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12
Commits
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b271042137 |
No files matched your search
@@ -0,0 +1,6 @@
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{
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"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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@@ -40,7 +40,7 @@ namespace Code.App.AppStates
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Context.LoadingManager
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.RegisterLoading(LoadingWork.LoadScene)
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.RegisterLoading(LoadingWork.LoadUI)
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.RegisterLoading(LoadingWork.LoadModelResource)
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// .RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadAudio);
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//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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@@ -54,8 +54,9 @@ namespace Code.App.AppStates
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|
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
|
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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@@ -162,6 +163,12 @@ namespace Code.App.AppStates
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{
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_orderService.RoomPassed();
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}
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private OrderDispenser _debugTube;
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private void Tube(InputAction.CallbackContext context)
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{
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_debugTube.ThrowOrder();
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}
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// DEBUG
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private bool _tickEnabled;
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public override void Tick()
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@@ -200,6 +207,7 @@ namespace Code.App.AppStates
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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base.ExitState();
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}
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@@ -248,6 +256,7 @@ namespace Code.App.AppStates
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{
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var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
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return sceneEnvironment;
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}
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}
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@@ -23,17 +23,11 @@ namespace Code.Configs
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slideDuration = 0.8f, // Длительность слайда в секундах
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slideCooldown = 1.5f; // Время перезарядки слайда в секундах
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// Залазание на стены
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public float
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wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
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minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
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wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
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// Наклон при залазании на стены
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public float
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maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
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wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
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wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
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leanAngle = 25f,
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leanThreshold = 0.3f,
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leanSmoothSpeed = 10f;
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|
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// Гравитация
|
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public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
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+57
-126
@@ -1,147 +1,78 @@
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using UnityEngine;
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using KinematicCharacterController;
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namespace Code.Gameplay.Character.Controller.Abilities
|
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{
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/*
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* Механика наклона персонажа при контакте со стеной
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* Управляет визуальным наклоном модели в зависимости от высоты подъёма по стене
