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No files matched your search
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"version": "1.0",
|
||||
"components": [
|
||||
"Microsoft.VisualStudio.Workload.ManagedGame"
|
||||
]
|
||||
}
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||||
@@ -15,7 +15,7 @@ MonoBehaviour:
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m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
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m_currentHash:
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serializedVersion: 2
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Hash: 1ec1ee985689145b755c859b69691cb0
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+63
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@@ -32,6 +32,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 1cc66c0b13a946e1c9ec37026268e144
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m_Address: Audio/Enemies/pl_metal2
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- m_GUID: 1d4767c722c05b5d6b96bb226d378c65
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m_Address: Assets/Resources_moved/Prefabs/Player/ArmsMesh.prefab
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@@ -52,6 +57,11 @@ MonoBehaviour:
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- m_GUID: 26d4e4c556527924490b8018cd510eda
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- m_GUID: 28a6c7a4124141341ab7c2b7dfd3e95b
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m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 2.prefab
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@@ -67,6 +77,11 @@ MonoBehaviour:
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- m_GUID: 2c6a984e4a1b42647b48e6b7bc69b158
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m_Address: Prefabs/Levels/Level6
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m_ReadOnly: 0
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- m_GUID: 2ed2d93a9f39d4edba511cb7396c7bb6
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m_Address: Assets/Resources_moved/Prefabs/Enemies/Cockroach.prefab
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m_ReadOnly: 0
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@@ -87,13 +102,8 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 3d195945b1fbf114a88457cba466bc2b
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m_Address: Assets/Resources_moved/Rooms/Room2.prefab
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 4472dd84628855c4085cacaec19efa29
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m_Address: Assets/Resources_moved/Rooms/Room1.prefab
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- m_GUID: 3f8f2171cc252d953b82083cc16bd1ae
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m_Address: Assets/Resources_moved/Prefabs/Levels/Level6_1.prefab
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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@@ -102,13 +112,18 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 4b279429428a13040b6d1713122cd0de
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m_Address: Assets/Resources_moved/Audio/SFX/pl_pain5.wav
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 4bd64d1fcecc9c6b09d81e78b7dcfebe
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m_Address: Audio/Dispatcher/take_damage1
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m_ReadOnly: 0
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 4f660559d76c3ed42a7c34a0b16487f7
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m_Address: Assets/Resources_moved/Rooms/Room3.prefab
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- m_GUID: 7067a5248027e74478f4f0f53ddf06a4
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m_Address: Prefabs/Rooms/Save1
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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@@ -163,11 +178,26 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 9d78f017876abed4c9cd8957f1e140cb
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m_Address: Prefabs/Rooms/Level1_2
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: a306df57f348ce7cf900d0b9431739ee
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m_Address: launch_selectmenu
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m_ReadOnly: 0
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: aa138b2e21adfbf4bbbfa5bf9d54b8f2
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m_Address: Assets/Resources_moved/Audio/UI/buttonclickrelease.wav
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m_ReadOnly: 0
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- m_GUID: ae6ab2c88ae248ce1b6efca892f17659
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m_Address: Assets/Resources_moved/Audio/Music/TestDeath.ogg
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: b2e8dc2aeb0311cd8a826b51cf8e94dc
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m_Address: GameOver
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m_ReadOnly: 0
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@@ -178,8 +208,13 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: b3471d165fe389f479380f61034bea57
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m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 1.prefab
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- m_GUID: b37ea8c61cc322afdad529d678612d22
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m_Address: Assets/Resources_moved/Audio/Enemies/zo_attack2.wav
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: bf87bc9ac43df86be8c818de81d44a54
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m_Address: Assets/Resources_moved/Audio/SFX/pl_step1.wav
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@@ -188,13 +223,28 @@ MonoBehaviour:
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: c5a0ad8a615841547ac2ee613af526d8
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m_Address: Assets/Resources_moved/Audio/SFX/pl_pain2.wav
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- m_GUID: c938de3174f184741925c407a43a47f2
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m_Address: Prefabs/Rooms/Level1
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m_ReadOnly: 0
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: cab4b1ff78dd6b1fba61aa165aa17b4d
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m_Address: Audio/Dispatcher/receiving_an_order2
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: d4eaf1439c2788c458127b9ba67e4fbf
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m_Address: Prefabs/Levels/Level1
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- m_GUID: e3a3840a7963bf841872cddb02e90151
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m_Address: Prefabs/Levels/MainMenu 1
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: e84e3a3c26ccbd50d92f13627403f148
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m_Address: Audio/Enemies/rch_walk
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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+1
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 1ce80ea58c1a9154dab0a2f539b9b2a4
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guid: d36aab6707c518f5abfd60065165eb35
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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+2
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@@ -1,5 +1,6 @@
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fileFormatVersion: 2
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guid: f01bff5d55306654a99aa04e4a24d1ea
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guid: d982316b2b4c99747b9e953ae7b9b42f
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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||||
@@ -1,6 +1,9 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using Cysharp.Threading.Tasks;
|
||||
@@ -30,7 +33,11 @@ namespace Code.App.AppStates
|
||||
Context.InputService.EnableMap(ActionMappings.UI);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
|
||||
|
||||
GameOver();
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Death);
|
||||
|
||||
Context.AudioService.ApplyStun(5000,0.5f);
|
||||
|
||||
GameOver().Forget();
|
||||
|
||||
base.EnterState();
|
||||
}
|
||||
@@ -45,7 +52,7 @@ namespace Code.App.AppStates
|
||||
await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
|
||||
|
||||
_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
|
||||
|
||||
_gameOverPanel.Show();
|
||||
}
|
||||
|
||||
private void ToMainMenu()
|
||||
@@ -71,6 +78,8 @@ namespace Code.App.AppStates
|
||||
Context.InputService.DisableMap(ActionMappings.UI);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
|
||||
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Death, callback: Context.AudioFactory.ReleaseDeathMusic);
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
|
||||
base.ExitState();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,10 +13,12 @@ using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using Code.UI.Panels;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using DG.Tweening;
|
||||
using Reflex.Core;
|
||||
using Reflex.Extensions;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Code.App.AppStates
|
||||
@@ -42,25 +44,18 @@ namespace Code.App.AppStates
|
||||
.RegisterLoading(LoadingWork.LoadUI)
|
||||
.RegisterLoading(LoadingWork.LoadModelResource)
|
||||
.RegisterLoading(LoadingWork.LoadAudio);
|
||||
|
||||
//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
|
||||
|
||||
//_playerHealth.OnDamage += PlayerDamageTaken;
|
||||
//_playerHealth.OnDeath += EndGame;
|
||||
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
|
||||
|
||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||
|
||||
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.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();
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
|
||||
WaitForLoad().Forget();
|
||||
}
|
||||
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
|
||||
|
||||
@@ -69,8 +64,11 @@ namespace Code.App.AppStates
|
||||
await UniTask.WhenAll(
|
||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
||||
Context.AudioFactory.WarmGameplayMusic(),
|
||||
Context.AudioFactory.WarmDeathMusic(),
|
||||
Context.AudioFactory.WarmSFX(),
|
||||
Context.AudioFactory.WarmDispatcher()
|
||||
Context.AudioFactory.WarmDispatcher(),
|
||||
Context.AudioFactory.WarmEnemies(),
|
||||
Context.AudioFactory.WarmCourier()
|
||||
);
|
||||
|
||||
Context.LoadingManager
|
||||
@@ -86,9 +84,12 @@ namespace Code.App.AppStates
|
||||
{
|
||||
Context.LoadingManager
|
||||
.RegisterLoading(LoadingWork.LoadModelResource);
|
||||
|
||||
|
||||
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
||||
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
|
||||
|
||||
Context.PlayerProvider = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerProvider>();
|
||||
Context.PlayerFactory = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerFactory>();
|
||||
|
||||
await UniTask.WhenAll(
|
||||
WaitForPlayerArmsToInitialize(),
|
||||
@@ -111,6 +112,8 @@ namespace Code.App.AppStates
|
||||
|
||||
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
|
||||
|
||||
_volume = sceneEnvironment.volume;
|
||||
|
||||
PlayerInitialize(sceneEnvironment);
|
||||
|
||||
CameraInitialize();
|
||||
@@ -152,16 +155,31 @@ namespace Code.App.AppStates
|
||||
private void PlayerDamageTaken(int damage, PlayerHealth health)
|
||||
{
|
||||
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
|
||||
Context.AudioService.PlayCourier((CourierSounds)Random.Range((int)CourierSounds.Damage1,(int)CourierSounds.Damage2));
|
||||
DamageEffectProcess().Forget();
|
||||
}
|
||||
|
||||
// TODO В конфиг
|
||||
private async UniTaskVoid DamageEffectProcess()
|
||||
{
|
||||
_damagePanel.Show();
|
||||
Context.AudioService.ApplyStun(200, 0.5f);
|
||||
|
||||
DOTween.To(() => _volume.weight, x => _volume.weight = x, 1f, 0.5f);
|
||||
await UniTask.WaitForSeconds(3f);
|
||||
DOTween.To(() => _volume.weight, x => _volume.weight = x, 0f, 1f);
|
||||
Context.AudioService.ApplyStun(5000, 1f);
|
||||
_damagePanel.Hide();
|
||||
}
|
||||
// DEBUG
|
||||
private void InstaKillDEBUG(InputAction.CallbackContext context)
|
||||
{
|
||||
_playerHealth.InstaKill();
|
||||
}
|
||||
private void RoomPassedDEBUG(InputAction.CallbackContext context)
|
||||
private void TakeGamageDEBUG(InputAction.CallbackContext context)
|
||||
{
|
||||
_orderService.RoomPassed();
|
||||
}
|
||||
_playerHealth.GetDamage(1);
|
||||
}
|
||||
// DEBUG
|
||||
private bool _tickEnabled;
|
||||
public override void Tick()
|
||||
@@ -194,12 +212,16 @@ namespace Code.App.AppStates
|
||||
Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
|
||||
|
||||
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, time: 0f, callback: Context.AudioFactory.ReleaseActionMusic);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, time: 0f, callback: Context.AudioFactory.ReleasePeacefulMusic);
|
||||
Context.AudioFactory.ReleaseCourier();
|
||||
Context.AudioFactory.ReleaseDispatcher();
|
||||
Context.AudioFactory.ReleaseEnemies();
|
||||
Context.AudioFactory.ReleaseSFX();
|
||||
|
||||
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
|
||||
|
||||
base.ExitState();
|
||||
}
|
||||
@@ -216,13 +238,15 @@ namespace Code.App.AppStates
|
||||
|
||||
private GameplayPanel _gameplayPanel;
|
||||
private ArmsMeshProvider _armsMesh;
|
||||
|
||||
private DamagePanel _damagePanel;
|
||||
private void UIInitialize()
|
||||
{
|
||||
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
|
||||
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
|
||||
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
|
||||
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
|
||||
|
||||
_damagePanel = _gameplayPanel.DamagePanel;
|
||||
}
|
||||
private void MusicInitialize()
|
||||
{
|
||||
@@ -244,10 +268,12 @@ namespace Code.App.AppStates
|
||||
_orderService.OnOrderDelivered += OrderDelivered;
|
||||
_orderService.OnOrderFailure += OrderFailure;
|
||||
}
|
||||
|
||||
private Volume _volume;
|
||||
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
|
||||
{
|
||||
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
|
||||
return sceneEnvironment;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -33,11 +33,7 @@ namespace Code.App
|
||||
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
|
||||
|
||||
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);
|
||||
|
||||
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
|
||||
@@ -71,6 +67,7 @@ namespace Code.App
|
||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
|
||||
}
|
||||
|
||||
