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df0c2b3157
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No files matched your search
@@ -0,0 +1,6 @@
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{
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"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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@@ -40,7 +40,7 @@ namespace Code.App.AppStates
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Context.LoadingManager
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Context.LoadingManager
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.RegisterLoading(LoadingWork.LoadScene)
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.RegisterLoading(LoadingWork.LoadScene)
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.RegisterLoading(LoadingWork.LoadUI)
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.RegisterLoading(LoadingWork.LoadUI)
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.RegisterLoading(LoadingWork.LoadModelResource)
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// .RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadAudio);
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.RegisterLoading(LoadingWork.LoadAudio);
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//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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@@ -53,9 +53,10 @@ namespace Code.App.AppStates
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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@@ -89,7 +90,7 @@ namespace Code.App.AppStates
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Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
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Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
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Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
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Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
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await UniTask.WhenAll(
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await UniTask.WhenAll(
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WaitForPlayerArmsToInitialize(),
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WaitForPlayerArmsToInitialize(),
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WaitForPlayerCharacterLoad()
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WaitForPlayerCharacterLoad()
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@@ -161,7 +162,13 @@ namespace Code.App.AppStates
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private void RoomPassedDEBUG(InputAction.CallbackContext context)
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private void RoomPassedDEBUG(InputAction.CallbackContext context)
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{
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{
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_orderService.RoomPassed();
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_orderService.RoomPassed();
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}
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}
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private OrderDispenser _debugTube;
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private void Tube(InputAction.CallbackContext context)
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{
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_debugTube.ThrowOrder();
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}
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// DEBUG
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// DEBUG
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private bool _tickEnabled;
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private bool _tickEnabled;
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public override void Tick()
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public override void Tick()
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@@ -199,7 +206,8 @@ namespace Code.App.AppStates
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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base.ExitState();
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base.ExitState();
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}
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}
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@@ -247,7 +255,8 @@ namespace Code.App.AppStates
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private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
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private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
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{
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{
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var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
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var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
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return sceneEnvironment;
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return sceneEnvironment;
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}
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}
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}
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}
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@@ -22,18 +22,12 @@ namespace Code.Configs
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slideSpeed = 20f, // Скорость слайда
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slideSpeed = 20f, // Скорость слайда
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slideDuration = 0.8f, // Длительность слайда в секундах
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slideDuration = 0.8f, // Длительность слайда в секундах
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slideCooldown = 1.5f; // Время перезарядки слайда в секундах
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slideCooldown = 1.5f; // Время перезарядки слайда в секундах
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// Залазание на стены
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public float