|
||||
*/
|
||||
public class WallLeanMechanic
|
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{
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private readonly float _maxLeanAngle;
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private readonly float _leanSharpness;
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private readonly float _heightScale;
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private readonly float _leanAngle;
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private readonly float _threshold;
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private readonly float _smoothSpeed;
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|
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private Transform _characterTransform;
|
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private Vector3 _lastWallNormal;
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private float _lastWallContactHeight;
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private float _leanFactor;
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private float _leanSign;
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private Vector3 _leanDirection;
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private Transform _model;
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private Vector3 _lastWallContactPoint;
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private bool _isLeaningOnWall;
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private const float WallProximityThreshold = 0.6f;
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public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
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public WallLeanMechanic(
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float leanAngle,
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float threshold,
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float smoothSpeed)
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{
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_maxLeanAngle = maxLeanAngle;
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_leanSharpness = leanSharpness;
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_heightScale = heightScale;
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_leanAngle = leanAngle;
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_threshold = threshold;
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_smoothSpeed = smoothSpeed;
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}
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// Назначаем трансформ визуальной модели один раз
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public void SetCharacterTransform(Transform transform)
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{
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_characterTransform = transform;
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}
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public void SetModel(Transform model) => _model = model;
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// Вызывается из OnMovementHit
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public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
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public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
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{
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// Только если это действительно стена (не пол/потолок)
|
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var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
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if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
|
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return;
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_lastWallNormal = wallNormal;
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_lastWallContactHeight = contactHeight;
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_lastWallContactPoint = motor.TransientPosition;
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// Пересчитываем направление наклона
|
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_leanDirection = -_lastWallNormal;
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_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
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|
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_leanSign = 1;
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// what the fuck
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if (_leanDirection.x != 0)
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if (!_model)
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{
|
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switch (_leanDirection.x)
|
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{
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case -1 or 1 when motor.CharacterRight.x > 0.1f:
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_leanSign = -1;
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break;
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||||
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
|
