|
|
||||||
case AudioType.DispatcherSounds:
|
|
||||||
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
|
||||||
_dispatcherGroup, _testClipCancellationTokenSource,
|
|
||||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private AudioSource _testClipAudioSource;
|
|
||||||
private AudioType _currentTestClipAudioType;
|
|
||||||
|
|
||||||
// Эффективно и просто, может не так хитровыебано
|
|
||||||
private void ReleaseTestAudioClipSource()
|
|
||||||
{
|
|
||||||
_testClipAudioSource = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// TODO Засунуть в словарь
|
|
||||||
public void PlayTestClipDeprecated(AudioType audioType)
|
|
||||||
{
|
|
||||||
if (!_testClipAudioSource) _testClipAudioSource = _audioSourcePool.GetSource();
|
|
||||||
else if (_currentTestClipAudioType != audioType) _testClipAudioSource.Stop();
|
|
||||||
else return;
|
|
||||||
|
|
||||||
_currentTestClipAudioType = audioType;
|
|
||||||
|
|
||||||
switch (audioType)
|
|
||||||
{
|
|
||||||
case AudioType.SFX:
|
|
||||||
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
|
||||||
_SFXGroup,
|
|
||||||
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
|
||||||
break;
|
|
||||||
case AudioType.Master:
|
|
||||||
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
|
||||||
_masterGroup,
|
|
||||||
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
|
||||||
break;
|
|
||||||
case AudioType.Creatures:
|
|
||||||
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
|
||||||
_creaturesGroup,
|
|
||||||
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
|
||||||
break;
|
|
||||||
case AudioType.GameplayMusic:
|
|
||||||
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
|
||||||
_actionMusicGroup,
|
|
||||||
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
|
||||||
break;
|
|
||||||
case AudioType.MenuMusic:
|
|
||||||
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
|
||||||
_menuMusicGroup,
|
|
||||||
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
|
||||||
break;
|
|
||||||
case AudioType.DispatcherSounds:
|
|
||||||
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
|
||||||
_dispatcherGroup,
|
|
||||||
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -14,6 +14,7 @@ namespace Code.Audio
|
|||||||
List<AudioClip> SFXAudios { get; }
|
List<AudioClip> SFXAudios { get; }
|
||||||
List<AudioClip> EnemiesAudios { get; }
|
List<AudioClip> EnemiesAudios { get; }
|
||||||
List<AudioClip> DispatcherAudios { get; }
|
List<AudioClip> DispatcherAudios { get; }
|
||||||
|
List<AudioClip> CourierAudios { get; }
|
||||||
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
|
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
|
||||||
UniTask WarmGameplayMusic( );
|
UniTask WarmGameplayMusic( );
|
||||||
void ReleaseActionMusic();
|
void ReleaseActionMusic();
|
||||||
@@ -28,5 +29,9 @@ namespace Code.Audio
|
|||||||
void ReleaseEnemies();
|
void ReleaseEnemies();
|
||||||
UniTask WarmDispatcher( );
|
UniTask WarmDispatcher( );
|
||||||
void ReleaseDispatcher();
|
void ReleaseDispatcher();
|
||||||
|
UniTask WarmCourier();
|
||||||
|
void ReleaseCourier();
|
||||||
|
UniTask WarmDeathMusic( );
|
||||||
|
void ReleaseDeathMusic();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -23,5 +23,9 @@ namespace Code.Audio
|
|||||||
void ChangeSetting(AudioType type, float value);
|
void ChangeSetting(AudioType type, float value);
|
||||||
float GetSetting(AudioType type);
|
float GetSetting(AudioType type);
|
||||||
void PlayTestClip(AudioType audioType);
|
void PlayTestClip(AudioType audioType);
|
||||||
|
AudioSource GetSourceOfGroup(AudioType group);
|
||||||
|
void ReleaseSourceOfGroup(AudioSource source);
|
||||||
|
void PlayCourier(CourierSounds range);
|
||||||
|
void ApplyStun(float value, float time);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -4,15 +4,19 @@ namespace Code.Audio
|
|||||||
{
|
{
|
||||||
Menu,
|
Menu,
|
||||||
Peaceful,
|
Peaceful,
|
||||||
Action
|
Action,
|
||||||
|
Death
|
||||||
}
|
}
|
||||||
public enum AudioType
|
public enum AudioType
|
||||||
{
|
{
|
||||||
Master,
|
Master,
|
||||||
MenuMusic,
|
MenuMusic,
|
||||||
GameplayMusic,
|
Dispatcher,
|
||||||
Creatures,
|
SFX,
|
||||||
DispatcherSounds,
|
Courier,
|
||||||
SFX
|
Enemies,
|
||||||
|
ActionMusic,
|
||||||
|
PeacefulMusic,
|
||||||
|
DeathMusic
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -5,37 +5,51 @@ namespace Code.Configs
|
|||||||
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
|
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
|
||||||
public class CharacterConfig : ScriptableObject
|
public class CharacterConfig : ScriptableObject
|
||||||
{
|
{
|
||||||
// Основное движение по земле
|
|
||||||
public float
|
public float
|
||||||
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
|
maxStableMoveSpeed = 12f,
|
||||||
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
|
stableMovementSharpness = 15f,
|
||||||
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
|
orientationSharpness = 10f;
|
||||||
jumpSpeed = 10f; // Скорость прыжка
|
|
||||||
|
|
||||||
// Спринт
|
|
||||||
public float
|
public float
|
||||||
sprintMoveSpeed = 12f, // Максимальная скорость спринта
|
jumpSpeed = 10f,
|
||||||
sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт
|
jumpCooldown = 0.4f;
|
||||||
|
|
||||||
// Слайд
|
|
||||||
public float
|
public float
|
||||||
slideSpeed = 20f, // Скорость слайда
|
dashSpeed = 20f,
|
||||||
slideDuration = 0.8f, // Длительность слайда в секундах
|
dashDuration = 0.35f,
|
||||||
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
|
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
|
public float
|
||||||
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
|
slideMinVelocityThreshold = 3f,
|
||||||
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
|
slideInitialSpeed = 16f,
|
||||||
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
|
slideCooldown = 1.5f,
|
||||||
|
slideColliderHeightScale = 0.5f,
|
||||||
|
slideCameraOffsetY = -0.5f,
|
||||||
|
slideEnterDuration = 0.2f,
|
||||||
|
slideExitDuration = 0.25f;
|
||||||
|
|
||||||
// Наклон при залазании на стены
|
|
||||||
public float
|
public float
|
||||||
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
|
leanAngle = 25f,
|
||||||
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
|
leanThreshold = 0.3f,
|
||||||
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
|
leanSmoothSpeed = 10f;
|
||||||
|
|
||||||
// Гравитация
|
public Vector3 gravity = new(0f, -30f, 0f);
|
||||||
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
|
public float
|
||||||
|
maxAirSpeed = 10f,
|
||||||
|
airControlSharpness = 8f;
|
||||||
|
|
||||||
|
public float
|
||||||
|
wallRunMaxTime = 1.75f,
|
||||||
|
wallRunMaxNoMoveTime = 0.3f,
|
||||||
|
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 +1,11 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
|
||||||
|
namespace Code.Configs
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(menuName = "Config/Audio/CourierSoundListConfig", fileName = "CourierSoundListConfig")]
|
||||||
|
public class CourierSoundListConfig : ScriptableObject
|
||||||
|
{
|
||||||
|
public AssetReference[] courierSounds;
|
||||||
|
}
|
||||||
|
}
|
||||||
File renamed without changes.