// TODO Часть в сцены
|
||||
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
|
||||
{
|
||||
staticDataService = new StaticDataService();
|
||||
@@ -97,9 +94,12 @@ namespace Code.App
|
||||
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.CourierSoundListConfig, typeof(CourierSoundListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.DefaultAudioSettingsConfig, typeof(DefaultAudioSettingsConfig));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
|
||||
@@ -119,9 +119,7 @@ namespace Code.App
|
||||
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
|
||||
cameraStateMachine.Initialize();
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
BootstrapFinish(container);
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
BootstrapFinish(container).Forget();
|
||||
}
|
||||
private async UniTaskVoid BootstrapFinish(Container container)
|
||||
{
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Code.App.Loading;
|
||||
using Code.Gameplay.Enemies;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Generator;
|
||||
@@ -21,6 +22,9 @@ namespace Code.App.SceneInstallers
|
||||
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
|
||||
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
|
||||
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
|
||||
containerBuilder.AddScoped(typeof(PlayerProvider), typeof(IPlayerProvider));
|
||||
containerBuilder.AddScoped(typeof(PlayerFactory), typeof(IPlayerFactory));
|
||||
containerBuilder.AddScoped(typeof(EnemyFactory), typeof(IEnemyFactory));
|
||||
containerBuilder.AddScoped(typeof(RoomGenerator));
|
||||
|
||||
containerBuilder.OnContainerBuilt += Initialize;
|
||||
@@ -37,14 +41,14 @@ namespace Code.App.SceneInstallers
|
||||
loadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadScene);
|
||||
|
||||
LoadRooms(container,loadingManager);
|
||||
LoadRooms(container,loadingManager).Forget();
|
||||
}
|
||||
|
||||
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
|
||||
{
|
||||
await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
|
||||
// await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
|
||||
|
||||
container.Resolve<RoomGenerator>().Initialize();
|
||||
// container.Resolve<RoomGenerator>().Initialize();
|
||||
|
||||
loadingManager.UnregisterLoading(LoadingWork.LoadModelResource);
|
||||
}
|
||||
|
||||
@@ -19,10 +19,10 @@ namespace Code.App.StateMachine
|
||||
[Inject] public AppStateMachine StateMachine { get; private set; }
|
||||
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
|
||||
[Inject] public IUIService UIService { get; private set; }
|
||||
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
|
||||
[Inject] public IPlayerProvider PlayerProvider { get; private set; }
|
||||
[Inject] public IAudioFactory AudioFactory { 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; }
|
||||
}
|
||||
}
|
||||
@@ -11,8 +11,10 @@ namespace Code.Audio
|
||||
}
|
||||
public enum EnemiesSounds
|
||||
{
|
||||
Bastard,
|
||||
Bravo
|
||||
GrandpaAttack,
|
||||
RoachAttack,
|
||||
RoachStep,
|
||||
GrandpaStep
|
||||
}
|
||||
public enum DispatcherSounds
|
||||
{
|
||||
@@ -28,4 +30,10 @@ namespace Code.Audio
|
||||
Late4,
|
||||
Late5
|
||||
}
|
||||
public enum CourierSounds
|
||||
{
|
||||
Step,
|
||||
Damage1,
|
||||
Damage2
|
||||
}
|
||||
}
|
||||
@@ -19,24 +19,28 @@ namespace Code.Audio
|
||||
private AssetReference[] _audioTestClipsReferences;
|
||||
private AssetReference[] _peacefulSoundtrack;
|
||||
private AssetReference[] _actionSoundtrack;
|
||||
private AssetReference[] _deathSoundtrack;
|
||||
private AssetReference[] _menuSoundtrack;
|
||||
private AssetReference[] _SFX;
|
||||
private AssetReference[] _enemies;
|
||||
private AssetReference[] _dispatcher;
|
||||
private AssetReference[] _character;
|
||||
private AssetReference[] _courier;
|
||||
|
||||
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _deathMusicHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _courierHandle;
|
||||
|
||||
public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
|
||||
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
|
||||
public List<AudioClip> SFXAudios { get; private set; } = new();
|
||||
public List<AudioClip> EnemiesAudios { get; private set; } = new();
|
||||
public List<AudioClip> CourierAudios { get; private set; } = new();
|
||||
public List<AudioClip> DispatcherAudios { get; private set; } = new();
|
||||
|
||||
public AudioFactory(AudioMixerConfig audioMixerConfig,
|
||||
@@ -44,7 +48,8 @@ namespace Code.Audio
|
||||
SFXListConfig sfxListConfig,
|
||||
EnemiesSoundListConfig enemiesSoundListConfig,
|
||||
DispatcherSoundListConfig dispatcherSoundListConfig,
|
||||
AudioTestClipsConfig audioTestClipsConfig
|
||||
AudioTestClipsConfig audioTestClipsConfig,
|
||||
CourierSoundListConfig courierSoundListConfig
|
||||
)
|
||||
{
|
||||
AudioMixer = audioMixerConfig.audioMixerAsset;
|
||||
@@ -52,15 +57,18 @@ namespace Code.Audio
|
||||
|
||||
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
|
||||
_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
|
||||
_deathSoundtrack = soundtrackListConfig.deathSoundtrack;
|
||||
_menuSoundtrack = soundtrackListConfig.menuSoundtrack;
|
||||
_SFX = sfxListConfig.SFX;
|
||||
_enemies = enemiesSoundListConfig.enemies;
|
||||
_dispatcher = dispatcherSoundListConfig.dispatcher;
|
||||
_courier = courierSoundListConfig.courierSounds;
|
||||
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
|
||||
|
||||
MusicDictionary.Add(MusicType.Menu, new ());
|
||||
MusicDictionary.Add(MusicType.Peaceful, new ());
|
||||
MusicDictionary.Add(MusicType.Death, new ());
|
||||
MusicDictionary.Add(MusicType.Action, new ());
|
||||
MusicDictionary.Add(MusicType.Peaceful, new ());
|
||||
}
|
||||
|
||||
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
|
||||
@@ -112,6 +120,16 @@ namespace Code.Audio
|
||||
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
||||
_menuMusicHandle.Release();
|
||||
}
|
||||
public async UniTask WarmDeathMusic()
|
||||
{
|
||||
_deathMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_deathSoundtrack, OnDeathTrackLoaded, Addressables.MergeMode.Union);
|
||||
await _deathMusicHandle.ToUniTask();
|
||||
}
|
||||
public void ReleaseDeathMusic()
|
||||
{
|
||||
MusicDictionary[MusicType.Death].Clear();
|
||||
_deathMusicHandle.Release();
|
||||
}
|
||||
public async UniTask WarmSFX( )
|
||||
{
|
||||
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
|
||||
@@ -137,6 +155,18 @@ namespace Code.Audio
|
||||
EnemiesAudios.Clear();
|
||||
_enemiesHandle.Release();
|
||||
}
|
||||
public async UniTask WarmCourier()
|
||||
{
|
||||
_courierHandle = Addressables.LoadAssetsAsync<AudioClip>(_courier, OnCourierLoaded, Addressables.MergeMode.Union);
|
||||
|
||||
await _courierHandle.ToUniTask();
|
||||
}
|
||||
|
||||
public void ReleaseCourier()
|
||||
{
|
||||
CourierAudios.Clear();
|
||||
_courierHandle.Release();
|
||||
}
|
||||
|
||||
public async UniTask WarmDispatcher( )
|
||||
{
|
||||
@@ -156,6 +186,10 @@ namespace Code.Audio
|
||||
{
|
||||
MusicDictionary[MusicType.Menu].Add(audioClip);
|
||||
}
|
||||
private void OnDeathTrackLoaded(AudioClip audioClip)
|
||||
{
|
||||
MusicDictionary[MusicType.Death].Add(audioClip);
|
||||
}
|
||||
|
||||
// private int _audioTestClipCounter;
|
||||
private void OnAudioTestClipLoaded(AudioClip audioClip)
|
||||
@@ -182,5 +216,9 @@ namespace Code.Audio
|
||||
{
|
||||
DispatcherAudios.Add(audioClip);
|
||||
}
|
||||
private void OnCourierLoaded(AudioClip audioClip)
|
||||
{
|
||||
CourierAudios.Add(audioClip);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -22,134 +22,104 @@ namespace Code.Audio
|
||||
private AudioSource _actionMusicSource;
|
||||
private AudioSource _peacefulMusicSource;
|
||||
|
||||
private AudioMixerGroup _masterGroup,
|
||||
// _musicGroup,
|
||||
_actionMusicGroup,
|
||||
_menuMusicGroup,
|
||||
_peacefulMusicGroup,
|
||||
_SFXGroup,
|
||||
_creaturesGroup,
|
||||
_dispatcherGroup,
|
||||
_courierGroup,
|
||||
_enemiesGroup;
|
||||
|
||||
private Dictionary<AudioType, AudioMixerGroup> _audioMixerGroups = new();
|
||||
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;
|
||||
|
||||
public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings)
|
||||
public AudioService(IAudioFactory audioFactory,
|
||||
Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings,
|
||||
DefaultAudioSettingsConfig defaultAudioSettingsConfig)
|
||||
{
|
||||
_audioFactory = audioFactory;
|
||||
_audioSourcePool = new(settings);
|
||||
_settings = settings;
|
||||
|
||||
_snapshotsVolumes.Add(AudioSnapshotState.None,defaultAudioSettingsConfig.noneVolume);
|
||||
_snapshotsVolumes.Add(AudioSnapshotState.Menu,defaultAudioSettingsConfig.menuVolume);
|
||||
_snapshotsVolumes.Add(AudioSnapshotState.Action,defaultAudioSettingsConfig.actionVolume);
|
||||
_snapshotsVolumes.Add(AudioSnapshotState.Peaceful,defaultAudioSettingsConfig.peacefulVolume);
|
||||
}
|
||||
|
||||
// TODO Грязно, убрать снапшоты НАХУЙ
|
||||
public float GetSetting(AudioType type)
|
||||
{
|
||||
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;
|
||||
}
|
||||
_mixer.GetFloat(_audioMixerGroups[type].name, out float value);
|
||||
|
||||
value = Mathf.Pow(10f, value / 20);
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
// TODO Грязно, убрать снапшоты НАХУЙ
|
||||
public void ChangeSetting(AudioType type, float value)
|
||||
{
|
||||
float volume = Mathf.Log10(value) * 20;
|
||||
switch (type)
|
||||
{
|
||||
case AudioType.SFX:
|
||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_SFXGroup.name, volume);
|
||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_SFXGroup.name, volume);
|
||||
break;
|
||||
case AudioType.DeathMusic:
|
||||
case AudioType.Master:
|
||||
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_masterGroup.name, volume);
|
||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_masterGroup.name, volume);
|
||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_masterGroup.name, volume);
|
||||
_snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
|
||||
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
|
||||
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
|
||||
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
||||
break;
|
||||
case AudioType.Creatures:
|
||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_creaturesGroup.name, volume);
|
||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_creaturesGroup.name, volume);
|
||||
case AudioType.ActionMusic:
|
||||
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
|
||||
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
||||
break;
|
||||
case AudioType.GameplayMusic:
|
||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_peacefulMusicGroup.name, volume);
|
||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_actionMusicGroup.name, volume);
|
||||
case AudioType.PeacefulMusic:
|
||||
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
|
||||
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
||||
break;
|
||||
case AudioType.MenuMusic:
|
||||
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_menuMusicGroup.name, volume);
|
||||
break;
|
||||
case AudioType.DispatcherSounds:
|
||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_dispatcherGroup.name, volume);
|
||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_dispatcherGroup.name, volume);
|
||||
_snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
|
||||
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
||||
break;
|
||||
case AudioType.SFX:
|
||||
case AudioType.Dispatcher:
|
||||
case AudioType.Courier:
|
||||
case AudioType.Enemies:
|
||||
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
|
||||
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
|
||||
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
||||
break;
|
||||
}
|
||||
// _mixer.FindSnapshot("Action").audioMixer.SetFloat("music", volume);
|
||||
}
|
||||
|
||||
public async UniTask Initialize()
|
||||
{
|
||||
// _mixer = await _audioFactory.CreateMixer();
|
||||
_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.Death, _mixer.FindMatchingGroups(AudioGroups.DeathMusicGroup)[0]);
|
||||
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
|
||||
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
|
||||
|
||||
_cancellationTokenSources.Add(MusicType.Menu, new());
|
||||
_cancellationTokenSources.Add(MusicType.Death, new());
|
||||
_cancellationTokenSources.Add(MusicType.Action, new());
|
||||
_cancellationTokenSources.Add(MusicType.Peaceful, new());
|
||||
|
||||
_musicAudioSources.Add(MusicType.Menu, null);
|
||||
_musicAudioSources.Add(MusicType.Death, null);
|
||||
_musicAudioSources.Add(MusicType.Action, null);
|
||||
_musicAudioSources.Add(MusicType.Peaceful, null);
|
||||
|
||||
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
|
||||
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
|
||||
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
|
||||
_courierGroup = _mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
|
||||
_enemiesGroup = _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
|
||||
_audioMixerGroups.Add(AudioType.Master, _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0]);
|
||||
_audioMixerGroups.Add(AudioType.SFX, _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0]);
|
||||
_audioMixerGroups.Add(AudioType.Dispatcher, _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0]);
|
||||
_audioMixerGroups.Add(AudioType.Courier, _mixer.FindMatchingGroups(AudioGroups.CourierGroup)[0]);
|
||||
_audioMixerGroups.Add(AudioType.Enemies, _mixer.FindMatchingGroups(AudioGroups.EnemiesGroup)[0]);
|
||||
_audioMixerGroups.Add(AudioType.MenuMusic, _musicAudioGroups[MusicType.Menu]);
|
||||
_audioMixerGroups.Add(AudioType.DeathMusic, _musicAudioGroups[MusicType.Death]);
|
||||
_audioMixerGroups.Add(AudioType.ActionMusic, _musicAudioGroups[MusicType.Action]);
|
||||
_audioMixerGroups.Add(AudioType.PeacefulMusic, _musicAudioGroups[MusicType.Peaceful]);
|
||||
|
||||
_snapshots[AudioSnapshotState.None] = _mixer.FindSnapshot(AudioGroups.NoneSnapshot);
|
||||
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
|
||||
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
|
||||
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
|
||||
|
||||
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
|
||||
}
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
private Dictionary<MusicType, CancellationTokenSource> _cancellationTokenSources = new();
|
||||
private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
|
||||
private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
|
||||
@@ -169,19 +139,13 @@ namespace Code.Audio
|
||||
|
||||
_musicAudioSources[musicType].Play();
|
||||
|