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_leanDirection = new Vector3(0, 0, -1);
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break;
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}
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}
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else
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{
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switch (_leanDirection.z)
|
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{
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case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
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_leanSign = -1;
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break;
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case -1 when motor.CharacterRight.z < -0.1f:
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case 1 when motor.CharacterRight.z > 0.1f:
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_leanDirection = new Vector3(-1, 0, 0);
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break;
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case -1 when motor.CharacterRight.z > 0.1f:
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case 1 when motor.CharacterRight.z < -0.1f:
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_leanDirection = new Vector3(1, 0, 0);
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break;
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}
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}
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_isLeaningOnWall = true;
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}
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// Обновление каждый кадр
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public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
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{
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if (!_characterTransform) return;
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var currentPosition = motor.TransientPosition;
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var isStillNearWall = false;
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if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
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{
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var toWall = currentPosition - _lastWallContactPoint;
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var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
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isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
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}
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if (_isLeaningOnWall)
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{
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var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
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if (!isStillNearWall || isBelowContactHeight)
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{
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_isLeaningOnWall = false;
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}
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else
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{
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var heightDelta = currentPosition.y - _lastWallContactHeight;
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var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
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_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
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}
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}
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if (!_isLeaningOnWall)
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{
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_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
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}
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|
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ApplyLeanRotation(motor);
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}
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private void ApplyLeanRotation(KinematicCharacterMotor motor)
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{
|
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if (_leanFactor <= 0.01f)
|
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{
|
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_characterTransform.localRotation = Quaternion.identity;
|
||||
_model.localRotation = Quaternion.identity;
|
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return;
|
||||
}
|
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|
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if (_leanDirection.sqrMagnitude < 0.01f) return;
|
||||
var targetRotation = Quaternion.identity;
|
||||
|
||||
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
|
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var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
|
||||
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
|
||||