@@ -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 +1,10 @@
|
|||||||
|
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[] peacefulSoundtrack;
|
||||||
public AssetReference[] actionSoundtrack;
|
public AssetReference[] actionSoundtrack;
|
||||||
|
public AssetReference[] deathSoundtrack;
|
||||||
public AssetReference[] menuSoundtrack;
|
public AssetReference[] menuSoundtrack;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -19,13 +19,14 @@ namespace Code.Constants
|
|||||||
public const string PeacefulMusicGroup = "Peaceful";
|
public const string PeacefulMusicGroup = "Peaceful";
|
||||||
public const string ActionMusicGroup = "Action";
|
public const string ActionMusicGroup = "Action";
|
||||||
public const string DispatcherMusicGroup = "Dispatcher";
|
public const string DispatcherMusicGroup = "Dispatcher";
|
||||||
public const string CourierMusicGroup = "Courier";
|
public const string CourierGroup = "Courier";
|
||||||
public const string EnemiesMusicGroup = "Enemies";
|
public const string EnemiesGroup = "Enemies";
|
||||||
|
|
||||||
public const string PeacefulSnapshot = "Peaceful";
|
public const string PeacefulSnapshot = "Peaceful";
|
||||||
public const string ActionSnapshot = "Action";
|
public const string ActionSnapshot = "Action";
|
||||||
public const string NoneSnapshot = "None";
|
public const string NoneSnapshot = "None";
|
||||||
public const string MenuSnapshot = "Menu";
|
public const string MenuSnapshot = "Menu";
|
||||||
public const string MenuMusicGroup = "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
|
||||||
@@ -24,6 +24,8 @@ namespace Code.Gameplay.Camera.CameraStates
|
|||||||
CurrentDistance = 0f;
|
CurrentDistance = 0f;
|
||||||
|
|
||||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
|
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
|
||||||
|
|
||||||
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ namespace Code.Gameplay.Camera.CameraStates
|
|||||||
base.EnterState();
|
base.EnterState();
|
||||||
|
|
||||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov;
|
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov;
|
||||||
|
Cursor.lockState = CursorLockMode.None;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||||
|
|||||||
@@ -12,6 +12,7 @@ namespace Code.Gameplay.Camera.CameraStates
|
|||||||
base.EnterState();
|
base.EnterState();
|
||||||
|
|
||||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov;
|
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov;
|
||||||
|
Cursor.lockState = CursorLockMode.None;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
+3
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6d62efb53e0c4d49be9fc658484e2575
|
||||||
|
timeCreated: 1764856437
|
||||||
+35
-68
@@ -1,122 +1,89 @@
|
|||||||
|
using UnityEngine;
|
||||||
using Code.Gameplay.Camera;
|
using Code.Gameplay.Camera;
|
||||||
using KinematicCharacterController;
|
using KinematicCharacterController;
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Gameplay.Character.Controller.Abilities
|
namespace Code.Gameplay.Character.Controller.Abilities
|
||||||
{
|
{
|
||||||
/*
|
|
||||||
* Механика слайда для персонажа
|
|
||||||
* Отвечает за управление состоянием, таймерами и скоростью слайда
|
|
||||||
*/
|
|
||||||
public class SlideMechanic
|
public class SlideMechanic
|
||||||
{
|
{
|
||||||
// Скорость слайда
|
private readonly AnimationCurve _velocityCurve;
|
||||||
private readonly float _slideSpeed;
|
private readonly float _minVelocityThreshold;
|
||||||
// Длительность слайда в секундах
|
private readonly float _cooldown;
|
||||||
private readonly float _slideDuration;
|
|
||||||
// Время перезарядки слайда
|
|
||||||
private readonly float _slideCooldown;
|
|
||||||
|
|
||||||
// Таймер слайда
|
private float _slideTime;
|
||||||
private float _slideTimer;
|
private float _cooldownTimer;
|
||||||
// Таймер перезарядки слайда
|
|
||||||
private float _slideCooldownTimer;
|
|
||||||
// Направление слайда
|
|
||||||
private Vector3 _slideDirection;
|
private Vector3 _slideDirection;
|
||||||
// Флаг запроса слайда
|
|
||||||
private bool _slideRequested;
|
private bool _slideRequested;
|
||||||
|
private float _initialSpeed;
|
||||||
|
|
||||||
// Свойство-флаг, активен ли слайд
|
|
||||||
public bool IsSliding { get; private set; }
|
public bool IsSliding { get; private set; }
|
||||||
|
|
||||||
// Конструктор механики слайда
|
public SlideMechanic(AnimationCurve velocityCurve, float slideInitialSpeed, float minVelocityThreshold, float cooldown)
|
||||||
public SlideMechanic(float slideSpeed, float slideDuration, float slideCooldown)
|
|
||||||
{
|
{
|
||||||
_slideSpeed = slideSpeed;
|
_velocityCurve = velocityCurve;
|
||||||
_slideDuration = slideDuration;
|
_initialSpeed = slideInitialSpeed;
|
||||||
_slideCooldown = slideCooldown;
|
_minVelocityThreshold = minVelocityThreshold;
|
||||||
|
_cooldown = cooldown;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обновляем таймер перезарядки слайда
|
|
||||||
public void TickCooldown(float deltaTime)
|
public void TickCooldown(float deltaTime)
|
||||||
{
|
{
|
||||||
if (_slideCooldownTimer > 0f)
|
if (_cooldownTimer > 0f) _cooldownTimer -= deltaTime;
|
||||||
{
|
|
||||||
_slideCooldownTimer -= deltaTime;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка слайда
|
|
||||||
public void RequestSlide(bool slidePressed)
|
public void RequestSlide(bool slidePressed)
|
||||||
{
|
{
|
||||||
if (slidePressed && !_slideRequested && _slideCooldownTimer <= 0f)
|
if (slidePressed && !_slideRequested && _cooldownTimer <= 0f)
|
||||||
{
|
|
||||||
_slideRequested = true;
|
_slideRequested = true;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// Начало слайда
|
|
||||||
public void TryStartSlide(KinematicCharacterMotor motor,
|
public void TryStartSlide(KinematicCharacterMotor motor,
|
||||||
CameraMode currentCameraMode,
|
CameraMode currentCameraMode,
|
||||||
Quaternion firstPersonCameraRotation,
|
Quaternion firstPersonCameraRotation,
|
||||||
Vector3 lookInputVector)
|
Vector3 lookInputVector)
|
||||||
{
|
{
|
||||||
// Проверяем условия для старта слайда
|
if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _cooldownTimer > 0f)
|
||||||
if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _slideCooldownTimer > 0f)
|
|
||||||
{
|
{
|
||||||
_slideRequested = false;
|
_slideRequested = false;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
IsSliding = true;
|
IsSliding = true;
|
||||||
_slideTimer = _slideDuration;
|
_slideTime = 0f;
|
||||||
|
|
||||||
// НАПРАВЛЕНИЕ СЛАЙДА - ВСЕГДА ВПЕРЕД ПО КАМЕРЕ
|
var dir = currentCameraMode == CameraMode.FirstPerson
|
||||||
// Используем направление камеры, но проецируем на горизонтальную плоскость
|
? firstPersonCameraRotation * Vector3.forward
|
||||||
var slideDir = currentCameraMode == CameraMode.FirstPerson ?
|
: lookInputVector;
|
||||||
firstPersonCameraRotation * Vector3.forward :
|
|
||||||
lookInputVector;
|
|
||||||
|
|
||||||
// Проецируем на горизонтальную плоскость и нормализуем
|
_slideDirection = Vector3.ProjectOnPlane(dir, motor.CharacterUp).normalized;
|
||||||
_slideDirection = Vector3.ProjectOnPlane(slideDir, motor.CharacterUp).normalized;
|
if (_slideDirection.sqrMagnitude < 0.01f) _slideDirection = motor.CharacterForward;
|
||||||
|
|
||||||
// Если направление нулевое (персонаж стоит на месте), используем направление вперед
|
_cooldownTimer = _cooldown;
|
||||||
if (_slideDirection.sqrMagnitude < 0.01f)
|
|
||||||
{
|
|
||||||
_slideDirection = motor.CharacterForward;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Устанавливаем перезарядку
|
|
||||||
_slideCooldownTimer = _slideCooldown;
|
|
||||||
_slideRequested = false;
|
_slideRequested = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка слайда
|
|
||||||
public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
|
public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
|
||||||
{
|
{
|
||||||
// Уменьшаем таймер слайда
|
if (!IsSliding) return;
|
||||||
_slideTimer -= deltaTime;
|
|
||||||
|
|
||||||
// Если время слайда вышло, персонаж в воздухе - заканчиваем слайд
|
_slideTime += deltaTime;
|
||||||
if (_slideTimer <= 0f || !motor.GroundingStatus.IsStableOnGround)
|
|
||||||
{
|
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();
|
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()
|
public void EndSlide()
|
||||||
{
|
{
|
||||||
IsSliding = false;
|
IsSliding = false;
|
||||||
_slideTimer = 0f;
|
_slideTime = 0f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+57
-126
@@ -1,147 +1,78 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using KinematicCharacterController;
|
|
||||||
|
|
||||||
namespace Code.Gameplay.Character.Controller.Abilities
|
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
|
public class WallLeanMechanic
|
||||||
{
|
{
|
||||||
private readonly float _maxLeanAngle;
|
private readonly float _leanAngle;
|
||||||
private readonly float _leanSharpness;
|
private readonly float _threshold;
|
||||||
private readonly float _heightScale;
|
private readonly float _smoothSpeed;
|
||||||
|
|
||||||
private Transform _characterTransform;
|
private Transform _model;
|
||||||
private Vector3 _lastWallNormal;
|
|
||||||
private float _lastWallContactHeight;
|
|
||||||
private float _leanFactor;
|
|
||||||
private float _leanSign;
|
|
||||||
private Vector3 _leanDirection;
|
|
||||||
|
|
||||||
private Vector3 _lastWallContactPoint;
|
public WallLeanMechanic(
|
||||||
private bool _isLeaningOnWall;
|
float leanAngle,
|
||||||
private const float WallProximityThreshold = 0.6f;
|
float threshold,
|
||||||
|
float smoothSpeed)
|
||||||
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
|
|
||||||
{
|
{
|
||||||
_maxLeanAngle = maxLeanAngle;
|
_leanAngle = leanAngle;
|
||||||
_leanSharpness = leanSharpness;
|
_threshold = threshold;
|
||||||
_heightScale = heightScale;
|
_smoothSpeed = smoothSpeed;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Назначаем трансформ визуальной модели один раз
|
public void SetModel(Transform model) => _model = model;
|
||||||
public void SetCharacterTransform(Transform transform)
|
|
||||||
{
|
|
||||||
_characterTransform = transform;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Вызывается из OnMovementHit
|
public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
|
||||||
public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
|
|
||||||
{
|
{
|
||||||
