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@@ -65,7 +65,7 @@ namespace Code.App.AppStates
|
|||||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
||||||
Context.AudioFactory.WarmGameplayMusic(),
|
Context.AudioFactory.WarmGameplayMusic(),
|
||||||
Context.AudioFactory.WarmDeathMusic(),
|
Context.AudioFactory.WarmDeathMusic(),
|
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Context.AudioFactory.WarmSFX(),
|
// Context.AudioFactory.WarmSFX(),
|
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Context.AudioFactory.WarmDispatcher(),
|
Context.AudioFactory.WarmDispatcher(),
|
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Context.AudioFactory.WarmEnemies(),
|
Context.AudioFactory.WarmEnemies(),
|
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Context.AudioFactory.WarmCourier()
|
Context.AudioFactory.WarmCourier()
|
||||||
@@ -217,7 +217,7 @@ namespace Code.App.AppStates
|
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Context.AudioFactory.ReleaseCourier();
|
Context.AudioFactory.ReleaseCourier();
|
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Context.AudioFactory.ReleaseDispatcher();
|
Context.AudioFactory.ReleaseDispatcher();
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Context.AudioFactory.ReleaseEnemies();
|
Context.AudioFactory.ReleaseEnemies();
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Context.AudioFactory.ReleaseSFX();
|
// Context.AudioFactory.ReleaseSFX();
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|
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|
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
||||||
|
|||||||
@@ -0,0 +1,42 @@
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|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.App.Debug
|
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|
{
|
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|
public class Logger : MonoBehaviour
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|
{
|
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|
//#if !UNITY_EDITOR
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static string myLog = "";
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private string output;
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|
private string stack;
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|
|
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|
void OnEnable()
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|
{
|
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|
Application.logMessageReceived += Log;
|
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|
}
|
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|
|
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|
void OnDisable()
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|
{
|
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|
Application.logMessageReceived -= Log;
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|
}
|
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|
|
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|
public void Log(string logString, string stackTrace, LogType type)
|
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|
{
|
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|
output = logString;
|
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|
stack = stackTrace;
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|
myLog = output + " " + myLog;
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|
if (myLog.Length > 5000)
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|
{
|
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|
myLog = myLog.Substring(0, 4000);
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|
}
|
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|
}
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|
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void OnGUI()
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{
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|
//if (!Application.isEditor) //Do not display in editor ( or you can use the UNITY_EDITOR macro to also disable the rest)
|
||||||
|
{
|
||||||
|
myLog = GUI.TextArea(new Rect(10, 10, Screen.width - 10, Screen.height - 10), myLog);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//#endif
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: dc474668ede54a9aa1e0f29c59f067f5
|
||||||
|
timeCreated: 1764915992
|
||||||
@@ -2,19 +2,16 @@ namespace Code.Audio
|
|||||||
{
|
{
|
||||||
public enum SFXSounds
|
public enum SFXSounds
|
||||||
{
|
{
|
||||||
Crowbar,
|
|
||||||
Shot357
|
|
||||||
}
|
}
|
||||||
public enum UISounds
|
public enum UISounds
|
||||||
{
|
{
|
||||||
Crowbar
|
|
||||||
}
|
}
|
||||||
public enum EnemiesSounds
|
public enum EnemiesSounds
|
||||||
{
|
{
|
||||||
GrandpaAttack,
|
GrandpaAttack,
|
||||||
|
GrandpaStep,
|
||||||
RoachAttack,
|
RoachAttack,
|
||||||
RoachStep,
|
RoachStep
|
||||||
GrandpaStep
|
|
||||||
}
|
}
|
||||||
public enum DispatcherSounds
|
public enum DispatcherSounds
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -120,6 +120,19 @@ namespace Code.Audio
|
|||||||
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
||||||
_menuMusicHandle.Release();
|
_menuMusicHandle.Release();
|
||||||
}
|
}
|
||||||
|
public async UniTask WarmCourier()
|
||||||
|
{
|
||||||
|
// _courierHandle = Addressables.LoadAssetsAsync<AudioClip>(_courier, OnCourierLoaded, Addressables.MergeMode.Union);
|
||||||
|
foreach (var assetReference in _courier) CourierAudios.Add(await Addressables.LoadAssetAsync<AudioClip>(assetReference));
|
||||||
|
// await _courierHandle.ToUniTask();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ReleaseCourier()
|
||||||
|
{
|
||||||
|
foreach (var assetReference in CourierAudios) Addressables.Release(assetReference);
|
||||||
|
CourierAudios.Clear();
|
||||||
|
// _courierHandle.Release();
|
||||||
|
}
|
||||||
public async UniTask WarmDeathMusic()
|
public async UniTask WarmDeathMusic()
|
||||||
{
|
{
|
||||||
_deathMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_deathSoundtrack, OnDeathTrackLoaded, Addressables.MergeMode.Union);
|
_deathMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_deathSoundtrack, OnDeathTrackLoaded, Addressables.MergeMode.Union);
|
||||||
@@ -155,18 +168,6 @@ namespace Code.Audio
|
|||||||
EnemiesAudios.Clear();
|
EnemiesAudios.Clear();
|
||||||
_enemiesHandle.Release();
|
_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( )
|
public async UniTask WarmDispatcher( )
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -5,31 +5,49 @@ namespace Code.Configs
|
|||||||
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
|
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
|
||||||
public class CharacterConfig : ScriptableObject
|
public class CharacterConfig : ScriptableObject
|
||||||
{
|
{
|
||||||
// Основное движение по земле
|
|
||||||
public float
|
public float
|
||||||
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
|
maxStableMoveSpeed = 12f,
|
||||||
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
|
stableMovementSharpness = 15f,
|
||||||
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
|
orientationSharpness = 10f;
|
||||||
jumpSpeed = 10f; // Скорость прыжка
|
|
||||||
|
|
||||||
// Спринт
|
|
||||||
public float
|
public float
|
||||||
sprintMoveSpeed = 12f, // Максимальная скорость спринта
|
jumpSpeed = 10f,
|
||||||
sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт
|
jumpCooldown = 0.4f;
|
||||||
|
|
||||||
// Слайд
|
|
||||||
public float
|
public float
|
||||||
slideSpeed = 20f, // Скорость слайда
|
dashSpeed = 20f,
|
||||||
slideDuration = 0.8f, // Длительность слайда в секундах
|
dashDuration = 0.35f,
|
||||||
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
|
dashCooldown = 1.2f;
|
||||||
|
|
||||||
|
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,
|
||||||
|
slideColliderHeightScale = 0.5f,
|
||||||
|
slideCameraOffsetY = -0.5f,
|
||||||
|
slideEnterDuration = 0.2f,
|
||||||
|
slideExitDuration = 0.25f;
|
||||||
|
|
||||||
// Наклон при залазании на стены
|
|
||||||
public float
|
public float
|
||||||
leanAngle = 25f,
|
leanAngle = 25f,
|
||||||
leanThreshold = 0.3f,
|
leanThreshold = 0.3f,
|
||||||
leanSmoothSpeed = 10f;
|
leanSmoothSpeed = 10f;
|
||||||
|
|
||||||
// Гравитация
|
public Vector3 gravity = new(0f, -30f, 0f);
|
||||||
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
|
public float
|
||||||
|
maxAirSpeed = 10f,
|
||||||
|
airControlSharpness = 8f;
|
||||||
|
|
||||||
|
public float
|
||||||
|
wallRunMaxTime = 1.75f,
|
||||||
|
wallRunSpeed = 15f,
|
||||||
|
wallRunAcceleration = 25f,
|
||||||
|
wallRunGravityScale = 0.25f,
|
||||||
|
wallDetachImpulse = 7f,
|
||||||
|
wallContactAngleThreshold = 45f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -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
|
||||||
+36
-67
@@ -1,122 +1,91 @@
|
|||||||
|
using UnityEngine;
|
||||||
using Code.Gameplay.Camera;
|
using Code.Gameplay.Camera;
|
||||||
using KinematicCharacterController;
|
using KinematicCharacterController;
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Gameplay.Character.Controller.Abilities
|
namespace Code.Gameplay.Character.Controller.Abilities
|
||||||
{
|
{
|
||||||
/*
|
|
||||||
* Механика слайда для персонажа
|
|
||||||
* Отвечает за управление состоянием, таймерами и скоростью слайда
|
|
||||||
*/
|
|
||||||
public class SlideMechanic
|
public class SlideMechanic
|
||||||
{
|
{
|
||||||
// Скорость слайда
|
private readonly AnimationCurve _velocityCurve;
|
||||||
private readonly float _slideSpeed;
|
private readonly float _minVelocityThreshold;
|
||||||
// Длительность слайда в секундах
|
private readonly float _cooldown;
|
||||||
private readonly float _slideDuration;
|
|
||||||
// Время перезарядки слайда
|
|
||||||
private readonly float _slideCooldown;
|
|
||||||
|
|
||||||
// Таймер слайда
|
private float _slideTime;
|
||||||
private float _slideTimer;
|
private float _cooldownTimer;
|
||||||
// Таймер перезарядки слайда
|
|
||||||
private float _slideCooldownTimer;
|
|
||||||
// Направление слайда
|
|
||||||
private Vector3 _slideDirection;
|
private Vector3 _slideDirection;
|
||||||
// Флаг запроса слайда
|
|
||||||
private bool _slideRequested;
|
private bool _slideRequested;
|
||||||
|
private float _initialSpeed;
|
||||||
|
|
||||||
// Свойство-флаг, активен ли слайд
|
|
||||||
public bool IsSliding { get; private set; }
|
public bool IsSliding { get; private set; }
|
||||||
|
|
||||||
// Конструктор механики слайда
|
public SlideMechanic(AnimationCurve velocityCurve, float minVelocityThreshold, float cooldown)
|
||||||
public SlideMechanic(float slideSpeed, float slideDuration, float slideCooldown)
|
|
||||||
{
|
{
|
||||||
_slideSpeed = slideSpeed;
|
_velocityCurve = velocityCurve;
|
||||||
_slideDuration = slideDuration;
|
_minVelocityThreshold = minVelocityThreshold;
|
||||||
_slideCooldown = slideCooldown;
|
_cooldown = cooldown;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обновляем таймер перезарядки слайда
|
|
||||||
public void TickCooldown(float deltaTime)
|
public void TickCooldown(float deltaTime)
|
||||||
{
|
{
|
||||||
if (_slideCooldownTimer > 0f)
|
if (_cooldownTimer > 0f) _cooldownTimer -= deltaTime;
|
||||||
{
|
|
||||||
_slideCooldownTimer -= deltaTime;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка слайда
|
|
||||||
public void RequestSlide(bool slidePressed)
|
public void RequestSlide(bool slidePressed)
|
||||||
{
|
{
|
||||||
if (slidePressed && !_slideRequested && _slideCooldownTimer <= 0f)
|
if (slidePressed && !_slideRequested && _cooldownTimer <= 0f)
|
||||||
{
|
|
||||||
_slideRequested = true;
|
_slideRequested = true;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Начало слайда
|
|
||||||
public void TryStartSlide(KinematicCharacterMotor motor,
|
public void TryStartSlide(KinematicCharacterMotor motor,
|
||||||
CameraMode currentCameraMode,
|
CameraMode currentCameraMode,
|
||||||
Quaternion firstPersonCameraRotation,
|
Quaternion firstPersonCameraRotation,
|
||||||
Vector3 lookInputVector)
|
Vector3 lookInputVector)
|
||||||
{
|
{
|
||||||
// Проверяем условия для старта слайда
|
if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _cooldownTimer > 0f)
|
||||||
if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _slideCooldownTimer > 0f)
|
|
||||||
{
|
{
|
||||||
_slideRequested = false;
|
_slideRequested = false;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
IsSliding = true;
|
IsSliding = true;
|
||||||
_slideTimer = _slideDuration;
|
_slideTime = 0f;
|
||||||
|
|
||||||
// НАПРАВЛЕНИЕ СЛАЙДА - ВСЕГДА ВПЕРЕД ПО КАМЕРЕ
|
var dir = currentCameraMode == CameraMode.FirstPerson
|
||||||
// Используем направление камеры, но проецируем на горизонтальную плоскость
|
? firstPersonCameraRotation * Vector3.forward
|
||||||
var slideDir = currentCameraMode == CameraMode.FirstPerson ?