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wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
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minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
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wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
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// Наклон при залазании на стены
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// Наклон при залазании на стены
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public float
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public float
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maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
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leanAngle = 25f,
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wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
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leanThreshold = 0.3f,
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wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
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leanSmoothSpeed = 10f;
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// Гравитация
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// Гравитация
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public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
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public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
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+59
-128
@@ -1,147 +1,78 @@
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using UnityEngine;
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using UnityEngine;
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using KinematicCharacterController;
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namespace Code.Gameplay.Character.Controller.Abilities
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namespace Code.Gameplay.Character.Controller.Abilities
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{
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{
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/*
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* Механика наклона персонажа при контакте со стеной
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* Управляет визуальным наклоном модели в зависимости от высоты подъёма по стене
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*/
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public class WallLeanMechanic
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public class WallLeanMechanic
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{
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{
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private readonly float _maxLeanAngle;
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private readonly float _leanAngle;
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private readonly float _leanSharpness;
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private readonly float _threshold;
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private readonly float _heightScale;
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private readonly float _smoothSpeed;
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private Transform _characterTransform;
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private Vector3 _lastWallNormal;
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private float _lastWallContactHeight;
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private float _leanFactor;
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private float _leanSign;
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private Vector3 _leanDirection;
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private Vector3 _lastWallContactPoint;
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private bool _isLeaningOnWall;
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private const float WallProximityThreshold = 0.6f;
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public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
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private Transform _model;
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public WallLeanMechanic(
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float leanAngle,
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float threshold,
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float smoothSpeed)
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{
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{
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_maxLeanAngle = maxLeanAngle;
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_leanAngle = leanAngle;
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_leanSharpness = leanSharpness;
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_threshold = threshold;
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_heightScale = heightScale;
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_smoothSpeed = smoothSpeed;
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}
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}
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// Назначаем трансформ визуальной модели один раз
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public void SetModel(Transform model) => _model = model;
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public void SetCharacterTransform(Transform transform)
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public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
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{
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{
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_characterTransform = transform;
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if (!_model)
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}
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// Вызывается из OnMovementHit
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public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
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{
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// Только если это действительно стена (не пол/потолок)