// Только если это действительно стена (не пол/потолок)
|
if (!_model)
|
||||||
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)
|
|
||||||
{
|
{
|
||||||
switch (_leanDirection.x)
|
_model.localRotation = Quaternion.identity;
|
||||||
{
|
|
||||||
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;
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_leanDirection.sqrMagnitude < 0.01f) return;
|
var targetRotation = Quaternion.identity;
|
||||||
|
|
||||||
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
|
if (isWallRunning)
|
||||||
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
|
{
|
||||||
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
|
var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
|
||||||
_characterTransform.localRotation = leanRotation;
|
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)
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+244
@@ -0,0 +1,244 @@
|
|||||||
|
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 _maxWallRunNoMoveTime;
|
||||||
|
private readonly float _wallRunSpeed;
|
||||||
|
private readonly float _wallRunAcceleration;
|
||||||
|
private readonly float _wallRunGravityScale;
|
||||||
|
private readonly float _wallDetachImpulse;
|
||||||
|
private readonly float _wallContactAngleThreshold;
|
||||||
|
|
||||||
|
private float _wallRunTimer;
|
||||||
|
private float _wallRunNoMoveTimer;
|
||||||
|
private Vector3 _wallNormal;
|
||||||
|
private Vector3 _wallTangentRight;
|
||||||
|
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 maxWallRunNoMoveTime,
|
||||||
|
float wallRunSpeed,
|
||||||
|
float wallRunAcceleration,
|
||||||
|
float wallRunGravityScale,
|
||||||
|
float wallDetachImpulse,
|
||||||
|
float wallContactAngleThreshold)
|
||||||
|
{
|
||||||
|
_maxWallRunTime = maxWallRunTime;
|
||||||
|
_maxWallRunNoMoveTime = maxWallRunNoMoveTime;
|
||||||
|
_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;
|
||||||
|
_wallRunNoMoveTimer += deltaTime;
|
||||||
|
|
||||||
|
if (!(_wallRunTimer > _maxWallRunTime) && !(_wallRunNoMoveTimer > _maxWallRunNoMoveTime)) return;
|
||||||
|
|
||||||
|
DetachFromWall(false);
|
||||||
|
_wallRunNoMoveTimer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
||||||
|
{
|
||||||
|
if (IsWallRunning) return false;
|
||||||
|
|
||||||
|
if (_motor.CharacterController is not CustomCharacterController { IsAbilitiesBlocked: false }) 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;
|
||||||
|
|
||||||
|
_motor.ForceUnground();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
||||||
|
{
|
||||||
|
if (!IsWallRunning) return;
|
||||||
|
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
||||||
|
|
||||||
|
var forwardInput = inputs.MoveAxisForward;
|
||||||
|
if (forwardInput != 0) _wallRunNoMoveTimer = 0f;
|
||||||
|
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 { IsAbilitiesBlocked: false } 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
+3
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4bef67aa9cf14753a63ea07eecc5ff67
|
||||||
|
timeCreated: 1764263348
|
||||||
+263
-114
@@ -25,178 +25,181 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
|
|
||||||
[SerializeField] private Transform characterTransform; // Трансформ персонажа (с точкой отслеживания камеры)
|
[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 => _jumpCooldownTimer <= 0f;
|
||||||
|
|
||||||
// Подсистемы
|
// Подсистемы
|
||||||
private CharacterInputHandler _inputHandler;
|
private CharacterInputHandler _inputHandler;
|
||||||
|
private DashMechanic _dashMechanic;
|
||||||
private SlideMechanic _slideMechanic;
|
private SlideMechanic _slideMechanic;
|
||||||
private WallClimbMechanic _wallClimbMechanic;
|
// private WallClimbMechanic _wallClimbMechanic;
|
||||||
|
private WallRunningMechanic _wallRunningMechanic;
|
||||||
private WallLeanMechanic _wallLeanMechanic;
|
private WallLeanMechanic _wallLeanMechanic;
|
||||||
private GroundMovementSystem _groundMovement;
|
private GroundMovementSystem _groundMovement;
|
||||||
private AirMovementSystem _airMovement;
|
private AirMovementSystem _airMovement;
|
||||||
|
|
||||||
public bool IsSliding => _slideMechanic.IsSliding;
|
public bool IsSliding => _slideMechanic.IsSliding;
|
||||||
|
public bool IsDashing => _dashMechanic.IsDashing;
|
||||||
|
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
||||||
|
|
||||||
private float abilityBlockTimer;
|
private float abilityBlockTimer;
|
||||||
private bool isAbilitiesBlocked;
|
public bool IsAbilitiesBlocked { get; private set; }
|
||||||
|
|
||||||
|
private CharacterInputs _lastInputs;
|
||||||
|
|
||||||
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
||||||
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
|
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]
|
[Inject]
|
||||||
private void Construct(CharacterConfig characterConfig)
|
private void Construct(CharacterConfig characterConfig)
|
||||||
{
|
{
|
||||||
_characterConfig = characterConfig;
|
_characterConfig = characterConfig;
|
||||||
// Инициализация подсистем с параметрами из конфига
|
// Инициализация подсистем с параметрами из конфига
|
||||||
_inputHandler = new CharacterInputHandler(
|
_inputHandler = new CharacterInputHandler();
|
||||||
_characterConfig.sprintAngleThreshold
|
_dashMechanic = new DashMechanic(
|
||||||
|
_characterConfig.dashSpeed,
|
||||||
|
_characterConfig.dashDuration,
|
||||||
|
_characterConfig.dashCooldown
|
||||||
);
|
);
|
||||||
_slideMechanic = new SlideMechanic(
|
_slideMechanic = new SlideMechanic(
|
||||||
_characterConfig.slideSpeed,
|
_characterConfig.slideVelocityCurve,
|
||||||
_characterConfig.slideDuration,
|
_characterConfig.slideInitialSpeed,
|
||||||
|
_characterConfig.slideMinVelocityThreshold,
|
||||||
_characterConfig.slideCooldown
|
_characterConfig.slideCooldown
|
||||||
);
|
);
|
||||||
_wallClimbMechanic = new WallClimbMechanic(
|
_wallRunningMechanic = new WallRunningMechanic(
|
||||||
_characterConfig.wallClimbSpeedFactor,
|
_characterConfig.wallRunMaxTime,
|
||||||
_characterConfig.minWallClimbSpeed,
|
_characterConfig.wallRunMaxNoMoveTime,
|
||||||
_characterConfig.wallDetectionAngleThreshold
|
_characterConfig.wallRunSpeed,
|
||||||
|
_characterConfig.wallRunAcceleration,
|
||||||
|
_characterConfig.wallRunGravityScale,
|
||||||
|
_characterConfig.wallDetachImpulse,
|
||||||
|
_characterConfig.wallContactAngleThreshold
|
||||||
);
|
);
|
||||||
_wallLeanMechanic = new WallLeanMechanic(
|
_wallLeanMechanic = new WallLeanMechanic(
|
||||||
_characterConfig.maxWallLeanAngle,
|
_characterConfig.leanAngle,
|
||||||
_characterConfig.wallLeanSharpness,
|
_characterConfig.leanThreshold,
|
||||||
_characterConfig.wallLeanHeightScale
|
_characterConfig.leanSmoothSpeed
|
||||||
);
|
);
|
||||||
_groundMovement = new GroundMovementSystem(
|
_groundMovement = new GroundMovementSystem(
|
||||||
_characterConfig.maxStableMoveSpeed,
|
_characterConfig.maxStableMoveSpeed,
|
||||||
_characterConfig.sprintMoveSpeed,
|
|
||||||
_characterConfig.stableMovementSharpness,
|
_characterConfig.stableMovementSharpness,
|
||||||
_characterConfig.jumpSpeed
|
_characterConfig.jumpSpeed
|
||||||
);
|
);
|
||||||
_airMovement = new AirMovementSystem(_characterConfig.gravity);
|
_airMovement = new AirMovementSystem(
|
||||||
|
_characterConfig.gravity,
|
||||||
|
_characterConfig.maxAirSpeed,
|
||||||
|
_characterConfig.airControlSharpness
|
||||||
|
);
|
||||||
|
|
||||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||||
_inputHandler.FirstPersonCameraRotation =
|
_inputHandler.FirstPersonCameraRotation =
|
||||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
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
|
// Текущий режим камеры для адаптации поведения
|
||||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
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)
|
public void SetInputs(ref CharacterInputs inputs)
|
||||||
{
|
{
|
||||||
// Обновляем таймер перезарядки слайда
|
_lastInputs = inputs;
|
||||||
|
_dashMechanic.TickCooldown(Time.deltaTime);
|
||||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||||
_wallClimbMechanic.TickCooldown(Time.deltaTime);
|
_wallRunningMechanic.Tick(Time.deltaTime);
|
||||||
|
|
||||||
// Если активен слайд - игнорируем весь остальной ввод
|
// 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.MoveInputVector = Vector3.zero;
|
||||||
_inputHandler.LookInputVector = Vector3.one;
|
_inputHandler.LookInputVector = Vector3.one;
|
||||||
_inputHandler.IsSprinting = false;
|
|
||||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Сохраняем текущий режим камеры
|
|
||||||
_currentCameraMode = inputs.CameraMode;
|
_currentCameraMode = inputs.CameraMode;
|
||||||
|
|
||||||
if (isAbilitiesBlocked)
|
if (IsAbilitiesBlocked)
|
||||||
{
|
{
|
||||||
abilityBlockTimer -= Time.deltaTime;
|
abilityBlockTimer -= Time.deltaTime;
|
||||||
if (abilityBlockTimer <= 0)
|
if (abilityBlockTimer <= 0)
|
||||||
{
|
{
|
||||||
isAbilitiesBlocked = false;
|
IsAbilitiesBlocked = false;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
inputs.SprintPressed = false;
|
inputs.DashPressed = false;
|
||||||
inputs.SlidePressed = false;
|
inputs.SlidePressed = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка слайда
|
_dashMechanic.RequestDash(inputs.DashPressed);
|
||||||
_slideMechanic.RequestSlide(inputs.SlidePressed);
|
_slideMechanic.RequestSlide(inputs.SlidePressed);
|
||||||
|
|
||||||
// Обработка остального ввода
|
// Обработка остального ввода
|
||||||
_inputHandler.ProcessInputs(ref inputs, motor);
|
_inputHandler.ProcessInputs(ref inputs, motor);
|
||||||
|
|
||||||
// Передаём запрос прыжка напрямую в систему движения по земле
|
// Передаём запрос прыжка
|
||||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
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)
|
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||||
{
|
{
|
||||||
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
|
if (_slideMechanic.IsSliding) return;
|
||||||
|
|
||||||
switch (_currentCameraMode)
|
switch (_currentCameraMode)
|
||||||
{
|
{
|
||||||
// В FirstPerson режиме применяем вращение камеры напрямую к персонажу (только горизонталь)
|
|
||||||
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
|
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
|
||||||
// Немедленно применяем горизонтальное вращение камеры к персонажу
|
|
||||||
currentRotation = _inputHandler.FirstPersonCameraRotation;