||||
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
||||
// _ => !_musicAudioSources[musicType].isPlaying,
|
||||
// cancellationToken: _cancellationTokenSources[musicType].Token);
|
||||
await UniTask.NextFrame();
|
||||
// Debug.Log($"Playing {musicType}");
|
||||
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
||||
_ => !_musicAudioSources[musicType].isPlaying,
|
||||
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
|
||||
// Debug.Log($"Finished {musicType}");
|
||||
|
||||
Debug.LogError("Music skipping");
|
||||
if (isCanceled)
|
||||
{
|
||||
// Debug.Log($"Cancelled {musicType}");
|
||||
_cancellationTokenSources[musicType].Dispose();
|
||||
_cancellationTokenSources[musicType] = new();
|
||||
|
||||
@@ -191,13 +155,13 @@ namespace Code.Audio
|
||||
return;
|
||||
}
|
||||
|
||||
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType);
|
||||
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType).Forget();
|
||||
}
|
||||
|
||||
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
|
||||
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
|
||||
{
|
||||
TransitToSnapshot(audioSnapshotState, time);
|
||||
//TransitToSnapshot(audioSnapshotState, time);
|
||||
|
||||
await UniTask.WaitForSeconds(time);
|
||||
|
||||
@@ -205,39 +169,56 @@ namespace Code.Audio
|
||||
|
||||
callback?.Invoke();
|
||||
}
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
|
||||
public void StopMusic()
|
||||
{
|
||||
_peacefulMusicSource.Stop();
|
||||
_actionMusicSource.Stop();
|
||||
_cancellationTokenSources[MusicType.Peaceful].Cancel();
|
||||
_cancellationTokenSources[MusicType.Action].Cancel();
|
||||
}
|
||||
|
||||
public void GladlyAskToStopMusic(Action callback = null)
|
||||
{
|
||||
TransitToSnapshot(AudioSnapshotState.None);
|
||||
// TransitToSnapshot(AudioSnapshotState.None);
|
||||
_peacefulMusicSource.Stop();
|
||||
_actionMusicSource.Stop();
|
||||
|
||||
callback?.Invoke();
|
||||
}
|
||||
|
||||
public void TransitToSnapshot(AudioSnapshotState state, float time = 1f)
|
||||
public void TransitToSnapshot(AudioSnapshotState state, float time = 1)
|
||||
{
|
||||
_snapshots[state].TransitionTo(time);
|
||||
foreach (var key in _audioMixerGroups.Keys)
|
||||
_mixer.DOSetFloat(_audioMixerGroups[key].name, Mathf.Log10(_snapshotsVolumes[state][key]) * 20, time);
|
||||
}
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
|
||||
public void PlaySFX(SFXSounds sfxId, Vector3 position)
|
||||
{
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _SFXGroup);
|
||||
_audioSourcePool
|
||||
.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _audioMixerGroups[AudioType.SFX]).Forget();
|
||||
}
|
||||
public void ApplyStun(float value, float time)
|
||||
{
|
||||
_mixer.DOSetFloat("Stun", value, time);
|
||||
}
|
||||
|
||||
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
|
||||
{
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup);
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position,
|
||||
_audioMixerGroups[AudioType.Enemies]).Forget();
|
||||
}
|
||||
|
||||
public AudioSource GetSourceOfGroup(AudioType group)
|
||||
{
|
||||
AudioSource source = _audioSourcePool.GetSource();
|
||||
source.outputAudioMixerGroup = _audioMixerGroups[group];
|
||||
return source;
|
||||
}
|
||||
|
||||
public void ReleaseSourceOfGroup(AudioSource source) => _audioSourcePool.ReleaseSource(source);
|
||||
|
||||
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
|
||||
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
|
||||
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
|
||||
@@ -245,108 +226,35 @@ namespace Code.Audio
|
||||
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
||||
{
|
||||
OnDispatcherStarted?.Invoke();
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup,
|
||||
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke());
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId],
|
||||
_audioMixerGroups[AudioType.Dispatcher],
|
||||
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke()).Forget();
|
||||
}
|
||||
|
||||
public void PlayCourier(CourierSounds courierSounds)
|
||||
{
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.CourierAudios[(int)courierSounds],
|
||||
_audioMixerGroups[AudioType.Courier],
|
||||
AudioSourceType.NoBlend).Forget();
|
||||
}
|
||||
private CancellationTokenSource _testClipCancellationTokenSource = new();
|
||||
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
|
||||
|
||||
private AudioType _currentTestClipAudioType;
|
||||
|
||||
// TODO Засунуть в словарь
|
||||
public void PlayTestClip(AudioType audioType)
|
||||
{
|
||||
if(_currentTestClipAudioType == audioType) return;
|
||||
|
||||
if (_currentTestClipAudioType == audioType) return;
|
||||
|
||||
_testClipCancellationTokenSource.Cancel();
|
||||
_testClipCancellationTokenSource = new();
|
||||
|
||||
_currentTestClipAudioType = audioType;
|
||||
|
||||
switch (audioType)
|
||||
{
|
||||
case AudioType.SFX:
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
||||
_SFXGroup, _testClipCancellationTokenSource,
|
||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
||||
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;
|
||||
}
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
||||
_audioMixerGroups[audioType], _testClipCancellationTokenSource,
|
||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource).Forget();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -14,6 +14,7 @@ namespace Code.Audio
|
||||
List<AudioClip> SFXAudios { get; }
|
||||
List<AudioClip> EnemiesAudios { get; }
|
||||
List<AudioClip> DispatcherAudios { get; }
|
||||
List<AudioClip> CourierAudios { get; }
|
||||
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
|
||||
UniTask WarmGameplayMusic( );
|
||||
void ReleaseActionMusic();
|
||||
@@ -28,5 +29,9 @@ namespace Code.Audio
|
||||
void ReleaseEnemies();
|
||||
UniTask WarmDispatcher( );
|
||||
void ReleaseDispatcher();
|
||||
UniTask WarmCourier();
|
||||
void ReleaseCourier();
|
||||
UniTask WarmDeathMusic( );
|
||||
void ReleaseDeathMusic();
|
||||
}
|
||||
}
|
||||
@@ -23,5 +23,9 @@ namespace Code.Audio
|
||||
void ChangeSetting(AudioType type, float value);
|
||||
float GetSetting(AudioType type);
|
||||
void PlayTestClip(AudioType audioType);
|
||||
AudioSource GetSourceOfGroup(AudioType group);
|
||||
void ReleaseSourceOfGroup(AudioSource source);
|
||||
void PlayCourier(CourierSounds range);
|
||||
void ApplyStun(float value, float time);
|
||||
}
|
||||
}
|
||||
@@ -4,15 +4,19 @@ namespace Code.Audio
|
||||
{
|
||||
Menu,
|
||||
Peaceful,
|
||||
Action
|
||||
Action,
|
||||
Death
|
||||
}
|
||||
public enum AudioType
|
||||
{
|
||||
Master,
|
||||
MenuMusic,
|
||||
GameplayMusic,
|
||||
Creatures,
|
||||
DispatcherSounds,
|
||||
SFX
|
||||
MenuMusic,
|
||||
Dispatcher,
|
||||
SFX,
|
||||
Courier,
|
||||
Enemies,
|
||||
ActionMusic,
|
||||
PeacefulMusic,
|
||||
DeathMusic
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.Audio;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
|
||||
@@ -5,37 +5,42 @@ namespace Code.Configs
|
||||
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
|
||||
public class CharacterConfig : ScriptableObject
|
||||
{
|
||||
// Основное движение по земле
|
||||
public float
|
||||
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
|
||||
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
|
||||
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
|
||||
jumpSpeed = 10f; // Скорость прыжка
|
||||
maxStableMoveSpeed = 12f,
|
||||
stableMovementSharpness = 15f,
|
||||
orientationSharpness = 10f,
|
||||
jumpSpeed = 10f;
|
||||
|
||||
// Спринт
|
||||
public float
|
||||
dashSpeed = 20f,
|
||||
dashDuration = 0.35f,
|
||||
dashCooldown = 1.2f;
|
||||
|
||||
public AnimationCurve slideVelocityCurve = new(
|
||||
new Keyframe(0.0f, 1.0f),
|
||||
new Keyframe(0.3f, 1.4f),
|
||||
new Keyframe(1.0f, 0.2f)
|
||||
);
|
||||
public float
|
||||
slideMinVelocityThreshold = 3f,
|
||||
slideCooldown = 1.5f;
|
||||
|
||||
public float
|
||||
sprintMoveSpeed = 12f, // Максимальная скорость спринта
|
||||
sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт
|
||||
leanAngle = 25f,
|
||||
leanThreshold = 0.3f,
|
||||
leanSmoothSpeed = 10f;
|
||||
|
||||
// Слайд
|
||||
public float
|
||||
slideSpeed = 20f, // Скорость слайда
|
||||
slideDuration = 0.8f, // Длительность слайда в секундах
|
||||
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
|
||||
|
||||
// Залазание на стены
|
||||
public float
|
||||
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
|
||||
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
|
||||
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
|
||||
public Vector3 gravity = new(0f, -30f, 0f);
|
||||
public float
|
||||
maxAirSpeed = 10f,
|
||||
airControlSharpness = 8f;
|
||||
|
||||
// Наклон при залазании на стены
|
||||
public float
|
||||
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
|
||||
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
|
||||
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
|
||||
|
||||
// Гравитация
|
||||
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
|
||||
public float
|
||||
wallRunMaxTime = 1.75f,
|
||||
wallRunSpeed = 15f,
|
||||
wallRunAcceleration = 25f,
|
||||
wallRunGravityScale = 0.25f,
|
||||
wallDetachImpulse = 7f,
|
||||
wallContactAngleThreshold = 45f;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Audio/CharacterSoundList", fileName = "CharacterSoundListConfig")]
|
||||
public class CharacterSoundListConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference[] character;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
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[] actionSoundtrack;
|
||||
public AssetReference[] deathSoundtrack;
|
||||
public AssetReference[] menuSoundtrack;
|
||||
}
|
||||
}
|
||||
@@ -19,13 +19,14 @@ namespace Code.Constants
|
||||
public const string PeacefulMusicGroup = "Peaceful";
|
||||
public const string ActionMusicGroup = "Action";
|
||||
public const string DispatcherMusicGroup = "Dispatcher";
|
||||
public const string CourierMusicGroup = "Courier";
|
||||
public const string EnemiesMusicGroup = "Enemies";
|
||||
public const string CourierGroup = "Courier";
|
||||
public const string EnemiesGroup = "Enemies";
|
||||
|
||||
public const string PeacefulSnapshot = "Peaceful";
|
||||
public const string ActionSnapshot = "Action";
|
||||
public const string NoneSnapshot = "None";
|
||||
public const string MenuSnapshot = "Menu";
|
||||
public const string MenuMusicGroup = "Menu";
|
||||
public const string DeathMusicGroup = "Death";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb5ad0cc3a72448a93ee2adb560c35ad
|
||||
timeCreated: 1764345160
|
||||
@@ -0,0 +1,12 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.DebugAndTest
|
||||
{
|
||||
public class TriggerTest : MonoBehaviour
|
||||
{
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
Debug.Log(gameObject.name + " found " + other.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6bb3c649d82049079d00b843a76aced8
|
||||
timeCreated: 1764345168
|
||||
@@ -24,6 +24,8 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
CurrentDistance = 0f;
|
||||
|
||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
|
||||
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
|
||||
@@ -11,6 +11,7 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
base.EnterState();
|
||||
|
||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
|
||||
@@ -12,6 +12,7 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
base.EnterState();
|
||||
|
||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
||||
|
||||
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
|
||||
+41
-72
@@ -1,122 +1,91 @@
|
||||
using UnityEngine;
|
||||
using Code.Gameplay.Camera;
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
/*
|
||||
* Механика слайда для персонажа
|
||||
* Отвечает за управление состоянием, таймерами и скоростью слайда
|
||||
*/
|
||||
public class SlideMechanic
|
||||
{
|
||||
// Скорость слайда
|
||||
private readonly float _slideSpeed;
|
||||
// Длительность слайда в секундах
|
||||
private readonly float _slideDuration;
|
||||
// Время перезарядки слайда
|
||||
private readonly float _slideCooldown;
|
||||
private readonly AnimationCurve _velocityCurve;
|
||||
private readonly float _minVelocityThreshold;
|
||||
private readonly float _cooldown;
|
||||
|
||||
// Таймер слайда
|
||||
private float _slideTimer;
|
||||
// Таймер перезарядки слайда
|
||||
private float _slideCooldownTimer;
|
||||
// Направление слайда
|
||||
private float _slideTime;
|
||||
private float _cooldownTimer;
|
||||
private Vector3 _slideDirection;
|
||||
// Флаг запроса слайда
|
||||
private bool _slideRequested;
|
||||
|
||||
// Свойство-флаг, активен ли слайд
|
||||
private float _initialSpeed;
|
||||
|
||||
public bool IsSliding { get; private set; }
|
||||
|
||||
// Конструктор механики слайда
|
||||
public SlideMechanic(float slideSpeed, float slideDuration, float slideCooldown)
|
||||
|
||||
public SlideMechanic(AnimationCurve velocityCurve, float minVelocityThreshold, float cooldown)
|
||||
{
|
||||
_slideSpeed = slideSpeed;
|
||||
_slideDuration = slideDuration;
|
||||
_slideCooldown = slideCooldown;
|
||||
_velocityCurve = velocityCurve;
|
||||
_minVelocityThreshold = minVelocityThreshold;
|
||||
_cooldown = cooldown;
|
||||
}
|
||||
|
||||
// Обновляем таймер перезарядки слайда
|
||||
public void TickCooldown(float deltaTime)
|
||||
{
|
||||
if (_slideCooldownTimer > 0f)
|
||||
{
|
||||
_slideCooldownTimer -= deltaTime;
|
||||
}
|
||||
if (_cooldownTimer > 0f) _cooldownTimer -= deltaTime;
|
||||
}
|
||||
|
||||
// Обработка слайда
|
||||
public void RequestSlide(bool slidePressed)
|
||||
{
|
||||
if (slidePressed && !_slideRequested && _slideCooldownTimer <= 0f)
|
||||
{
|
||||
if (slidePressed && !_slideRequested && _cooldownTimer <= 0f)
|
||||
_slideRequested = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Начало слайда
|
||||
public void TryStartSlide(KinematicCharacterMotor motor,
|
||||
CameraMode currentCameraMode,
|
||||
Quaternion firstPersonCameraRotation,
|
||||
Vector3 lookInputVector)
|
||||
{
|
||||
// Проверяем условия для старта слайда
|
||||
if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _slideCooldownTimer > 0f)
|
||||
if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _cooldownTimer > 0f)
|
||||
{
|
||||
_slideRequested = false;
|
||||
return;
|
||||
}
|
||||
|
||||
IsSliding = true;
|
||||
_slideTimer = _slideDuration;
|
||||
|
||||
// НАПРАВЛЕНИЕ СЛАЙДА - ВСЕГДА ВПЕРЕД ПО КАМЕРЕ
|
||||
// Используем направление камеры, но проецируем на горизонтальную плоскость
|
||||
var slideDir = currentCameraMode == CameraMode.FirstPerson ?