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var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
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if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
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return;
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_lastWallNormal = wallNormal;
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_lastWallContactHeight = contactHeight;
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_lastWallContactPoint = motor.TransientPosition;
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// Пересчитываем направление наклона
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_leanDirection = -_lastWallNormal;
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_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
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_leanSign = 1;
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// what the fuck
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if (_leanDirection.x != 0)
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{
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{
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switch (_leanDirection.x)
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_model.localRotation = Quaternion.identity;
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{
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case -1 or 1 when motor.CharacterRight.x > 0.1f:
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_leanSign = -1;
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break;
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case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
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_leanDirection = new Vector3(0, 0, -1);
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break;
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}
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}
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else
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{
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switch (_leanDirection.z)
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{
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case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
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_leanSign = -1;
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break;
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case -1 when motor.CharacterRight.z < -0.1f:
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case 1 when motor.CharacterRight.z > 0.1f:
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_leanDirection = new Vector3(-1, 0, 0);
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break;
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case -1 when motor.CharacterRight.z > 0.1f:
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case 1 when motor.CharacterRight.z < -0.1f:
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_leanDirection = new Vector3(1, 0, 0);
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break;
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}
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}
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_isLeaningOnWall = true;
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}
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|
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// Обновление каждый кадр
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public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
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|
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{
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|
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if (!_characterTransform) return;
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|
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|
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var currentPosition = motor.TransientPosition;
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|
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var isStillNearWall = false;
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|
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if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
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{
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|
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var toWall = currentPosition - _lastWallContactPoint;
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var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
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isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
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}
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|
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if (_isLeaningOnWall)
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|
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{
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|
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var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
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|
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|
|
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if (!isStillNearWall || isBelowContactHeight)
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|
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{
|
|
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_isLeaningOnWall = false;
|
|
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}
|
|
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else
|
|
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{
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|
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var heightDelta = currentPosition.y - _lastWallContactHeight;
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|
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var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
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|
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_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