_characterTransform.localRotation = leanRotation;
|
||||
if (isWallRunning)
|
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{
|
||||
var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
|
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if (n.sqrMagnitude < 0.001f) n = Vector3.forward;
|
||||
|
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var bodyRight = Vector3.Cross(Vector3.up, characterForward).normalized;
|
||||
var side = Vector3.Dot(n, bodyRight);
|
||||
var front = Vector3.Dot(n, characterForward);
|
||||
|
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var axis = Vector3.right;
|
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var angle = 0f;
|
||||
|
||||
if (side > _threshold)
|
||||
{
|
||||
axis = Vector3.forward;
|
||||
angle = -_leanAngle;
|
||||
}
|
||||
else if (side < -_threshold)
|
||||
{
|
||||
axis = Vector3.forward;
|
||||
angle = _leanAngle;
|
||||
}
|
||||
else if (front > _threshold)
|
||||
{
|
||||
axis = Vector3.right;
|
||||
angle = -_leanAngle;
|
||||
}
|
||||
else if (front < -_threshold)
|
||||
{
|
||||
axis = Vector3.right;
|
||||
angle = _leanAngle;
|
||||
}
|
||||
|
||||
targetRotation = Quaternion.AngleAxis(angle, axis);
|
||||
}
|
||||
|
||||
_model.localRotation = Quaternion.Slerp(
|
||||
_model.localRotation,
|
||||
targetRotation,
|
||||
1f - Mathf.Exp(-_smoothSpeed * Time.deltaTime)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
+256
@@ -0,0 +1,256 @@
|
||||
using Code.Gameplay.Character.Controller.Input;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
public class WallRunningMechanic
|
||||
{
|
||||
public float MaxWallRunTime = 1.75f;
|
||||
public float WallRunSpeed = 8.0f;
|
||||
public float WallRunAcceleration = 25.0f;
|
||||
public float WallRunGravityScale = 0.25f;
|
||||
public float WallDetachImpulse = 7.0f;
|
||||
public float WallContactAngleThreshold = 45.0f;
|
||||
|
||||
private bool _isWallRunning;
|
||||
private float _wallRunTimer;
|
||||
private Vector3 _wallNormal;
|
||||
private Vector3 _wallTangentRight;
|
||||
private Vector3 _wallTangentUp;
|
||||
private Vector3 _wallContactPoint;
|
||||
private Vector3 _lastMoveInputInWallSpace;
|
||||
|
||||
private float _surfaceAngleCos;
|
||||
private bool _canWallRun;
|
||||
public float WallContactHeight { get; private set; }
|
||||
|
||||
public Vector3 WallRunStartForward { get; private set; }
|
||||
|
||||
private KinematicCharacterMotor _motor;
|
||||
private CharacterInputHandler _inputHandler;
|
||||
|
||||
public bool IsWallRunning => _isWallRunning;
|
||||
|
||||
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
|
||||
{
|
||||
_motor = motor;
|
||||
_inputHandler = inputHandler;
|
||||
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_isWallRunning = false;
|
||||
_wallRunTimer = 0f;
|
||||
_wallNormal = Vector3.zero;
|
||||
}
|
||||
|
||||
public void Tick(float deltaTime)
|
||||
{
|
||||
if (_isWallRunning)
|
||||
{
|
||||
_wallRunTimer += deltaTime;
|
||||
if (_wallRunTimer > MaxWallRunTime)
|
||||
{
|
||||
DetachFromWall(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
||||
{
|
||||
if (_isWallRunning) return false;
|
||||
|
||||
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
||||
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
||||
|
||||
if (!isWall) return false;
|
||||
|
||||
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
||||
|
||||
float velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
|
||||
if (velocityIntoWall < 1f) return false;
|
||||
|
||||
StartWallRun(hitNormal, hitPoint);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
|
||||
{
|
||||
_isWallRunning = true;
|
||||
_wallRunTimer = 0f;
|
||||
_wallNormal = wallNormal.normalized;
|
||||
_wallContactPoint = contactPoint;
|
||||
WallContactHeight = contactPoint.y;
|
||||
|
||||
//_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
||||
|
||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
||||
|
||||
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
|
||||
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
|
||||
_wallTangentUp = -_wallTangentUp;
|
||||
|
||||
WallRunStartForward = _motor.CharacterForward;
|
||||
_motor.ForceUnground();
|
||||
}
|
||||
|
||||
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
||||
{
|
||||
if (!_isWallRunning) return;
|
||||
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
||||
|
||||
Vector3 moveInputWorld = _inputHandler.MoveInputVector;
|
||||
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
|
||||
|
||||
Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
|
||||
|
||||
float ad = inputs.MoveAxisRight;
|
||||
|
||||
float sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
|
||||
if (sideDot < 0)
|
||||
ad = -ad;
|
||||
|
||||
Vector3 adMove = _wallTangentUp * (-ad);
|
||||
|
||||
Vector3 finalMove = wsMove + adMove;
|
||||
finalMove = finalMove.normalized * moveInputWorld.magnitude;
|
||||
|
||||
Vector3 targetVelocity = finalMove * WallRunSpeed;
|
||||
|
||||
currentVelocity = Vector3.Lerp(
|
||||
currentVelocity,
|
||||
targetVelocity,
|
||||
1f - Mathf.Exp(-WallRunAcceleration * deltaTime)
|
||||
);
|
||||
|
||||
currentVelocity += Physics.gravity * (WallRunGravityScale * deltaTime);
|
||||
|
||||
float distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
|
||||
if (Mathf.Abs(distanceToWall) > 0.8f)
|
||||