|
||||
firstPersonCameraRotation * Vector3.forward :
|
||||
lookInputVector;
|
||||
|
||||
// Проецируем на горизонтальную плоскость и нормализуем
|
||||
_slideDirection = Vector3.ProjectOnPlane(slideDir, motor.CharacterUp).normalized;
|
||||
|
||||
// Если направление нулевое (персонаж стоит на месте), используем направление вперед
|
||||
if (_slideDirection.sqrMagnitude < 0.01f)
|
||||
{
|
||||
_slideDirection = motor.CharacterForward;
|
||||
}
|
||||
_slideTime = 0f;
|
||||
|
||||
// Устанавливаем перезарядку
|
||||
_slideCooldownTimer = _slideCooldown;
|
||||
var dir = currentCameraMode == CameraMode.FirstPerson
|
||||
? firstPersonCameraRotation * Vector3.forward
|
||||
: lookInputVector;
|
||||
|
||||
_slideDirection = Vector3.ProjectOnPlane(dir, motor.CharacterUp).normalized;
|
||||
if (_slideDirection.sqrMagnitude < 0.01f) _slideDirection = motor.CharacterForward;
|
||||
|
||||
_initialSpeed = motor.Velocity.magnitude;
|
||||
if (_initialSpeed < 12f) _initialSpeed = 12f; // fallback
|
||||
|
||||
_cooldownTimer = _cooldown;
|
||||
_slideRequested = false;
|
||||
}
|
||||
|
||||
// Обработка слайда
|
||||
public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
|
||||
{
|
||||
// Уменьшаем таймер слайда
|
||||
_slideTimer -= deltaTime;
|
||||
if (!IsSliding) return;
|
||||
|
||||
_slideTime += deltaTime;
|
||||
|
||||
// Если время слайда вышло, персонаж в воздухе - заканчиваем слайд
|
||||
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();
|
||||
return;
|
||||
}
|
||||
|
||||
// Устанавливаем скорость слайда вперед
|
||||
// Используем прямую установку скорости вместо сложных вычислений
|
||||
currentVelocity = _slideDirection * _slideSpeed;
|
||||
|
||||
// Добавляем небольшую вертикальную компоненту для лучшего скольжения по неровностям
|
||||
currentVelocity += motor.CharacterUp * 2f;
|
||||
}
|
||||
|
||||
// Завершение слайда
|
||||
public void EndSlide()
|
||||
{
|
||||
IsSliding = false;
|
||||
_slideTimer = 0f;
|
||||
_slideTime = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
+59
-128
@@ -1,147 +1,78 @@
|
||||
using UnityEngine;
|
||||
using KinematicCharacterController;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
/*
|
||||
* Механика наклона персонажа при контакте со стеной
|
||||
* Управляет визуальным наклоном модели в зависимости от высоты подъёма по стене
|
||||
*/
|
||||
public class WallLeanMechanic
|
||||
{
|
||||
private readonly float _maxLeanAngle;
|
||||
private readonly float _leanSharpness;
|
||||
private readonly float _heightScale;
|
||||
|
||||
private Transform _characterTransform;
|
||||
private Vector3 _lastWallNormal;
|
||||
private float _lastWallContactHeight;
|
||||
private float _leanFactor;
|
||||
private float _leanSign;
|
||||
private Vector3 _leanDirection;
|
||||
|
||||
private Vector3 _lastWallContactPoint;
|
||||
private bool _isLeaningOnWall;
|
||||
private const float WallProximityThreshold = 0.6f;
|
||||
private readonly float _leanAngle;
|
||||
private readonly float _threshold;
|
||||
private readonly float _smoothSpeed;
|
||||
|
||||
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
|
||||
private Transform _model;
|
||||
|
||||
public WallLeanMechanic(
|
||||
float leanAngle,
|
||||
float threshold,
|
||||
float smoothSpeed)
|
||||
{
|
||||
_maxLeanAngle = maxLeanAngle;
|
||||
_leanSharpness = leanSharpness;
|
||||
_heightScale = heightScale;
|
||||
_leanAngle = leanAngle;
|
||||
_threshold = threshold;
|
||||
_smoothSpeed = smoothSpeed;
|
||||
}
|
||||
|
||||
// Назначаем трансформ визуальной модели один раз
|
||||
public void SetCharacterTransform(Transform transform)
|
||||
public void SetModel(Transform model) => _model = model;
|
||||
|
||||
public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
|
||||
{
|
||||
_characterTransform = transform;
|
||||
}
|
||||
|
||||
// Вызывается из OnMovementHit
|
||||
public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
|
||||
{
|
||||
// Только если это действительно стена (не пол/потолок)
|
||||
var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
|
||||
if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
|
||||
return;
|
||||
|
||||
_lastWallNormal = wallNormal;
|
||||
_lastWallContactHeight = contactHeight;
|
||||
_lastWallContactPoint = motor.TransientPosition;
|
||||
|
||||
// Пересчитываем направление наклона
|
||||
_leanDirection = -_lastWallNormal;
|
||||
_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
|
||||
|
||||
_leanSign = 1;
|
||||
|
||||
// what the fuck
|
||||
if (_leanDirection.x != 0)
|
||||
if (!_model)
|
||||
{
|
||||
switch (_leanDirection.x)
|
||||
{
|
||||
case -1 or 1 when motor.CharacterRight.x > 0.1f:
|
||||
_leanSign = -1;
|
||||
break;
|
||||
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
|
||||
_leanDirection = new Vector3(0, 0, -1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (_leanDirection.z)
|
||||
{
|
||||
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
|
||||
_leanSign = -1;
|
||||
break;
|
||||
case -1 when motor.CharacterRight.z < -0.1f:
|
||||
case 1 when motor.CharacterRight.z > 0.1f:
|
||||
_leanDirection = new Vector3(-1, 0, 0);
|
||||
break;
|
||||
case -1 when motor.CharacterRight.z > 0.1f:
|
||||
case 1 when motor.CharacterRight.z < -0.1f:
|
||||
_leanDirection = new Vector3(1, 0, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
_isLeaningOnWall = true;
|
||||
}
|
||||
|
||||
// Обновление каждый кадр
|
||||
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
||||
{
|
||||
if (!_characterTransform) return;
|
||||
|
||||
var currentPosition = motor.TransientPosition;
|
||||
|
||||
var isStillNearWall = false;
|
||||
if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
|
||||
{
|
||||
var toWall = currentPosition - _lastWallContactPoint;
|
||||
var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
|
||||
isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
|
||||
}
|
||||
|
||||
if (_isLeaningOnWall)
|
||||
{
|
||||
var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
|
||||
|
||||
if (!isStillNearWall || isBelowContactHeight)
|
||||
{
|
||||
_isLeaningOnWall = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
var heightDelta = currentPosition.y - _lastWallContactHeight;
|
||||
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
}
|
||||
|
||||
if (!_isLeaningOnWall)
|
||||
{
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
|
||||
ApplyLeanRotation(motor);
|
||||
}
|
||||
|
||||
private void ApplyLeanRotation(KinematicCharacterMotor motor)
|
||||
{
|
||||
if (_leanFactor <= 0.01f)
|
||||
{
|
||||
_characterTransform.localRotation = Quaternion.identity;
|
||||
_model.localRotation = Quaternion.identity;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_leanDirection.sqrMagnitude < 0.01f) return;
|
||||
var targetRotation = Quaternion.identity;
|
||||
|
||||
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
|
||||
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
|
||||
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
|
||||
_characterTransform.localRotation = leanRotation;
|
||||
if (isWallRunning)
|
||||
{
|
||||
var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
|
||||
if (n.sqrMagnitude < 0.001f) n = Vector3.forward;
|
||||
|
||||
var bodyRight = Vector3.Cross(Vector3.up, characterForward).normalized;
|
||||
var side = Vector3.Dot(n, bodyRight);
|
||||
var front = Vector3.Dot(n, characterForward);
|
||||
|
||||
var axis = Vector3.right;
|
||||
var angle = 0f;
|
||||
|
||||
if (side > _threshold)
|
||||
{
|
||||
axis = Vector3.forward;
|
||||
angle = -_leanAngle;
|
||||
}
|
||||
else if (side < -_threshold)
|
||||
{
|
||||
axis = Vector3.forward;
|
||||
angle = _leanAngle;
|
||||
}
|
||||
else if (front > _threshold)
|
||||
{
|
||||
axis = Vector3.right;
|
||||
angle = -_leanAngle;
|
||||
}
|
||||
else if (front < -_threshold)
|
||||
{
|
||||
axis = Vector3.right;
|
||||
angle = _leanAngle;
|
||||
}
|
||||
|
||||
targetRotation = Quaternion.AngleAxis(angle, axis);
|
||||
}
|
||||
|
||||
_model.localRotation = Quaternion.Slerp(
|
||||
_model.localRotation,
|
||||
targetRotation,
|
||||
1f - Mathf.Exp(-_smoothSpeed * Time.deltaTime)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
+233
@@ -0,0 +1,233 @@
|
||||
using Code.Gameplay.Character.Controller.Input;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
public class WallRunningMechanic
|
||||
{
|
||||
private readonly float _maxWallRunTime;
|
||||
private readonly float _wallRunSpeed;
|
||||
private readonly float _wallRunAcceleration;
|
||||
private readonly float _wallRunGravityScale;
|
||||
private readonly float _wallDetachImpulse;
|
||||
private readonly float _wallContactAngleThreshold;
|
||||
|
||||
private float _wallRunTimer;
|
||||
private Vector3 _wallNormal;
|
||||
private Vector3 _wallTangentRight;
|
||||
private Vector3 _wallTangentUp;
|
||||
private Vector3 _wallContactPoint;
|
||||
private Vector3 _lastMoveInputInWallSpace;
|
||||
|
||||
private float _surfaceAngleCos;
|
||||
private bool _canWallRun;
|
||||
|
||||
private KinematicCharacterMotor _motor;
|
||||
private CharacterInputHandler _inputHandler;
|
||||
|
||||
public bool IsWallRunning { get; private set; }
|
||||
|
||||
public WallRunningMechanic(
|
||||
float maxWallRunTime,
|
||||
float wallRunSpeed,
|
||||
float wallRunAcceleration,
|
||||
float wallRunGravityScale,
|
||||
float wallDetachImpulse,
|
||||
float wallContactAngleThreshold)
|
||||
{
|
||||
_maxWallRunTime = maxWallRunTime;
|
||||
_wallRunSpeed = wallRunSpeed;
|
||||
_wallRunAcceleration = wallRunAcceleration;
|
||||
_wallRunGravityScale = wallRunGravityScale;
|
||||
_wallDetachImpulse = wallDetachImpulse;
|
||||
_wallContactAngleThreshold = wallContactAngleThreshold;
|
||||
}
|
||||
|
||||
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
|
||||
{
|
||||
_motor = motor;
|
||||
_inputHandler = inputHandler;
|
||||
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
|
||||
}
|
||||
|
||||
public void Tick(float deltaTime)
|
||||
{
|
||||
if (!IsWallRunning) return;
|
||||
|
||||
_wallRunTimer += deltaTime;
|
||||
if (_wallRunTimer > _maxWallRunTime)
|
||||
{
|
||||
DetachFromWall(false);
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
||||
{
|
||||
if (IsWallRunning) return false;
|
||||
|
||||
var dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
||||
var isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
||||
|
||||
if (!isWall) return false;
|
||||
|
||||
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
||||
|
||||
var velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
|
||||
if (velocityIntoWall < 1f) return false;
|
||||
|
||||
StartWallRun(hitNormal, hitPoint);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
|
||||
{
|
||||
IsWallRunning = true;
|
||||
_wallRunTimer = 0f;
|
||||
_wallNormal = wallNormal.normalized;
|
||||
_wallContactPoint = contactPoint;
|
||||
|
||||
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;
|
||||
|
||||
_motor.ForceUnground();
|
||||
}
|
||||
|
||||
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
||||
{
|
||||
if (!IsWallRunning) return;
|
||||
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
||||
|
||||
var moveInputWorld = _inputHandler.MoveInputVector;
|
||||
var moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
|
||||
|
||||
var wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
|
||||
|
||||
var ad = inputs.MoveAxisRight;
|
||||
|
||||
var sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
|
||||
if (sideDot < 0)
|
||||
ad = -ad;
|
||||
|
||||
var adMove = _wallTangentUp * (-ad);
|
||||
|
||||
var finalMove = wsMove + adMove;
|
||||
finalMove = finalMove.normalized * moveInputWorld.magnitude;
|
||||
|
||||
var targetVelocity = finalMove * _wallRunSpeed;
|
||||
|
||||
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;
|
||||
|
||||
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;
|
||||
|
||||
IsWallRunning = false;
|
||||
|
||||
var wallAway = _wallNormal;
|
||||
var wallUp = _wallTangentUp;
|
||||
|
||||
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 * 0.4f +
|
||||
wallUp * 0.4f;
|
||||
|
||||
jumpDirection = jumpDirection.normalized;
|
||||
|
||||
var wallJumpForce = _wallDetachImpulse * 2f;
|
||||
|
||||
var 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
|
||||
+81
-109
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Controller
|
||||
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
|
||||
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
|
||||
*
|
||||
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
||||
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
||||
*/
|
||||
public class CustomCharacterController : MonoBehaviour, ICharacterController
|
||||
{
|
||||
@@ -27,118 +27,92 @@ namespace Code.Gameplay.Character.Controller
|
||||
|
||||
// Подсистемы
|
||||
private CharacterInputHandler _inputHandler;
|
||||
private DashMechanic _dashMechanic;
|
||||
private SlideMechanic _slideMechanic;
|
||||
private WallClimbMechanic _wallClimbMechanic;
|
||||
// private WallClimbMechanic _wallClimbMechanic;
|
||||
private WallRunningMechanic _wallRunningMechanic;
|
||||
private WallLeanMechanic _wallLeanMechanic;
|
||||
private GroundMovementSystem _groundMovement;
|
||||
private AirMovementSystem _airMovement;
|
||||
|
||||
public bool IsSliding => _slideMechanic.IsSliding;
|
||||
public bool IsDashing => _dashMechanic.IsDashing;
|
||||
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
||||
|
||||
private float abilityBlockTimer;
|
||||
private bool isAbilitiesBlocked;
|
||||
|
||||
private CharacterInputs _lastInputs;
|
||||
|
||||
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
||||
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
|
||||
|
||||
// Инициализация контроллера
|
||||
// private void Awake()
|
||||
// {
|
||||
// // Инициализация подсистем с параметрами из конфига