|
currentRotation = _inputHandler.FirstPersonCameraRotation;
|
||||||
break;
|
break;
|
||||||
// В ThirdPerson режиме плавно поворачиваем персонаж в направлении движения
|
|
||||||
case CameraMode.ThirdPerson:
|
case CameraMode.ThirdPerson:
|
||||||
{
|
{
|
||||||
// Вращение применяется только если есть направление движения и разрешена резкость вращения
|
|
||||||
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
||||||
{
|
{
|
||||||
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
|
|
||||||
var smoothedLookInputDirection = Vector3.Slerp(
|
var smoothedLookInputDirection = Vector3.Slerp(
|
||||||
motor.CharacterForward,
|
motor.CharacterForward,
|
||||||
_inputHandler.LookInputVector,
|
_inputHandler.LookInputVector,
|
||||||
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
||||||
).normalized;
|
).normalized;
|
||||||
|
|
||||||
// Установка нового вращения смотря в сглаженном направлении
|
|
||||||
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
||||||
}
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
// Заготовка на будущее (если понадобится)
|
|
||||||
case CameraMode.Static:
|
case CameraMode.Static:
|
||||||
case CameraMode.Cinematic:
|
case CameraMode.Cinematic:
|
||||||
default:
|
default:
|
||||||
@@ -204,25 +207,60 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обновление скорости движения персонажа
|
|
||||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
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)
|
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||||
{
|
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
}
|
|
||||||
|
|
||||||
// Проверяем запрос слайда и запускаем его если можно
|
if (!_dashMechanic.IsDashing)
|
||||||
if (!_slideMechanic.IsSliding)
|
_dashMechanic.TryStartDash(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
||||||
{
|
|
||||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
|
||||||
_inputHandler.LookInputVector);
|
|
||||||
}
|
|
||||||
// Если активен слайд - обрабатываем отдельно
|
|
||||||
else
|
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);
|
_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;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -231,75 +269,186 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
{
|
{
|
||||||
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||||
}
|
}
|
||||||
// Если персонаж не находится на земле
|
// Если персонаж не на земле — стандартное воздушное движение
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
_airMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||||
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
|
|
||||||
_groundMovement.CancelJumpRequest();
|
_groundMovement.CancelJumpRequest();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void BlockAbilities(float duration)
|
public void BlockAbilities(float duration)
|
||||||
{
|
{
|
||||||
isAbilitiesBlocked = true;
|
IsAbilitiesBlocked = true;
|
||||||
abilityBlockTimer = duration;
|
abilityBlockTimer = duration;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
|
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)
|
public void BeforeCharacterUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
// Метод вызывается после обработки столкновения с землей
|
|
||||||
public void PostGroundingUpdate(float deltaTime)
|
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)
|
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
||||||
{
|
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (motor.GroundingStatus.IsStableOnGround)
|
|
||||||
{
|
|
||||||
_wallClimbMechanic.ResetWallClimbSession();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Метод вызывается после обновления персонажа
|
|
||||||
public void AfterCharacterUpdate(float deltaTime)
|
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)
|
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,
|
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
ref HitStabilityReport hitStabilityReport)
|
ref HitStabilityReport hitStabilityReport)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
|
||||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
ref HitStabilityReport hitStabilityReport)
|
ref HitStabilityReport hitStabilityReport)
|
||||||
{
|
{
|
||||||
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
|
if (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint)) return;
|
||||||
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
|
|
||||||
|
var horizontalVelocity = Vector3.ProjectOnPlane(motor.Velocity, motor.CharacterUp).normalized;
|
||||||
|
var velocitySqrMag = horizontalVelocity.sqrMagnitude;
|
||||||
|
|
||||||
|
if (!(velocitySqrMag > 0.01f)) return;
|
||||||
|
|
||||||
|
var dot = Vector3.Dot(horizontalVelocity, hitNormal);
|
||||||
|
|
||||||
|
const float impactThreshold = -0.3f;
|
||||||
|
|
||||||
|
if (!(dot < impactThreshold)) return;
|
||||||
|
if (_dashMechanic.IsDashing)
|
||||||
|
_dashMechanic.EndDash();
|
||||||
|
|
||||||
|
if (_slideMechanic.IsSliding)
|
||||||
|
_slideMechanic.EndSlide();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка отчета о стабильности столкновения
|
|
||||||
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
Vector3 atCharacterPosition,
|
Vector3 atCharacterPosition,
|
||||||
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка дискретных столкновений (для триггеров и специальных коллайдеров)
|
|
||||||
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|||||||
-17
@@ -11,40 +11,23 @@ namespace Code.Gameplay.Character.Controller.Input
|
|||||||
*/
|
*/
|
||||||
public class CharacterInputHandler
|
public class CharacterInputHandler
|
||||||
{
|
{
|
||||||
// Косинус порогового угла для спринта (предвычислен)
|
|
||||||
private readonly float _sprintAngleThresholdCos;
|
|
||||||
|
|
||||||
// Векторы движения и направления взгляда
|
// Векторы движения и направления взгляда
|
||||||
public Vector3 MoveInputVector { get; set; }
|
public Vector3 MoveInputVector { get; set; }
|
||||||
public Vector3 LookInputVector { 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)
|
// Вращение камеры в FirstPerson режиме для синхронизации (только горизонтальная компонента)
|
||||||
public Quaternion FirstPersonCameraRotation { get; set; }
|
public Quaternion FirstPersonCameraRotation { get; set; }
|
||||||
|
|
||||||
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
|
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
|
||||||
public bool ShouldApplyCameraRotation { get; private set; }
|
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
|
// Обработка и преобразование входных данных от персонажа
|
||||||
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
|
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
|
||||||
{
|
{
|
||||||
// Сохраняем текущий режим камеры
|
// Сохраняем текущий режим камеры
|
||||||
var currentCameraMode = inputs.CameraMode;
|
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
|
// Нормализация вектора движения и ограничение его величины до 1
|
||||||
var moveInputVector =
|
var moveInputVector =
|
||||||
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f);
|
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f);
|
||||||
|
|||||||
+21
-9
@@ -1,26 +1,38 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Code.Gameplay.Character.Controller.Input;
|
||||||
|
using KinematicCharacterController;
|
||||||
|
|
||||||
namespace Code.Gameplay.Character.Controller.Movement
|
namespace Code.Gameplay.Character.Controller.Movement
|
||||||
{
|
{
|
||||||
/*
|
|
||||||
* Система движения персонажа в воздухе
|
|
||||||
*/
|
|
||||||
public class AirMovementSystem
|
public class AirMovementSystem
|
||||||
{
|
{
|
||||||
// Вектор, отвечающий за применение гравитации
|
|
||||||
private readonly Vector3 _gravity;
|
private readonly Vector3 _gravity;
|
||||||
|
private readonly float _maxAirSpeed;
|
||||||
|
private readonly float _airControlSharpness;
|
||||||
|
|
||||||
// Конструктор системы движения в воздухе
|
public AirMovementSystem(Vector3 gravity, float maxAirSpeed, float airControlSharpness)
|
||||||
public AirMovementSystem(Vector3 gravity)
|
|
||||||
{
|
{
|
||||||
_gravity = gravity;
|
_gravity = gravity;
|
||||||
|
_maxAirSpeed = maxAirSpeed;
|
||||||
|
_airControlSharpness = airControlSharpness;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обновление скорости движения персонажа в воздухе
|
public void UpdateVelocity(ref Vector3 currentVelocity, CharacterInputHandler inputHandler, KinematicCharacterMotor motor, float deltaTime)
|
||||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
|
||||||
{
|
{
|
||||||
// Применяем гравитацию
|
|
||||||
currentVelocity += _gravity * deltaTime;
|
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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+8
-7
@@ -11,8 +11,6 @@ namespace Code.Gameplay.Character.Controller.Movement
|
|||||||
{
|
{
|
||||||
// Максимальная скорость движения по устойчивой поверхности
|
// Максимальная скорость движения по устойчивой поверхности
|
||||||
private readonly float _maxStableMoveSpeed;
|
private readonly float _maxStableMoveSpeed;
|
||||||
// Максимальная скорость спринта
|
|
||||||
private readonly float _sprintMoveSpeed;
|
|
||||||
// Резкость изменения скорости движения (чем выше - тем резче)
|
// Резкость изменения скорости движения (чем выше - тем резче)
|
||||||
private readonly float _stableMovementSharpness;
|
private readonly float _stableMovementSharpness;
|
||||||
// Скорость прыжка
|
// Скорость прыжка
|
||||||
@@ -22,10 +20,9 @@ namespace Code.Gameplay.Character.Controller.Movement
|
|||||||
public bool JumpRequested { get; private set; }
|
public bool JumpRequested { get; private set; }
|
||||||
|
|
||||||
// Конструктор системы движения на земле
|
// 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;
|
_maxStableMoveSpeed = maxStableMoveSpeed;
|
||||||
_sprintMoveSpeed = sprintMoveSpeed;
|
|
||||||
_stableMovementSharpness = stableMovementSharpness;
|
_stableMovementSharpness = stableMovementSharpness;
|
||||||
_jumpSpeed = jumpSpeed;
|
_jumpSpeed = jumpSpeed;
|
||||||
}
|
}
|
||||||
@@ -66,8 +63,7 @@ namespace Code.Gameplay.Character.Controller.Movement
|
|||||||
inputHandler.MoveInputVector.magnitude;
|
inputHandler.MoveInputVector.magnitude;
|
||||||
|
|
||||||
// Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта
|
// Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта
|
||||||