{
|
||||
DetachFromWall(false);
|
||||
return;
|
||||
}
|
||||
|
||||
if (inputs.JumpPressed)
|
||||
{
|
||||
DetachFromWall(true);
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsWallStillPresent()
|
||||
{
|
||||
if (_motor == null) return false;
|
||||
|
||||
Vector3 characterCenter = _motor.TransientPosition;
|
||||
Vector3 characterForward = _motor.CharacterForward;
|
||||
Vector3 characterRight = _motor.CharacterRight;
|
||||
Vector3 characterUp = _motor.CharacterUp;
|
||||
|
||||
float checkDistance = 0.45f;
|
||||
Vector3 rayOrigin = characterCenter + characterUp * 0.2f;
|
||||
Vector3 rayDir = -_wallNormal;
|
||||
|
||||
Vector3[] offsets = {
|
||||
Vector3.zero,
|
||||
characterUp * 0.3f,
|
||||
-characterUp * 0.3f,
|
||||
characterRight * 0.2f,
|
||||
-characterRight * 0.2f
|
||||
};
|
||||
|
||||
foreach (var offset in offsets)
|
||||
{
|
||||
if (Physics.Raycast(rayOrigin + offset, rayDir, out RaycastHit hit, checkDistance,
|
||||
_motor.CollidableLayers, QueryTriggerInteraction.Ignore))
|
||||
{
|
||||
float dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
|
||||
if (dotWithUp < _surfaceAngleCos)
|
||||
{
|
||||
_wallNormal = hit.normal.normalized;
|
||||
_wallContactPoint = hit.point;
|
||||
|
||||
/*_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
||||
*/
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void DetachFromWall(bool withImpulse)
|
||||
{
|
||||
if (!_isWallRunning) return;
|
||||
|
||||
_isWallRunning = false;
|
||||
|
||||
if (withImpulse && _motor != null)
|
||||
{
|
||||
Vector3 detachImpulse = -_wallNormal * WallDetachImpulse;
|
||||
_motor.BaseVelocity += detachImpulse;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 GetWallNormal() => _wallNormal;
|
||||
public bool TryGetWallTangents(out Vector3 up, out Vector3 right)
|
||||
{
|
||||
if (!_isWallRunning)
|
||||
{
|
||||
up = right = Vector3.zero;
|
||||
return false;
|
||||
}
|
||||
up = _wallTangentUp;
|
||||
right = _wallTangentRight;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanWallRun()
|
||||
{
|
||||
return !_isWallRunning && !_motor.GroundingStatus.IsStableOnGround;
|
||||
}
|
||||
|
||||
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
|
||||
{
|
||||
if (!_isWallRunning || _motor == null) return;
|
||||
|
||||
_isWallRunning = false;
|
||||
|
||||
Vector3 wallAway = _wallNormal;
|
||||
Vector3 wallUp = _wallTangentUp;
|
||||
|
||||
Vector3 playerForward = cameraRotation * Vector3.forward;
|
||||
|
||||
Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
|
||||
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
|
||||
|
||||
Vector3 jumpDirection =
|
||||
forwardInWallPlane * 0.2f +
|
||||
wallAway * 0.4f +
|
||||
wallUp * 0.4f;
|
||||
|
||||
jumpDirection = jumpDirection.normalized;
|
||||
|
||||
float wallJumpForce = WallDetachImpulse * 2f;
|
||||
|
||||
Vector3 jumpImpulse = jumpDirection * wallJumpForce;
|
||||
|
||||
_motor.BaseVelocity += jumpImpulse;
|
||||
|
||||
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
|
||||
|
||||
if (_motor.CharacterController is CustomCharacterController controller)
|
||||
{
|
||||
controller.BlockAbilities(0.12f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4bef67aa9cf14753a63ea07eecc5ff67
|
||||
timeCreated: 1764263348
|
||||
+57
-89
@@ -28,49 +28,23 @@ namespace Code.Gameplay.Character.Controller
|
||||
// Подсистемы
|
||||
private CharacterInputHandler _inputHandler;
|
||||
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 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)
|
||||
{
|
||||
@@ -84,15 +58,24 @@ namespace Code.Gameplay.Character.Controller
|
||||
_characterConfig.slideDuration,
|
||||
_characterConfig.slideCooldown
|
||||
);
|
||||
_wallClimbMechanic = new WallClimbMechanic(
|
||||
_characterConfig.wallClimbSpeedFactor,
|
||||
_characterConfig.minWallClimbSpeed,
|
||||
_characterConfig.wallDetectionAngleThreshold
|
||||
);
|
||||
// _wallClimbMechanic = new WallClimbMechanic(
|
||||
// _characterConfig.wallClimbSpeedFactor,
|
||||
// _characterConfig.minWallClimbSpeed,
|
||||
// _characterConfig.wallDetectionAngleThreshold
|
||||
// );
|
||||
_wallRunningMechanic = new WallRunningMechanic();
|
||||
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
|
||||
_wallRunningMechanic.MaxWallRunTime = 5f;
|
||||
_wallRunningMechanic.WallRunSpeed = 15.0f;
|
||||
_wallRunningMechanic.WallRunAcceleration = 25.0f;
|
||||
_wallRunningMechanic.WallRunGravityScale = 0.25f;
|
||||
_wallRunningMechanic.WallDetachImpulse = 7.0f;
|
||||
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
|
||||
|
||||
_wallLeanMechanic = new WallLeanMechanic(
|
||||
_characterConfig.maxWallLeanAngle,
|
||||
_characterConfig.wallLeanSharpness,
|
||||
_characterConfig.wallLeanHeightScale
|
||||
_characterConfig.leanAngle,
|
||||
_characterConfig.leanThreshold,
|
||||
_characterConfig.leanSmoothSpeed
|
||||
);
|
||||
_groundMovement = new GroundMovementSystem(
|
||||
_characterConfig.maxStableMoveSpeed,
|
||||
@@ -106,31 +89,24 @@ namespace Code.Gameplay.Character.Controller
|
||||
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;
|
||||
// Обновляем таймеры механик
|
||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||
_wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||
// _wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||