|
: lookInputVector;
|
||||||
firstPersonCameraRotation * Vector3.forward :
|
|
||||||
lookInputVector;
|
|
||||||
|
|
||||||
// Проецируем на горизонтальную плоскость и нормализуем
|
_slideDirection = Vector3.ProjectOnPlane(dir, motor.CharacterUp).normalized;
|
||||||
_slideDirection = Vector3.ProjectOnPlane(slideDir, motor.CharacterUp).normalized;
|
if (_slideDirection.sqrMagnitude < 0.01f) _slideDirection = motor.CharacterForward;
|
||||||
|
|
||||||
// Если направление нулевое (персонаж стоит на месте), используем направление вперед
|
_initialSpeed = motor.Velocity.magnitude;
|
||||||
if (_slideDirection.sqrMagnitude < 0.01f)
|
if (_initialSpeed < 12f) _initialSpeed = 12f; // fallback
|
||||||
{
|
|
||||||
_slideDirection = motor.CharacterForward;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Устанавливаем перезарядку
|
_cooldownTimer = _cooldown;
|
||||||
_slideCooldownTimer = _slideCooldown;
|
|
||||||
_slideRequested = false;
|
_slideRequested = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка слайда
|
|
||||||
public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
|
public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
|
||||||
{
|
{
|
||||||
// Уменьшаем таймер слайда
|
if (!IsSliding) return;
|
||||||
_slideTimer -= deltaTime;
|
|
||||||
|
|
||||||
// Если время слайда вышло, персонаж в воздухе - заканчиваем слайд
|
_slideTime += deltaTime;
|
||||||
if (_slideTimer <= 0f || !motor.GroundingStatus.IsStableOnGround)
|
|
||||||
{
|
var t = Mathf.Clamp01(_slideTime / 2.5f);
|
||||||
|
var speedMult = _velocityCurve.Evaluate(t);
|
||||||
|
|
||||||
|
var targetSpeed = _initialSpeed * speedMult;
|
||||||
|
currentVelocity = _slideDirection * targetSpeed;
|
||||||
|
|
||||||
|
currentVelocity += motor.CharacterUp * 1f;
|
||||||
|
|
||||||
|
if (targetSpeed < _minVelocityThreshold || !motor.GroundingStatus.IsStableOnGround)
|
||||||
EndSlide();
|
EndSlide();
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Устанавливаем скорость слайда вперед
|
|
||||||
// Используем прямую установку скорости вместо сложных вычислений
|
|
||||||
currentVelocity = _slideDirection * _slideSpeed;
|
|
||||||
|
|
||||||
// Добавляем небольшую вертикальную компоненту для лучшего скольжения по неровностям
|
|
||||||
currentVelocity += motor.CharacterUp * 2f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Завершение слайда
|
|
||||||
public void EndSlide()
|
public void EndSlide()
|
||||||
{
|
{
|
||||||
IsSliding = false;
|
IsSliding = false;
|
||||||
_slideTimer = 0f;
|
_slideTime = 0f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+103
-122
@@ -1,4 +1,3 @@
|
|||||||
using Code.Gameplay.Character.Controller.Input;
|
|
||||||
using Code.Gameplay.Character.Core;
|
using Code.Gameplay.Character.Core;
|
||||||
using KinematicCharacterController;
|
using KinematicCharacterController;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
@@ -7,14 +6,13 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
{
|
{
|
||||||
public class WallRunningMechanic
|
public class WallRunningMechanic
|
||||||
{
|
{
|
||||||
public float MaxWallRunTime = 1.75f;
|
private readonly float _maxWallRunTime;
|
||||||
public float WallRunSpeed = 8.0f;
|
private readonly float _wallRunSpeed;
|
||||||
public float WallRunAcceleration = 25.0f;
|
private readonly float _wallRunAcceleration;
|
||||||
public float WallRunGravityScale = 0.25f;
|
private readonly float _wallRunGravityScale;
|
||||||
public float WallDetachImpulse = 7.0f;
|
private readonly float _wallDetachImpulse;
|
||||||
public float WallContactAngleThreshold = 45.0f;
|
private readonly float _wallContactAngleThreshold;
|
||||||
|
|
||||||
private bool _isWallRunning;
|
|
||||||
private float _wallRunTimer;
|
private float _wallRunTimer;
|
||||||
private Vector3 _wallNormal;
|
private Vector3 _wallNormal;
|
||||||
private Vector3 _wallTangentRight;
|
private Vector3 _wallTangentRight;
|
||||||
@@ -24,53 +22,56 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
private float _surfaceAngleCos;
|
private float _surfaceAngleCos;
|
||||||
private bool _canWallRun;
|
private bool _canWallRun;
|
||||||
public float WallContactHeight { get; private set; }
|
|
||||||
|
|
||||||
public Vector3 WallRunStartForward { get; private set; }
|
|
||||||
|
|
||||||
private KinematicCharacterMotor _motor;
|
private KinematicCharacterMotor _motor;
|
||||||
private CharacterInputHandler _inputHandler;
|
|
||||||
|
|
||||||
public bool IsWallRunning => _isWallRunning;
|
public bool IsWallRunning { get; private set; }
|
||||||
|
|
||||||
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
|
public WallRunningMechanic(
|
||||||
|
float maxWallRunTime,
|
||||||
|
float wallRunSpeed,
|
||||||
|
float wallRunAcceleration,
|
||||||
|
float wallRunGravityScale,
|
||||||
|
float wallDetachImpulse,
|
||||||
|
float wallContactAngleThreshold)
|
||||||
{
|
{
|
||||||
_motor = motor;
|
_maxWallRunTime = maxWallRunTime;
|
||||||
_inputHandler = inputHandler;
|
_wallRunSpeed = wallRunSpeed;
|
||||||
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
|
_wallRunAcceleration = wallRunAcceleration;
|
||||||
|
_wallRunGravityScale = wallRunGravityScale;
|
||||||
|
_wallDetachImpulse = wallDetachImpulse;
|
||||||
|
_wallContactAngleThreshold = wallContactAngleThreshold;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Reset()
|
public void Initialize(KinematicCharacterMotor motor)
|
||||||
{
|
{
|
||||||
_isWallRunning = false;
|
_motor = motor;
|
||||||
_wallRunTimer = 0f;
|
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
|
||||||
_wallNormal = Vector3.zero;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Tick(float deltaTime)
|
public void Tick(float deltaTime)
|
||||||
{
|
{
|
||||||
if (_isWallRunning)
|
if (!IsWallRunning) return;
|
||||||
|
|
||||||
|
_wallRunTimer += deltaTime;
|
||||||
|
if (_wallRunTimer > _maxWallRunTime)
|
||||||
{
|
{
|
||||||
_wallRunTimer += deltaTime;
|
DetachFromWall(false);
|
||||||
if (_wallRunTimer > MaxWallRunTime)
|
|
||||||
{
|
|
||||||
DetachFromWall(false);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
||||||
{
|
{
|
||||||
if (_isWallRunning) return false;
|
if (IsWallRunning) return false;
|
||||||
|
|
||||||
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
var dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
||||||
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
var isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
||||||
|
|
||||||
if (!isWall) return false;
|
if (!isWall) return false;
|
||||||
|
|
||||||
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
||||||
|
|
||||||
float velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
|
var velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
|
||||||
if (velocityIntoWall < 1f) return false;
|
if (velocityIntoWall < 1f) return false;
|
||||||
|
|
||||||
StartWallRun(hitNormal, hitPoint);
|
StartWallRun(hitNormal, hitPoint);
|
||||||
@@ -79,57 +80,58 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
|
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
|
||||||
{
|
{
|
||||||
_isWallRunning = true;
|
IsWallRunning = true;
|
||||||
_wallRunTimer = 0f;
|
_wallRunTimer = 0f;
|
||||||
_wallNormal = wallNormal.normalized;
|
_wallNormal = wallNormal.normalized;
|
||||||
_wallContactPoint = contactPoint;
|
_wallContactPoint = contactPoint;
|
||||||
WallContactHeight = contactPoint.y;
|
|
||||||
|
|
||||||
//_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
var forwardInWallPlane = Vector3.ProjectOnPlane(_motor.CharacterForward, _wallNormal).normalized;
|
||||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
if (forwardInWallPlane.sqrMagnitude < 0.01f)
|
||||||
|
{
|
||||||
|
var candidateRight = Vector3.Cross(_wallNormal, _motor.CharacterUp);
|
||||||
|
candidateRight = Vector3.ProjectOnPlane(candidateRight, _wallNormal).normalized;
|
||||||
|
|
||||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
if (candidateRight.sqrMagnitude < 0.01f)
|
||||||
|
{
|
||||||
|
candidateRight = Vector3.Cross(_wallNormal, Vector3.up);
|
||||||
|
candidateRight = Vector3.ProjectOnPlane(candidateRight, _wallNormal).normalized;
|
||||||
|
}
|
||||||
|
|
||||||
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
|
if (candidateRight.sqrMagnitude < 0.01f)
|
||||||
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
|
{
|
||||||
_wallTangentUp = -_wallTangentUp;
|
candidateRight = Vector3.Cross(_wallNormal, Vector3.right).normalized;
|
||||||
|
}
|
||||||
|
|
||||||
|
var dotWithRight = Vector3.Dot(_motor.CharacterRight, _wallNormal);
|
||||||
|
forwardInWallPlane = dotWithRight < 0 ? candidateRight : -candidateRight;
|
||||||
|
}
|
||||||
|
|
||||||
|
_wallTangentRight = forwardInWallPlane.normalized;
|
||||||
|
_wallTangentUp = Vector3.Cross(_wallTangentRight, -_wallNormal).normalized;
|
||||||
|
|
||||||
WallRunStartForward = _motor.CharacterForward;
|
|
||||||
_motor.ForceUnground();
|
_motor.ForceUnground();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
||||||
{
|
{
|
||||||
if (!_isWallRunning) return;
|
if (!IsWallRunning) return;
|
||||||
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
||||||
|
|
||||||
Vector3 moveInputWorld = _inputHandler.MoveInputVector;
|
var forwardInput = inputs.MoveAxisForward;
|
||||||
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
|
var moveDirection = _wallTangentRight * forwardInput;
|
||||||
|
|
||||||
Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
|
var targetSpeed = moveDirection.sqrMagnitude > 0.01f ? _wallRunSpeed : currentVelocity.magnitude;
|
||||||
|
var targetVelocity = moveDirection.normalized * targetSpeed;
|
||||||
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 = Vector3.Lerp(
|
||||||
currentVelocity,
|
currentVelocity,
|
||||||
targetVelocity,
|
targetVelocity,
|
||||||
1f - Mathf.Exp(-WallRunAcceleration * deltaTime)
|
1f - Mathf.Exp(-_wallRunAcceleration * deltaTime)
|
||||||
);
|
);
|
||||||
|
|
||||||
currentVelocity += Physics.gravity * (WallRunGravityScale * deltaTime);
|
currentVelocity += Physics.gravity * (_wallRunGravityScale * deltaTime);
|
||||||
|
|
||||||
float distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
|
var distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
|
||||||
if (Mathf.Abs(distanceToWall) > 0.8f)
|
if (Mathf.Abs(distanceToWall) > 0.8f)
|
||||||
{
|
{
|
||||||
DetachFromWall(false);
|
DetachFromWall(false);
|
||||||
@@ -144,16 +146,17 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
private bool IsWallStillPresent()
|
private bool IsWallStillPresent()
|
||||||
{
|
{
|
||||||
if (_motor == null) return false;
|
if (!_motor) return false;
|
||||||
|
|
||||||
Vector3 characterCenter = _motor.TransientPosition;
|
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
||||||
Vector3 characterForward = _motor.CharacterForward;
|
|
||||||
Vector3 characterRight = _motor.CharacterRight;
|
|
||||||
Vector3 characterUp = _motor.CharacterUp;
|
|
||||||
|
|
||||||
float checkDistance = 0.45f;
|
var characterCenter = _motor.TransientPosition;
|
||||||
Vector3 rayOrigin = characterCenter + characterUp * 0.2f;
|
var characterRight = _motor.CharacterRight;
|
||||||
Vector3 rayDir = -_wallNormal;
|
var characterUp = _motor.CharacterUp;
|
||||||
|
|
||||||
|
const float checkDistance = 0.45f;
|
||||||
|
var rayOrigin = characterCenter + characterUp * 0.2f;
|
||||||
|
var rayDir = -_wallNormal;
|
||||||
|
|
||||||
Vector3[] offsets = {
|
Vector3[] offsets = {
|
||||||
Vector3.zero,
|
Vector3.zero,
|
||||||
@@ -165,92 +168,70 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
foreach (var offset in offsets)
|
foreach (var offset in offsets)
|
||||||
{
|
{
|
||||||
if (Physics.Raycast(rayOrigin + offset, rayDir, out RaycastHit hit, checkDistance,
|
if (!Physics.Raycast(rayOrigin + offset, rayDir, out var hit, checkDistance,
|
||||||
_motor.CollidableLayers, QueryTriggerInteraction.Ignore))
|
_motor.CollidableLayers, QueryTriggerInteraction.Ignore)) continue;
|
||||||
{
|
|
||||||
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;
|
var dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
|
||||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
|
||||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
|
||||||
*/
|
|
||||||
|
|
||||||
return true;
|
if (!(dotWithUp < _surfaceAngleCos)) continue;
|
||||||
}
|
|
||||||
}
|
_wallNormal = hit.normal.normalized;
|
||||||
|
_wallContactPoint = hit.point;
|
||||||
|
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DetachFromWall(bool withImpulse)
|
private void DetachFromWall(bool withImpulse)
|
||||||
{
|
{
|
||||||
if (!_isWallRunning) return;
|
if (!IsWallRunning) return;
|
||||||
|
|
||||||
_isWallRunning = false;
|
IsWallRunning = false;
|
||||||
|
|
||||||
if (withImpulse && _motor != null)
|
if (!withImpulse || !_motor) return;
|
||||||
{
|
|
||||||
Vector3 detachImpulse = -_wallNormal * WallDetachImpulse;
|
var detachImpulse = -_wallNormal * _wallDetachImpulse;
|
||||||
_motor.BaseVelocity += detachImpulse;
|
_motor.BaseVelocity += detachImpulse;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public Vector3 GetWallNormal() => _wallNormal;
|
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)
|
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
|
||||||
{
|
{
|
||||||
if (!_isWallRunning || _motor == null) return;
|
if (!IsWallRunning || !_motor) return;
|
||||||
|
|
||||||
_isWallRunning = false;
|
if (_motor.CharacterController is not CustomCharacterController { CanJump: true } controller)
|
||||||
|
return;
|
||||||
|
|
||||||
Vector3 wallAway = _wallNormal;
|
IsWallRunning = false;
|
||||||
Vector3 wallUp = _wallTangentUp;
|
|
||||||
|
|
||||||
Vector3 playerForward = cameraRotation * Vector3.forward;
|
var wallAway = _wallNormal;
|
||||||
|
var wallUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||||
|
|
||||||
Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
|
var playerForward = cameraRotation * Vector3.forward;
|
||||||
|
|
||||||
|
var forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
|
||||||
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
|
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
|
||||||
|
|
||||||
Vector3 jumpDirection =
|
var jumpDirection =
|
||||||
forwardInWallPlane * 0.2f +
|
forwardInWallPlane * 0.2f +
|
||||||
wallAway * 0.4f +
|
wallAway * 0.6f +
|
||||||
wallUp * 0.4f;
|
wallUp * 0.2f;
|
||||||
|
|
||||||
jumpDirection = jumpDirection.normalized;
|
jumpDirection = jumpDirection.normalized;
|
||||||
|
|
||||||
float wallJumpForce = WallDetachImpulse * 2f;
|
var wallJumpForce = _wallDetachImpulse * 2f;
|
||||||
|
|
||||||
Vector3 jumpImpulse = jumpDirection * wallJumpForce;
|
var jumpImpulse = jumpDirection * wallJumpForce;
|
||||||
|
|
||||||
_motor.BaseVelocity += jumpImpulse;
|
_motor.BaseVelocity += jumpImpulse;
|
||||||
|
|
||||||
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
|
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
|
||||||
|
|
||||||
if (_motor.CharacterController is CustomCharacterController controller)
|
controller.TriggerJump();
|
||||||
{
|
controller.BlockAbilities(0.12f);
|
||||||
controller.BlockAbilities(0.12f);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+205
-40
@@ -25,8 +25,28 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
|
|
||||||
[SerializeField] private Transform characterTransform; // Трансформ персонажа (с точкой отслеживания камеры)
|
[SerializeField] private Transform characterTransform; // Трансформ персонажа (с точкой отслеживания камеры)
|
||||||
|
|
||||||
|
[SerializeField] private CapsuleCollider _capsuleCollider;
|
||||||
|
[SerializeField] private Transform _cameraFollowPoint;
|
||||||
|
private Vector3 _originalColliderCenter;
|
||||||
|
private float _originalColliderHeight;
|
||||||
|
private Vector3 _originalFollowPointLocalPosition;
|
||||||
|
private bool _isEnteringSlide;
|
||||||
|
private bool _isExitingSlide;
|
||||||
|
private float _slideTransitionTime;
|
||||||
|
private float _slideTransitionDuration;
|
||||||
|
private float _currentColliderHeight;
|
||||||
|
private Vector3 _currentColliderCenter;
|
||||||
|
private Vector3 _currentFollowPointLocalPosition;
|
||||||
|
private bool _wasSlidingLastFrame;
|
||||||
|
|
||||||
|
private float _jumpCooldownTimer;
|
||||||
|
private float _jumpCooldownDuration => _characterConfig.jumpCooldown;
|
||||||
|
|
||||||
|
public bool CanJump => !isAbilitiesBlocked && _jumpCooldownTimer <= 0f;
|
||||||
|
|
||||||
// Подсистемы
|
// Подсистемы
|
||||||
private CharacterInputHandler _inputHandler;
|
private CharacterInputHandler _inputHandler;
|
||||||
|
private DashMechanic _dashMechanic;
|
||||||
private SlideMechanic _slideMechanic;
|
private SlideMechanic _slideMechanic;
|
||||||
// private WallClimbMechanic _wallClimbMechanic;
|
// private WallClimbMechanic _wallClimbMechanic;
|
||||||
private WallRunningMechanic _wallRunningMechanic;
|
private WallRunningMechanic _wallRunningMechanic;
|
||||||
@@ -35,6 +55,7 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
private AirMovementSystem _airMovement;
|
private AirMovementSystem _airMovement;
|
||||||
|
|
||||||
public bool IsSliding => _slideMechanic.IsSliding;
|
public bool IsSliding => _slideMechanic.IsSliding;
|
||||||
|
public bool IsDashing => _dashMechanic.IsDashing;
|
||||||
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
||||||
|
|
||||||
private float abilityBlockTimer;
|
private float abilityBlockTimer;
|
||||||
@@ -50,28 +71,25 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
{
|
{
|
||||||
_characterConfig = characterConfig;
|
_characterConfig = characterConfig;
|
||||||
// Инициализация подсистем с параметрами из конфига
|
// Инициализация подсистем с параметрами из конфига
|
||||||
_inputHandler = new CharacterInputHandler(
|
_inputHandler = new CharacterInputHandler();
|
||||||
_characterConfig.sprintAngleThreshold
|
_dashMechanic = new DashMechanic(
|
||||||
|
_characterConfig.dashSpeed,
|
||||||
|
_characterConfig.dashDuration,
|
||||||
|
_characterConfig.dashCooldown
|
||||||
);
|
);
|
||||||
_slideMechanic = new SlideMechanic(
|
_slideMechanic = new SlideMechanic(
|
||||||
_characterConfig.slideSpeed,
|
_characterConfig.slideVelocityCurve,
|
||||||
_characterConfig.slideDuration,
|
_characterConfig.slideMinVelocityThreshold,
|
||||||
_characterConfig.slideCooldown
|
_characterConfig.slideCooldown
|
||||||
);
|
);
|
||||||
// _wallClimbMechanic = new WallClimbMechanic(
|
_wallRunningMechanic = new WallRunningMechanic(
|
||||||
// _characterConfig.wallClimbSpeedFactor,
|
_characterConfig.wallRunMaxTime,
|
||||||
// _characterConfig.minWallClimbSpeed,
|
_characterConfig.wallRunSpeed,
|
||||||
// _characterConfig.wallDetectionAngleThreshold
|
_characterConfig.wallRunAcceleration,
|
||||||
// );
|
_characterConfig.wallRunGravityScale,
|
||||||
_wallRunningMechanic = new WallRunningMechanic();
|
_characterConfig.wallDetachImpulse,
|
||||||
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
|
_characterConfig.wallContactAngleThreshold
|
||||||
_wallRunningMechanic.MaxWallRunTime = 1.75f;
|
);
|
||||||
_wallRunningMechanic.WallRunSpeed = 15.0f;
|
|
||||||
_wallRunningMechanic.WallRunAcceleration = 25.0f;
|
|
||||||
_wallRunningMechanic.WallRunGravityScale = 0.25f;
|
|
||||||
_wallRunningMechanic.WallDetachImpulse = 7.0f;
|
|
||||||
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
|
|
||||||
|
|
||||||
_wallLeanMechanic = new WallLeanMechanic(
|
_wallLeanMechanic = new WallLeanMechanic(
|
||||||
_characterConfig.leanAngle,
|
_characterConfig.leanAngle,
|
||||||
_characterConfig.leanThreshold,
|
_characterConfig.leanThreshold,
|
||||||
@@ -79,18 +97,28 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
);
|
);
|
||||||
_groundMovement = new GroundMovementSystem(
|
_groundMovement = new GroundMovementSystem(
|
||||||
_characterConfig.maxStableMoveSpeed,
|
_characterConfig.maxStableMoveSpeed,
|
||||||
_characterConfig.sprintMoveSpeed,
|
|
||||||
_characterConfig.stableMovementSharpness,
|
_characterConfig.stableMovementSharpness,
|
||||||
_characterConfig.jumpSpeed
|
_characterConfig.jumpSpeed
|
||||||
);
|
);
|
||||||
_airMovement = new AirMovementSystem(_characterConfig.gravity);
|
_airMovement = new AirMovementSystem(
|
||||||
|
_characterConfig.gravity,
|
||||||
|
_characterConfig.maxAirSpeed,
|
||||||
|
_characterConfig.airControlSharpness
|
||||||
|
);
|
||||||
|
|