|
||||
// _inputHandler = new CharacterInputHandler(
|
||||
// _characterConfig.sprintAngleThreshold
|
||||
// );
|
||||
// _slideMechanic = new SlideMechanic(
|
||||
// _characterConfig.slideSpeed,
|
||||
// _characterConfig.slideDuration,
|
||||
// _characterConfig.slideCooldown
|
||||
// );
|
||||
// _wallClimbMechanic = new WallClimbMechanic(
|
||||
// _characterConfig.wallClimbSpeedFactor,
|
||||
// _characterConfig.minWallClimbSpeed,
|
||||
// _characterConfig.wallDetectionAngleThreshold
|
||||
// );
|
||||
// _wallLeanMechanic = new WallLeanMechanic(
|
||||
// _characterConfig.maxWallLeanAngle,
|
||||
// _characterConfig.wallLeanSharpness,
|
||||
// _characterConfig.wallLeanHeightScale
|
||||
// );
|
||||
// _groundMovement = new GroundMovementSystem(
|
||||
// _characterConfig.maxStableMoveSpeed,
|
||||
// _characterConfig.sprintMoveSpeed,
|
||||
// _characterConfig.stableMovementSharpness,
|
||||
// _characterConfig.jumpSpeed
|
||||
// );
|
||||
// _airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||
// }
|
||||
[Inject]
|
||||
private void Construct(CharacterConfig characterConfig)
|
||||
{
|
||||
_characterConfig = characterConfig;
|
||||
// Инициализация подсистем с параметрами из конфига
|
||||
_inputHandler = new CharacterInputHandler(
|
||||
_characterConfig.sprintAngleThreshold
|
||||
_inputHandler = new CharacterInputHandler();
|
||||
_dashMechanic = new DashMechanic(
|
||||
_characterConfig.dashSpeed,
|
||||
_characterConfig.dashDuration,
|
||||
_characterConfig.dashCooldown
|
||||
);
|
||||
_slideMechanic = new SlideMechanic(
|
||||
_characterConfig.slideSpeed,
|
||||
_characterConfig.slideDuration,
|
||||
_characterConfig.slideVelocityCurve,
|
||||
_characterConfig.slideMinVelocityThreshold,
|
||||
_characterConfig.slideCooldown
|
||||
);
|
||||
_wallClimbMechanic = new WallClimbMechanic(
|
||||
_characterConfig.wallClimbSpeedFactor,
|
||||
_characterConfig.minWallClimbSpeed,
|
||||
_characterConfig.wallDetectionAngleThreshold
|
||||
_wallRunningMechanic = new WallRunningMechanic(
|
||||
_characterConfig.wallRunMaxTime,
|
||||
_characterConfig.wallRunSpeed,
|
||||
_characterConfig.wallRunAcceleration,
|
||||
_characterConfig.wallRunGravityScale,
|
||||
_characterConfig.wallDetachImpulse,
|
||||
_characterConfig.wallContactAngleThreshold
|
||||
);
|
||||
_wallLeanMechanic = new WallLeanMechanic(
|
||||
_characterConfig.maxWallLeanAngle,
|
||||
_characterConfig.wallLeanSharpness,
|
||||
_characterConfig.wallLeanHeightScale
|
||||
);
|
||||
_characterConfig.leanAngle,
|
||||
_characterConfig.leanThreshold,
|
||||
_characterConfig.leanSmoothSpeed
|
||||
);
|
||||
_groundMovement = new GroundMovementSystem(
|
||||
_characterConfig.maxStableMoveSpeed,
|
||||
_characterConfig.sprintMoveSpeed,
|
||||
_characterConfig.stableMovementSharpness,
|
||||
_characterConfig.jumpSpeed
|
||||
);
|
||||
_airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||
|
||||
_airMovement = new AirMovementSystem(
|
||||
_characterConfig.gravity,
|
||||
_characterConfig.maxAirSpeed,
|
||||
_characterConfig.airControlSharpness
|
||||
);
|
||||
|
||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
_inputHandler.FirstPersonCameraRotation =
|
||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||
_wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||
_wallLeanMechanic.SetModel(characterTransform);
|
||||
_wallRunningMechanic.Initialize(motor, _inputHandler);
|
||||
}
|
||||
|
||||
// Текущий режим камеры для адаптации поведения
|
||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
||||
|
||||
// Инициализация контроллера
|
||||
// private void Start()
|
||||
// {
|
||||
// motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
// _inputHandler.FirstPersonCameraRotation =
|
||||
// motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||
// _wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||
// }
|
||||
|
||||
// Обработка и преобразование входных данных от персонажа
|
||||
public void SetInputs(ref CharacterInputs inputs)
|
||||
{
|
||||
// Обновляем таймер перезарядки слайда
|
||||
_lastInputs = inputs;
|
||||
_dashMechanic.TickCooldown(Time.deltaTime);
|
||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||
_wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||
_wallRunningMechanic.Tick(Time.deltaTime);
|
||||
|
||||
// Если активен слайд - игнорируем весь остальной ввод
|
||||
if (_slideMechanic.IsSliding)
|
||||
if (_dashMechanic.IsDashing || _slideMechanic.IsSliding)
|
||||
{
|
||||
// Во время слайда не обрабатываем движение, прыжки и спринт
|
||||
_inputHandler.MoveInputVector = Vector3.zero;
|
||||
_inputHandler.LookInputVector = Vector3.one;
|
||||
_inputHandler.IsSprinting = false;
|
||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||
return;
|
||||
}
|
||||
|
||||
// Сохраняем текущий режим камеры
|
||||
_currentCameraMode = inputs.CameraMode;
|
||||
|
||||
if (isAbilitiesBlocked)
|
||||
@@ -150,53 +124,44 @@ namespace Code.Gameplay.Character.Controller
|
||||
}
|
||||
else
|
||||
{
|
||||
inputs.SprintPressed = false;
|
||||
inputs.DashPressed = false;
|
||||
inputs.SlidePressed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Обработка слайда
|
||||
_dashMechanic.RequestDash(inputs.DashPressed);
|
||||
_slideMechanic.RequestSlide(inputs.SlidePressed);
|
||||
|
||||
// Обработка остального ввода
|
||||
_inputHandler.ProcessInputs(ref inputs, motor);
|
||||
|
||||
// Передаём запрос прыжка напрямую в систему движения по земле
|
||||
// Передаём запрос прыжка
|
||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||
}
|
||||
|
||||
// Обновление вращения персонажа на основе входных данных
|
||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||
{
|
||||
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
|
||||
if (_slideMechanic.IsSliding) return;
|
||||
|
||||
switch (_currentCameraMode)
|
||||
{
|
||||
// В FirstPerson режиме применяем вращение камеры напрямую к персонажу (только горизонталь)
|
||||
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
|
||||
// Немедленно применяем горизонтальное вращение камеры к персонажу
|
||||
currentRotation = _inputHandler.FirstPersonCameraRotation;
|
||||
break;
|
||||
// В ThirdPerson режиме плавно поворачиваем персонаж в направлении движения
|
||||
case CameraMode.ThirdPerson:
|
||||
{
|
||||
// Вращение применяется только если есть направление движения и разрешена резкость вращения
|
||||
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
||||
{
|
||||
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
|
||||
var smoothedLookInputDirection = Vector3.Slerp(
|
||||
motor.CharacterForward,
|
||||
_inputHandler.LookInputVector,
|
||||
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
||||
).normalized;
|
||||
|
||||
// Установка нового вращения смотря в сглаженном направлении
|
||||
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
// Заготовка на будущее (если понадобится)
|
||||
case CameraMode.Static:
|
||||
case CameraMode.Cinematic:
|
||||
default:
|
||||
@@ -204,38 +169,54 @@ namespace Code.Gameplay.Character.Controller
|
||||
}
|
||||
}
|
||||
|
||||
// Обновление скорости движения персонажа
|
||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||
{
|
||||
// Если во время слайда запрошен прыжок — прерываем слайд
|
||||
if (_dashMechanic.IsDashing && _groundMovement.JumpRequested)
|
||||
_dashMechanic.EndDash();
|
||||
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
|
||||
if (!_dashMechanic.IsDashing)
|
||||
_dashMechanic.TryStartDash(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
||||
else
|
||||
{
|
||||
_dashMechanic.HandleDash(ref currentVelocity, deltaTime, motor);
|
||||
return;
|
||||
}
|
||||
|
||||
// Проверяем запрос слайда и запускаем его если можно
|
||||
if (!_slideMechanic.IsSliding)
|
||||
{
|
||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
||||
_inputHandler.LookInputVector);
|
||||
}
|
||||
// Если активен слайд - обрабатываем отдельно
|
||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
||||
else
|
||||
{
|
||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||
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
|
||||
if (motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||
}
|
||||
// Если персонаж не находится на земле
|
||||
// Если персонаж не на земле — стандартное воздушное движение
|
||||
else
|
||||
{
|
||||
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
||||
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
|
||||
_airMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||
_groundMovement.CancelJumpRequest();
|
||||
}
|
||||
}
|
||||
@@ -246,60 +227,51 @@ namespace Code.Gameplay.Character.Controller
|
||||
abilityBlockTimer = duration;
|
||||
}
|
||||
|
||||
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
|
||||
public void BeforeCharacterUpdate(float deltaTime)
|
||||
{
|
||||
}
|
||||
|
||||
// Метод вызывается после обработки столкновения с землей
|
||||
public void PostGroundingUpdate(float deltaTime)
|
||||
{
|
||||
// Если во время слайда персонаж оторвался от земли - заканчиваем слайд
|
||||
if (_dashMechanic.IsDashing && !motor.GroundingStatus.IsStableOnGround)
|
||||
_dashMechanic.EndDash();
|
||||
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
|
||||
if (motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_wallClimbMechanic.ResetWallClimbSession();
|
||||
}
|
||||
}
|
||||
|
||||
// Метод вызывается после обновления персонажа
|
||||
public void AfterCharacterUpdate(float deltaTime)
|
||||
{
|
||||
_wallLeanMechanic.UpdateLean(motor, deltaTime);
|
||||
_wallLeanMechanic.Update(
|
||||
_wallRunningMechanic.IsWallRunning,
|
||||
_wallRunningMechanic.GetWallNormal(),
|
||||
motor.CharacterForward
|
||||
);
|
||||
}
|
||||
|
||||
// Проверка валидности коллайдера для обработки столкновений
|
||||
public bool IsColliderValidForCollisions(Collider coll)
|
||||
{
|
||||
return true; // Все коллайдеры считаются валидными для столкновений
|
||||
return true;
|
||||
}
|
||||
|
||||
// Обработка столкновения с землей (вызывается при приземлении)
|
||||
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
}
|
||||
|
||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
|
||||
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
|
||||
if (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint))
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
// Обработка отчета о стабильности столкновения
|
||||
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
Vector3 atCharacterPosition,
|
||||
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
}
|
||||
|
||||
// Обработка дискретных столкновений (для триггеров и специальных коллайдеров)
|
||||
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
||||
{
|
||||
}
|
||||
|
||||
+1
-18
@@ -11,40 +11,23 @@ namespace Code.Gameplay.Character.Controller.Input
|
||||
*/
|
||||
public class CharacterInputHandler
|
||||
{
|
||||
// Косинус порогового угла для спринта (предвычислен)
|
||||
private readonly float _sprintAngleThresholdCos;
|
||||
|
||||
// Векторы движения и направления взгляда
|
||||
public Vector3 MoveInputVector { get; set; }
|
||||
public Vector3 LookInputVector { get; set; }
|
||||
|
||||
// Флаг-свойство указывающий, что активен режим спринта
|
||||
public bool IsSprinting { get; set; }
|
||||
|
||||
// Вращение камеры в FirstPerson режиме для синхронизации (только горизонтальная компонента)
|
||||
public Quaternion FirstPersonCameraRotation { get; set; }
|
||||
|
||||
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
|
||||
public bool ShouldApplyCameraRotation { get; private set; }
|
||||
|
||||
// Конструктор с пороговым углом
|
||||
public CharacterInputHandler(float sprintAngleThreshold)
|
||||
{
|
||||
// Предвычисляем косинус порогового угла для эффективности
|
||||
// Угол в градусах → радианы → косинус
|
||||
// Чем меньше угол — тем строже условие
|
||||
_sprintAngleThresholdCos = Mathf.Cos(Mathf.Deg2Rad * sprintAngleThreshold);
|
||||
}
|
||||
|
||||
|
||||
// Обработка и преобразование входных данных от персонажа
|
||||
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
|
||||
{
|
||||
// Сохраняем текущий режим камеры
|
||||
var currentCameraMode = inputs.CameraMode;
|
||||
|
||||
// Обработка спринта
|
||||
IsSprinting = inputs.SprintPressed && inputs.MoveAxisForward > _sprintAngleThresholdCos; // Спринт только при движении на заданный в конфиге угол
|
||||
|
||||
// Нормализация вектора движения и ограничение его величины до 1
|
||||
var moveInputVector =
|
||||
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f);
|
||||
|
||||
+23
-11
@@ -1,26 +1,38 @@
|
||||
using UnityEngine;
|
||||
using Code.Gameplay.Character.Controller.Input;
|
||||
using KinematicCharacterController;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Movement
|
||||
{
|
||||
/*
|
||||
* Система движения персонажа в воздухе
|
||||
*/
|
||||
public class AirMovementSystem
|
||||
{
|
||||
// Вектор, отвечающий за применение гравитации
|
||||
private readonly Vector3 _gravity;
|
||||
|
||||
// Конструктор системы движения в воздухе
|
||||
public AirMovementSystem(Vector3 gravity)
|
||||
private readonly float _maxAirSpeed;
|
||||
private readonly float _airControlSharpness;
|
||||
|
||||
public AirMovementSystem(Vector3 gravity, float maxAirSpeed, float airControlSharpness)
|
||||
{
|
||||
_gravity = gravity;
|
||||
_maxAirSpeed = maxAirSpeed;
|
||||
_airControlSharpness = airControlSharpness;
|
||||
}
|
||||
|
||||
// Обновление скорости движения персонажа в воздухе
|
||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||
|
||||
public void UpdateVelocity(ref Vector3 currentVelocity, CharacterInputHandler inputHandler, KinematicCharacterMotor motor, float deltaTime)
|
||||
{
|
||||
// Применяем гравитацию
|
||||
currentVelocity += _gravity * deltaTime;
|
||||
|
||||