_wallRunningMechanic.Tick(Time.deltaTime);
|
||||
|
||||
// Если активен слайд - игнорируем весь остальной ввод
|
||||
if (_slideMechanic.IsSliding)
|
||||
{
|
||||
// Во время слайда не обрабатываем движение, прыжки и спринт
|
||||
_inputHandler.MoveInputVector = Vector3.zero;
|
||||
_inputHandler.LookInputVector = Vector3.one;
|
||||
_inputHandler.IsSprinting = false;
|
||||
@@ -138,7 +114,6 @@ namespace Code.Gameplay.Character.Controller
|
||||
return;
|
||||
}
|
||||
|
||||
// Сохраняем текущий режим камеры
|
||||
_currentCameraMode = inputs.CameraMode;
|
||||
|
||||
if (isAbilitiesBlocked)
|
||||
@@ -161,42 +136,33 @@ namespace Code.Gameplay.Character.Controller
|
||||
// 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 +170,49 @@ 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 (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
|
||||
// Проверяем запрос слайда и запускаем его если можно
|
||||
if (!_slideMechanic.IsSliding)
|
||||
{
|
||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
||||
_inputHandler.LookInputVector);
|
||||
}
|
||||
// Если активен слайд - обрабатываем отдельно
|
||||
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)
|
||||
_groundMovement.CancelJumpRequest();
|
||||
}
|
||||
}
|
||||
@@ -246,60 +223,51 @@ 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 (_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)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5be45dfdd4af8542af8e50fc83d326e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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||||
fileFormatVersion: 2
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||||
guid: c938de3174f184741925c407a43a47f2
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||||
PrefabImporter:
|
||||
externalObjects: {}
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userData:
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||||
assetBundleName:
|
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assetBundleVariant:
|
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||||
fileFormatVersion: 2
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||||
guid: 9d78f017876abed4c9cd8957f1e140cb
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||||
PrefabImporter:
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||||
externalObjects: {}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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||||
guid: 8782a54a0bf9c9c45aba633d562c72b3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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externalObjects: {}
|
||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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@@ -0,0 +1,110 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f84b66634cf337043b218d4c19ba7f9a
|
||||
ModelImporter:
|
||||
serializedVersion: 24200
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
materials:
|
||||
materialImportMode: 2
|
||||
materialName: 0
|
||||
materialSearch: 1
|
||||
materialLocation: 1
|
||||
animations:
|
||||
legacyGenerateAnimations: 4
|
||||
bakeSimulation: 0
|
||||
resampleCurves: 1
|
||||
optimizeGameObjects: 0
|
||||
removeConstantScaleCurves: 0
|
||||
motionNodeName:
|
||||
animationImportErrors:
|
||||
animationImportWarnings:
|
||||
animationRetargetingWarnings:
|
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m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children:
|
||||
- {fileID: 1047840484662430186}
|
||||
- {fileID: 5944670082409334569}
|
||||
m_Father: {fileID: 2527703521557431680}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
"hash": "e644f1bb8ea190157aaea9c386f85cee4cd03bd9"
|
||||
},
|
||||
"com.unity.addressables": {
|
||||
"version": "2.7.3",
|
||||
"version": "2.7.2",
|
||||
"depth": 2,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
@@ -34,7 +34,7 @@
|
||||
"com.unity.modules.jsonserialize": "1.0.0",
|
||||
"com.unity.modules.imageconversion": "1.0.0",
|
||||
"com.unity.modules.unitywebrequest": "1.0.0",
|
||||
"com.unity.scriptablebuildpipeline": "2.4.2",
|
||||
"com.unity.scriptablebuildpipeline": "2.4.1",
|
||||
"com.unity.modules.unitywebrequestassetbundle": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
@@ -49,7 +49,7 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.burst": {
|
||||
"version": "1.8.25",
|
||||
"version": "1.8.24",
|
||||
"depth": 2,
|
||||
"source": "registry",
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||||
"dependencies": {
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||||
@@ -201,7 +201,7 @@
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||||
}
|
||||
},
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||||
"com.unity.scriptablebuildpipeline": {
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||||
"version": "2.4.2",
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||||
"version": "2.4.1",
|
||||
"depth": 3,
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||||
"source": "registry",
|
||||
"dependencies": {
|
||||
@@ -243,7 +243,7 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.test-framework": {
|
||||
"version": "1.6.0",
|
||||
"version": "1.5.1",
|
||||
"depth": 0,
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"source": "builtin",
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"dependencies": {