var targetSpeed = inputHandler.IsSprinting ? _sprintMoveSpeed : _maxStableMoveSpeed;
|
var targetMovementVelocity = reorientedInput * _maxStableMoveSpeed;
|
||||||
var targetMovementVelocity = reorientedInput * targetSpeed;
|
|
||||||
|
|
||||||
// Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием
|
// Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием
|
||||||
currentVelocity = Vector3.Lerp(
|
currentVelocity = Vector3.Lerp(
|
||||||
@@ -80,8 +76,13 @@ namespace Code.Gameplay.Character.Controller.Movement
|
|||||||
if (JumpRequested)
|
if (JumpRequested)
|
||||||
{
|
{
|
||||||
currentVelocity += motor.CharacterUp * _jumpSpeed - Vector3.Project(currentVelocity, motor.CharacterUp);
|
currentVelocity += motor.CharacterUp * _jumpSpeed - Vector3.Project(currentVelocity, motor.CharacterUp);
|
||||||
JumpRequested = false; // Сброс сразу после применения
|
JumpRequested = false;
|
||||||
motor.ForceUnground();
|
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.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||||
inputs.SprintPressed = _inputService.SprintPressed; // Спринт (Shift)
|
|
||||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||||
|
inputs.DashPressed = _inputService.DashPressed; // Слайд (Ctrl)
|
||||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||||
|
|
||||||
// Передаем информацию о камере для адаптивного поведения
|
// 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 CameraMode CameraMode; // Текущий режим камеры для адаптации поведения
|
||||||
public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости
|
public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости
|
||||||
public bool JumpPressed; // Флаг указывающий, нажата ли кнопка прыжка
|
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
|
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.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||||
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift)
|
inputs.DashPressed = _inputService.DashPressed;
|
||||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||||
|
|
||||||
|
|||||||
@@ -1,9 +1,13 @@
|
|||||||
|
using DG.Tweening;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Code.Gameplay.Door
|
namespace Code.Gameplay.Door
|
||||||
{
|
{
|
||||||
public class Door : MonoBehaviour
|
public class Door : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
[SerializeField] private Transform doorPolotno;
|
||||||
|
private Vector3 _doorInitialPosition;
|
||||||
|
private Quaternion _doorInitialRotation;
|
||||||
[SerializeField] private Transform hingeJointAnchor;
|
[SerializeField] private Transform hingeJointAnchor;
|
||||||
[SerializeField] private HingeJoint hingeJoint;
|
[SerializeField] private HingeJoint hingeJoint;
|
||||||
[SerializeField] private Rigidbody rigidbody;
|
[SerializeField] private Rigidbody rigidbody;
|
||||||
@@ -15,9 +19,19 @@ namespace Code.Gameplay.Door
|
|||||||
rigidbody.isKinematic = true;
|
rigidbody.isKinematic = true;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
_doorInitialPosition = doorPolotno.position;
|
||||||
|
_doorInitialRotation = doorPolotno.rotation;
|
||||||
|
|
||||||
rigidbody.isKinematic = false;
|
rigidbody.isKinematic = false;
|
||||||
hingeJoint.autoConfigureConnectedAnchor = false;
|
hingeJoint.autoConfigureConnectedAnchor = false;
|
||||||
hingeJoint.connectedAnchor = hingeJointAnchor.position;
|
hingeJoint.connectedAnchor = hingeJointAnchor.position;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void CloseTheDoor()
|
||||||
|
{
|
||||||
|
TranslationMode(true);
|
||||||
|
doorPolotno.DORotate(_doorInitialRotation.eulerAngles, 0.5f);
|
||||||
|
doorPolotno.DOMove(_doorInitialPosition, 0.5f);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,53 @@
|
|||||||
|
using System;
|
||||||
|
using DG.Tweening;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Door
|
||||||
|
{
|
||||||
|
public class DoorDebug : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private Transform doorSelf;
|
||||||
|
[SerializeField] private Transform doorPolotno;
|
||||||
|
private Vector3 _doorInitialPosition;
|
||||||
|
private Quaternion _doorInitialRotation;
|
||||||
|
[SerializeField] private Transform hingeJointAnchor;
|
||||||
|
[SerializeField] private HingeJoint hingeJoint;
|
||||||
|
[SerializeField] private Rigidbody rigidbody;
|
||||||
|
[SerializeField] private bool debug;
|
||||||
|
[SerializeField] private bool closed;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
_doorInitialPosition = doorPolotno.position;
|
||||||
|
_doorInitialRotation = doorPolotno.rotation;
|
||||||
|
}
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if(debug && !closed)
|
||||||
|
{
|
||||||
|
CloseTheDoor();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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: ed06ed70c7924ca9bc59f33ee7e6cdfa
|
||||||
|
timeCreated: 1764533216
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
namespace Code.Gameplay.Door
|
||||||
|
{
|
||||||
|
public class DoorPooler
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: acfad6f51f224b51abb761fc22e4356f
|
||||||
|
timeCreated: 1764521809
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f17ace0fa75741f2a730ff21181c6e8c
|
||||||
|
timeCreated: 1764575680
|
||||||
@@ -0,0 +1,23 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AI;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Enemies.Animators
|
||||||
|
{
|
||||||
|
public class EnemyAnimator : MonoBehaviour
|
||||||
|
{
|
||||||
|
private static readonly int Velocity = Animator.StringToHash("Velocity");
|
||||||
|
|
||||||
|
[SerializeField] private Animator animator;
|
||||||
|
[SerializeField] private NavMeshAgent agent;
|
||||||
|
|
||||||
|
private void SetVelocity(float velocity)
|
||||||
|
{
|
||||||
|
animator.SetFloat(Velocity, velocity);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if(agent) SetVelocity(agent.velocity.magnitude);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 936125a7ed844674b0e0586a484253ce
|
||||||
|
timeCreated: 1764575708
|
||||||
@@ -1,8 +1,10 @@
|
|||||||
|
using Code.Audio;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AI;
|
using UnityEngine.AI;
|
||||||
using Code.Gameplay.Player;
|
using Code.Gameplay.Player;
|
||||||
using Code.Gameplay.Character.Controller;
|
using Code.Gameplay.Character.Controller;
|
||||||
using Code.Gameplay.Character.Core;
|
using Code.Gameplay.Character.Core;
|
||||||
|
using Code.Gameplay.Enemies.Animators;
|
||||||
using Reflex.Attributes;
|
using Reflex.Attributes;
|
||||||
using Reflex.Core;
|
using Reflex.Core;
|
||||||
using Reflex.Injectors;
|
using Reflex.Injectors;
|
||||||
@@ -13,6 +15,7 @@ namespace Code.Gameplay.Enemies
|
|||||||
{
|
{
|
||||||
[SerializeField] protected NavMeshAgent agent;
|
[SerializeField] protected NavMeshAgent agent;
|
||||||
[SerializeField] protected Collider enemyCollider;
|
[SerializeField] protected Collider enemyCollider;
|
||||||
|
[Inject] protected IAudioService audioService;
|
||||||
|
|
||||||
protected int Damage;
|
protected int Damage;
|
||||||
protected float AttackCooldown;
|
protected float AttackCooldown;
|
||||||
@@ -35,7 +38,7 @@ namespace Code.Gameplay.Enemies
|
|||||||
private bool _isStunned;
|
private bool _isStunned;
|
||||||
private float _currentStunTimer;
|
private float _currentStunTimer;
|
||||||
|
|
||||||
private bool _canAttack = true;
|
protected bool _canAttack = true;
|
||||||
private float _attackCooldownTimer;
|
private float _attackCooldownTimer;
|
||||||
|
|
||||||
private enum IdleState { Moving, Paused }
|
private enum IdleState { Moving, Paused }
|
||||||
@@ -50,10 +53,11 @@ namespace Code.Gameplay.Enemies
|
|||||||
|
|
||||||
protected virtual void Awake()
|
protected virtual void Awake()
|
||||||
{
|
{
|
||||||
if (_playerProvider == null)
|
// // TODO Мешает
|
||||||
{
|
// if (_playerProvider == null)
|
||||||
AttributeInjector.Inject(this, Container.ProjectContainer);
|
// {
|
||||||
}
|
// AttributeInjector.Inject(this, Container.ProjectContainer);
|
||||||
|
// }
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual void Update()
|
protected virtual void Update()
|
||||||
@@ -164,19 +168,19 @@ namespace Code.Gameplay.Enemies
|
|||||||
|
|
||||||
protected virtual void HandleAttackCooldown()
|
protected virtual void HandleAttackCooldown()
|
||||||
{
|
{
|
||||||
if (!_canAttack)
|
if (_canAttack) return;
|
||||||
{
|
|
||||||
_attackCooldownTimer -= Time.deltaTime;
|
_attackCooldownTimer -= Time.deltaTime;
|
||||||
|
|
||||||
if (_attackCooldownTimer <= 0)
|
if (_attackCooldownTimer <= 0)
|
||||||
{
|
{
|
||||||
_canAttack = true;
|
_canAttack = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
protected virtual void DealDamage()
|
protected virtual void DealDamage()
|
||||||
{
|
{
|
||||||
if (!_canAttack || PlayerHealth == null) return;
|
if (PlayerHealth == null) return;
|
||||||
|
|
||||||
PlayerHealth.GetDamage(Damage);
|
PlayerHealth.GetDamage(Damage);
|
||||||
ApplyEffectsToPlayer();
|
ApplyEffectsToPlayer();
|
||||||
@@ -184,11 +188,10 @@ namespace Code.Gameplay.Enemies
|
|||||||
_canAttack = false;
|
_canAttack = false;
|
||||||
_attackCooldownTimer = AttackCooldown;
|
_attackCooldownTimer = AttackCooldown;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual void ApplyEffectsToPlayer()
|
protected virtual void ApplyEffectsToPlayer()
|
||||||
{
|
{
|
||||||
if (PlayerController)
|
if (PlayerController)
|
||||||
PlayerController.BlockAbilities(3f);
|
PlayerController.BlockAbilities(3f); // TODO в конфиг
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDrawGizmosSelected()
|
private void OnDrawGizmosSelected()
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using Code.Audio;
|
||||||
using Code.Configs;
|
using Code.Configs;
|
||||||
using Reflex.Attributes;
|
using Reflex.Attributes;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
@@ -35,7 +36,7 @@ namespace Code.Gameplay.Enemies
|
|||||||
{
|
{
|
||||||
base.Awake();
|
base.Awake();
|
||||||
|
|
||||||
if (agent == null) return;
|
if (!agent) return;
|
||||||
|
|
||||||
var walkableArea = NavMesh.GetAreaFromName("Cockroach");
|
var walkableArea = NavMesh.GetAreaFromName("Cockroach");
|
||||||
agent.areaMask = 1 << walkableArea;
|
agent.areaMask = 1 << walkableArea;
|
||||||
@@ -43,12 +44,14 @@ namespace Code.Gameplay.Enemies
|
|||||||
|
|
||||||
protected override void HandleAttack()
|
protected override void HandleAttack()
|
||||||
{
|
{
|
||||||
if (!Player) return;