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|
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}
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|
||||||
}
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|
||||||
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|
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if (!_isLeaningOnWall)
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|
||||||
{
|
|
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_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
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|
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}
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|
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|
|
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ApplyLeanRotation(motor);
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|
||||||
}
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|
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|
|
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private void ApplyLeanRotation(KinematicCharacterMotor motor)
|
|
||||||
{
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|
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if (_leanFactor <= 0.01f)
|
|
||||||
{
|
|
||||||
_characterTransform.localRotation = Quaternion.identity;
|
|
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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)
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+256
@@ -0,0 +1,256 @@
|
|||||||
|
using Code.Gameplay.Character.Controller.Input;
|
||||||
|
using Code.Gameplay.Character.Core;
|
||||||
|
using KinematicCharacterController;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Character.Controller.Abilities
|
||||||
|
{
|
||||||
|
public class WallRunningMechanic
|
||||||
|
{
|
||||||
|
public float MaxWallRunTime = 1.75f;
|
||||||
|
public float WallRunSpeed = 8.0f;
|
||||||
|
public float WallRunAcceleration = 25.0f;
|
||||||
|
public float WallRunGravityScale = 0.25f;
|
||||||
|
public float WallDetachImpulse = 7.0f;
|
||||||
|
public float WallContactAngleThreshold = 45.0f;
|
||||||
|
|
||||||
|
private bool _isWallRunning;
|
||||||
|
private float _wallRunTimer;
|
||||||
|
private Vector3 _wallNormal;
|
||||||
|
private Vector3 _wallTangentRight;
|
||||||
|
private Vector3 _wallTangentUp;
|
||||||
|
private Vector3 _wallContactPoint;
|
||||||
|
private Vector3 _lastMoveInputInWallSpace;
|
||||||
|
|
||||||
|
private float _surfaceAngleCos;
|
||||||
|
private bool _canWallRun;
|
||||||
|
public float WallContactHeight { get; private set; }
|
||||||
|
|
||||||
|
public Vector3 WallRunStartForward { get; private set; }
|
||||||
|
|
||||||
|
private KinematicCharacterMotor _motor;
|
||||||
|
private CharacterInputHandler _inputHandler;
|
||||||
|
|
||||||
|
public bool IsWallRunning => _isWallRunning;
|
||||||
|
|
||||||
|
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
|
||||||
|
{
|
||||||
|
_motor = motor;
|
||||||
|
_inputHandler = inputHandler;
|
||||||
|
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Reset()
|
||||||
|
{
|
||||||
|
_isWallRunning = false;
|
||||||
|
_wallRunTimer = 0f;
|
||||||
|
_wallNormal = Vector3.zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Tick(float deltaTime)
|
||||||
|
{
|
||||||
|
if (_isWallRunning)
|
||||||
|
{
|
||||||
|
_wallRunTimer += deltaTime;
|
||||||
|
if (_wallRunTimer > MaxWallRunTime)
|
||||||
|
{
|
||||||
|
DetachFromWall(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
||||||
|
{
|
||||||
|
if (_isWallRunning) return false;
|
||||||
|
|
||||||
|
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
||||||
|
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
||||||
|
|
||||||
|
if (!isWall) return false;
|
||||||
|
|
||||||
|
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
||||||
|
|
||||||
|
float 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;
|
||||||
|
WallContactHeight = contactPoint.y;
|
||||||
|
|
||||||
|
//_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||||
|
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
||||||
|
|
||||||
|
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
||||||
|
|
||||||
|
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
|
||||||
|
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
|
||||||
|
_wallTangentUp = -_wallTangentUp;
|
||||||
|
|
||||||
|
WallRunStartForward = _motor.CharacterForward;
|
||||||
|
_motor.ForceUnground();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
||||||
|
{
|
||||||
|
if (!_isWallRunning) return;
|
||||||
|
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
||||||
|
|
||||||
|
Vector3 moveInputWorld = _inputHandler.MoveInputVector;
|
||||||
|
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
|
||||||
|
|
||||||
|
Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
|
||||||
|
|
||||||
|
float ad = inputs.MoveAxisRight;
|
||||||
|
|
||||||
|
float sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
|
||||||
|
if (sideDot < 0)
|
||||||
|
ad = -ad;
|
||||||
|
|
||||||
|
Vector3 adMove = _wallTangentUp * (-ad);
|
||||||
|
|
||||||
|
Vector3 finalMove = wsMove + adMove;
|
||||||
|
finalMove = finalMove.normalized * moveInputWorld.magnitude;
|
||||||
|
|
||||||
|
Vector3 targetVelocity = finalMove * WallRunSpeed;
|
||||||
|
|
||||||
|
currentVelocity = Vector3.Lerp(
|
||||||
|
currentVelocity,
|
||||||
|
targetVelocity,
|
||||||
|
1f - Mathf.Exp(-WallRunAcceleration * deltaTime)
|
||||||
|
);
|
||||||
|
|
||||||
|
currentVelocity += Physics.gravity * (WallRunGravityScale * deltaTime);
|
||||||
|
|
||||||
|
float 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 == null) return false;
|
||||||
|
|
||||||
|
Vector3 characterCenter = _motor.TransientPosition;
|
||||||
|
Vector3 characterForward = _motor.CharacterForward;
|
||||||
|
Vector3 characterRight = _motor.CharacterRight;
|
||||||
|
Vector3 characterUp = _motor.CharacterUp;
|
||||||
|
|
||||||
|
float checkDistance = 0.45f;
|
||||||
|
Vector3 rayOrigin = characterCenter + characterUp * 0.2f;
|
||||||
|
Vector3 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 RaycastHit hit, checkDistance,
|
||||||
|
_motor.CollidableLayers, QueryTriggerInteraction.Ignore))
|
||||||
|
{
|
||||||
|
float dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
|
||||||
|
if (dotWithUp < _surfaceAngleCos)
|
||||||
|
{
|
||||||
|
_wallNormal = hit.normal.normalized;