||||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||||
_inputHandler.FirstPersonCameraRotation =
|
_inputHandler.FirstPersonCameraRotation =
|
||||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||||
_wallLeanMechanic.SetModel(characterTransform);
|
_wallLeanMechanic.SetModel(characterTransform);
|
||||||
_wallRunningMechanic.Initialize(motor, _inputHandler);
|
_wallRunningMechanic.Initialize(motor);
|
||||||
|
|
||||||
|
_originalColliderCenter = _capsuleCollider.center;
|
||||||
|
_originalColliderHeight = _capsuleCollider.height;
|
||||||
|
_originalFollowPointLocalPosition = _cameraFollowPoint.localPosition;
|
||||||
|
|
||||||
|
_currentColliderHeight = _originalColliderHeight;
|
||||||
|
_currentColliderCenter = _originalColliderCenter;
|
||||||
|
_currentFollowPointLocalPosition = _originalFollowPointLocalPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Текущий режим камеры для адаптации поведения
|
// Текущий режим камеры для адаптации поведения
|
||||||
@@ -99,17 +127,15 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
public void SetInputs(ref CharacterInputs inputs)
|
public void SetInputs(ref CharacterInputs inputs)
|
||||||
{
|
{
|
||||||
_lastInputs = inputs;
|
_lastInputs = inputs;
|
||||||
// Обновляем таймеры механик
|
_dashMechanic.TickCooldown(Time.deltaTime);
|
||||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||||
// _wallClimbMechanic.TickCooldown(Time.deltaTime);
|
|
||||||
_wallRunningMechanic.Tick(Time.deltaTime);
|
_wallRunningMechanic.Tick(Time.deltaTime);
|
||||||
|
|
||||||
// Если активен слайд - игнорируем весь остальной ввод
|
// Если активен слайд - игнорируем весь остальной ввод
|
||||||
if (_slideMechanic.IsSliding)
|
if (_dashMechanic.IsDashing || _slideMechanic.IsSliding)
|
||||||
{
|
{
|
||||||
_inputHandler.MoveInputVector = Vector3.zero;
|
_inputHandler.MoveInputVector = Vector3.zero;
|
||||||
_inputHandler.LookInputVector = Vector3.one;
|
_inputHandler.LookInputVector = Vector3.one;
|
||||||
_inputHandler.IsSprinting = false;
|
|
||||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -125,19 +151,28 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
inputs.SprintPressed = false;
|
inputs.DashPressed = false;
|
||||||
inputs.SlidePressed = false;
|
inputs.SlidePressed = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка слайда
|
_dashMechanic.RequestDash(inputs.DashPressed);
|
||||||
_slideMechanic.RequestSlide(inputs.SlidePressed);
|
_slideMechanic.RequestSlide(inputs.SlidePressed);
|
||||||
|
|
||||||
// Обработка остального ввода
|
// Обработка остального ввода
|
||||||
_inputHandler.ProcessInputs(ref inputs, motor);
|
_inputHandler.ProcessInputs(ref inputs, motor);
|
||||||
|
|
||||||
// Передаём запрос прыжка
|
// Передаём запрос прыжка
|
||||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
var jumpInput = inputs.JumpPressed;
|
||||||
|
|
||||||
|
if (jumpInput && CanJump)
|
||||||
|
{
|
||||||
|
_groundMovement.RequestJump(true);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_groundMovement.RequestJump(false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||||
@@ -172,22 +207,45 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
|
|
||||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||||
{
|
{
|
||||||
|
if (_dashMechanic.IsDashing && _groundMovement.JumpRequested)
|
||||||
|
_dashMechanic.EndDash();
|
||||||
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||||
{
|
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
}
|
|
||||||
|
|
||||||
if (!_slideMechanic.IsSliding)
|
if (!_dashMechanic.IsDashing)
|
||||||
{
|
_dashMechanic.TryStartDash(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
||||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
|
||||||
_inputHandler.LookInputVector);
|
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
_dashMechanic.HandleDash(ref currentVelocity, deltaTime, motor);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
var wasSliding = _wasSlidingLastFrame;
|
||||||
|
var isSlidingNow = _slideMechanic.IsSliding;
|
||||||
|
|
||||||
|
if (!isSlidingNow)
|
||||||
|
{
|
||||||
|
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
||||||
|
isSlidingNow = _slideMechanic.IsSliding;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch (isSlidingNow)
|
||||||
|
{
|
||||||
|
case true when !wasSliding:
|
||||||
|
EnterSlideState();
|
||||||
|
break;
|
||||||
|
case false when wasSliding:
|
||||||
|
ExitSlideState();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (isSlidingNow)
|
||||||
|
{
|
||||||
|
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||||
|
}
|
||||||
|
|
||||||
|
_wasSlidingLastFrame = isSlidingNow;
|
||||||
|
|
||||||
// === WALL RUNNING: обработка состояния ===
|
// === WALL RUNNING: обработка состояния ===
|
||||||
if (_wallRunningMechanic.IsWallRunning)
|
if (_wallRunningMechanic.IsWallRunning)
|
||||||
{
|
{
|
||||||
@@ -212,7 +270,7 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
// Если персонаж не на земле — стандартное воздушное движение
|
// Если персонаж не на земле — стандартное воздушное движение
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
_airMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||||
_groundMovement.CancelJumpRequest();
|
_groundMovement.CancelJumpRequest();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -223,20 +281,127 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
abilityBlockTimer = duration;
|
abilityBlockTimer = duration;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void EnterSlideState()
|
||||||
|
{
|
||||||
|
_isEnteringSlide = true;
|
||||||
|
_isExitingSlide = false;
|
||||||
|
_slideTransitionTime = 0f;
|
||||||
|
_slideTransitionDuration = _characterConfig.slideEnterDuration;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ExitSlideState()
|
||||||
|
{
|
||||||
|
_isExitingSlide = true;
|
||||||
|
_isEnteringSlide = false;
|
||||||
|
_slideTransitionTime = 0f;
|
||||||
|
_slideTransitionDuration = _characterConfig.slideExitDuration;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateSlideTransition(float deltaTime)
|
||||||
|
{
|
||||||
|
if (!_isEnteringSlide && !_isExitingSlide) return;
|
||||||
|
|
||||||
|
_slideTransitionTime += deltaTime;
|
||||||
|
var t = Mathf.Clamp01(_slideTransitionTime / _slideTransitionDuration);
|
||||||
|
|
||||||
|
t = Mathf.SmoothStep(0f, 1f, t);
|
||||||
|
|
||||||
|
if (_isEnteringSlide)
|
||||||
|
{
|
||||||
|
var targetHeight = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
|
||||||
|
var targetCenterY = targetHeight * 0.5f - _originalColliderHeight * 0.5f;
|
||||||
|
var targetCenter = _originalColliderCenter + Vector3.up * targetCenterY;
|
||||||
|
|
||||||
|
var targetFollowPos = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
|
||||||
|
|
||||||
|
_currentColliderHeight = Mathf.Lerp(_originalColliderHeight, targetHeight, t);
|
||||||
|
_currentColliderCenter = Vector3.Lerp(_originalColliderCenter, targetCenter, t);
|
||||||
|
_currentFollowPointLocalPosition = Vector3.Lerp(_originalFollowPointLocalPosition, targetFollowPos, t);
|
||||||
|
}
|
||||||
|
else if (_isExitingSlide)
|
||||||
|
{
|
||||||
|
_currentColliderHeight = Mathf.Lerp(_originalColliderHeight * _characterConfig.slideColliderHeightScale, _originalColliderHeight, t);
|
||||||
|
|
||||||
|
var prevHeight = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
|
||||||
|
var prevCenterY = prevHeight * 0.5f - _originalColliderHeight * 0.5f;
|
||||||
|
var prevCenter = _originalColliderCenter + Vector3.up * prevCenterY;
|
||||||
|
|
||||||
|
var prevFollowPos = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
|
||||||
|
|
||||||
|
_currentColliderCenter = Vector3.Lerp(prevCenter, _originalColliderCenter, t);
|
||||||
|
_currentFollowPointLocalPosition = Vector3.Lerp(prevFollowPos, _originalFollowPointLocalPosition, t);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_capsuleCollider)
|
||||||
|
{
|
||||||
|
_capsuleCollider.height = _currentColliderHeight;
|
||||||
|
_capsuleCollider.center = _currentColliderCenter;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_cameraFollowPoint)
|
||||||
|
{
|
||||||
|
_cameraFollowPoint.localPosition = _currentFollowPointLocalPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!(t >= 1f)) return;
|
||||||
|
|
||||||
|
if (_isEnteringSlide)
|
||||||
|
{
|
||||||
|
_isEnteringSlide = false;
|
||||||
|
if (_capsuleCollider)
|
||||||
|
{
|
||||||
|
_capsuleCollider.height = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
|
||||||
|
var h = _capsuleCollider.height;
|
||||||
|
_capsuleCollider.center = _originalColliderCenter + Vector3.up * (h * 0.5f - _originalColliderHeight * 0.5f);
|
||||||
|
}
|
||||||
|
if (_cameraFollowPoint)
|
||||||
|
{
|
||||||
|
_cameraFollowPoint.localPosition = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (_isExitingSlide)
|
||||||
|
{
|
||||||
|
_isExitingSlide = false;
|
||||||
|
if (_capsuleCollider)
|
||||||
|
{
|
||||||
|
_capsuleCollider.height = _originalColliderHeight;
|
||||||
|
_capsuleCollider.center = _originalColliderCenter;
|
||||||
|
}
|
||||||
|
if (_cameraFollowPoint)
|
||||||
|
{
|
||||||
|
_cameraFollowPoint.localPosition = _originalFollowPointLocalPosition;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_currentColliderHeight = _capsuleCollider ? _capsuleCollider.height : _originalColliderHeight;
|
||||||
|
_currentColliderCenter = _capsuleCollider ? _capsuleCollider.center : _originalColliderCenter;
|
||||||
|
_currentFollowPointLocalPosition = _cameraFollowPoint ? _cameraFollowPoint.localPosition : _originalFollowPointLocalPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TriggerJump()
|
||||||
|
{
|
||||||
|
_jumpCooldownTimer = _jumpCooldownDuration;
|
||||||
|
}
|
||||||
|
|
||||||
public void BeforeCharacterUpdate(float deltaTime)
|
public void BeforeCharacterUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PostGroundingUpdate(float deltaTime)
|
public void PostGroundingUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
|
if (_dashMechanic.IsDashing && !motor.GroundingStatus.IsStableOnGround)
|
||||||
|
_dashMechanic.EndDash();
|
||||||
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
||||||
{