|
if (!Player || !_canAttack) return;
|
||||||
|
|
||||||
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
||||||
|
|
||||||
if (!(distance <= AttackRange)) return;
|
if (!(distance <= AttackRange)) return;
|
||||||
|
|
||||||
|
audioService.PlayEnemy(EnemiesSounds.RoachAttack, agent.transform.position);
|
||||||
|
|
||||||
DealDamage();
|
DealDamage();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,6 @@
|
|||||||
|
using Code.Audio;
|
||||||
using Code.Configs;
|
using Code.Configs;
|
||||||
|
using Code.Gameplay.Enemies.Animators;
|
||||||
using Reflex.Attributes;
|
using Reflex.Attributes;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AI;
|
using UnityEngine.AI;
|
||||||
@@ -40,16 +42,17 @@ namespace Code.Gameplay.Enemies
|
|||||||
var walkableArea = NavMesh.GetAreaFromName("Walkable");
|
var walkableArea = NavMesh.GetAreaFromName("Walkable");
|
||||||
agent.areaMask = 1 << walkableArea;
|
agent.areaMask = 1 << walkableArea;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void HandleAttack()
|
protected override void HandleAttack()
|
||||||
{
|
{
|
||||||
if (!Player) return;
|
if (!Player || !_canAttack) return;
|
||||||
|
|
||||||
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
||||||
|
|
||||||
if (!(distance <= AttackRange)) return;
|
if (!(distance <= AttackRange)) return;
|
||||||
|
|
||||||
if (Player.CustomCharacterController.IsSliding)
|
audioService.PlayEnemy(EnemiesSounds.GrandpaAttack,agent.transform.position);
|
||||||
|
|
||||||
|
if (Player.CustomCharacterController.IsDashing || Player.CustomCharacterController.IsSliding)
|
||||||
ApplyStun();
|
ApplyStun();
|
||||||
else
|
else
|
||||||
DealDamage();
|
DealDamage();
|
||||||
|
|||||||
@@ -0,0 +1,36 @@
|
|||||||
|
using Code.Audio;
|
||||||
|
using Reflex.Attributes;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Enemies
|
||||||
|
{
|
||||||
|
public class EnemyAudio : MonoBehaviour
|
||||||
|
{
|
||||||
|
private IAudioService _audioService;
|
||||||
|
private IAudioFactory _audioFactory;
|
||||||
|
[SerializeField] private AudioSource _audioSource;
|
||||||
|
[SerializeField] private EnemiesSounds stepId;
|
||||||
|
|
||||||
|
[Inject]
|
||||||
|
private void Construct(IAudioService audioService, IAudioFactory audioFactory)
|
||||||
|
{
|
||||||
|
_audioService = audioService;
|
||||||
|
_audioSource = audioService.GetSourceOfGroup(Audio.AudioType.Enemies);
|
||||||
|
_audioSource.transform.position = transform.position;
|
||||||
|
_audioSource.spatialBlend = 1f;
|
||||||
|
_audioFactory = audioFactory;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PlayStep()
|
||||||
|
{
|
||||||
|
if (_audioFactory.EnemiesAudios.Count == 0) return;
|
||||||
|
|
||||||
|
_audioSource.transform.position = transform.position;
|
||||||
|
_audioSource.PlayOneShot(_audioFactory.EnemiesAudios[(int)stepId]);
|
||||||
|
}
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
_audioService.ReleaseSourceOfGroup(_audioSource);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 91cb250df1b24fc4825ee791a12dda11
|
||||||
|
timeCreated: 1764695102
|
||||||
@@ -3,9 +3,11 @@ using Code.Configs;
|
|||||||
using Cysharp.Threading.Tasks;
|
using Cysharp.Threading.Tasks;
|
||||||
using Reflex.Attributes;
|
using Reflex.Attributes;
|
||||||
using Reflex.Core;
|
using Reflex.Core;
|
||||||
|
using Reflex.Extensions;
|
||||||
using Reflex.Injectors;
|
using Reflex.Injectors;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AddressableAssets;
|
using UnityEngine.AddressableAssets;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
namespace Code.Gameplay.Enemies
|
namespace Code.Gameplay.Enemies
|
||||||
{
|
{
|
||||||
@@ -27,14 +29,14 @@ namespace Code.Gameplay.Enemies
|
|||||||
)
|
)
|
||||||
.ToUniTask();
|
.ToUniTask();
|
||||||
|
|
||||||
AttributeInjector.Inject(enemyObj, Container.ProjectContainer);
|
GameObjectInjector.InjectRecursive(enemyObj, SceneManager.GetActiveScene().GetSceneContainer());
|
||||||
|
|
||||||
return enemyObj.GetComponent<BaseEnemy>();
|
return enemyObj.GetComponent<BaseEnemy>();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ReleaseEnemy(BaseEnemy enemy)
|
public void ReleaseEnemy(BaseEnemy enemy)
|
||||||
{
|
{
|
||||||
if (enemy == null) return;
|
if (!enemy) return;
|
||||||
|
|
||||||
enemy.gameObject.SetActive(false);
|
enemy.gameObject.SetActive(false);
|
||||||
|
|
||||||
|
|||||||
@@ -1,8 +1,6 @@
|
|||||||
using Code.Gameplay.Player;
|
using Code.Gameplay.Player;
|
||||||
using Cysharp.Threading.Tasks;
|
using Cysharp.Threading.Tasks;
|
||||||
using Reflex.Attributes;
|
using Reflex.Attributes;
|
||||||
using Reflex.Core;
|
|
||||||
using Reflex.Injectors;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Code.Gameplay.Enemies
|
namespace Code.Gameplay.Enemies
|
||||||
@@ -20,13 +18,14 @@ namespace Code.Gameplay.Enemies
|
|||||||
private bool _isSpawning;
|
private bool _isSpawning;
|
||||||
private bool _isPlayerInRange;
|
private bool _isPlayerInRange;
|
||||||
|
|
||||||
private void Awake()
|
// GameObjectSelfInjector существует
|
||||||
{
|
// private void Awake()
|
||||||
if (_playerProvider == null || _enemyFactory == null)
|
// {
|
||||||
{
|
// if (_playerProvider == null || _enemyFactory == null)
|
||||||
AttributeInjector.Inject(this, Container.ProjectContainer);
|
// {
|
||||||
}
|
// AttributeInjector.Inject(this, Container.ProjectContainer);
|
||||||
}
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
@@ -64,9 +63,16 @@ namespace Code.Gameplay.Enemies
|
|||||||
_isSpawning = false;
|
_isSpawning = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
Despawn();
|
||||||
|
}
|
||||||
|
|
||||||
private void Despawn()
|
private void Despawn()
|
||||||
{
|
{
|
||||||
if (_spawnedEnemy == null) return;
|
if (!_spawnedEnemy) return;
|
||||||
|
|
||||||
|
if (despawnRadius <= 0f) return;
|
||||||
|
|
||||||
_enemyFactory.ReleaseEnemy(_spawnedEnemy);
|
_enemyFactory.ReleaseEnemy(_spawnedEnemy);
|
||||||
_spawnedEnemy = null;
|
_spawnedEnemy = null;
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ namespace Code.Gameplay.Orders.Order
|
|||||||
private bool _playerEntered;
|
private bool _playerEntered;
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
if (_playerEntered) return;
|
if (_playerEntered ) return;
|
||||||
|
|
||||||
_playerEntered = true;
|
_playerEntered = true;
|
||||||
_orderService.OrderDelivered();
|
_orderService.OrderDelivered();
|
||||||
|
|||||||
@@ -6,10 +6,13 @@ namespace Code.Gameplay.Orders.Order
|
|||||||
public class OrderGiveTrigger : MonoBehaviour
|
public class OrderGiveTrigger : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Inject] private IOrderService _orderService;
|
[Inject] private IOrderService _orderService;
|
||||||
|
[SerializeField] private Door.Door door;
|
||||||
private bool _playerEntered;
|
private bool _playerEntered;
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
if (_playerEntered) return;
|
if (_playerEntered || _orderService.OrderState == OrderState.Recieved) return;
|
||||||
|
|
||||||
|
door.TranslationMode(false);
|
||||||
|
|
||||||
_playerEntered = true;
|
_playerEntered = true;
|
||||||
_orderService.OrderGive();
|
_orderService.OrderGive();
|
||||||
|
|||||||
@@ -9,7 +9,7 @@ namespace Code.Gameplay.Orders.Order
|
|||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
if (_playerEntered || !other.CompareTag("Player")) return;
|
if (_playerEntered ) return;
|
||||||
orderDispenser.ThrowOrder();
|
orderDispenser.ThrowOrder();
|
||||||
_playerEntered = true;
|
_playerEntered = true;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,32 @@
|
|||||||
|
using Code.Audio;
|
||||||
|
using Reflex.Attributes;
|
||||||
|
using UnityEngine;
|
||||||
|
using AudioType = Code.Audio.AudioType;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Player
|
||||||
|
{
|
||||||
|
public class PlayerAudio : MonoBehaviour
|
||||||
|
{
|
||||||
|
private IAudioService _audioService;
|
||||||
|
private IAudioFactory _audioFactory;
|
||||||
|
private AudioSource _audioSource;
|
||||||
|
|
||||||
|
[Inject]
|
||||||
|
private void Construct(IAudioService audioService, IAudioFactory audioFactory)
|
||||||
|
{
|
||||||
|
_audioService = audioService;
|
||||||
|
_audioSource = audioService.GetSourceOfGroup(AudioType.Courier);
|
||||||
|
|
||||||
|
_audioFactory = audioFactory;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PlayStep()
|
||||||
|
{
|
||||||
|
_audioSource.PlayOneShot(_audioFactory.CourierAudios[(int)CourierSounds.Step]);
|
||||||
|
}
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
_audioService.ReleaseSourceOfGroup(_audioSource);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 64f99dccce9d41df98accae0f355dbca
|
||||||
|
timeCreated: 1764584350
|
||||||
@@ -42,7 +42,13 @@ namespace Code.Gameplay.Player
|
|||||||
Addressables.ReleaseInstance(characterProvider.gameObject);
|
Addressables.ReleaseInstance(characterProvider.gameObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
public async UniTask<ArmsMeshProvider> CreateArms(Transform papochka) => (await Addressables.InstantiateAsync(_playerConfig.armsMeshPrefab, papochka).ToUniTask()).GetComponent<ArmsMeshProvider>();
|
public async UniTask<ArmsMeshProvider> CreateArms(Transform papochka)
|
||||||
|
{
|
||||||
|
var armsMesh = (await Addressables.InstantiateAsync(_playerConfig.armsMeshPrefab, papochka).ToUniTask());
|
||||||
|
GameObjectInjector.InjectRecursive(armsMesh, Container.ProjectContainer);
|
||||||
|
|
||||||
|
return armsMesh.GetComponent<ArmsMeshProvider>();
|
||||||
|
}
|
||||||
public void ReleaseArms(ArmsMeshProvider arms) => Addressables.ReleaseInstance(arms.gameObject);
|
public void ReleaseArms(ArmsMeshProvider arms) => Addressables.ReleaseInstance(arms.gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -12,5 +12,6 @@ namespace Code.Generator
|
|||||||
Room CreateRoomByIndex(int index, RoomType roomType);
|
Room CreateRoomByIndex(int index, RoomType roomType);
|
||||||
void ReleaseRooms();
|
void ReleaseRooms();
|
||||||
GameObject GetRandomCachedPrefabOfType(RoomType roomType, out int index);
|
GameObject GetRandomCachedPrefabOfType(RoomType roomType, out int index);
|
||||||
|
int GetRandomIndexOfType(RoomType roomType);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Generator
|
||||||
|
{
|
||||||
|
public class InitialRoom : Room
|
||||||
|
{
|
||||||
|
public Transform playerSpawn;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4245aa5c87c7455ebad11edaad3b649e