var horizontalVelocity = Vector3.ProjectOnPlane(currentVelocity, motor.CharacterUp);
|
||||
var verticalVelocity = Vector3.Dot(currentVelocity, motor.CharacterUp) * motor.CharacterUp;
|
||||
|
||||
var desiredHorizontalMovement = Vector3.ProjectOnPlane(inputHandler.MoveInputVector, motor.CharacterUp).normalized * _maxAirSpeed;
|
||||
|
||||
horizontalVelocity = Vector3.Lerp(
|
||||
horizontalVelocity,
|
||||
desiredHorizontalMovement,
|
||||
1f - Mathf.Exp(-_airControlSharpness * deltaTime)
|
||||
);
|
||||
|
||||
currentVelocity = horizontalVelocity + verticalVelocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
+2
-6
@@ -11,8 +11,6 @@ namespace Code.Gameplay.Character.Controller.Movement
|
||||
{
|
||||
// Максимальная скорость движения по устойчивой поверхности
|
||||
private readonly float _maxStableMoveSpeed;
|
||||
// Максимальная скорость спринта
|
||||
private readonly float _sprintMoveSpeed;
|
||||
// Резкость изменения скорости движения (чем выше - тем резче)
|
||||
private readonly float _stableMovementSharpness;
|
||||
// Скорость прыжка
|
||||
@@ -22,10 +20,9 @@ namespace Code.Gameplay.Character.Controller.Movement
|
||||
public bool JumpRequested { get; private set; }
|
||||
|
||||
// Конструктор системы движения на земле
|
||||
public GroundMovementSystem(float maxStableMoveSpeed, float sprintMoveSpeed, float stableMovementSharpness, float jumpSpeed)
|
||||
public GroundMovementSystem(float maxStableMoveSpeed, float stableMovementSharpness, float jumpSpeed)
|
||||
{
|
||||
_maxStableMoveSpeed = maxStableMoveSpeed;
|
||||
_sprintMoveSpeed = sprintMoveSpeed;
|
||||
_stableMovementSharpness = stableMovementSharpness;
|
||||
_jumpSpeed = jumpSpeed;
|
||||
}
|
||||
@@ -66,8 +63,7 @@ namespace Code.Gameplay.Character.Controller.Movement
|
||||
inputHandler.MoveInputVector.magnitude;
|
||||
|
||||
// Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта
|
||||
var targetSpeed = inputHandler.IsSprinting ? _sprintMoveSpeed : _maxStableMoveSpeed;
|
||||
var targetMovementVelocity = reorientedInput * targetSpeed;
|
||||
var targetMovementVelocity = reorientedInput * _maxStableMoveSpeed;
|
||||
|
||||
// Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием
|
||||
currentVelocity = Vector3.Lerp(
|
||||
|
||||
@@ -45,8 +45,8 @@ namespace Code.Gameplay.Character.Core
|
||||
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||
inputs.SprintPressed = _inputService.SprintPressed; // Спринт (Shift)
|
||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||
inputs.DashPressed = _inputService.DashPressed; // Слайд (Ctrl)
|
||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||
|
||||
// Передаем информацию о камере для адаптивного поведения
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Core
|
||||
public CameraMode CameraMode; // Текущий режим камеры для адаптации поведения
|
||||
public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости
|
||||
public bool JumpPressed; // Флаг указывающий, нажата ли кнопка прыжка
|
||||
public bool SprintPressed; // Флаг указывающий, нажата ли кнопка спринта
|
||||
public bool DashPressed;
|
||||
public bool SlidePressed; // Флаг указывающий, нажата ли кнопка слайда
|
||||
}
|
||||
}
|
||||
@@ -38,7 +38,7 @@ namespace Code.Gameplay.Character.Core
|
||||
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift)
|
||||
inputs.DashPressed = _inputService.DashPressed;
|
||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||
|
||||
|
||||
@@ -1,9 +1,13 @@
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Door
|
||||
{
|
||||
public class Door : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Transform doorPolotno;
|
||||
private Vector3 _doorInitialPosition;
|
||||
private Quaternion _doorInitialRotation;
|
||||
[SerializeField] private Transform hingeJointAnchor;
|
||||
[SerializeField] private HingeJoint hingeJoint;
|
||||
[SerializeField] private Rigidbody rigidbody;
|
||||
@@ -15,9 +19,19 @@ namespace Code.Gameplay.Door
|
||||
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 +1,53 @@
|
||||
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.AI;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Gameplay.Character.Controller;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using Code.Gameplay.Enemies.Animators;
|
||||
using Reflex.Attributes;
|
||||
using Reflex.Core;
|
||||
using Reflex.Injectors;
|
||||
@@ -12,7 +14,8 @@ namespace Code.Gameplay.Enemies
|
||||
public abstract class BaseEnemy : MonoBehaviour
|
||||
{
|
||||
[SerializeField] protected NavMeshAgent agent;
|
||||
[SerializeField] protected Collider enemyCollider;
|
||||
[SerializeField] protected Collider enemyCollider;
|
||||
[Inject] protected IAudioService audioService;
|
||||
|
||||
protected int Damage;
|
||||
protected float AttackCooldown;
|
||||
@@ -35,7 +38,7 @@ namespace Code.Gameplay.Enemies
|
||||
private bool _isStunned;
|
||||
private float _currentStunTimer;
|
||||
|
||||
private bool _canAttack = true;
|
||||
protected bool _canAttack = true;
|
||||
private float _attackCooldownTimer;
|
||||
|
||||
private enum IdleState { Moving, Paused }
|
||||
@@ -50,16 +53,17 @@ namespace Code.Gameplay.Enemies
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
if (_playerProvider == null)
|
||||
{
|
||||
AttributeInjector.Inject(this, Container.ProjectContainer);
|
||||
}
|
||||
// // TODO Мешает
|
||||
// if (_playerProvider == null)
|
||||
// {
|
||||
// AttributeInjector.Inject(this, Container.ProjectContainer);
|
||||
// }
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (!Player) return;
|
||||
|
||||
|
||||
HandleStun();
|
||||
HandleAttackCooldown();
|
||||
if (_isStunned) return;
|
||||
@@ -164,19 +168,19 @@ namespace Code.Gameplay.Enemies
|
||||
|
||||
protected virtual void HandleAttackCooldown()
|
||||
{
|
||||
if (!_canAttack)
|
||||
if (_canAttack) return;
|
||||
|
||||
_attackCooldownTimer -= Time.deltaTime;
|
||||
|
||||
if (_attackCooldownTimer <= 0)
|
||||
{
|
||||
_attackCooldownTimer -= Time.deltaTime;
|
||||
if (_attackCooldownTimer <= 0)
|
||||
{
|
||||
_canAttack = true;
|
||||
}
|
||||
_canAttack = true;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void DealDamage()
|
||||
{
|
||||
if (!_canAttack || PlayerHealth == null) return;
|
||||
if (PlayerHealth == null) return;
|
||||
|
||||
PlayerHealth.GetDamage(Damage);
|
||||
ApplyEffectsToPlayer();
|
||||
@@ -184,11 +188,10 @@ namespace Code.Gameplay.Enemies
|
||||
_canAttack = false;
|
||||
_attackCooldownTimer = AttackCooldown;
|
||||
}
|
||||
|
||||
protected virtual void ApplyEffectsToPlayer()
|
||||
{
|
||||
if (PlayerController)
|
||||
PlayerController.BlockAbilities(3f);
|
||||
PlayerController.BlockAbilities(3f); // TODO в конфиг
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Code.Audio;
|
||||
using Code.Configs;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
@@ -35,7 +36,7 @@ namespace Code.Gameplay.Enemies
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
if (agent == null) return;
|
||||
if (!agent) return;
|
||||
|
||||
var walkableArea = NavMesh.GetAreaFromName("Cockroach");
|
||||
agent.areaMask = 1 << walkableArea;
|
||||
@@ -43,12 +44,14 @@ namespace Code.Gameplay.Enemies
|
||||
|
||||
protected override void HandleAttack()
|
||||
{
|
||||
if (!Player) return;
|
||||
if (!Player || !_canAttack) return;
|
||||
|
||||
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
||||
|
||||
if (!(distance <= AttackRange)) return;
|
||||
|
||||
audioService.PlayEnemy(EnemiesSounds.RoachAttack, agent.transform.position);
|
||||
|
||||
DealDamage();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
using Code.Audio;
|
||||
using Code.Configs;
|
||||
using Code.Gameplay.Enemies.Animators;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
@@ -38,18 +40,19 @@ namespace Code.Gameplay.Enemies
|
||||
if (agent == null) return;
|
||||
|
||||
var walkableArea = NavMesh.GetAreaFromName("Walkable");
|
||||
agent.areaMask = 1 << walkableArea;
|
||||
agent.areaMask = 1 << walkableArea;
|
||||
}
|
||||
|
||||
protected override void HandleAttack()
|
||||
{
|
||||
if (!Player) return;
|
||||
if (!Player || !_canAttack) return;
|
||||
|
||||
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
||||
|
||||
|
||||
if (!(distance <= AttackRange)) return;
|
||||
|
||||
if (Player.CustomCharacterController.IsSliding)
|
||||
audioService.PlayEnemy(EnemiesSounds.GrandpaAttack,agent.transform.position);
|
||||
|
||||
if (Player.CustomCharacterController.IsDashing || Player.CustomCharacterController.IsSliding)
|
||||
ApplyStun();
|
||||
else
|
||||
DealDamage();
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
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 = 0;
|
||||
_audioFactory = audioFactory;
|
||||
}
|
||||
|
||||
public void PlayStep()
|
||||
{
|
||||
_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 Reflex.Attributes;
|
||||
using Reflex.Core;
|
||||
using Reflex.Extensions;
|
||||
using Reflex.Injectors;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Code.Gameplay.Enemies
|
||||
{
|
||||
@@ -27,14 +29,14 @@ namespace Code.Gameplay.Enemies
|
||||
)
|
||||
.ToUniTask();
|
||||
|
||||
AttributeInjector.Inject(enemyObj, Container.ProjectContainer);
|
||||
GameObjectInjector.InjectRecursive(enemyObj, SceneManager.GetActiveScene().GetSceneContainer());
|
||||
|
||||
return enemyObj.GetComponent<BaseEnemy>();
|
||||
}
|
||||
|
||||
public void ReleaseEnemy(BaseEnemy enemy)
|
||||
{
|
||||
if (enemy == null) return;
|
||||
if (!enemy) return;
|
||||
|
||||
enemy.gameObject.SetActive(false);
|
||||
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
using Code.Gameplay.Player;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Attributes;
|
||||
using Reflex.Core;
|
||||
using Reflex.Injectors;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Enemies
|
||||
@@ -20,13 +18,14 @@ namespace Code.Gameplay.Enemies
|
||||
private bool _isSpawning;
|
||||
private bool _isPlayerInRange;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_playerProvider == null || _enemyFactory == null)
|
||||
{
|
||||
AttributeInjector.Inject(this, Container.ProjectContainer);
|
||||
}
|
||||
}
|
||||
// GameObjectSelfInjector существует
|
||||
// private void Awake()
|
||||
// {
|
||||
// if (_playerProvider == null || _enemyFactory == null)
|
||||
// {
|
||||
// AttributeInjector.Inject(this, Container.ProjectContainer);
|
||||
// }
|
||||
// }
|
||||
|
||||
private void Update()
|
||||
{
|
||||
@@ -64,9 +63,14 @@ namespace Code.Gameplay.Enemies
|
||||
_isSpawning = false;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
Despawn();
|
||||
}
|
||||
|
||||
private void Despawn()
|
||||
{
|
||||
if (_spawnedEnemy == null) return;
|
||||
if (!_spawnedEnemy) return;
|
||||
|
||||
_enemyFactory.ReleaseEnemy(_spawnedEnemy);
|
||||
_spawnedEnemy = null;
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace Code.Gameplay.Orders.Order
|
||||
private bool _playerEntered;
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (_playerEntered) return;
|
||||
if (_playerEntered ) return;
|
||||
|
||||
_playerEntered = true;
|
||||
_orderService.OrderDelivered();
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace Code.Gameplay.Orders.Order
|
||||
private bool _playerEntered;
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (_playerEntered) return;
|
||||
if (_playerEntered ) return;
|
||||
|
||||
_playerEntered = true;
|
||||
_orderService.OrderGive();
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace Code.Gameplay.Orders.Order
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (_playerEntered || !other.CompareTag("Player")) return;
|
||||
if (_playerEntered ) return;
|
||||
orderDispenser.ThrowOrder();
|
||||
_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
|
||||
@@ -21,7 +21,7 @@ namespace Code.Gameplay.Player
|
||||
if (count < 0) count = _playerConfig.maxHealth;
|
||||
|
||||
return new(count);
|
||||
}
|
||||
}
|
||||
|
||||
public async UniTask<CharacterProvider> CreatePlayer()
|
||||
{
|
||||
@@ -42,7 +42,13 @@ namespace Code.Gameplay.Player
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -12,5 +12,6 @@ namespace Code.Generator
|
||||
Room CreateRoomByIndex(int index, RoomType roomType);
|
||||
void ReleaseRooms();
|
||||
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 Code.Gameplay.Door;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.UI;
|
||||
using UnityEngine;
|
||||
|
||||
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
|
||||
{
|
||||
[SerializeField] private RoomType roomType;
|
||||
[SerializeField] protected RoomType roomType;
|
||||
public RoomType RoomType => roomType;
|
||||
[SerializeField] private float roomTimer;
|
||||
[SerializeField] protected float roomTimer;
|
||||
public float RoomTimer => roomTimer;
|
||||
[SerializeField] private Transform enterMarker;
|
||||
[SerializeField] protected Transform enterMarker;
|
||||
public Transform EnterMarker => enterMarker;
|
||||
[SerializeField] private Transform exitMarker;
|
||||
[SerializeField] protected Transform exitMarker;
|
||||
[SerializeField] protected Transform doorSlot;
|
||||
public Transform ExitMarker => exitMarker;
|
||||
[SerializeField] private Door door;
|
||||
|
||||
private void Awake()
|
||||
[SerializeField] protected Door door;
|
||||
|
||||
public void Initialize(IOrderService orderService)
|
||||
{
|
||||
if (EnterMarker == null || ExitMarker == null)
|
||||
{
|
||||
Debug.LogError($"Але маркеры не найдены у комнаты {gameObject.name}");
|
||||
}
|
||||
door.TranslationMode(false);
|
||||
|
||||
if(roomTrigger) roomTrigger.OrderService = orderService;
|
||||
}
|
||||
|
||||
public void Initialize() => door.TranslationMode(false);
|
||||
|
||||
//PIZDEC
|
||||
public void Seal() => door.CloseTheDoor();
|
||||
[SerializeField] public RoomTrigger roomTrigger;
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -13,7 +14,7 @@ namespace Code.Generator