|
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AfterCharacterUpdate(float deltaTime)
|
public void AfterCharacterUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
|
UpdateSlideTransition(deltaTime);
|
||||||
|
|
||||||
|
_jumpCooldownTimer -= deltaTime;
|
||||||
|
if (_jumpCooldownTimer < 0f) _jumpCooldownTimer = 0f;
|
||||||
|
|
||||||
_wallLeanMechanic.Update(
|
_wallLeanMechanic.Update(
|
||||||
_wallRunningMechanic.IsWallRunning,
|
_wallRunningMechanic.IsWallRunning,
|
||||||
_wallRunningMechanic.GetWallNormal(),
|
_wallRunningMechanic.GetWallNormal(),
|
||||||
|
|||||||
-17
@@ -11,40 +11,23 @@ namespace Code.Gameplay.Character.Controller.Input
|
|||||||
*/
|
*/
|
||||||
public class CharacterInputHandler
|
public class CharacterInputHandler
|
||||||
{
|
{
|
||||||
// Косинус порогового угла для спринта (предвычислен)
|
|
||||||
private readonly float _sprintAngleThresholdCos;
|
|
||||||
|
|
||||||
// Векторы движения и направления взгляда
|
// Векторы движения и направления взгляда
|
||||||
public Vector3 MoveInputVector { get; set; }
|
public Vector3 MoveInputVector { get; set; }
|
||||||
public Vector3 LookInputVector { get; set; }
|
public Vector3 LookInputVector { get; set; }
|
||||||
|
|
||||||
// Флаг-свойство указывающий, что активен режим спринта
|
|
||||||
public bool IsSprinting { get; set; }
|
|
||||||
|
|
||||||
// Вращение камеры в FirstPerson режиме для синхронизации (только горизонтальная компонента)
|
// Вращение камеры в FirstPerson режиме для синхронизации (только горизонтальная компонента)
|
||||||
public Quaternion FirstPersonCameraRotation { get; set; }
|
public Quaternion FirstPersonCameraRotation { get; set; }
|
||||||
|
|
||||||
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
|
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
|
||||||
public bool ShouldApplyCameraRotation { get; private set; }
|
public bool ShouldApplyCameraRotation { get; private set; }
|
||||||
|
|
||||||
// Конструктор с пороговым углом
|
|
||||||
public CharacterInputHandler(float sprintAngleThreshold)
|
|
||||||
{
|
|
||||||
// Предвычисляем косинус порогового угла для эффективности
|
|
||||||
// Угол в градусах → радианы → косинус
|
|
||||||
// Чем меньше угол — тем строже условие
|
|
||||||
_sprintAngleThresholdCos = Mathf.Cos(Mathf.Deg2Rad * sprintAngleThreshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Обработка и преобразование входных данных от персонажа
|
// Обработка и преобразование входных данных от персонажа
|
||||||
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
|
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
|
||||||
{
|
{
|
||||||
// Сохраняем текущий режим камеры
|
// Сохраняем текущий режим камеры
|
||||||
var currentCameraMode = inputs.CameraMode;
|
var currentCameraMode = inputs.CameraMode;
|
||||||
|
|
||||||
// Обработка спринта
|
|
||||||
IsSprinting = inputs.SprintPressed && inputs.MoveAxisForward > _sprintAngleThresholdCos; // Спринт только при движении на заданный в конфиге угол
|
|
||||||
|
|
||||||
// Нормализация вектора движения и ограничение его величины до 1
|
// Нормализация вектора движения и ограничение его величины до 1
|
||||||
var moveInputVector =
|
var moveInputVector =
|
||||||
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f);
|
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f);
|
||||||
|
|||||||
+21
-9
@@ -1,26 +1,38 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Code.Gameplay.Character.Controller.Input;
|
||||||
|
using KinematicCharacterController;
|
||||||
|
|
||||||
namespace Code.Gameplay.Character.Controller.Movement
|
namespace Code.Gameplay.Character.Controller.Movement
|
||||||
{
|
{
|
||||||
/*
|
|
||||||
* Система движения персонажа в воздухе
|
|
||||||
*/
|
|
||||||
public class AirMovementSystem
|
public class AirMovementSystem
|
||||||
{
|
{
|
||||||
// Вектор, отвечающий за применение гравитации
|
|
||||||
private readonly Vector3 _gravity;
|
private readonly Vector3 _gravity;
|
||||||
|
private readonly float _maxAirSpeed;
|
||||||
|
private readonly float _airControlSharpness;
|
||||||
|
|
||||||
// Конструктор системы движения в воздухе
|
public AirMovementSystem(Vector3 gravity, float maxAirSpeed, float airControlSharpness)
|
||||||
public AirMovementSystem(Vector3 gravity)
|
|
||||||
{
|
{
|
||||||
_gravity = gravity;
|
_gravity = gravity;
|
||||||
|
_maxAirSpeed = maxAirSpeed;
|
||||||
|
_airControlSharpness = airControlSharpness;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обновление скорости движения персонажа в воздухе
|
public void UpdateVelocity(ref Vector3 currentVelocity, CharacterInputHandler inputHandler, KinematicCharacterMotor motor, float deltaTime)
|
||||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
|
||||||
{
|
{
|
||||||
// Применяем гравитацию
|
|
||||||
currentVelocity += _gravity * deltaTime;
|
currentVelocity += _gravity * deltaTime;
|
||||||
|
|
||||||
|
var horizontalVelocity = Vector3.ProjectOnPlane(currentVelocity, motor.CharacterUp);
|
||||||
|
var verticalVelocity = Vector3.Dot(currentVelocity, motor.CharacterUp) * motor.CharacterUp;
|
||||||
|
|
||||||
|
var desiredHorizontalMovement = Vector3.ProjectOnPlane(inputHandler.MoveInputVector, motor.CharacterUp).normalized * _maxAirSpeed;
|
||||||
|
|
||||||
|
horizontalVelocity = Vector3.Lerp(
|
||||||
|
horizontalVelocity,
|
||||||
|
desiredHorizontalMovement,
|
||||||
|
1f - Mathf.Exp(-_airControlSharpness * deltaTime)
|
||||||
|
);
|
||||||
|
|
||||||
|
currentVelocity = horizontalVelocity + verticalVelocity;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+8
-7
@@ -11,8 +11,6 @@ namespace Code.Gameplay.Character.Controller.Movement
|
|||||||
{
|
{
|
||||||
// Максимальная скорость движения по устойчивой поверхности
|
// Максимальная скорость движения по устойчивой поверхности
|
||||||
private readonly float _maxStableMoveSpeed;
|
private readonly float _maxStableMoveSpeed;
|
||||||
// Максимальная скорость спринта
|
|
||||||
private readonly float _sprintMoveSpeed;
|
|
||||||
// Резкость изменения скорости движения (чем выше - тем резче)
|
// Резкость изменения скорости движения (чем выше - тем резче)
|
||||||
private readonly float _stableMovementSharpness;
|
private readonly float _stableMovementSharpness;
|
||||||
// Скорость прыжка
|
// Скорость прыжка
|
||||||
@@ -22,10 +20,9 @@ namespace Code.Gameplay.Character.Controller.Movement
|
|||||||
public bool JumpRequested { get; private set; }
|
public bool JumpRequested { get; private set; }
|
||||||
|
|
||||||
// Конструктор системы движения на земле
|
// Конструктор системы движения на земле
|
||||||
public GroundMovementSystem(float maxStableMoveSpeed, float sprintMoveSpeed, float stableMovementSharpness, float jumpSpeed)
|
public GroundMovementSystem(float maxStableMoveSpeed, float stableMovementSharpness, float jumpSpeed)
|
||||||
{
|
{
|
||||||
_maxStableMoveSpeed = maxStableMoveSpeed;
|
_maxStableMoveSpeed = maxStableMoveSpeed;
|
||||||
_sprintMoveSpeed = sprintMoveSpeed;
|
|
||||||
_stableMovementSharpness = stableMovementSharpness;
|
_stableMovementSharpness = stableMovementSharpness;
|
||||||
_jumpSpeed = jumpSpeed;
|
_jumpSpeed = jumpSpeed;
|
||||||
}
|
}
|
||||||
@@ -66,8 +63,7 @@ namespace Code.Gameplay.Character.Controller.Movement
|
|||||||
inputHandler.MoveInputVector.magnitude;
|
inputHandler.MoveInputVector.magnitude;
|
||||||
|
|
||||||
// Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта
|
// Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта
|
||||||
var targetSpeed = inputHandler.IsSprinting ? _sprintMoveSpeed : _maxStableMoveSpeed;
|
var targetMovementVelocity = reorientedInput * _maxStableMoveSpeed;
|
||||||
var targetMovementVelocity = reorientedInput * targetSpeed;
|
|
||||||
|
|
||||||
// Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием
|
// Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием
|
||||||
currentVelocity = Vector3.Lerp(
|
currentVelocity = Vector3.Lerp(
|
||||||
@@ -80,8 +76,13 @@ namespace Code.Gameplay.Character.Controller.Movement
|
|||||||
if (JumpRequested)
|
if (JumpRequested)
|
||||||
{
|
{
|
||||||
currentVelocity += motor.CharacterUp * _jumpSpeed - Vector3.Project(currentVelocity, motor.CharacterUp);
|
currentVelocity += motor.CharacterUp * _jumpSpeed - Vector3.Project(currentVelocity, motor.CharacterUp);
|
||||||
JumpRequested = false; // Сброс сразу после применения
|
JumpRequested = false;
|
||||||
motor.ForceUnground();
|
motor.ForceUnground();
|
||||||
|
|
||||||
|
if (motor.CharacterController is CustomCharacterController controller)
|
||||||
|
{
|
||||||
|
controller.TriggerJump();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -45,8 +45,8 @@ namespace Code.Gameplay.Character.Core
|
|||||||
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||||
inputs.SprintPressed = _inputService.SprintPressed; // Спринт (Shift)
|
|
||||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||||
|
inputs.DashPressed = _inputService.DashPressed; // Слайд (Ctrl)
|
||||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||||
|
|
||||||
// Передаем информацию о камере для адаптивного поведения
|
// Передаем информацию о камере для адаптивного поведения
|
||||||
|
|||||||
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Core
|
|||||||
public CameraMode CameraMode; // Текущий режим камеры для адаптации поведения
|
public CameraMode CameraMode; // Текущий режим камеры для адаптации поведения
|
||||||
public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости
|
public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости
|
||||||
public bool JumpPressed; // Флаг указывающий, нажата ли кнопка прыжка
|
public bool JumpPressed; // Флаг указывающий, нажата ли кнопка прыжка
|
||||||
public bool SprintPressed; // Флаг указывающий, нажата ли кнопка спринта
|
public bool DashPressed;
|
||||||
public bool SlidePressed; // Флаг указывающий, нажата ли кнопка слайда
|
public bool SlidePressed; // Флаг указывающий, нажата ли кнопка слайда
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -38,7 +38,7 @@ namespace Code.Gameplay.Character.Core
|
|||||||
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||||
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift)