|
||||||
|
timeCreated: 1764324045
|
||||||
@@ -1,33 +1,32 @@
|
|||||||
using System;
|
using System;
|
||||||
using Code.Gameplay.Door;
|
using Code.Gameplay.Door;
|
||||||
|
using Code.Gameplay.Orders.Order;
|
||||||
using Code.UI;
|
using Code.UI;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Code.Generator
|
namespace Code.Generator
|
||||||
{
|
{
|
||||||
[RequireComponent(typeof(Transform))]
|
// Для написания нормальной системы комнат нужен другой подход в корне, это уже не исправить, только залатать большие дыры
|
||||||
public class Room : MonoBehaviour
|
public class Room : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private RoomType roomType;
|
[SerializeField] protected RoomType roomType;
|
||||||
public RoomType RoomType => roomType;
|
public RoomType RoomType => roomType;
|
||||||
[SerializeField] private float roomTimer;
|
[SerializeField] protected float roomTimer;
|
||||||
public float RoomTimer => roomTimer;
|
public float RoomTimer => roomTimer;
|
||||||
[SerializeField] private Transform enterMarker;
|
[SerializeField] protected Transform enterMarker;
|
||||||
public Transform EnterMarker => enterMarker;
|
public Transform EnterMarker => enterMarker;
|
||||||
[SerializeField] private Transform exitMarker;
|
[SerializeField] protected Transform exitMarker;
|
||||||
|
[SerializeField] protected Transform doorSlot;
|
||||||
public Transform ExitMarker => exitMarker;
|
public Transform ExitMarker => exitMarker;
|
||||||
[SerializeField] private Door door;
|
[SerializeField] protected Door door;
|
||||||
|
|
||||||
private void Awake()
|
public void Initialize(IOrderService orderService)
|
||||||
{
|
{
|
||||||
if (EnterMarker == null || ExitMarker == null)
|
door.TranslationMode(false);
|
||||||
{
|
|
||||||
Debug.LogError($"Але маркеры не найдены у комнаты {gameObject.name}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Initialize() => door.TranslationMode(false);
|
if(roomTrigger) roomTrigger.OrderService = orderService;
|
||||||
|
}
|
||||||
//PIZDEC
|
public void Seal() => door.CloseTheDoor();
|
||||||
|
[SerializeField] public RoomTrigger roomTrigger;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,6 +1,7 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Code.Gameplay.Orders.Order;
|
using Code.Gameplay.Orders.Order;
|
||||||
using Cysharp.Threading.Tasks;
|
using Code.Scenes;
|
||||||
|
using Code.Scenes.SceneEnvironments;
|
||||||
using Reflex.Attributes;
|
using Reflex.Attributes;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
@@ -34,52 +35,30 @@ namespace Code.Generator
|
|||||||
|
|
||||||
public void Initialize()
|
public void Initialize()
|
||||||
{
|
{
|
||||||
// _orderService.OrderGive();
|
|
||||||
|
|
||||||
_spawnedRooms = new List<Room>();
|
_spawnedRooms = new List<Room>();
|
||||||
_roomIndexesStack = new();
|
_roomIndexesStack = new();
|
||||||
|
|
||||||
Debug.LogWarning($"КОТЛЫ ГЕНЕРАЛЬСКИЕ{_orderService.DeliveryTimer}");
|
|
||||||
|
|
||||||
// CreateRoomsStack();
|
|
||||||
|
|
||||||
// SpawnInitialRoomsAsync();
|
|
||||||
_orderService.OnOrderGiven += CreateRoomsStack;
|
_orderService.OnOrderGiven += CreateRoomsStack;
|
||||||
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
|
CreateInitialRoom();
|
||||||
|
|
||||||
CreateSaveRoom();
|
|
||||||
SpawnNextRoomAsync();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnPlayerEntered()
|
||||||
{
|
{
|
||||||
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
|
SpawnNextRoom();
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDisable()
|
|
||||||
{
|
|
||||||
RoomTrigger.PlayerEnteredRoom -= OnPlayerEntered;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnPlayerEntered()
|
|
||||||
{
|
|
||||||
SpawnNextRoomAsync();
|
|
||||||
|
|
||||||
if (_spawnedRooms.Count > 3)
|
if (_spawnedRooms.Count > 3)
|
||||||
{
|
{
|
||||||
Room roomToRemove = _spawnedRooms[0];
|
Room roomToRemove = _spawnedRooms[0];
|
||||||
_spawnedRooms.RemoveAt(0);
|
_spawnedRooms.RemoveAt(0);
|
||||||
|
|
||||||
// _factory.ReleaseRoom(roomToRemove);
|
|
||||||
Object.Destroy(roomToRemove.gameObject);
|
Object.Destroy(roomToRemove.gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CreateRoomsStack(float timer)
|
private void CreateRoomsStack(float timer)
|
||||||
{
|
{
|
||||||
var currentSaveRoom = _roomIndexesStack[^1];
|
_nextRoomStackIndex = 0;
|
||||||
_roomIndexesStack.Clear();
|
_roomIndexesStack.Clear();
|
||||||
_roomIndexesStack.Add(currentSaveRoom);
|
|
||||||
|
|
||||||
var remainingTime = timer;
|
var remainingTime = timer;
|
||||||
|
|
||||||
@@ -91,35 +70,48 @@ namespace Code.Generator
|
|||||||
|
|
||||||
_roomIndexesStack.Add(new(RoomType.Basic, roomIndex));
|
_roomIndexesStack.Add(new(RoomType.Basic, roomIndex));
|
||||||
remainingTime -= room.RoomTimer;
|
remainingTime -= room.RoomTimer;
|
||||||
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
AddPickupRoom();
|
AddPickupRoom();
|
||||||
|
|
||||||
CreateSaveRoom();
|
AddSaveRoom();
|
||||||
|
|
||||||
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
|
SpawnNextRoom();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CreateSaveRoom()
|
private void AddSaveRoom()
|
||||||
{
|
{
|
||||||
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.Save, out int roomIndex);
|
int saveRoomIndex = _factory.GetRandomIndexOfType(RoomType.Save);
|
||||||
Room saveRoom = prefab.GetComponent<Room>();
|
|
||||||
_roomIndexesStack.Add(new(RoomType.Save, roomIndex));
|
|
||||||
|
|
||||||
Debug.Log($"Первая комната: {saveRoom.name}");
|
_roomIndexesStack.Add(new(RoomType.Save, saveRoomIndex));
|
||||||
}
|
}
|
||||||
|
|
||||||
private async UniTask SpawnInitialRoomsAsync()
|
private void AddPickupRoom()
|
||||||
{
|
{
|
||||||
_nextRoomStackIndex = 0;
|
int pickupIndex = _factory.GetRandomIndexOfType(RoomType.PickUp);
|
||||||
|
|
||||||
SpawnNextRoomAsync();
|
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
|
||||||
|
|
||||||
SpawnNextRoomAsync();
|
_roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SpawnNextRoomAsync()
|
[Inject] private CurrentSceneEnvironment _currentSceneEnvironment;
|
||||||
|
|
||||||
|
private void CreateInitialRoom()
|
||||||
|
{
|
||||||
|
GameplaySceneEnvironment gameplaySceneEnvironment = (GameplaySceneEnvironment)_currentSceneEnvironment;
|
||||||
|
|
||||||
|
int roomIndex = _factory.GetRandomIndexOfType(RoomType.Initial);
|
||||||
|
|
||||||
|
InitialRoom instantiated = _factory.CreateRoomByIndex(roomIndex, RoomType.Initial).GetComponent<InitialRoom>();
|
||||||
|
_spawnedRooms.Add(instantiated);
|
||||||
|
instantiated.transform.position = Vector3.zero;
|
||||||
|
instantiated.transform.rotation = Quaternion.identity;
|
||||||
|
|
||||||
|
gameplaySceneEnvironment.playerSpawnPoint = instantiated.playerSpawn;
|
||||||
|
instantiated.Initialize(_orderService);
|
||||||
|
}
|
||||||
|
private void SpawnNextRoom()
|
||||||
{
|
{
|
||||||
if (_nextRoomStackIndex >= _roomIndexesStack.Count)
|
if (_nextRoomStackIndex >= _roomIndexesStack.Count)
|
||||||
return;
|
return;
|
||||||
@@ -138,28 +130,14 @@ namespace Code.Generator
|
|||||||
PlaceRoom(room, previousRoom);
|
PlaceRoom(room, previousRoom);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Отписываться можно, но Хатико никогда не дождётся вызова уничтоженного объекта.
|
||||||
|
room.roomTrigger.OnEnter += OnPlayerEntered;
|
||||||
|
|
||||||
|
room.roomTrigger.OnExit += _spawnedRooms[^1].Seal;
|
||||||
_spawnedRooms.Add(room);
|
_spawnedRooms.Add(room);
|
||||||
_nextRoomStackIndex++;
|
_nextRoomStackIndex++;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void AddPickupRoom()
|
|
||||||
{
|
|
||||||
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.PickUp, out int pickupIndex);
|
|
||||||
|
|
||||||
Room pickupRoom = prefab.GetComponent<Room>();
|
|
||||||
|
|
||||||
if (_roomIndexesStack.Count == 0)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("Стек пуст, нет позиции после первой");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
|
|
||||||
|
|
||||||
_roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
|
|
||||||
Debug.Log($"PickUp комната '{pickupRoom.name}' позиция {insertPos}");
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
private void PlaceRoom(Room current, Room previous)
|
private void PlaceRoom(Room current, Room previous)
|
||||||
{
|
{
|
||||||
@@ -211,17 +189,7 @@ namespace Code.Generator
|
|||||||
segmentOriginPosition.y -= randomDoorOriginPosition.y;
|
segmentOriginPosition.y -= randomDoorOriginPosition.y;
|
||||||
current.transform.position = segmentOriginPosition;
|
current.transform.position = segmentOriginPosition;
|
||||||
current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0);
|
current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0);
|
||||||
// locationSegment.isNeedSomeDoors = true;
|
current.Initialize(_orderService);
|
||||||
// locationSegment.AddBadDoorId(locationSegment.LocationSegment.GetDoorOrigins.IndexOf(randomDoorOrigin));
|
|
||||||
current.Initialize();
|
|
||||||
|
|
||||||
float frameOnTheBallRotation = segmentOriginYRotation + randomDoorOriginRotation.eulerAngles.y;
|
|
||||||
if (frameOnTheBallRotation > 305f) frameOnTheBallRotation -= 360f;
|
|
||||||
else if (frameOnTheBallRotation < -45f) frameOnTheBallRotation += 360f;
|
|
||||||
|
|
||||||
// heOnTheBall.AddSlaveLocationSegment(locationSegment.Id);
|
|
||||||
// heOnTheBall.ReplaceSlaveSegmentDoorOriginYRotation(frameOnTheBallRotation);
|
|
||||||
// heOnTheBall.isGotOnTheBall = false;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -30,6 +30,7 @@ namespace Code.Generator
|
|||||||
_cashedRooms.Add(RoomType.Basic, new());
|
_cashedRooms.Add(RoomType.Basic, new());
|
||||||
_cashedRooms.Add(RoomType.Save, new ());
|
_cashedRooms.Add(RoomType.Save, new ());
|
||||||
_cashedRooms.Add(RoomType.PickUp, new ());
|
_cashedRooms.Add(RoomType.PickUp, new ());
|
||||||
|
_cashedRooms.Add(RoomType.Initial, new ());
|
||||||
}
|
}
|
||||||
|
|
||||||
public async UniTask PreloadRooms(IOrderService orderService)
|
public async UniTask PreloadRooms(IOrderService orderService)
|
||||||
@@ -58,6 +59,7 @@ namespace Code.Generator
|
|||||||
index = Random.Range(0, _cashedRooms[roomType].Count);
|
index = Random.Range(0, _cashedRooms[roomType].Count);
|
||||||
return _cashedRooms[roomType][index];
|
return _cashedRooms[roomType][index];
|
||||||
}
|
}
|
||||||
|
public int GetRandomIndexOfType(RoomType roomType) => Random.Range(0, _cashedRooms[roomType].Count);