|
||||
[Inject] private GeneratorConfig generatorConfig;
|
||||
|
||||
[Inject] private IRoomGeneratorFactory _factory;
|
||||
|
||||
|
||||
private List<RoomIndex> _roomIndexesStack;
|
||||
|
||||
private struct RoomIndex
|
||||
@@ -34,52 +35,30 @@ namespace Code.Generator
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
// _orderService.OrderGive();
|
||||
|
||||
_spawnedRooms = new List<Room>();
|
||||
_roomIndexesStack = new();
|
||||
|
||||
Debug.LogWarning($"КОТЛЫ ГЕНЕРАЛЬСКИЕ{_orderService.DeliveryTimer}");
|
||||
|
||||
// CreateRoomsStack();
|
||||
|
||||
// SpawnInitialRoomsAsync();
|
||||
_orderService.OnOrderGiven += CreateRoomsStack;
|
||||
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
|
||||
|
||||
CreateSaveRoom();
|
||||
SpawnNextRoomAsync();
|
||||
CreateInitialRoom();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
private void OnPlayerEntered()
|
||||
{
|
||||
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
RoomTrigger.PlayerEnteredRoom -= OnPlayerEntered;
|
||||
}
|
||||
|
||||
public void OnPlayerEntered()
|
||||
{
|
||||
SpawnNextRoomAsync();
|
||||
SpawnNextRoom();
|
||||
|
||||
if (_spawnedRooms.Count > 3)
|
||||
{
|
||||
Room roomToRemove = _spawnedRooms[0];
|
||||
_spawnedRooms.RemoveAt(0);
|
||||
|
||||
// _factory.ReleaseRoom(roomToRemove);
|
||||
Object.Destroy(roomToRemove.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateRoomsStack(float timer)
|
||||
{
|
||||
var currentSaveRoom = _roomIndexesStack[^1];
|
||||
_roomIndexesStack.Clear();
|
||||
_roomIndexesStack.Add(currentSaveRoom);
|
||||
_nextRoomStackIndex = 0;
|
||||
_roomIndexesStack.Clear();
|
||||
|
||||
var remainingTime = timer;
|
||||
|
||||
@@ -91,35 +70,48 @@ namespace Code.Generator
|
||||
|
||||
_roomIndexesStack.Add(new(RoomType.Basic, roomIndex));
|
||||
remainingTime -= room.RoomTimer;
|
||||
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
|
||||
}
|
||||
|
||||
|
||||
AddPickupRoom();
|
||||
|
||||
CreateSaveRoom();
|
||||
AddSaveRoom();
|
||||
|
||||
SpawnNextRoom();
|
||||
}
|
||||
|
||||
private void AddSaveRoom()
|
||||
{
|
||||
int saveRoomIndex = _factory.GetRandomIndexOfType(RoomType.Save);
|
||||
|
||||
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
|
||||
}
|
||||
|
||||
private void CreateSaveRoom()
|
||||
_roomIndexesStack.Add(new(RoomType.Save, saveRoomIndex));
|
||||
}
|
||||
|
||||
private void AddPickupRoom()
|
||||
{
|
||||
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.Save, out int roomIndex);
|
||||
Room saveRoom = prefab.GetComponent<Room>();
|
||||
_roomIndexesStack.Add(new(RoomType.Save, roomIndex));
|
||||
int pickupIndex = _factory.GetRandomIndexOfType(RoomType.PickUp);
|
||||
|
||||
Debug.Log($"Первая комната: {saveRoom.name}");
|
||||
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
|
||||
|
||||
_roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
|
||||
}
|
||||
|
||||
private async UniTask SpawnInitialRoomsAsync()
|
||||
[Inject] private CurrentSceneEnvironment _currentSceneEnvironment;
|
||||
|
||||
private void CreateInitialRoom()
|
||||
{
|
||||
_nextRoomStackIndex = 0;
|
||||
|
||||
SpawnNextRoomAsync();
|
||||
|
||||
SpawnNextRoomAsync();
|
||||
}
|
||||
|
||||
private void SpawnNextRoomAsync()
|
||||
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)
|
||||
return;
|
||||
@@ -138,28 +130,14 @@ namespace Code.Generator
|
||||
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);
|
||||
_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)
|
||||
{
|
||||
@@ -210,18 +188,8 @@ namespace Code.Generator
|
||||
|
||||
segmentOriginPosition.y -= randomDoorOriginPosition.y;
|
||||
current.transform.position = segmentOriginPosition;
|
||||
current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0);
|
||||
// locationSegment.isNeedSomeDoors = true;
|
||||
// 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;
|
||||
current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0);
|
||||
current.Initialize(_orderService);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,6 +30,7 @@ namespace Code.Generator
|
||||
_cashedRooms.Add(RoomType.Basic, new());
|
||||
_cashedRooms.Add(RoomType.Save, new ());
|
||||
_cashedRooms.Add(RoomType.PickUp, new ());
|
||||
_cashedRooms.Add(RoomType.Initial, new ());
|
||||
}
|
||||
|
||||
public async UniTask PreloadRooms(IOrderService orderService)
|
||||
@@ -58,6 +59,7 @@ namespace Code.Generator
|
||||
index = Random.Range(0, _cashedRooms[roomType].Count);
|
||||
return _cashedRooms[roomType][index];
|
||||
}
|
||||
public int GetRandomIndexOfType(RoomType roomType) => Random.Range(0, _cashedRooms[roomType].Count);
|
||||
|
||||
public Room CreateRoomByIndex(int index, RoomType roomType)
|
||||
{
|
||||
|
||||
@@ -1,33 +1,36 @@
|
||||
using System;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Generator
|
||||
{
|
||||
public class RoomTrigger : MonoBehaviour
|
||||
{
|
||||
[Inject] private IOrderService _orderService;
|
||||
|
||||
public static event Action PlayerEnteredRoom;
|
||||
|
||||
private bool _playerEntered;
|
||||
|
||||
// [Inject]
|
||||
// private void Construct(IOrderService orderService)
|
||||
// {
|
||||
// _orderService = orderService;
|
||||
// }
|
||||
public IOrderService OrderService;
|
||||
public event Action OnEnter;
|
||||
public event Action OnExit;
|
||||
|
||||
private bool _playerEntered, _playerExited;
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (_playerEntered) return;
|
||||
if (!other.CompareTag("Player")) return;
|
||||
|
||||
|
||||
_playerEntered = true;
|
||||
|
||||
_orderService.RoomPassed();
|
||||
OrderService.RoomPassed();
|
||||
|
||||
OnEnter?.Invoke();
|
||||
}
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (_playerExited) return;
|
||||
|
||||
Debug.Log(other.name);
|
||||
|
||||
PlayerEnteredRoom?.Invoke();
|
||||
_playerExited = true;
|
||||
|
||||
OnExit?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4207b7568dc3482393ac1860a31909b4
|
||||
timeCreated: 1764087485
|
||||
guid: 0d6940d73d544f0a8e4a45d956bc2364
|
||||
timeCreated: 1764525516
|
||||
@@ -3,8 +3,8 @@ namespace Code.Generator
|
||||
public enum RoomType
|
||||
{
|
||||
Basic,
|
||||
Ladder,
|
||||
Save,
|
||||
PickUp
|
||||
PickUp,
|
||||
Initial
|
||||
}
|
||||
}
|
||||
@@ -16,8 +16,8 @@ namespace Code.Input
|
||||
// Для управления движением персонажа
|
||||
Vector2 MoveInput { get; }
|
||||
bool JumpPressed { get; }
|
||||
bool SprintPressed { get; }
|
||||
bool SlidePressed { get; }
|
||||
bool DashPressed { get; }
|
||||
|
||||
// Для переключения режима камеры
|
||||
bool ToggleCameraModePressed { get; }
|
||||
|
||||
@@ -13,8 +13,8 @@ namespace Code.Input
|
||||
public float ZoomInput { get; private set; }
|
||||
public Vector2 MoveInput { get; private set; }
|
||||
public bool JumpPressed { get; private set; }
|
||||
public bool SprintPressed { get; private set; }
|
||||
public bool SlidePressed { get; private set; }
|
||||
public bool DashPressed { get; private set; }
|
||||
public bool ToggleCameraModePressed { get; private set; }
|
||||
|
||||
public InputService(InputActionAsset inputActionAsset)
|
||||
@@ -69,14 +69,6 @@ namespace Code.Input
|
||||
jumpAction.canceled += OnJumpCanceled;
|
||||
}
|
||||
|
||||
// Обработка спринта (персонаж)
|
||||
var sprintAction = gameplayMap.FindAction("Sprint");
|
||||
if (sprintAction != null)
|
||||
{
|
||||
sprintAction.performed += OnSprintPerformed;
|
||||
sprintAction.canceled += OnSprintCanceled;
|
||||
}
|
||||
|
||||
// Обработка слайда (персонаж)
|
||||
var slideAction = gameplayMap.FindAction("Slide");
|
||||
if (slideAction != null)
|
||||
@@ -85,6 +77,14 @@ namespace Code.Input
|
||||
slideAction.canceled += OnSlideCanceled;
|
||||
}
|
||||
|
||||
// Обработка слайда (персонаж)
|
||||
var dashAction = gameplayMap.FindAction("Dash");
|
||||
if (dashAction != null)
|
||||
{
|
||||
dashAction.performed += OnDashPerformed;
|
||||
dashAction.canceled += OnDashCanceled;
|
||||
}
|
||||
|
||||
// Обработка переключения режима камеры
|
||||
var toggleCameraModeAction = gameplayMap.FindAction("ToggleCameraMode");
|
||||
if (toggleCameraModeAction != null)
|
||||
@@ -134,16 +134,6 @@ namespace Code.Input
|
||||
JumpPressed = false;
|
||||
}
|
||||
|
||||
private void OnSprintPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
SprintPressed = true;
|
||||
}
|
||||
|
||||
private void OnSprintCanceled(InputAction.CallbackContext context)
|
||||
{
|
||||
SprintPressed = false;
|
||||
}
|
||||
|
||||
private void OnSlidePerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
SlidePressed = true;
|
||||
@@ -154,6 +144,16 @@ namespace Code.Input
|
||||
SlidePressed = false;
|
||||
}
|
||||
|
||||
private void OnDashPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
DashPressed = true;
|
||||
}
|
||||
|
||||
private void OnDashCanceled(InputAction.CallbackContext context)
|
||||
{
|
||||
DashPressed = false;
|
||||
}
|
||||
|
||||
private void OnToggleCameraModePerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
ToggleCameraModePressed = true;
|
||||
@@ -189,12 +189,12 @@ namespace Code.Input
|
||||
gameplayMap.FindAction("Jump").performed -= OnJumpPerformed;
|
||||
gameplayMap.FindAction("Jump").canceled -= OnJumpCanceled;
|
||||
|
||||
gameplayMap.FindAction("Sprint").performed -= OnSprintPerformed;
|
||||
gameplayMap.FindAction("Sprint").canceled -= OnSprintCanceled;
|
||||
|
||||
gameplayMap.FindAction("Slide").performed -= OnSlidePerformed;
|
||||
gameplayMap.FindAction("Slide").canceled -= OnSlideCanceled;
|
||||
|
||||
gameplayMap.FindAction("Dash").performed -= OnDashPerformed;
|
||||
gameplayMap.FindAction("Dash").canceled -= OnDashCanceled;
|
||||
|
||||
gameplayMap.FindAction("ToggleCameraMode").performed -= OnToggleCameraModePerformed;
|
||||
gameplayMap.FindAction("ToggleCameraMode").canceled -= OnToggleCameraModeCanceled;
|
||||
}
|
||||
|
||||
+2
-1
@@ -1,5 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 20994ffe841c70949a3d2fd4c4a13d7a
|
||||
guid: e76fbbe72ad97cc4f9dfe770ddc79857
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
@@ -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
|
||||
@@ -0,0 +1,295 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
[ExecuteAlways]
|
||||
public class PrefabLightmapData : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Reassigns shaders when applying the baked lightmaps. Might conflict with some shaders like transparent HDRP.")]
|
||||
public bool releaseShaders = true;
|
||||
|
||||
[System.Serializable]
|
||||
struct RendererInfo
|
||||
{
|
||||
public Renderer renderer;
|
||||
public int lightmapIndex;
|
||||
public Vector4 lightmapOffsetScale;
|
||||
}
|
||||
[System.Serializable]
|
||||
struct LightInfo
|
||||
{
|
||||
public Light light;
|
||||
public int lightmapBaketype;
|
||||
public int mixedLightingMode;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
RendererInfo[] m_RendererInfo;
|
||||
[SerializeField]
|
||||
Texture2D[] m_Lightmaps;
|
||||
[SerializeField]
|
||||
Texture2D[] m_LightmapsDir;
|
||||
[SerializeField]
|
||||
Texture2D[] m_ShadowMasks;
|
||||
[SerializeField]
|
||||
LightInfo[] m_LightInfo;
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Init();
|
||||
}
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (m_RendererInfo == null || m_RendererInfo.Length == 0)
|
||||
return;
|
||||
|
||||
var lightmaps = LightmapSettings.lightmaps;
|
||||
int[] offsetsindexes = new int[m_Lightmaps.Length];
|
||||
int counttotal = lightmaps.Length;
|
||||
List<LightmapData> combinedLightmaps = new List<LightmapData>();
|
||||
|
||||
for (int i = 0; i < m_Lightmaps.Length; i++)
|
||||
{
|
||||
bool exists = false;
|
||||
for (int j = 0; j < lightmaps.Length; j++)
|
||||
{
|
||||
|
||||
if (m_Lightmaps[i] == lightmaps[j].lightmapColor)
|
||||
{
|
||||
exists = true;
|
||||
offsetsindexes[i] = j;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
if (!exists)
|
||||
{
|
||||
offsetsindexes[i] = counttotal;
|
||||
var newlightmapdata = new LightmapData
|
||||
{
|
||||
lightmapColor = m_Lightmaps[i],
|
||||
lightmapDir = m_LightmapsDir.Length == m_Lightmaps.Length ? m_LightmapsDir[i] : default(Texture2D),
|
||||
shadowMask = m_ShadowMasks.Length == m_Lightmaps.Length ? m_ShadowMasks[i] : default(Texture2D),
|
||||
};
|
||||
|
||||
combinedLightmaps.Add(newlightmapdata);
|
||||
|
||||
counttotal += 1;
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
var combinedLightmaps2 = new LightmapData[counttotal];
|
||||
|
||||
lightmaps.CopyTo(combinedLightmaps2, 0);
|
||||
combinedLightmaps.ToArray().CopyTo(combinedLightmaps2, lightmaps.Length);
|
||||
|
||||
bool directional=true;
|
||||
|
||||
foreach(Texture2D t in m_LightmapsDir)
|
||||
{
|
||||
if (t == null)
|
||||
{
|
||||
directional = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
LightmapSettings.lightmapsMode = (m_LightmapsDir.Length == m_Lightmaps.Length && directional) ? LightmapsMode.CombinedDirectional : LightmapsMode.NonDirectional;
|
||||
ApplyRendererInfo(m_RendererInfo, offsetsindexes, m_LightInfo);
|
||||
LightmapSettings.lightmaps = combinedLightmaps2;
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
|
||||
}
|
||||
|
||||
// called second
|
||||
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
Init();
|
||||
}
|
||||
|
||||
// called when the game is terminated
|
||||
void OnDisable()
|
||||
{
|
||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ApplyRendererInfo(RendererInfo[] infos, int[] lightmapOffsetIndex, LightInfo[] lightsInfo)
|
||||
{
|
||||
for (int i = 0; i < infos.Length; i++)
|
||||
{
|
||||
var info = infos[i];
|
||||
|
||||
info.renderer.lightmapIndex = lightmapOffsetIndex[info.lightmapIndex];
|
||||
info.renderer.lightmapScaleOffset = info.lightmapOffsetScale;
|
||||
|
||||
if (releaseShaders)
|
||||
{
|
||||
// You have to release shaders.