|
||||||
|
_wallContactPoint = hit.point;
|
||||||
|
|
||||||
|
/*_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||||
|
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
||||||
|
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
||||||
|
*/
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DetachFromWall(bool withImpulse)
|
||||||
|
{
|
||||||
|
if (!_isWallRunning) return;
|
||||||
|
|
||||||
|
_isWallRunning = false;
|
||||||
|
|
||||||
|
if (withImpulse && _motor != null)
|
||||||
|
{
|
||||||
|
Vector3 detachImpulse = -_wallNormal * WallDetachImpulse;
|
||||||
|
_motor.BaseVelocity += detachImpulse;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Vector3 GetWallNormal() => _wallNormal;
|
||||||
|
public bool TryGetWallTangents(out Vector3 up, out Vector3 right)
|
||||||
|
{
|
||||||
|
if (!_isWallRunning)
|
||||||
|
{
|
||||||
|
up = right = Vector3.zero;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
up = _wallTangentUp;
|
||||||
|
right = _wallTangentRight;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool CanWallRun()
|
||||||
|
{
|
||||||
|
return !_isWallRunning && !_motor.GroundingStatus.IsStableOnGround;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
|
||||||
|
{
|
||||||
|
if (!_isWallRunning || _motor == null) return;
|
||||||
|
|
||||||
|
_isWallRunning = false;
|
||||||
|
|
||||||
|
Vector3 wallAway = _wallNormal;
|
||||||
|
Vector3 wallUp = _wallTangentUp;
|
||||||
|
|
||||||
|
Vector3 playerForward = cameraRotation * Vector3.forward;
|
||||||
|
|
||||||
|
Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
|
||||||
|
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
|
||||||
|
|
||||||
|
Vector3 jumpDirection =
|
||||||
|
forwardInWallPlane * 0.2f +
|
||||||
|
wallAway * 0.4f +
|
||||||
|
wallUp * 0.4f;
|
||||||
|
|
||||||
|
jumpDirection = jumpDirection.normalized;
|
||||||
|
|
||||||
|
float wallJumpForce = WallDetachImpulse * 2f;
|
||||||
|
|
||||||
|
Vector3 jumpImpulse = jumpDirection * wallJumpForce;
|
||||||
|
|
||||||
|
_motor.BaseVelocity += jumpImpulse;
|
||||||
|
|
||||||
|
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
|
||||||
|
|
||||||
|
if (_motor.CharacterController is CustomCharacterController controller)
|
||||||
|
{
|
||||||
|
controller.BlockAbilities(0.12f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
+3
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4bef67aa9cf14753a63ea07eecc5ff67
|
||||||
|
timeCreated: 1764263348
|
||||||
+59
-91
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
|
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
|
||||||
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
|
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
|
||||||
*
|
*
|
||||||
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
||||||
*/
|
*/
|
||||||
public class CustomCharacterController : MonoBehaviour, ICharacterController
|
public class CustomCharacterController : MonoBehaviour, ICharacterController
|
||||||
{
|
{
|
||||||
@@ -28,49 +28,23 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
// Подсистемы
|
// Подсистемы
|
||||||
private CharacterInputHandler _inputHandler;
|
private CharacterInputHandler _inputHandler;
|
||||||
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 IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
||||||
|
|
||||||
private float abilityBlockTimer;
|
private float abilityBlockTimer;
|
||||||
private bool isAbilitiesBlocked;
|
private bool isAbilitiesBlocked;
|
||||||
|
|
||||||
|
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)
|
||||||
{
|
{
|
||||||
@@ -84,16 +58,25 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
_characterConfig.slideDuration,
|
_characterConfig.slideDuration,
|
||||||
_characterConfig.slideCooldown
|
_characterConfig.slideCooldown
|
||||||
);
|
);
|
||||||
_wallClimbMechanic = new WallClimbMechanic(
|
// _wallClimbMechanic = new WallClimbMechanic(
|
||||||
_characterConfig.wallClimbSpeedFactor,
|
// _characterConfig.wallClimbSpeedFactor,
|
||||||
_characterConfig.minWallClimbSpeed,
|
// _characterConfig.minWallClimbSpeed,
|
||||||
_characterConfig.wallDetectionAngleThreshold
|
// _characterConfig.wallDetectionAngleThreshold
|
||||||
);
|
// );
|
||||||
|
_wallRunningMechanic = new WallRunningMechanic();
|
||||||
|
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
|
||||||
|
_wallRunningMechanic.MaxWallRunTime = 5f;
|
||||||
|
_wallRunningMechanic.WallRunSpeed = 15.0f;
|
||||||
|
_wallRunningMechanic.WallRunAcceleration = 25.0f;
|
||||||
|
_wallRunningMechanic.WallRunGravityScale = 0.25f;
|
||||||
|
_wallRunningMechanic.WallDetachImpulse = 7.0f;
|
||||||
|
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
|
||||||
|
|
||||||
_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.sprintMoveSpeed,
|
||||||
@@ -106,31 +89,24 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
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, _inputHandler);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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;
|
||||||
|
// Обновляем таймеры механик
|
||||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||||
_wallClimbMechanic.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 (_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;
|
_inputHandler.IsSprinting = false;
|
||||||
@@ -138,7 +114,6 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Сохраняем текущий режим камеры
|
|
||||||
_currentCameraMode = inputs.CameraMode;
|
_currentCameraMode = inputs.CameraMode;
|
||||||
|
|
||||||
if (isAbilitiesBlocked)
|
if (isAbilitiesBlocked)
|
||||||
@@ -161,42 +136,33 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
// 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);
|
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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:
|
||||||
@@ -204,38 +170,49 @@ 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 (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||||
{
|
{
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Проверяем запрос слайда и запускаем его если можно
|
|
||||||
if (!_slideMechanic.IsSliding)
|
if (!_slideMechanic.IsSliding)
|
||||||
{
|
{
|
||||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
||||||
_inputHandler.LookInputVector);
|
_inputHandler.LookInputVector);
|
||||||
}
|
}
|
||||||
// Если активен слайд - обрабатываем отдельно