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@@ -253,7 +253,7 @@
|
||||
}
|
||||
},
|
||||
"com.unity.test-framework.performance": {
|
||||
"version": "3.2.0",
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||||
"version": "3.1.0",
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||||
"depth": 3,
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||||
"source": "registry",
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||||
"dependencies": {
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||||
@@ -1,2 +1,2 @@
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m_EditorVersion: 6000.2.7f2
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m_EditorVersionWithRevision: 6000.2.7f2 (2b518236b676)
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m_EditorVersion: 6000.2.2f1
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m_EditorVersionWithRevision: 6000.2.2f1 (ea398eefe1c2)
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<html xmlns:msxsl="urn:schemas-microsoft-com:xslt"><head><meta content="en-us" http-equiv="Content-Language" /><meta content="text/html; charset=utf-16" http-equiv="Content-Type" /><title _locID="ConversionReport0">
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Отчет о переносе
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</title><style>
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body
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border-bottom: 1px #C1C1C2 solid;
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table td
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/* Padding around the content after the h1 */
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#content
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.IconSuccessEncoded
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/* [---XsltValidateInternal-Base64EncodedImage:IconSuccess#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
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background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAACXBIWXMAAA7EAAAOxAGVKw4bAAABcElEQVR4Xq2TsUsCURzHv15g8ZJcBWlyiYYgCIWcb9DFRRwMW5TA2c0/QEFwFkxxUQdxVlBwCYWOi6IhWgQhBLHJUCkhLr/BW8S7gvrAg+N+v8/v+x68Z8MGy+XSCyABQAXgBgHGALoASkIIDWSLeLBetdHryMjd5IxQPWT4rn1c/P7+xxp72Cs9m5SZ0Bq2vPnbPFafK2zDvmNHypdC0BPkLlQhxJsCAhQoZwdZU5mwxh720qGo8MzTxTTKZDPCx2HoVzp6lz0Q9tKhyx0kGs8Ny+TkWRKk8lCROwEduhyg9l/6lunOPSfmH3NUH6uQ0KHLAe7JYvJjevm+DAMGJHToKtigE+vwvIidxLamb8IBY9e+C5LiXREkfho3TSd06HJA13/oh6T51MTsfQbHrsMynQ5dDihFjiK8JJAU9AKIWTp76dCVN7HWHrajmUEGvyF9nkbAE6gLIS7kTUyuf2gscLoJrElZo/Mvj+nPz/kLTmfnEwP3tB0AAAAASUVORK5CYII=);
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{
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/* Note: Do not delete the comment below. It is used to verify the correctness of the encoded image resource below before the product is released */
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/* [---XsltValidateInternal-Base64EncodedImage:IconWarning#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
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background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAACXBIWXMAAA7EAAAOxAGVKw4bAAAAx0lEQVR4XpWSMQ7CMAxFf4xAyBMLCxMrO8dhaBcuwdCJS3RJBw7SA/QGTCxdWJgiQYWKXJWKIXHIlyw5lqr34tQgEOdcBsCOx5yZK3hCCKdYXneQkh4pEfqzLfu+wVDSyyzFoJjfz9NB+pAF+eizx2Vruts0k15mPgvS6GYvpVtQhB61IB/dk6AF6fS4Ben0uIX5odtFe8Q/eW1KvFeH4e8khT6+gm5B+t3juyDt7n0jpe+CANTd+oTUjN/U3yVaABnSUjFz/gFq44JaVSCXeQAAAABJRU5ErkJggg==);
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{
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/* [---XsltValidateInternal-Base64EncodedImage:IconError#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
|
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||||
}
|
||||
</style><script type="text/javascript" language="javascript">
|
||||
|
||||
// Startup
|
||||
// Hook up the the loaded event for the document/window, to linkify the document content
|
||||
var startupFunction = function() { linkifyElement("messages"); };
|
||||
|
||||
if(window.attachEvent)
|
||||
{
|
||||
window.attachEvent('onload', startupFunction);
|
||||
}
|
||||
else if (window.addEventListener)
|
||||
{
|
||||
window.addEventListener('load', startupFunction, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
document.addEventListener('load', startupFunction, false);
|
||||
}
|
||||
|
||||
// Toggles the visibility of table rows with the specified name
|
||||
function toggleTableRowsByName(name)
|
||||
{
|
||||
var allRows = document.getElementsByTagName('tr');
|
||||
for (i=0; i < allRows.length; i++)
|
||||
{
|
||||
var currentName = allRows[i].getAttribute('name');
|
||||
if(!!currentName && currentName.indexOf(name) == 0)
|
||||
{
|
||||
var isVisible = allRows[i].style.display == '';
|
||||
isVisible ? allRows[i].style.display = 'none' : allRows[i].style.display = '';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function scrollToFirstVisibleRow(name)
|
||||
{
|
||||
var allRows = document.getElementsByTagName('tr');
|
||||
for (i=0; i < allRows.length; i++)
|
||||
{
|
||||
var currentName = allRows[i].getAttribute('name');
|
||||
var isVisible = allRows[i].style.display == '';
|
||||
if(!!currentName && currentName.indexOf(name) == 0 && isVisible)
|
||||
{
|
||||