|
||||||
|
|
||||||
public Room CreateRoomByIndex(int index, RoomType roomType)
|
public Room CreateRoomByIndex(int index, RoomType roomType)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,33 +1,36 @@
|
|||||||
using System;
|
using System;
|
||||||
using Code.Gameplay.Orders.Order;
|
using Code.Gameplay.Orders.Order;
|
||||||
using Reflex.Attributes;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Code.Generator
|
namespace Code.Generator
|
||||||
{
|
{
|
||||||
public class RoomTrigger : MonoBehaviour
|
public class RoomTrigger : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Inject] private IOrderService _orderService;
|
public IOrderService OrderService;
|
||||||
|
public event Action OnEnter;
|
||||||
|
public event Action OnExit;
|
||||||
|
|
||||||
public static event Action PlayerEnteredRoom;
|
private bool _playerEntered, _playerExited;
|
||||||
|
|
||||||
private bool _playerEntered;
|
|
||||||
|
|
||||||
// [Inject]
|
|
||||||
// private void Construct(IOrderService orderService)
|
|
||||||
// {
|
|
||||||
// _orderService = orderService;
|
|
||||||
// }
|
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
if (_playerEntered) return;
|
if (_playerEntered) return;
|
||||||
if (!other.CompareTag("Player")) return;
|
|
||||||
|
|
||||||
_playerEntered = true;
|
_playerEntered = true;
|
||||||
|
|
||||||
_orderService.RoomPassed();
|
OrderService.RoomPassed();
|
||||||
|
|
||||||
PlayerEnteredRoom?.Invoke();
|
OnEnter?.Invoke();
|
||||||
|
}
|
||||||
|
private void OnTriggerExit(Collider other)
|
||||||
|
{
|
||||||
|
if (_playerExited) return;
|
||||||
|
|
||||||
|
Debug.Log(other.name);
|
||||||
|
|
||||||
|
_playerExited = true;
|
||||||
|
|
||||||
|
OnExit?.Invoke();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,3 +1,3 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 4207b7568dc3482393ac1860a31909b4
|
guid: 0d6940d73d544f0a8e4a45d956bc2364
|
||||||
timeCreated: 1764087485
|
timeCreated: 1764525516
|
||||||
@@ -3,8 +3,8 @@ namespace Code.Generator
|
|||||||
public enum RoomType
|
public enum RoomType
|
||||||
{
|
{
|
||||||
Basic,
|
Basic,
|
||||||
Ladder,
|
|
||||||
Save,
|
Save,
|
||||||
PickUp
|
PickUp,
|
||||||
|
Initial
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -16,8 +16,8 @@ namespace Code.Input
|
|||||||
// Для управления движением персонажа
|
// Для управления движением персонажа
|
||||||
Vector2 MoveInput { get; }
|
Vector2 MoveInput { get; }
|
||||||
bool JumpPressed { get; }
|
bool JumpPressed { get; }
|
||||||
bool SprintPressed { get; }
|
|
||||||
bool SlidePressed { get; }
|
bool SlidePressed { get; }
|
||||||
|
bool DashPressed { get; }
|
||||||
|
|
||||||
// Для переключения режима камеры
|
// Для переключения режима камеры
|
||||||
bool ToggleCameraModePressed { get; }
|
bool ToggleCameraModePressed { get; }
|
||||||
|
|||||||
@@ -13,8 +13,8 @@ namespace Code.Input
|
|||||||
public float ZoomInput { get; private set; }
|
public float ZoomInput { get; private set; }
|
||||||
public Vector2 MoveInput { get; private set; }
|
public Vector2 MoveInput { get; private set; }
|
||||||
public bool JumpPressed { get; private set; }
|
public bool JumpPressed { get; private set; }
|
||||||
public bool SprintPressed { get; private set; }
|
|
||||||
public bool SlidePressed { get; private set; }
|
public bool SlidePressed { get; private set; }
|
||||||
|
public bool DashPressed { get; private set; }
|
||||||
public bool ToggleCameraModePressed { get; private set; }
|
public bool ToggleCameraModePressed { get; private set; }
|
||||||
|
|
||||||
public InputService(InputActionAsset inputActionAsset)
|
public InputService(InputActionAsset inputActionAsset)
|
||||||
@@ -69,14 +69,6 @@ namespace Code.Input
|
|||||||
jumpAction.canceled += OnJumpCanceled;
|
jumpAction.canceled += OnJumpCanceled;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка спринта (персонаж)
|
|
||||||
var sprintAction = gameplayMap.FindAction("Sprint");
|
|
||||||
if (sprintAction != null)
|
|
||||||
{
|
|
||||||
sprintAction.performed += OnSprintPerformed;
|
|
||||||
sprintAction.canceled += OnSprintCanceled;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Обработка слайда (персонаж)
|
// Обработка слайда (персонаж)
|
||||||
var slideAction = gameplayMap.FindAction("Slide");
|
var slideAction = gameplayMap.FindAction("Slide");
|
||||||
if (slideAction != null)
|
if (slideAction != null)
|
||||||
@@ -85,6 +77,14 @@ namespace Code.Input
|
|||||||
slideAction.canceled += OnSlideCanceled;
|
slideAction.canceled += OnSlideCanceled;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Обработка слайда (персонаж)
|
||||||
|
var dashAction = gameplayMap.FindAction("Dash");
|
||||||
|
if (dashAction != null)
|
||||||
|
{
|
||||||
|
dashAction.performed += OnDashPerformed;
|
||||||
|
dashAction.canceled += OnDashCanceled;
|
||||||
|
}
|
||||||
|
|
||||||
// Обработка переключения режима камеры
|
// Обработка переключения режима камеры
|
||||||
var toggleCameraModeAction = gameplayMap.FindAction("ToggleCameraMode");
|
var toggleCameraModeAction = gameplayMap.FindAction("ToggleCameraMode");
|
||||||
if (toggleCameraModeAction != null)
|
if (toggleCameraModeAction != null)
|
||||||
@@ -134,16 +134,6 @@ namespace Code.Input
|
|||||||
JumpPressed = false;
|
JumpPressed = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnSprintPerformed(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
SprintPressed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnSprintCanceled(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
SprintPressed = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnSlidePerformed(InputAction.CallbackContext context)
|
private void OnSlidePerformed(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
SlidePressed = true;
|
SlidePressed = true;
|
||||||
@@ -154,6 +144,16 @@ namespace Code.Input
|
|||||||
SlidePressed = false;
|
SlidePressed = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDashPerformed(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
DashPressed = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDashCanceled(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
DashPressed = false;
|
||||||
|
}
|
||||||
|
|
||||||
private void OnToggleCameraModePerformed(InputAction.CallbackContext context)
|
private void OnToggleCameraModePerformed(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
ToggleCameraModePressed = true;
|
ToggleCameraModePressed = true;
|
||||||
@@ -189,12 +189,12 @@ namespace Code.Input
|
|||||||
gameplayMap.FindAction("Jump").performed -= OnJumpPerformed;
|
gameplayMap.FindAction("Jump").performed -= OnJumpPerformed;
|
||||||
gameplayMap.FindAction("Jump").canceled -= OnJumpCanceled;
|
gameplayMap.FindAction("Jump").canceled -= OnJumpCanceled;
|
||||||
|
|
||||||
gameplayMap.FindAction("Sprint").performed -= OnSprintPerformed;
|
|
||||||
gameplayMap.FindAction("Sprint").canceled -= OnSprintCanceled;
|
|
||||||
|
|
||||||
gameplayMap.FindAction("Slide").performed -= OnSlidePerformed;
|
gameplayMap.FindAction("Slide").performed -= OnSlidePerformed;
|
||||||
gameplayMap.FindAction("Slide").canceled -= OnSlideCanceled;
|
gameplayMap.FindAction("Slide").canceled -= OnSlideCanceled;
|
||||||
|
|
||||||
|
gameplayMap.FindAction("Dash").performed -= OnDashPerformed;
|
||||||
|
gameplayMap.FindAction("Dash").canceled -= OnDashCanceled;
|
||||||
|
|
||||||
gameplayMap.FindAction("ToggleCameraMode").performed -= OnToggleCameraModePerformed;
|
gameplayMap.FindAction("ToggleCameraMode").performed -= OnToggleCameraModePerformed;
|
||||||
gameplayMap.FindAction("ToggleCameraMode").canceled -= OnToggleCameraModeCanceled;
|
gameplayMap.FindAction("ToggleCameraMode").canceled -= OnToggleCameraModeCanceled;
|
||||||
}
|
}
|
||||||
|
|||||||
+1
-1
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: bc9a23cef60c78e46924e5d40b0c2a16
|
guid: e76fbbe72ad97cc4f9dfe770ddc79857
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
@@ -0,0 +1,54 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
|
||||||
|
public class LightProbeRuntime : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Color m_Ambient;
|
||||||
|
Light[] m_Lights;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
IEnumerator Start()
|
||||||
|
{
|
||||||
|
yield return null;
|
||||||
|
|
||||||
|
m_Lights = FindObjectsOfType<Light>();
|
||||||
|
SphericalHarmonicsL2[] bakedProbes = LightmapSettings.lightProbes.bakedProbes;
|
||||||
|
Vector3[] probePositions = LightmapSettings.lightProbes.positions;
|
||||||
|
int probeCount = LightmapSettings.lightProbes.count;
|
||||||
|
|
||||||
|
// Clear all probes
|
||||||
|
for (int i = 0; i < probeCount; i++)
|
||||||
|
bakedProbes[i].Clear();
|
||||||
|
|
||||||
|
// Add ambient light to all probes
|
||||||
|
for (int i = 0; i < probeCount; i++)
|
||||||
|
bakedProbes[i].AddAmbientLight(m_Ambient);
|
||||||
|
|
||||||
|
// Add directional and point lights' contribution to all probes
|
||||||
|
foreach (Light l in m_Lights)
|
||||||
|
{
|
||||||
|
if (l.type == LightType.Directional)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < probeCount; i++)
|
||||||
|
bakedProbes[i].AddDirectionalLight(-l.transform.forward, l.color, l.intensity);
|
||||||
|
}
|
||||||
|
else if (l.type == LightType.Point)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < probeCount; i++)
|
||||||
|
SHAddPointLight(probePositions[i], l.transform.position, l.range, l.color, l.intensity, ref bakedProbes[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
LightmapSettings.lightProbes.bakedProbes = bakedProbes;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHAddPointLight(Vector3 probePosition, Vector3 position, float range, Color color, float intensity, ref SphericalHarmonicsL2 sh)
|
||||||
|
{
|
||||||
|
// From the point of view of an SH probe, point light looks no different than a directional light,
|
||||||
|
// just attenuated and coming from the right direction.
|
||||||
|
Vector3 probeToLight = position - probePosition;
|
||||||
|
float attenuation = 1.0F / (1.0F + 25.0F * probeToLight.sqrMagnitude / (range * range));
|
||||||
|
sh.AddDirectionalLight(probeToLight.normalized, color, intensity * attenuation);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9643888b3364f55439c6adf3309cc447
|
||||||
Loaded 100 of 911 files, more files were not shown because too many files have changed in this diff.
Show more
Reference in new issue
Block a user