|
inputs.DashPressed = _inputService.DashPressed;
|
||||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||||
|
|
||||||
|
|||||||
@@ -52,7 +52,7 @@ namespace Code.Gameplay.Enemies
|
|||||||
|
|
||||||
audioService.PlayEnemy(EnemiesSounds.GrandpaAttack,agent.transform.position);
|
audioService.PlayEnemy(EnemiesSounds.GrandpaAttack,agent.transform.position);
|
||||||
|
|
||||||
if (Player.CustomCharacterController.IsSliding)
|
if (Player.CustomCharacterController.IsDashing || Player.CustomCharacterController.IsSliding)
|
||||||
ApplyStun();
|
ApplyStun();
|
||||||
else
|
else
|
||||||
DealDamage();
|
DealDamage();
|
||||||
|
|||||||
@@ -17,7 +17,7 @@ namespace Code.Gameplay.Enemies
|
|||||||
_audioService = audioService;
|
_audioService = audioService;
|
||||||
_audioSource = audioService.GetSourceOfGroup(Audio.AudioType.Enemies);
|
_audioSource = audioService.GetSourceOfGroup(Audio.AudioType.Enemies);
|
||||||
_audioSource.transform.position = transform.position;
|
_audioSource.transform.position = transform.position;
|
||||||
_audioSource.spatialBlend = 0;
|
_audioSource.spatialBlend = 1f;
|
||||||
_audioFactory = audioFactory;
|
_audioFactory = audioFactory;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -72,6 +72,8 @@ namespace Code.Gameplay.Enemies
|
|||||||
{
|
{
|
||||||
if (!_spawnedEnemy) return;
|
if (!_spawnedEnemy) return;
|
||||||
|
|
||||||
|
if (despawnRadius <= 0f) return;
|
||||||
|
|
||||||
_enemyFactory.ReleaseEnemy(_spawnedEnemy);
|
_enemyFactory.ReleaseEnemy(_spawnedEnemy);
|
||||||
_spawnedEnemy = null;
|
_spawnedEnemy = null;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,10 +6,13 @@ namespace Code.Gameplay.Orders.Order
|
|||||||
public class OrderGiveTrigger : MonoBehaviour
|
public class OrderGiveTrigger : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Inject] private IOrderService _orderService;
|
[Inject] private IOrderService _orderService;
|
||||||
|
[SerializeField] private Door.Door door;
|
||||||
private bool _playerEntered;
|
private bool _playerEntered;
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
if (_playerEntered ) return;
|
if (_playerEntered || _orderService.OrderState == OrderState.Recieved) return;
|
||||||
|
|
||||||
|
door.TranslationMode(false);
|
||||||
|
|
||||||
_playerEntered = true;
|
_playerEntered = true;
|
||||||
_orderService.OrderGive();
|
_orderService.OrderGive();
|
||||||
|
|||||||
@@ -16,8 +16,8 @@ namespace Code.Input
|
|||||||
// Для управления движением персонажа
|
// Для управления движением персонажа
|
||||||
Vector2 MoveInput { get; }
|
Vector2 MoveInput { get; }
|
||||||
bool JumpPressed { get; }
|
bool JumpPressed { get; }
|
||||||
bool SprintPressed { get; }
|
|
||||||
bool SlidePressed { get; }
|
bool SlidePressed { get; }
|
||||||
|
bool DashPressed { get; }
|
||||||
|
|
||||||
// Для переключения режима камеры
|
// Для переключения режима камеры
|
||||||
bool ToggleCameraModePressed { get; }
|
bool ToggleCameraModePressed { get; }
|
||||||
|
|||||||
@@ -13,8 +13,8 @@ namespace Code.Input
|
|||||||
public float ZoomInput { get; private set; }
|
public float ZoomInput { get; private set; }
|
||||||
public Vector2 MoveInput { get; private set; }
|
public Vector2 MoveInput { get; private set; }
|
||||||
public bool JumpPressed { get; private set; }
|
public bool JumpPressed { get; private set; }
|
||||||
public bool SprintPressed { get; private set; }
|
|
||||||
public bool SlidePressed { get; private set; }
|
public bool SlidePressed { get; private set; }
|
||||||
|
public bool DashPressed { get; private set; }
|
||||||
public bool ToggleCameraModePressed { get; private set; }
|
public bool ToggleCameraModePressed { get; private set; }
|
||||||
|
|
||||||
public InputService(InputActionAsset inputActionAsset)
|
public InputService(InputActionAsset inputActionAsset)
|
||||||
@@ -69,14 +69,6 @@ namespace Code.Input
|
|||||||
jumpAction.canceled += OnJumpCanceled;
|
jumpAction.canceled += OnJumpCanceled;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка спринта (персонаж)
|
|
||||||
var sprintAction = gameplayMap.FindAction("Sprint");
|
|
||||||
if (sprintAction != null)
|
|
||||||
{
|
|
||||||
sprintAction.performed += OnSprintPerformed;
|
|
||||||
sprintAction.canceled += OnSprintCanceled;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Обработка слайда (персонаж)
|
// Обработка слайда (персонаж)
|
||||||
var slideAction = gameplayMap.FindAction("Slide");
|
var slideAction = gameplayMap.FindAction("Slide");
|
||||||
if (slideAction != null)
|
if (slideAction != null)
|
||||||
@@ -85,6 +77,14 @@ namespace Code.Input
|
|||||||
slideAction.canceled += OnSlideCanceled;
|
slideAction.canceled += OnSlideCanceled;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Обработка слайда (персонаж)
|
||||||
|
var dashAction = gameplayMap.FindAction("Dash");
|
||||||
|
if (dashAction != null)
|
||||||
|
{
|
||||||
|
dashAction.performed += OnDashPerformed;
|
||||||
|
dashAction.canceled += OnDashCanceled;
|
||||||
|
}
|
||||||
|
|
||||||
// Обработка переключения режима камеры
|
// Обработка переключения режима камеры
|
||||||
var toggleCameraModeAction = gameplayMap.FindAction("ToggleCameraMode");
|
var toggleCameraModeAction = gameplayMap.FindAction("ToggleCameraMode");
|
||||||
if (toggleCameraModeAction != null)
|
if (toggleCameraModeAction != null)
|
||||||
@@ -134,16 +134,6 @@ namespace Code.Input
|
|||||||
JumpPressed = false;
|
JumpPressed = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnSprintPerformed(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
SprintPressed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnSprintCanceled(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
SprintPressed = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnSlidePerformed(InputAction.CallbackContext context)
|
private void OnSlidePerformed(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
SlidePressed = true;
|
SlidePressed = true;
|
||||||
@@ -154,6 +144,16 @@ namespace Code.Input
|
|||||||
SlidePressed = false;
|
SlidePressed = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDashPerformed(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
DashPressed = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDashCanceled(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
DashPressed = false;
|
||||||
|
}
|
||||||
|
|
||||||
private void OnToggleCameraModePerformed(InputAction.CallbackContext context)
|
private void OnToggleCameraModePerformed(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
ToggleCameraModePressed = true;
|
ToggleCameraModePressed = true;
|
||||||
@@ -189,12 +189,12 @@ namespace Code.Input
|
|||||||
gameplayMap.FindAction("Jump").performed -= OnJumpPerformed;
|
gameplayMap.FindAction("Jump").performed -= OnJumpPerformed;
|
||||||
gameplayMap.FindAction("Jump").canceled -= OnJumpCanceled;
|
gameplayMap.FindAction("Jump").canceled -= OnJumpCanceled;
|
||||||
|
|
||||||
gameplayMap.FindAction("Sprint").performed -= OnSprintPerformed;
|
|
||||||
gameplayMap.FindAction("Sprint").canceled -= OnSprintCanceled;
|
|
||||||
|
|
||||||
gameplayMap.FindAction("Slide").performed -= OnSlidePerformed;
|
gameplayMap.FindAction("Slide").performed -= OnSlidePerformed;
|
||||||
gameplayMap.FindAction("Slide").canceled -= OnSlideCanceled;
|
gameplayMap.FindAction("Slide").canceled -= OnSlideCanceled;
|
||||||
|
|
||||||
|
gameplayMap.FindAction("Dash").performed -= OnDashPerformed;
|
||||||
|
gameplayMap.FindAction("Dash").canceled -= OnDashCanceled;
|
||||||
|
|
||||||
gameplayMap.FindAction("ToggleCameraMode").performed -= OnToggleCameraModePerformed;
|
gameplayMap.FindAction("ToggleCameraMode").performed -= OnToggleCameraModePerformed;
|
||||||
gameplayMap.FindAction("ToggleCameraMode").canceled -= OnToggleCameraModeCanceled;
|
gameplayMap.FindAction("ToggleCameraMode").canceled -= OnToggleCameraModeCanceled;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,6 +8,7 @@ namespace Code.UI.Panels
|
|||||||
{
|
{
|
||||||
[SerializeField] private Image background;
|
[SerializeField] private Image background;
|
||||||
[SerializeField] private Image loadingImage;
|
[SerializeField] private Image loadingImage;
|
||||||
|
[SerializeField] private Image courierAnim;
|
||||||
// [SerializeField] private TMP_Text loadingTitle;
|
// [SerializeField] private TMP_Text loadingTitle;
|
||||||
// [SerializeField] private TMP_Text vyapWatermark;
|
// [SerializeField] private TMP_Text vyapWatermark;
|
||||||
public override void Hide()
|
public override void Hide()
|
||||||
@@ -15,6 +16,7 @@ namespace Code.UI.Panels
|
|||||||
Shown = false;
|
Shown = false;
|
||||||
background.enabled = false;
|
background.enabled = false;
|
||||||
loadingImage.enabled = false;
|
loadingImage.enabled = false;
|
||||||
|
courierAnim.enabled = false;
|
||||||
// loadingTitle.enabled = false;
|
// loadingTitle.enabled = false;
|
||||||
// vyapWatermark.enabled = false;
|
// vyapWatermark.enabled = false;
|
||||||
}
|
}
|
||||||
@@ -23,6 +25,7 @@ namespace Code.UI.Panels
|
|||||||
Shown = true;
|
Shown = true;
|
||||||
background.enabled = true;
|
background.enabled = true;
|
||||||
loadingImage.enabled = true;
|
loadingImage.enabled = true;
|
||||||
|
courierAnim.enabled = true;
|
||||||
// loadingTitle.enabled = true;
|
// loadingTitle.enabled = true;
|
||||||
// vyapWatermark.enabled = true;
|
// vyapWatermark.enabled = true;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -12,19 +12,62 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: 10cfaf8e57f64eddb8c2eda147e4739a, type: 3}
|
m_Script: {fileID: 11500000, guid: 10cfaf8e57f64eddb8c2eda147e4739a, type: 3}
|
||||||
m_Name: CharacterConfig
|
m_Name: CharacterConfig
|
||||||
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CharacterConfig
|
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CharacterConfig
|
||||||
maxStableMoveSpeed: 8
|
maxStableMoveSpeed: 12
|
||||||
stableMovementSharpness: 15
|
stableMovementSharpness: 15
|
||||||
orientationSharpness: 10
|
orientationSharpness: 10
|
||||||
jumpSpeed: 10
|
jumpSpeed: 10
|
||||||
sprintMoveSpeed: 12
|
jumpCooldown: 0.3
|
||||||
sprintAngleThreshold: 90
|
dashSpeed: 20
|
||||||
slideSpeed: 20