allRows[i].scrollIntoView(true);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Linkifies the specified text content, replaces candidate links with html links
|
||||
function linkify(text)
|
||||
{
|
||||
if(!text || 0 === text.length)
|
||||
{
|
||||
return text;
|
||||
}
|
||||
|
||||
// Find http, https and ftp links and replace them with hyper links
|
||||
var urlLink = /(http|https|ftp)\:\/\/[a-zA-Z0-9\-\.]+(:[a-zA-Z0-9]*)?\/?([a-zA-Z0-9\-\._\?\,\/\\\+&%\$#\=~;\{\}])*/gi;
|
||||
|
||||
return text.replace(urlLink, '<a href="$&">$&</a>') ;
|
||||
}
|
||||
|
||||
// Linkifies the specified element by ID
|
||||
function linkifyElement(id)
|
||||
{
|
||||
var element = document.getElementById(id);
|
||||
if(!!element)
|
||||
{
|
||||
element.innerHTML = linkify(element.innerHTML);
|
||||
}
|
||||
}
|
||||
|
||||
function ToggleMessageVisibility(projectName)
|
||||
{
|
||||
if(!projectName || 0 === projectName.length)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
toggleTableRowsByName("MessageRowClass" + projectName);
|
||||
toggleTableRowsByName('MessageRowHeaderShow' + projectName);
|
||||
toggleTableRowsByName('MessageRowHeaderHide' + projectName);
|
||||
}
|
||||
|
||||
function ScrollToFirstVisibleMessage(projectName)
|
||||
{
|
||||
if(!projectName || 0 === projectName.length)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// First try the 'Show messages' row
|
||||
if(!scrollToFirstVisibleRow('MessageRowHeaderShow' + projectName))
|
||||
{
|
||||
// Failed to find a visible row for 'Show messages', try an actual message row
|
||||
scrollToFirstVisibleRow('MessageRowClass' + projectName);
|
||||
}
|
||||
}
|
||||
</script></head><body><h1 _locID="ConversionReport">
|
||||
Отчет о миграции - </h1><div id="content"><h2 _locID="OverviewTitle">Обзор</h2><div id="overview"><table><tr><th></th><th _locID="ProjectTableHeader">Проект</th><th _locID="PathTableHeader">Путь</th><th _locID="ErrorsTableHeader">Ошибки</th><th _locID="WarningsTableHeader">Предупреждения</th><th _locID="MessagesTableHeader">Сообщения</th></tr><tr><td class="IconErrorEncoded" /><td><strong><a href="#Assembly-CSharp">Assembly-CSharp</a></strong></td><td>Assembly-CSharp.csproj</td><td class="textCentered"><a href="#Assembly-CSharpError">1</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconErrorEncoded" /><td><strong><a href="#Assembly-CSharp-Editor">Assembly-CSharp-Editor</a></strong></td><td>Assembly-CSharp-Editor.csproj</td><td class="textCentered"><a href="#Assembly-CSharp-EditorError">1</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconSuccessEncoded" /><td><strong><a href="#Solution"><span _locID="OverviewSolutionSpan">Решение</span></a></strong></td><td>CourierOld.sln</td><td class="textCentered"><a>0</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#" onclick="ScrollToFirstVisibleMessage('Solution'); return false;">1</a></td></tr></table></div><h2 _locID="SolutionAndProjectsTitle">Решение и проекты</h2><div id="messages"><a name="Assembly-CSharp" /><h3>Assembly-CSharp</h3><table><tr id="Assembly-CSharpHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Сообщение</th></tr><tr name="ErrorRowClassAssembly-CSharp"><td class="IconErrorEncoded"><a name="Assembly-CSharpError" /></td><td class="messageCell"><strong>Assembly-CSharp.csproj:
|
||||
</strong><span>Приложение, на котором основан этот тип проектов, не найдено. Попробуйте воспользоваться этой ссылкой для получения дополнительной информации: http://go.microsoft.com/fwlink/?LinkID=299083&projecttype=E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1</span></td></tr></table><a name="Assembly-CSharp-Editor" /><h3>Assembly-CSharp-Editor</h3><table><tr id="Assembly-CSharp-EditorHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Сообщение</th></tr><tr name="ErrorRowClassAssembly-CSharp-Editor"><td class="IconErrorEncoded"><a name="Assembly-CSharp-EditorError" /></td><td class="messageCell"><strong>Assembly-CSharp-Editor.csproj:
|
||||
</strong><span>Приложение, на котором основан этот тип проектов, не найдено. Попробуйте воспользоваться этой ссылкой для получения дополнительной информации: http://go.microsoft.com/fwlink/?LinkID=299083&projecttype=E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1</span></td></tr></table><a name="Solution" /><h3 _locID="ProjectDisplayNameHeader">Решение</h3><table><tr id="SolutionHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Сообщение</th></tr><tr name="MessageRowHeaderShowSolution"><td class="IconInfoEncoded" /><td class="messageCell"><a _locID="ShowAdditionalMessages" href="#" name="SolutionMessage" onclick="ToggleMessageVisibility('Solution'); return false;">
|
||||
Показать 1 дополнительные сообщения
|
||||
</a></td></tr><tr name="MessageRowClassSolution" style="display: none"><td class="IconInfoEncoded"><a name="SolutionMessage" /></td><td class="messageCell"><strong>CourierOld.sln:
|
||||
</strong><span>Для файла решения не требуется перенос.</span></td></tr><tr style="display: none" name="MessageRowHeaderHideSolution"><td class="IconInfoEncoded" /><td class="messageCell"><a _locID="HideAdditionalMessages" href="#" name="SolutionMessage" onclick="ToggleMessageVisibility('Solution'); return false;">
|
||||
Скрыть 1 дополнительные сообщения
|
||||
</a></td></tr></table></div></div></body></html>
|
||||
Reference in new issue
Block a user