|
||||
Material[] mat = info.renderer.sharedMaterials;
|
||||
for (int j = 0; j < mat.Length; j++)
|
||||
{
|
||||
if (mat[j] != null && Shader.Find(mat[j].shader.name) != null)
|
||||
{
|
||||
mat[j].shader = Shader.Find(mat[j].shader.name);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for (int i = 0; i < lightsInfo.Length; i++)
|
||||
{
|
||||
LightBakingOutput bakingOutput = new LightBakingOutput();
|
||||
bakingOutput.isBaked = true;
|
||||
bakingOutput.lightmapBakeType = (LightmapBakeType)lightsInfo[i].lightmapBaketype;
|
||||
bakingOutput.mixedLightingMode = (MixedLightingMode)lightsInfo[i].mixedLightingMode;
|
||||
|
||||
lightsInfo[i].light.bakingOutput = bakingOutput;
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.MenuItem("Assets/Bake Prefab Lightmaps")]
|
||||
static void GenerateLightmapInfo()
|
||||
{
|
||||
if (UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.OnDemand)
|
||||
{
|
||||
Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled.");
|
||||
return;
|
||||
}
|
||||
UnityEditor.Lightmapping.Bake();
|
||||
|
||||
PrefabLightmapData[] prefabs = FindObjectsOfType<PrefabLightmapData>();
|
||||
|
||||
foreach (var instance in prefabs)
|
||||
{
|
||||
var gameObject = instance.gameObject;
|
||||
var rendererInfos = new List<RendererInfo>();
|
||||
var lightmaps = new List<Texture2D>();
|
||||
var lightmapsDir = new List<Texture2D>();
|
||||
var shadowMasks = new List<Texture2D>();
|
||||
var lightsInfos = new List<LightInfo>();
|
||||
|
||||
GenerateLightmapInfo(gameObject, rendererInfos, lightmaps, lightmapsDir, shadowMasks, lightsInfos);
|
||||
|
||||
instance.m_RendererInfo = rendererInfos.ToArray();
|
||||
instance.m_Lightmaps = lightmaps.ToArray();
|
||||
instance.m_LightmapsDir = lightmapsDir.ToArray();
|
||||
instance.m_LightInfo = lightsInfos.ToArray();
|
||||
instance.m_ShadowMasks = shadowMasks.ToArray();
|
||||
#if UNITY_2018_3_OR_NEWER
|
||||
var targetPrefab = PrefabUtility.GetCorrespondingObjectFromOriginalSource(instance.gameObject) as GameObject;
|
||||
if (targetPrefab != null)
|
||||
{
|
||||
GameObject root = PrefabUtility.GetOutermostPrefabInstanceRoot(instance.gameObject);// 根结点
|
||||
//如果当前预制体是是某个嵌套预制体的一部分(IsPartOfPrefabInstance)
|
||||
if (root != null)
|
||||
{
|
||||
GameObject rootPrefab = PrefabUtility.GetCorrespondingObjectFromSource(instance.gameObject);
|
||||
string rootPath = AssetDatabase.GetAssetPath(rootPrefab);
|
||||
//打开根部预制体
|
||||
PrefabUtility.UnpackPrefabInstanceAndReturnNewOutermostRoots(root, PrefabUnpackMode.OutermostRoot);
|
||||
try
|
||||
{
|
||||
//Apply各个子预制体的改变
|
||||
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
|
||||
}
|
||||
catch { }
|
||||
finally
|
||||
{
|
||||
//重新更新根预制体
|
||||
PrefabUtility.SaveAsPrefabAssetAndConnect(root, rootPath, InteractionMode.AutomatedAction);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
|
||||
}
|
||||
}
|
||||
#else
|
||||
var targetPrefab = UnityEditor.PrefabUtility.GetPrefabParent(gameObject) as GameObject;
|
||||
if (targetPrefab != null)
|
||||
{
|
||||
//UnityEditor.Prefab
|
||||
UnityEditor.PrefabUtility.ReplacePrefab(gameObject, targetPrefab);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
static void GenerateLightmapInfo(GameObject root, List<RendererInfo> rendererInfos, List<Texture2D> lightmaps, List<Texture2D> lightmapsDir, List<Texture2D> shadowMasks, List<LightInfo> lightsInfo)
|
||||
{
|
||||
var renderers = root.GetComponentsInChildren<MeshRenderer>();
|
||||
foreach (MeshRenderer renderer in renderers)
|
||||
{
|
||||
if (renderer.lightmapIndex != -1)
|
||||
{
|
||||
RendererInfo info = new RendererInfo();
|
||||
info.renderer = renderer;
|
||||
|
||||
if (renderer.lightmapScaleOffset != Vector4.zero)
|
||||
{
|
||||
//1ibrium's pointed out this issue : https://docs.unity3d.com/ScriptReference/Renderer-lightmapIndex.html
|
||||
if(renderer.lightmapIndex < 0 || renderer.lightmapIndex == 0xFFFE) continue;
|
||||
info.lightmapOffsetScale = renderer.lightmapScaleOffset;
|
||||
|
||||
Texture2D lightmap = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapColor;
|
||||
Texture2D lightmapDir = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapDir;
|
||||
Texture2D shadowMask = LightmapSettings.lightmaps[renderer.lightmapIndex].shadowMask;
|
||||
|
||||
info.lightmapIndex = lightmaps.IndexOf(lightmap);
|
||||
if (info.lightmapIndex == -1)
|
||||
{
|
||||
info.lightmapIndex = lightmaps.Count;
|
||||
lightmaps.Add(lightmap);
|
||||
lightmapsDir.Add(lightmapDir);
|
||||
shadowMasks.Add(shadowMask);
|
||||
}
|
||||
|
||||
rendererInfos.Add(info);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
var lights = root.GetComponentsInChildren<Light>(true);
|
||||
|
||||
foreach (Light l in lights)
|
||||
{
|
||||
LightInfo lightInfo = new LightInfo();
|
||||
lightInfo.light = l;
|
||||
lightInfo.lightmapBaketype = (int)l.lightmapBakeType;
|
||||
#if UNITY_2020_1_OR_NEWER
|
||||
lightInfo.mixedLightingMode = (int)UnityEditor.Lightmapping.lightingSettings.mixedBakeMode;
|
||||
#elif UNITY_2018_1_OR_NEWER
|
||||
lightInfo.mixedLightingMode = (int)UnityEditor.LightmapEditorSettings.mixedBakeMode;
|
||||
#else
|
||||
lightInfo.mixedLightingMode = (int)l.bakingOutput.lightmapBakeType;
|
||||
#endif
|
||||
lightsInfo.Add(lightInfo);
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b91f32cd81021d24ab9ff545997e9666
|
||||
@@ -1,5 +1,6 @@
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Code.Scenes.SceneEnvironments
|
||||
@@ -7,11 +8,13 @@ namespace Code.Scenes.SceneEnvironments
|
||||
[System.Serializable]
|
||||
public class GameplaySceneEnvironment : CurrentSceneEnvironment
|
||||
{
|
||||
public Transform playerSpawnPoint;
|
||||
public Transform playerSpawnPoint;
|
||||
public Volume volume;
|
||||
|
||||
public void TransitVariables(GameplaySceneEnvironment env)
|
||||
{
|
||||
playerSpawnPoint = env.playerSpawnPoint;
|
||||
volume = env.volume;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -33,6 +33,8 @@ namespace Code.StaticData
|
||||
Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; }
|
||||
AudioTestClipsConfig AudioTestClipsConfig { get; }
|
||||
GeneratorConfig GeneratorConfig { get; }
|
||||
CourierSoundListConfig CourierSoundListConfig { get; }
|
||||
DefaultAudioSettingsConfig DefaultAudioSettingsConfig { get; }
|
||||
void Load();
|
||||
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
|
||||
}
|
||||
|
||||
@@ -29,6 +29,8 @@ namespace Code.StaticData
|
||||
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
|
||||
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
|
||||
public AudioTestClipsConfig AudioTestClipsConfig { get; private set; }
|
||||
public CourierSoundListConfig CourierSoundListConfig { get; private set; }
|
||||
public DefaultAudioSettingsConfig DefaultAudioSettingsConfig { get; private set; }
|
||||
|
||||
public DrunkenGrandpaConfig DrunkenGrandpaConfig {get; private set;}
|
||||
public CockroachConfig CockroachConfig { get; private set; }
|
||||
@@ -66,9 +68,11 @@ namespace Code.StaticData
|
||||
private void LoadAudioConfigs()
|
||||
{
|
||||
AudioMixerConfig = Resources.Load<AudioMixerConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioMixerConfig"));
|
||||
DefaultAudioSettingsConfig = Resources.Load<DefaultAudioSettingsConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DefaultAudioSettingsConfig"));
|
||||
SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig"));
|
||||
AudioTestClipsConfig = Resources.Load<AudioTestClipsConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioTestClipsConfig"));
|
||||
SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig"));
|
||||
CourierSoundListConfig = Resources.Load<CourierSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "CourierSoundListConfig"));
|
||||
DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig"));
|
||||
EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
|
||||
AudioSourceSettingsConfigs = Resources
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Code.UI.Panels
|
||||
{
|
||||
public class DamagePanel : UIElement
|
||||
{
|
||||
[SerializeField] private Image background;
|
||||
[SerializeField] private Color shownColor;
|
||||
[SerializeField] private Color hiddenColor;
|
||||
public override void Hide()
|
||||
{
|
||||
Shown = false;
|
||||
// background.enabled = false;
|
||||
background.DOColor(hiddenColor, 2f);
|
||||
}
|
||||
public override void Show()
|
||||
{
|
||||
Shown = true;
|
||||
// background.enabled = true;
|
||||
background.DOColor(shownColor, 0.3f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b586dbc292c44261892460f578a38e50
|
||||
timeCreated: 1764769541
|
||||
@@ -1,3 +1,4 @@
|
||||
using DG.Tweening;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
@@ -9,21 +10,27 @@ namespace Code.UI
|
||||
[SerializeField] private TMP_Text scoreText;
|
||||
[SerializeField] private TMP_Text gameOverText;
|
||||
[SerializeField] private Image _background;
|
||||
[SerializeField] private Color shownColor;
|
||||
[SerializeField] private Color hiddenColor;
|
||||
|
||||
public void UpdateScoreText(int score) => scoreText.text = score.ToString();
|
||||
|
||||
public override void Hide()
|
||||
{
|
||||
_background.enabled = false;
|
||||
scoreText.enabled = false;
|
||||
gameOverText.enabled = false;
|
||||
// scoreText.enabled = true;
|
||||
// gameOverText.enabled = false;
|
||||
scoreText.DOColor(hiddenColor, 3f);
|
||||
// gameOverText.DOColor(hiddenColor, 3f);
|
||||
base.Hide();
|
||||
}
|
||||
public override void Show()
|
||||
{
|
||||
_background.enabled = true;
|
||||
scoreText.enabled = true;
|
||||
gameOverText.enabled = true;
|
||||
// _background.enabled = true;
|
||||
// scoreText.enabled = true;
|
||||
// gameOverText.enabled = true;
|
||||
scoreText.DOColor(shownColor, 5f);
|
||||
// gameOverText.DOColor(shownColor, 5f);
|
||||
base.Show();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -26,6 +26,9 @@ namespace Code.UI.Panels
|
||||
[Header("MoneyBar")]
|
||||
[SerializeField] private TMP_Text moneyText;
|
||||
|
||||
[SerializeField] private DamagePanel damagePanel;
|
||||
public DamagePanel DamagePanel => damagePanel;
|
||||
|
||||
private void ScoreUpdate(int count, int money)
|
||||
{
|
||||
// TODO Анимация получения\потери
|
||||
|
||||
@@ -7,21 +7,24 @@ namespace Code.UI.Panels
|
||||
public class LoadingScreen : UIElement
|
||||
{
|
||||
[SerializeField] private Image background;
|
||||
[SerializeField] private TMP_Text loadingTitle;
|
||||
[SerializeField] private TMP_Text vyapWatermark;
|
||||
[SerializeField] private Image loadingImage;
|
||||
// [SerializeField] private TMP_Text loadingTitle;
|
||||
// [SerializeField] private TMP_Text vyapWatermark;
|
||||
public override void Hide()
|
||||
{
|
||||
Shown = false;
|
||||
background.enabled = false;
|
||||
loadingTitle.enabled = false;
|
||||
vyapWatermark.enabled = false;
|
||||
loadingImage.enabled = false;
|
||||
// loadingTitle.enabled = false;
|
||||
// vyapWatermark.enabled = false;
|
||||
}
|
||||
public override void Show()
|
||||
{
|
||||
Shown = true;
|
||||
background.enabled = true;
|
||||
loadingTitle.enabled = true;
|
||||
vyapWatermark.enabled = true;
|
||||
loadingImage.enabled = true;
|
||||
// loadingTitle.enabled = true;
|
||||
// vyapWatermark.enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -14,6 +14,7 @@ namespace Code.UI
|
||||
[SerializeField] private Slider master;
|
||||
[SerializeField] private Slider sfx;
|
||||
[SerializeField] private Slider dispatcher;
|
||||
[SerializeField] private Slider courier;
|
||||
[SerializeField] private Slider creatures;
|
||||
[SerializeField] private Slider menuMusic;
|
||||
[SerializeField] private Slider gameplayMusic;
|
||||
@@ -28,16 +29,19 @@ namespace Code.UI
|
||||
sfx.value = _audioService.GetSetting(AudioType.SFX);
|
||||
sfx.onValueChanged.AddListener(OnSFXUpdate);
|
||||
|
||||
dispatcher.value = _audioService.GetSetting(AudioType.DispatcherSounds);
|
||||
dispatcher.value = _audioService.GetSetting(AudioType.Dispatcher);
|
||||
dispatcher.onValueChanged.AddListener(OnDispatcherUpdate);
|
||||
|
||||
creatures.value = _audioService.GetSetting(AudioType.Creatures);
|
||||
courier.value = _audioService.GetSetting(AudioType.Courier);
|
||||
courier.onValueChanged.AddListener(OnCourierUpdate);
|
||||
|
||||
creatures.value = _audioService.GetSetting(AudioType.Enemies);
|
||||
creatures.onValueChanged.AddListener(OnEnemiesUpdate);
|
||||
|
||||
menuMusic.value = _audioService.GetSetting(AudioType.MenuMusic);
|
||||
menuMusic.onValueChanged.AddListener(OnMenuMusicUpdate);
|
||||
|
||||
gameplayMusic.value = _audioService.GetSetting(AudioType.GameplayMusic);
|
||||
gameplayMusic.value = _audioService.GetSetting(AudioType.ActionMusic);
|
||||
gameplayMusic.onValueChanged.AddListener(OnGameplayUpdate);
|
||||
}
|
||||
|
||||
@@ -51,25 +55,32 @@ namespace Code.UI
|
||||
_audioService.ChangeSetting(AudioType.SFX, value);
|
||||
_audioService.PlayTestClip(AudioType.SFX);
|
||||
}
|
||||
private void OnCourierUpdate(float value)
|
||||
{
|
||||
_audioService.ChangeSetting(AudioType.Courier, value);
|
||||
_audioService.PlayTestClip(AudioType.Courier);
|
||||
}
|
||||
private void OnDispatcherUpdate(float value)
|
||||
{
|
||||
_audioService.ChangeSetting(AudioType.DispatcherSounds, value);
|
||||
_audioService.PlayTestClip(AudioType.DispatcherSounds);
|
||||
_audioService.ChangeSetting(AudioType.Dispatcher, value);
|
||||
_audioService.PlayTestClip(AudioType.Dispatcher);
|
||||
}
|
||||
private void OnEnemiesUpdate(float value)
|
||||
{
|
||||
_audioService.ChangeSetting(AudioType.Creatures, value);
|
||||
_audioService.PlayTestClip(AudioType.Creatures);
|
||||
_audioService.ChangeSetting(AudioType.Enemies, value);
|
||||
_audioService.PlayTestClip(AudioType.Enemies);
|
||||
}
|
||||
private void OnMenuMusicUpdate(float value)
|
||||
{
|
||||
_audioService.ChangeSetting(AudioType.MenuMusic, value);
|
||||
_audioService.ChangeSetting(AudioType.DeathMusic, value);
|
||||
_audioService.PlayTestClip(AudioType.MenuMusic);
|
||||
}
|
||||
private void OnGameplayUpdate(float value)
|
||||
{
|
||||
_audioService.ChangeSetting(AudioType.GameplayMusic, value);
|
||||
_audioService.PlayTestClip(AudioType.GameplayMusic);
|
||||
_audioService.ChangeSetting(AudioType.ActionMusic, value);
|
||||
_audioService.ChangeSetting(AudioType.PeacefulMusic, value);
|
||||
_audioService.PlayTestClip(AudioType.ActionMusic);
|
||||
}
|
||||
|
||||
public override void Hide()
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 45b4aa0e7c33e934493bb7d2a15a9add
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 767316a9a37abc34694c3086d846f668
|
||||
folderAsset: yes
|
||||
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