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// === 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;
|
||||||
|
}
|
||||||
|
|
||||||
// Если персонаж находится на земле
|
// Если персонаж находится на земле
|
||||||
if (motor.GroundingStatus.IsStableOnGround)
|
if (motor.GroundingStatus.IsStableOnGround)
|
||||||
{
|
{
|
||||||
_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, deltaTime);
|
||||||
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
|
|
||||||
_groundMovement.CancelJumpRequest();
|
_groundMovement.CancelJumpRequest();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -246,60 +223,51 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
abilityBlockTimer = duration;
|
abilityBlockTimer = duration;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
|
|
||||||
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 (_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);
|
_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))
|
||||||
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
|
{
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|||||||
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--- !u!1 &1477319963861932501
|
||||||
GameObject:
|
GameObject:
|
||||||
@@ -156,7 +156,6 @@ Transform:
|
|||||||
m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 0
|
||||||
m_Children:
|
m_Children:
|
||||||
- {fileID: 4122797476271397740}
|
- {fileID: 4122797476271397740}
|
||||||
- {fileID: 1047840484662430186}
|
|
||||||
- {fileID: 1463034091404591669}
|
- {fileID: 1463034091404591669}
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
@@ -417,6 +416,7 @@ Transform:
|
|||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 0
|
||||||
m_Children:
|
m_Children:
|
||||||
|
- {fileID: 1047840484662430186}
|
||||||
- {fileID: 5944670082409334569}
|
- {fileID: 5944670082409334569}
|
||||||
m_Father: {fileID: 2527703521557431680}
|
m_Father: {fileID: 2527703521557431680}
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
|
|||||||
@@ -24,7 +24,7 @@
|
|||||||
"hash": "e644f1bb8ea190157aaea9c386f85cee4cd03bd9"
|
"hash": "e644f1bb8ea190157aaea9c386f85cee4cd03bd9"
|
||||||
},
|
},
|
||||||
"com.unity.addressables": {
|
"com.unity.addressables": {
|
||||||
"version": "2.7.3",
|
"version": "2.7.2",
|
||||||
"depth": 2,
|
"depth": 2,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
@@ -34,7 +34,7 @@
|
|||||||
"com.unity.modules.jsonserialize": "1.0.0",
|
"com.unity.modules.jsonserialize": "1.0.0",
|
||||||
"com.unity.modules.imageconversion": "1.0.0",
|
"com.unity.modules.imageconversion": "1.0.0",
|
||||||
"com.unity.modules.unitywebrequest": "1.0.0",
|
"com.unity.modules.unitywebrequest": "1.0.0",
|
||||||
"com.unity.scriptablebuildpipeline": "2.4.2",
|
"com.unity.scriptablebuildpipeline": "2.4.1",
|
||||||
"com.unity.modules.unitywebrequestassetbundle": "1.0.0"
|
"com.unity.modules.unitywebrequestassetbundle": "1.0.0"
|
||||||
},
|
},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
@@ -49,7 +49,7 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.burst": {
|
"com.unity.burst": {
|
||||||
"version": "1.8.25",
|
"version": "1.8.24",
|
||||||
"depth": 2,
|
"depth": 2,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
@@ -201,7 +201,7 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.scriptablebuildpipeline": {
|
"com.unity.scriptablebuildpipeline": {
|
||||||
"version": "2.4.2",
|
"version": "2.4.1",
|
||||||
"depth": 3,
|
"depth": 3,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
@@ -243,7 +243,7 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.test-framework": {
|
"com.unity.test-framework": {
|
||||||
"version": "1.6.0",
|
"version": "1.5.1",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "builtin",
|
"source": "builtin",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
@@ -253,7 +253,7 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.test-framework.performance": {
|
"com.unity.test-framework.performance": {
|
||||||
"version": "3.2.0",
|
"version": "3.1.0",
|
||||||
"depth": 3,
|
"depth": 3,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
|
|||||||
@@ -1,2 +1,2 @@
|
|||||||
m_EditorVersion: 6000.2.7f2
|
m_EditorVersion: 6000.2.2f1
|
||||||
m_EditorVersionWithRevision: 6000.2.7f2 (2b518236b676)
|
m_EditorVersionWithRevision: 6000.2.2f1 (ea398eefe1c2)
|
||||||
@@ -0,0 +1,274 @@
|
|||||||
|
<!DOCTYPE html>
|
||||||
|
<!-- saved from url=(0014)about:internet -->
|
||||||
|
<html xmlns:msxsl="urn:schemas-microsoft-com:xslt"><head><meta content="en-us" http-equiv="Content-Language" /><meta content="text/html; charset=utf-16" http-equiv="Content-Type" /><title _locID="ConversionReport0">
|
||||||
|
Отчет о переносе
|
||||||
|
</title><style>
|
||||||
|
/* Body style, for the entire document */
|
||||||
|
body
|
||||||
|
{
|
||||||
|
background: #F3F3F4;
|
||||||
|
color: #1E1E1F;
|
||||||
|
font-family: "Segoe UI", Tahoma, Geneva, Verdana, sans-serif;
|
||||||
|
padding: 0;
|
||||||
|
margin: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Header1 style, used for the main title */
|
||||||
|
h1
|
||||||
|
{
|
||||||
|
padding: 10px 0px 10px 10px;
|
||||||
|
font-size: 21pt;
|
||||||
|
background-color: #E2E2E2;
|
||||||
|
border-bottom: 1px #C1C1C2 solid;
|
||||||
|
color: #201F20;
|
||||||
|
margin: 0;
|
||||||
|
font-weight: normal;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Header2 style, used for "Overview" and other sections */
|
||||||
|
h2
|
||||||
|
{
|
||||||
|
font-size: 18pt;
|
||||||
|
font-weight: normal;
|
||||||
|
padding: 15px 0 5px 0;
|
||||||
|
margin: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Header3 style, used for sub-sections, such as project name */
|
||||||
|
h3
|
||||||
|
{
|
||||||
|
font-weight: normal;
|
||||||
|
font-size: 15pt;
|
||||||
|
margin: 0;
|
||||||
|
padding: 15px 0 5px 0;
|
||||||
|
background-color: transparent;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Color all hyperlinks one color */
|
||||||
|
a
|
||||||
|
{
|
||||||
|
color: #1382CE;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Table styles */
|
||||||
|
table
|
||||||
|
{
|
||||||
|
border-spacing: 0 0;
|
||||||
|
border-collapse: collapse;
|
||||||
|
font-size: 10pt;
|
||||||
|
}
|
||||||
|
|
||||||
|
table th
|
||||||
|
{
|
||||||
|
background: #E7E7E8;
|
||||||
|
text-align: left;
|
||||||
|
text-decoration: none;
|
||||||
|
font-weight: normal;
|
||||||
|
padding: 3px 6px 3px 6px;
|
||||||
|
}
|
||||||
|