|
dashDuration: 0.35
|
||||||
slideDuration: 0.8
|
dashCooldown: 1.2
|
||||||
|
slideVelocityCurve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 0
|
||||||
|
value: 1
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0
|
||||||
|
outWeight: 0
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 0.3
|
||||||
|
value: 1.4
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0
|
||||||
|
outWeight: 0
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 1
|
||||||
|
value: 0.2
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0
|
||||||
|
outWeight: 0
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
slideMinVelocityThreshold: 3
|
||||||
slideCooldown: 1.5
|
slideCooldown: 1.5
|
||||||
wallClimbSpeedFactor: 0.8
|
slideColliderHeightScale: 0.5
|
||||||
minWallClimbSpeed: 9
|
slideCameraOffsetY: -0.5
|
||||||
wallDetectionAngleThreshold: 80
|
slideEnterDuration: 0.2
|
||||||
maxWallLeanAngle: 90
|
slideExitDuration: 0.25
|
||||||
wallLeanSharpness: 100
|
leanAngle: 25
|
||||||
wallLeanHeightScale: 0.1
|
leanThreshold: 0.3
|
||||||
|
leanSmoothSpeed: 10
|
||||||
gravity: {x: 0, y: -30, z: 0}
|
gravity: {x: 0, y: -30, z: 0}
|
||||||
|
maxAirSpeed: 10
|
||||||
|
airControlSharpness: 8
|
||||||
|
wallRunMaxTime: 1.75
|
||||||
|
wallRunSpeed: 15
|
||||||
|
wallRunAcceleration: 25
|
||||||
|
wallRunGravityScale: 0.25
|
||||||
|
wallDetachImpulse: 7
|
||||||
|
wallContactAngleThreshold: 45
|
||||||
@@ -18,17 +18,7 @@ MonoBehaviour:
|
|||||||
m_SubObjectType:
|
m_SubObjectType:
|
||||||
m_SubObjectGUID:
|
m_SubObjectGUID:
|
||||||
m_EditorAssetChanged: 0
|
m_EditorAssetChanged: 0
|
||||||
- m_AssetGUID: 1d7110a045075b22fa27d62bd5f2784e
|
- m_AssetGUID: 144ab5188f8ad7a0a92c75703bd12e60
|
||||||
m_SubObjectName:
|
|
||||||
m_SubObjectType:
|
|
||||||
m_SubObjectGUID:
|
|
||||||
m_EditorAssetChanged: 0
|
|
||||||
- m_AssetGUID: 2f6134357dc2a5641a846a7478ce4c2c
|
|
||||||
m_SubObjectName:
|
|
||||||
m_SubObjectType:
|
|
||||||
m_SubObjectGUID:
|
|
||||||
m_EditorAssetChanged: 0
|
|
||||||
- m_AssetGUID: 82c71411174bfa86ca1f676b9d389f94
|
|
||||||
m_SubObjectName:
|
m_SubObjectName:
|
||||||
m_SubObjectType:
|
m_SubObjectType:
|
||||||
m_SubObjectGUID:
|
m_SubObjectGUID:
|
||||||
@@ -38,12 +28,22 @@ MonoBehaviour:
|
|||||||
m_SubObjectType:
|
m_SubObjectType:
|
||||||
m_SubObjectGUID:
|
m_SubObjectGUID:
|
||||||
m_EditorAssetChanged: 0
|
m_EditorAssetChanged: 0
|
||||||
- m_AssetGUID: 3831a36e0c8e48f659517a6bb99378b6
|
- m_AssetGUID: aa138b2e21adfbf4bbbfa5bf9d54b8f2
|
||||||
m_SubObjectName:
|
m_SubObjectName:
|
||||||
m_SubObjectType:
|
m_SubObjectType:
|
||||||
m_SubObjectGUID:
|
m_SubObjectGUID:
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||||||
m_EditorAssetChanged: 1
|
m_EditorAssetChanged: 0
|
||||||
- m_AssetGUID: 144ab5188f8ad7a0a92c75703bd12e60
|
- m_AssetGUID: 21c2eaf85c31d604395153b364970a7d
|
||||||
|
m_SubObjectName:
|
||||||
|
m_SubObjectType:
|
||||||
|
m_SubObjectGUID:
|
||||||
|
m_EditorAssetChanged: 0
|
||||||
|
- m_AssetGUID: beea6ce1de81706478a700993b273000
|
||||||
|
m_SubObjectName:
|
||||||
|
m_SubObjectType:
|
||||||
|
m_SubObjectGUID:
|
||||||
|
m_EditorAssetChanged: 0
|
||||||
|
- m_AssetGUID: 7accc805b4e5f404d9e777c0a662ede4
|
||||||
m_SubObjectName:
|
m_SubObjectName:
|
||||||
m_SubObjectType:
|
m_SubObjectType:
|
||||||
m_SubObjectGUID:
|
m_SubObjectGUID:
|
||||||
|
|||||||
@@ -13,17 +13,17 @@ MonoBehaviour:
|
|||||||
m_Name: CourierSoundListConfig
|
m_Name: CourierSoundListConfig
|
||||||
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CourierSoundListConfig
|
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CourierSoundListConfig
|
||||||
courierSounds:
|
courierSounds:
|
||||||
- m_AssetGUID: bf87bc9ac43df86be8c818de81d44a54
|
- m_AssetGUID: e54541120fe1c5a4799a4698a689bb5c
|
||||||
m_SubObjectName:
|
m_SubObjectName:
|
||||||
m_SubObjectType:
|
m_SubObjectType:
|
||||||
m_SubObjectGUID:
|
m_SubObjectGUID:
|
||||||
m_EditorAssetChanged: 0
|
m_EditorAssetChanged: 0
|
||||||
- m_AssetGUID: 4b279429428a13040b6d1713122cd0de
|
- m_AssetGUID: 21c2eaf85c31d604395153b364970a7d
|
||||||
m_SubObjectName:
|
m_SubObjectName:
|
||||||
m_SubObjectType:
|
m_SubObjectType:
|
||||||
m_SubObjectGUID:
|
m_SubObjectGUID:
|
||||||
m_EditorAssetChanged: 1
|
m_EditorAssetChanged: 0
|
||||||
- m_AssetGUID: c5a0ad8a615841547ac2ee613af526d8
|
- m_AssetGUID: fb8972b33f4c43749add9d98b439b447
|
||||||
m_SubObjectName:
|
m_SubObjectName:
|
||||||
m_SubObjectType:
|
m_SubObjectType:
|
||||||
m_SubObjectGUID:
|
m_SubObjectGUID:
|
||||||
|
|||||||
@@ -15,7 +15,7 @@ MonoBehaviour:
|
|||||||
menuVolume:
|
menuVolume:
|
||||||
_serializedList:
|
_serializedList:
|
||||||
- Key: 0
|
- Key: 0
|
||||||
Value: 1
|
Value: 0.5
|
||||||
- Key: 1
|
- Key: 1
|
||||||
Value: 1
|
Value: 1
|
||||||
- Key: 2
|
- Key: 2
|
||||||
@@ -35,9 +35,9 @@ MonoBehaviour:
|
|||||||
actionVolume:
|
actionVolume:
|
||||||
_serializedList:
|
_serializedList:
|
||||||
- Key: 0
|
- Key: 0
|
||||||
Value: 1
|
Value: 0.5
|
||||||
- Key: 1
|
- Key: 1
|
||||||
Value: 0.001
|
Value: 1
|
||||||
- Key: 2
|
- Key: 2
|
||||||
Value: 1
|
Value: 1
|
||||||
- Key: 3
|
- Key: 3
|
||||||
@@ -55,9 +55,9 @@ MonoBehaviour:
|
|||||||
peacefulVolume:
|
peacefulVolume:
|
||||||
_serializedList:
|
_serializedList:
|
||||||
- Key: 0
|
- Key: 0
|
||||||
Value: 1
|
Value: 0.5
|
||||||
- Key: 1
|
- Key: 1
|
||||||
Value: 0.001
|
Value: 1
|
||||||
- Key: 2
|
- Key: 2
|
||||||
Value: 1
|
Value: 1
|
||||||
- Key: 3
|
- Key: 3
|
||||||
|
|||||||
@@ -13,22 +13,22 @@ MonoBehaviour:
|
|||||||
m_Name: EnemiesSoundListConfig
|
m_Name: EnemiesSoundListConfig
|
||||||
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.EnemiesSoundListConfig
|
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.EnemiesSoundListConfig
|
||||||
enemies:
|
enemies:
|
||||||
- m_AssetGUID: b37ea8c61cc322afdad529d678612d22
|
- m_AssetGUID: 24959d51467fd0d4f957ed6e846f73a5
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||||||
m_SubObjectName:
|
m_SubObjectName:
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||||||
m_SubObjectType:
|
m_SubObjectType:
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||||||
m_SubObjectGUID:
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m_SubObjectGUID:
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||||||
m_EditorAssetChanged: 0
|
m_EditorAssetChanged: 0
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||||||
- m_AssetGUID: 26d4e4c556527924490b8018cd510eda
|
- m_AssetGUID: 087d498be2e5a044f97f313a3fc0ae05
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||||||
m_SubObjectName:
|
m_SubObjectName:
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||||||
m_SubObjectType:
|
m_SubObjectType:
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||||||
m_SubObjectGUID:
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m_SubObjectGUID:
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||||||
m_EditorAssetChanged: 0
|
m_EditorAssetChanged: 0
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||||||
- m_AssetGUID: e84e3a3c26ccbd50d92f13627403f148
|
- m_AssetGUID: beea6ce1de81706478a700993b273000
|
||||||
m_SubObjectName:
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m_SubObjectName:
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||||||
m_SubObjectType:
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m_SubObjectType:
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m_SubObjectGUID:
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m_SubObjectGUID:
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m_EditorAssetChanged: 0
|
m_EditorAssetChanged: 0
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- m_AssetGUID: 1cc66c0b13a946e1c9ec37026268e144
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- m_AssetGUID: 2ef564b38a3c6fb4a85c16adb33d095c
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||||||
m_SubObjectName:
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m_SubObjectName:
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||||||
m_SubObjectType:
|
m_SubObjectType:
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||||||
m_SubObjectGUID:
|
m_SubObjectGUID:
|
||||||
|
|||||||
@@ -12,14 +12,4 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: be49de18297645009c1e2092f382a670, type: 3}
|
m_Script: {fileID: 11500000, guid: be49de18297645009c1e2092f382a670, type: 3}
|
||||||
m_Name: SFXListConfig
|
m_Name: SFXListConfig
|
||||||
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.SFXListConfig
|
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.SFXListConfig
|
||||||
SFX:
|
SFX: []
|
||||||
- m_AssetGUID: 1d7110a045075b22fa27d62bd5f2784e
|
|
||||||
m_SubObjectName:
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||||||
m_SubObjectType:
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||||||
m_SubObjectGUID:
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m_EditorAssetChanged: 0
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- m_AssetGUID: 3831a36e0c8e48f659517a6bb99378b6
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m_SubObjectName:
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m_SubObjectType:
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||||||
m_SubObjectGUID:
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||||||
m_EditorAssetChanged: 0
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|
||||||
@@ -18,23 +18,28 @@ MonoBehaviour:
|
|||||||
m_SubObjectType:
|
m_SubObjectType:
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||||||
m_SubObjectGUID:
|
m_SubObjectGUID:
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||||||
m_EditorAssetChanged: 0
|
m_EditorAssetChanged: 0
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||||||
actionSoundtrack:
|
- m_AssetGUID: 9ea414d55e6a0b94c944556ff0754c48
|
||||||
- m_AssetGUID: ebe18293a5ef86704b23dad3a1786476
|
|
||||||
m_SubObjectName:
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m_SubObjectName:
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m_SubObjectType:
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m_SubObjectType:
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m_SubObjectGUID:
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m_SubObjectGUID:
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m_EditorAssetChanged: 0
|
m_EditorAssetChanged: 0
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- m_AssetGUID: 170b1a70ddee4d948abea041b9b805e4
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- m_AssetGUID: 414d8dcca794556478c1a79e705e138e
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||||||
|
m_SubObjectName:
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|
m_SubObjectType:
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|
m_SubObjectGUID:
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||||||
|
m_EditorAssetChanged: 0
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||||||
|
actionSoundtrack:
|
||||||
|
- m_AssetGUID: 8f913b505c805c74da84e00a22ff5fc2
|
||||||
m_SubObjectName:
|
m_SubObjectName:
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||||||
m_SubObjectType:
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m_SubObjectType:
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||||||
m_SubObjectGUID:
|
m_SubObjectGUID:
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||||||
m_EditorAssetChanged: 0
|
m_EditorAssetChanged: 0
|
||||||
deathSoundtrack:
|
deathSoundtrack:
|
||||||
- m_AssetGUID: ae6ab2c88ae248ce1b6efca892f17659
|
- m_AssetGUID: fc08098e6384c904aa0583859ee45ce5
|
||||||
m_SubObjectName:
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m_SubObjectName:
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m_SubObjectType:
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m_SubObjectType:
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m_SubObjectGUID:
|
m_SubObjectGUID:
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m_EditorAssetChanged: 1
|
m_EditorAssetChanged: 0
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||||||
menuSoundtrack:
|
menuSoundtrack:
|
||||||
- m_AssetGUID: 16562a5c87213914cad415f10c65a3b0
|
- m_AssetGUID: 16562a5c87213914cad415f10c65a3b0
|
||||||
m_SubObjectName:
|
m_SubObjectName:
|
||||||
|
|||||||
@@ -22,7 +22,7 @@ MonoBehaviour:
|
|||||||
attackCooldown: 0
|
attackCooldown: 0
|
||||||
detectionRange: 0
|
detectionRange: 0
|
||||||
attackRange: 5
|
attackRange: 5
|
||||||
speed: 1.5
|
speed: 3
|
||||||
isStunnable: 0
|
isStunnable: 0
|
||||||
stunDuration: 0
|
stunDuration: 0
|
||||||
usesIdleMovement: 0
|
usesIdleMovement: 0
|
||||||
|
|||||||
+1
-1
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
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guid: aa24c0d8a11438d4fb57332c144beab6
|
guid: 4b3f57da60db4444799ca8c7465d471c
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
@@ -0,0 +1,139 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
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|
Material:
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|
serializedVersion: 8
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|
m_ObjectHideFlags: 0
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|
m_CorrespondingSourceObject: {fileID: 0}
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|
m_PrefabInstance: {fileID: 0}
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clipAnimations: []
|
|
||||||
isReadable: 0
|
|
||||||
meshes:
|
|
||||||
lODScreenPercentages: []
|
|
||||||
globalScale: 1
|
|
||||||
meshCompression: 0
|
|
||||||
addColliders: 0
|
|
||||||
useSRGBMaterialColor: 1
|
|
||||||
sortHierarchyByName: 1
|
|
||||||
importPhysicalCameras: 1
|
|
||||||
importVisibility: 1
|
|
||||||
importBlendShapes: 1
|
|
||||||
importCameras: 0
|
|
||||||
importLights: 0
|
|
||||||
nodeNameCollisionStrategy: 1
|
|
||||||
fileIdsGeneration: 2
|
|
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swapUVChannels: 0
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generateSecondaryUV: 0
|
|
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useFileUnits: 1
|
|
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keepQuads: 0
|
|
||||||
weldVertices: 1
|
|
||||||
bakeAxisConversion: 0
|
|
||||||
preserveHierarchy: 0
|
|
||||||
skinWeightsMode: 0
|
|
||||||
maxBonesPerVertex: 4
|
|
||||||
minBoneWeight: 0.001
|
|
||||||
optimizeBones: 1
|
|
||||||
generateMeshLods: 0
|
|
||||||
meshLodGenerationFlags: 0
|
|
||||||
maximumMeshLod: -1
|
|
||||||
meshOptimizationFlags: -1
|
|
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indexFormat: 0
|
|
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secondaryUVAngleDistortion: 8
|
|
||||||
secondaryUVAreaDistortion: 15.000001
|
|
||||||
secondaryUVHardAngle: 88
|
|
||||||
secondaryUVMarginMethod: 1
|
|
||||||
secondaryUVMinLightmapResolution: 40
|
|
||||||
secondaryUVMinObjectScale: 1
|
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secondaryUVPackMargin: 4
|
|
||||||
useFileScale: 1
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strictVertexDataChecks: 0
|
|
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tangentSpace:
|
|
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normalSmoothAngle: 60
|
|
||||||
normalImportMode: 0
|
|
||||||
tangentImportMode: 3
|
|
||||||
normalCalculationMode: 4
|
|
||||||
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
|
|
||||||
blendShapeNormalImportMode: 1
|
|
||||||
normalSmoothingSource: 0
|
|
||||||
referencedClips: []
|
|
||||||
importAnimation: 1
|
|
||||||
humanDescription:
|
|
||||||
serializedVersion: 3
|
|
||||||
human: []
|
|
||||||
skeleton: []
|
|
||||||
armTwist: 0.5
|
|
||||||
foreArmTwist: 0.5
|
|
||||||
upperLegTwist: 0.5
|
|
||||||
legTwist: 0.5
|
|
||||||
armStretch: 0.05
|
|
||||||
legStretch: 0.05
|
|
||||||
feetSpacing: 0
|
|
||||||
globalScale: 1
|
|
||||||
rootMotionBoneName: root
|
|
||||||
hasTranslationDoF: 0
|
|
||||||
hasExtraRoot: 0
|
|
||||||
skeletonHasParents: 1
|
|
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lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: 6dd32929f788d35afba7c6c6c124a92d, type: 3}
|
|
||||||
autoGenerateAvatarMappingIfUnspecified: 1
|
|
||||||
animationType: 2
|
|
||||||
humanoidOversampling: 1
|
|
||||||
avatarSetup: 2
|
|
||||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
|
||||||
importBlendShapeDeformPercent: 1
|
|
||||||
remapMaterialsIfMaterialImportModeIsNone: 0
|
|
||||||
additionalBone: 0
|
|
||||||
userData:
|
|
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assetBundleName:
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|
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assetBundleVariant:
|
|
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Binary file not shown.
@@ -1,110 +0,0 @@
|
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fileFormatVersion: 2
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|
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guid: fae7e38c4cf16670996b82c8355e269a
|
|
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|
|
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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:
|
|
||||||
animationDoRetargetingWarnings: 0
|
|
||||||
importAnimatedCustomProperties: 0
|
|
||||||
importConstraints: 0
|
|
||||||
animationCompression: 1
|
|
||||||
animationRotationError: 0.5
|
|
||||||
animationPositionError: 0.5
|
|
||||||
animationScaleError: 0.5
|
|
||||||
animationWrapMode: 0
|
|
||||||
extraExposedTransformPaths: []
|
|
||||||
extraUserProperties: []
|
|
||||||
clipAnimations: []
|
|
||||||
isReadable: 0
|
|
||||||
meshes:
|
|
||||||
lODScreenPercentages: []
|
|
||||||
globalScale: 1
|
|
||||||
meshCompression: 0
|
|
||||||
addColliders: 0
|
|
||||||
useSRGBMaterialColor: 1
|
|
||||||
sortHierarchyByName: 1
|
|
||||||
importPhysicalCameras: 1
|
|
||||||
importVisibility: 1
|
|
||||||
importBlendShapes: 1
|
|
||||||
importCameras: 0
|
|
||||||
importLights: 0
|
|
||||||
nodeNameCollisionStrategy: 1
|
|
||||||
fileIdsGeneration: 2
|
|
||||||
swapUVChannels: 0
|
|
||||||
generateSecondaryUV: 0
|
|
||||||
useFileUnits: 1
|
|
||||||
keepQuads: 0
|
|
||||||
weldVertices: 1
|
|
||||||
bakeAxisConversion: 0
|
|
||||||
preserveHierarchy: 0
|
|
||||||
skinWeightsMode: 0
|
|
||||||
maxBonesPerVertex: 4
|
|
||||||
minBoneWeight: 0.001
|
|
||||||
optimizeBones: 1
|
|
||||||
generateMeshLods: 0
|
|
||||||
meshLodGenerationFlags: 0
|
|
||||||
maximumMeshLod: -1
|
|
||||||
meshOptimizationFlags: -1
|
|
||||||
indexFormat: 0
|
|
||||||
secondaryUVAngleDistortion: 8
|
|
||||||
secondaryUVAreaDistortion: 15.000001
|
|
||||||
secondaryUVHardAngle: 88
|
|
||||||
secondaryUVMarginMethod: 1
|
|
||||||
secondaryUVMinLightmapResolution: 40
|
|
||||||
secondaryUVMinObjectScale: 1
|
|
||||||
secondaryUVPackMargin: 4
|
|
||||||
useFileScale: 1
|
|
||||||
strictVertexDataChecks: 0
|
|
||||||
tangentSpace:
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|
||||||
normalSmoothAngle: 60
|
|
||||||
normalImportMode: 0
|
|
||||||
tangentImportMode: 3
|
|
||||||
normalCalculationMode: 4
|
|
||||||
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
|
|
||||||
blendShapeNormalImportMode: 1
|
|
||||||
normalSmoothingSource: 0
|
|
||||||
referencedClips: []
|
|
||||||
importAnimation: 1
|
|
||||||
humanDescription:
|
|
||||||
serializedVersion: 3
|
|
||||||
human: []
|
|
||||||
skeleton: []
|
|
||||||
armTwist: 0.5
|
|
||||||
foreArmTwist: 0.5
|
|
||||||
upperLegTwist: 0.5
|
|
||||||
legTwist: 0.5
|
|
||||||
armStretch: 0.05
|
|
||||||
legStretch: 0.05
|
|
||||||
feetSpacing: 0
|
|
||||||
globalScale: 1
|
|
||||||
rootMotionBoneName: root
|
|
||||||
hasTranslationDoF: 0
|
|
||||||
hasExtraRoot: 0
|
|
||||||
skeletonHasParents: 1
|
|
||||||
lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: 6dd32929f788d35afba7c6c6c124a92d, type: 3}
|
|
||||||
autoGenerateAvatarMappingIfUnspecified: 1
|
|
||||||
animationType: 2
|
|
||||||
humanoidOversampling: 1
|
|
||||||
avatarSetup: 2
|
|
||||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
|
||||||
importBlendShapeDeformPercent: 1
|
|
||||||
remapMaterialsIfMaterialImportModeIsNone: 0
|
|
||||||
additionalBone: 0
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
Loaded 100 of 241 files, more files were not shown because too many files have changed in this diff.
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Reference in new issue
Block a user