|
||||||
|
table td
|
||||||
|
{
|
||||||
|
vertical-align: top;
|
||||||
|
padding: 3px 6px 5px 5px;
|
||||||
|
margin: 0px;
|
||||||
|
border: 1px solid #E7E7E8;
|
||||||
|
background: #F7F7F8;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Local link is a style for hyperlinks that link to file:/// content, there are lots so color them as 'normal' text until the user mouse overs */
|
||||||
|
.localLink
|
||||||
|
{
|
||||||
|
color: #1E1E1F;
|
||||||
|
background: #EEEEED;
|
||||||
|
text-decoration: none;
|
||||||
|
}
|
||||||
|
|
||||||
|
.localLink:hover
|
||||||
|
{
|
||||||
|
color: #1382CE;
|
||||||
|
background: #FFFF99;
|
||||||
|
text-decoration: none;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Center text, used in the over views cells that contain message level counts */
|
||||||
|
.textCentered
|
||||||
|
{
|
||||||
|
text-align: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* The message cells in message tables should take up all avaliable space */
|
||||||
|
.messageCell
|
||||||
|
{
|
||||||
|
width: 100%;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Padding around the content after the h1 */
|
||||||
|
#content
|
||||||
|
{
|
||||||
|
padding: 0px 12px 12px 12px;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* The overview table expands to width, with a max width of 97% */
|
||||||
|
#overview table
|
||||||
|
{
|
||||||
|
width: auto;
|
||||||
|
max-width: 75%;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* The messages tables are always 97% width */
|
||||||
|
#messages table
|
||||||
|
{
|
||||||
|
width: 97%;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* All Icons */
|
||||||
|
.IconSuccessEncoded, .IconInfoEncoded, .IconWarningEncoded, .IconErrorEncoded
|
||||||
|
{
|
||||||
|
min-width:18px;
|
||||||
|
min-height:18px;
|
||||||
|
background-repeat:no-repeat;
|
||||||
|
background-position:center;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Success icon encoded */
|
||||||
|
.IconSuccessEncoded
|
||||||
|
{
|
||||||
|
/* Note: Do not delete the comment below. It is used to verify the correctness of the encoded image resource below before the product is released */
|
||||||
|
/* [---XsltValidateInternal-Base64EncodedImage:IconSuccess#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
|
||||||
|
background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAACXBIWXMAAA7EAAAOxAGVKw4bAAABcElEQVR4Xq2TsUsCURzHv15g8ZJcBWlyiYYgCIWcb9DFRRwMW5TA2c0/QEFwFkxxUQdxVlBwCYWOi6IhWgQhBLHJUCkhLr/BW8S7gvrAg+N+v8/v+x68Z8MGy+XSCyABQAXgBgHGALoASkIIDWSLeLBetdHryMjd5IxQPWT4rn1c/P7+xxp72Cs9m5SZ0Bq2vPnbPFafK2zDvmNHypdC0BPkLlQhxJsCAhQoZwdZU5mwxh720qGo8MzTxTTKZDPCx2HoVzp6lz0Q9tKhyx0kGs8Ny+TkWRKk8lCROwEduhyg9l/6lunOPSfmH3NUH6uQ0KHLAe7JYvJjevm+DAMGJHToKtigE+vwvIidxLamb8IBY9e+C5LiXREkfho3TSd06HJA13/oh6T51MTsfQbHrsMynQ5dDihFjiK8JJAU9AKIWTp76dCVN7HWHrajmUEGvyF9nkbAE6gLIS7kTUyuf2gscLoJrElZo/Mvj+nPz/kLTmfnEwP3tB0AAAAASUVORK5CYII=);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Information icon encoded */
|
||||||
|
.IconInfoEncoded
|
||||||
|
{
|
||||||
|
/* Note: Do not delete the comment below. It is used to verify the correctness of the encoded image resource below before the product is released */
|
||||||
|
/* [---XsltValidateInternal-Base64EncodedImage:IconInformation#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
|
||||||
|
background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAABHElEQVR4Xs2TsUoDQRRF7wwoziokjZUKadInhdhukR9YP8DMX1hYW+QvdsXa/QHBbcXC7W0CamWTQnclFutceIQJwwaWNLlwm5k5d94M76mmaeCrrmsLYOocY12FcxZFUeozCqKqqgYA8uevv1H6VuPxcwlfk5N92KHBxfFeCSAxxswlYAW/Xr989x/mv9gkhtyMDhcAxgzRsp7flj8B/HF1RsMXq+NZMkopaHe7lbKxQUEIGbKsYNoGn969060hZBkQex/W8oRQwsQaW2o3Ago2SVcJUzAgY3N0lTCZZm+zPS8HB51gMmS1DEYyOz9acKO1D8JWTlafKIMxdhvlfdyT94Vv5h7P8Ky7nQzACmhvKq3zk3PjW9asz9D/1oigecsioooAAAAASUVORK5CYII=);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Warning icon encoded */
|
||||||
|
.IconWarningEncoded
|
||||||
|
{
|
||||||
|
/* Note: Do not delete the comment below. It is used to verify the correctness of the encoded image resource below before the product is released */
|
||||||
|
/* [---XsltValidateInternal-Base64EncodedImage:IconWarning#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
|
||||||
|
background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAACXBIWXMAAA7EAAAOxAGVKw4bAAAAx0lEQVR4XpWSMQ7CMAxFf4xAyBMLCxMrO8dhaBcuwdCJS3RJBw7SA/QGTCxdWJgiQYWKXJWKIXHIlyw5lqr34tQgEOdcBsCOx5yZK3hCCKdYXneQkh4pEfqzLfu+wVDSyyzFoJjfz9NB+pAF+eizx2Vruts0k15mPgvS6GYvpVtQhB61IB/dk6AF6fS4Ben0uIX5odtFe8Q/eW1KvFeH4e8khT6+gm5B+t3juyDt7n0jpe+CANTd+oTUjN/U3yVaABnSUjFz/gFq44JaVSCXeQAAAABJRU5ErkJggg==);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Error icon encoded */
|
||||||
|
.IconErrorEncoded
|
||||||
|
{
|
||||||
|
/* Note: Do not delete the comment below. It is used to verify the correctness of the encoded image resource below before the product is released */
|
||||||
|
/* [---XsltValidateInternal-Base64EncodedImage:IconError#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
|
||||||
|
background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAABQElEQVR4XqWTvUoEQRCE6wYPZUA80AfwAQz23uCMjA7MDRQEIzPBVEyNTQUFIw00vcQTTMzuAh/AxEQQT8HF/3G/oGGnEUGuoNnd6qoZuqltyKEsyzVJq5I6rnUp6SjGeGhESikzzlc1eL7opfuVbrqbU1Zw9NCgtQMaZpY0eNnaaL2fHusvTK5vKu7sjSS1Y4y3QUA6K3e3Mau5UFDyMP7tYF9o8cAHZv68vipoIJg971PZIZ5HiwdvYGGvFVFHmGmZ2MxwmQYPXubPl9Up0tfoMQGetXd6mRbvhBw+boZ6WF7Mbv1+GsHRk0fQmPAH1GfmZirbCfDJ61tw3Px8/8pZsPAG4jlVhcPgZ7adwNWBB68lkRQWFiTgFlbnLY3DGGM7izIJIyT/jjIvEJw6fdJTc6krDzh6aMwMP9bvDH4ADSsa9uSWVJkAAAAASUVORK5CYII=);
|
||||||
|
}
|
||||||
|
</style><script type="text/javascript" language="javascript">
|
||||||
|
|
||||||
|
// Startup
|
||||||
|
// Hook up the the loaded event for the document/window, to linkify the document content
|
||||||
|
var startupFunction = function() { linkifyElement("messages"); };
|
||||||
|
|
||||||
|
if(window.attachEvent)
|
||||||
|
{
|
||||||
|
window.attachEvent('onload', startupFunction);
|
||||||
|
}
|
||||||
|
else if (window.addEventListener)
|
||||||
|
{
|
||||||
|
window.addEventListener('load', startupFunction, false);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
document.addEventListener('load', startupFunction, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Toggles the visibility of table rows with the specified name
|
||||||
|
function toggleTableRowsByName(name)
|
||||||
|
{
|
||||||
|
var allRows = document.getElementsByTagName('tr');
|
||||||
|
for (i=0; i < allRows.length; i++)
|
||||||
|
{
|
||||||
|
var currentName = allRows[i].getAttribute('name');
|
||||||
|
if(!!currentName && currentName.indexOf(name) == 0)
|
||||||
|
{
|
||||||
|
var isVisible = allRows[i].style.display == '';
|
||||||
|
isVisible ? allRows[i].style.display = 'none' : allRows[i].style.display = '';
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function scrollToFirstVisibleRow(name)
|
||||||
|
{
|
||||||
|
var allRows = document.getElementsByTagName('tr');
|
||||||
|
for (i=0; i < allRows.length; i++)
|
||||||
|
{
|
||||||
|
var currentName = allRows[i].getAttribute('name');
|
||||||
|
var isVisible = allRows[i].style.display == '';
|
||||||
|
if(!!currentName && currentName.indexOf(name) == 0 && isVisible)
|
||||||
|
{
|
||||||
|
allRows[i].scrollIntoView(true);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Linkifies the specified text content, replaces candidate links with html links
|
||||||
|
function linkify(text)
|
||||||
|
{
|
||||||
|
if(!text || 0 === text.length)
|
||||||
|
{
|
||||||
|
return text;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Find http, https and ftp links and replace them with hyper links
|
||||||
|
var urlLink = /(http|https|ftp)\:\/\/[a-zA-Z0-9\-\.]+(:[a-zA-Z0-9]*)?\/?([a-zA-Z0-9\-\._\?\,\/\\\+&%\$#\=~;\{\}])*/gi;
|
||||||
|
|
||||||
|
return text.replace(urlLink, '<a href="$&">$&</a>') ;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Linkifies the specified element by ID
|
||||||
|
function linkifyElement(id)
|
||||||
|
{
|
||||||
|
var element = document.getElementById(id);
|
||||||
|
if(!!element)
|
||||||
|
{
|
||||||
|
element.innerHTML = linkify(element.innerHTML);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function ToggleMessageVisibility(projectName)
|
||||||
|
{
|
||||||
|
if(!projectName || 0 === projectName.length)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
toggleTableRowsByName("MessageRowClass" + projectName);
|
||||||
|
toggleTableRowsByName('MessageRowHeaderShow' + projectName);
|
||||||
|
toggleTableRowsByName('MessageRowHeaderHide' + projectName);
|
||||||
|
}
|
||||||
|
|
||||||
|
function ScrollToFirstVisibleMessage(projectName)
|
||||||
|
{
|
||||||
|
if(!projectName || 0 === projectName.length)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// First try the 'Show messages' row
|
||||||
|
if(!scrollToFirstVisibleRow('MessageRowHeaderShow' + projectName))
|
||||||
|
{
|
||||||
|
// Failed to find a visible row for 'Show messages', try an actual message row
|
||||||
|
scrollToFirstVisibleRow('MessageRowClass' + projectName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
</script></head><body><h1 _locID="ConversionReport">
|
||||||
|
Отчет о миграции - </h1><div id="content"><h2 _locID="OverviewTitle">Обзор</h2><div id="overview"><table><tr><th></th><th _locID="ProjectTableHeader">Проект</th><th _locID="PathTableHeader">Путь</th><th _locID="ErrorsTableHeader">Ошибки</th><th _locID="WarningsTableHeader">Предупреждения</th><th _locID="MessagesTableHeader">Сообщения</th></tr><tr><td class="IconErrorEncoded" /><td><strong><a href="#Assembly-CSharp">Assembly-CSharp</a></strong></td><td>Assembly-CSharp.csproj</td><td class="textCentered"><a href="#Assembly-CSharpError">1</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconErrorEncoded" /><td><strong><a href="#Assembly-CSharp-Editor">Assembly-CSharp-Editor</a></strong></td><td>Assembly-CSharp-Editor.csproj</td><td class="textCentered"><a href="#Assembly-CSharp-EditorError">1</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconSuccessEncoded" /><td><strong><a href="#Solution"><span _locID="OverviewSolutionSpan">Решение</span></a></strong></td><td>CourierOld.sln</td><td class="textCentered"><a>0</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#" onclick="ScrollToFirstVisibleMessage('Solution'); return false;">1</a></td></tr></table></div><h2 _locID="SolutionAndProjectsTitle">Решение и проекты</h2><div id="messages"><a name="Assembly-CSharp" /><h3>Assembly-CSharp</h3><table><tr id="Assembly-CSharpHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Сообщение</th></tr><tr name="ErrorRowClassAssembly-CSharp"><td class="IconErrorEncoded"><a name="Assembly-CSharpError" /></td><td class="messageCell"><strong>Assembly-CSharp.csproj:
|
||||||
|
</strong><span>Приложение, на котором основан этот тип проектов, не найдено. Попробуйте воспользоваться этой ссылкой для получения дополнительной информации: http://go.microsoft.com/fwlink/?LinkID=299083&projecttype=E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1</span></td></tr></table><a name="Assembly-CSharp-Editor" /><h3>Assembly-CSharp-Editor</h3><table><tr id="Assembly-CSharp-EditorHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Сообщение</th></tr><tr name="ErrorRowClassAssembly-CSharp-Editor"><td class="IconErrorEncoded"><a name="Assembly-CSharp-EditorError" /></td><td class="messageCell"><strong>Assembly-CSharp-Editor.csproj:
|
||||||
|
</strong><span>Приложение, на котором основан этот тип проектов, не найдено. Попробуйте воспользоваться этой ссылкой для получения дополнительной информации: http://go.microsoft.com/fwlink/?LinkID=299083&projecttype=E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1</span></td></tr></table><a name="Solution" /><h3 _locID="ProjectDisplayNameHeader">Решение</h3><table><tr id="SolutionHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Сообщение</th></tr><tr name="MessageRowHeaderShowSolution"><td class="IconInfoEncoded" /><td class="messageCell"><a _locID="ShowAdditionalMessages" href="#" name="SolutionMessage" onclick="ToggleMessageVisibility('Solution'); return false;">
|
||||||
|
Показать 1 дополнительные сообщения
|
||||||
|
</a></td></tr><tr name="MessageRowClassSolution" style="display: none"><td class="IconInfoEncoded"><a name="SolutionMessage" /></td><td class="messageCell"><strong>CourierOld.sln:
|
||||||
|
</strong><span>Для файла решения не требуется перенос.</span></td></tr><tr style="display: none" name="MessageRowHeaderHideSolution"><td class="IconInfoEncoded" /><td class="messageCell"><a _locID="HideAdditionalMessages" href="#" name="SolutionMessage" onclick="ToggleMessageVisibility('Solution'); return false;">
|
||||||
|
Скрыть 1 дополнительные сообщения
|
||||||
|
</a></td></tr></table></div></div></body></html>
|
||||||
Reference in new issue
Block a user