19 Commits
Author SHA1 Message Date
xrust1k fea9d3586f Merge branch 'Levels2' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Levels2 2025-12-04 19:11:42 +03:00
xrust1k 79593877a7 !!! 2025-12-04 19:09:17 +03:00
ThomasCharester a5ce6e3165 Merge remote-tracking branch 'origin/movement-dev' into Levels2 2025-12-04 19:03:54 +03:00
ThomasCharester d9a1271262 У меня всё работает 2025-12-04 17:43:29 +03:00
MrTorex 4c16a63abd я ксиька :3 2025-12-04 17:38:45 +03:00
MrTorex b4de41894f Убрано НАХУЙ _Recovery, добавлено движение в воздухе, деду добавлен стан как от дэша, так и от слайда, воллран вынесен в конфиг 2025-12-04 17:34:12 +03:00
MrTorex 77fd9af29d Убран бег (просто заменён на ходьбу с такой же скоростью), прошлый слайд заменён на дэщ, добавлен новый слайд 2025-12-04 17:14:24 +03:00
ThomasCharester a1c2c5fd18 Музыка меня отменила 2025-12-03 20:15:34 +03:00
ThomasCharester 485d54f272 Поудалял важные компоненты 2025-12-03 20:07:36 +03:00
ThomasCharester 0d0787b887 Звуки поражения 2025-12-03 19:32:10 +03:00
ThomasCharester 5d856ae162 Получение урона теперь чуть более заметно (плейсхолдер) 2025-12-03 17:39:26 +03:00
ThomasCharester dd1399e015 Урон курьера 2025-12-03 14:13:45 +03:00
ThomasCharester 2b656412d5 Фикс звуков, только аккуратно
Звуки от 0.01 до 1 ставим, иначе +уши
2025-12-03 14:04:08 +03:00
ThomasCharester 36e6bc3bc2 Звуки шагов в моей голове 2025-12-02 21:50:33 +03:00
ThomasCharester 1e31e1e8b1 Фикс трактора 2025-12-02 19:53:02 +03:00
ThomasCharester 2897eb88bf Звуки шагов, ядерный таракан, монстр дед 2025-12-01 18:36:22 +03:00
ThomasCharester 134adda787 Недочин недопил но переполошил аудио 2025-12-01 14:52:19 +03:00
ThomasCharester 2f56a5758d Мобы на уровнях, анимации 2025-12-01 12:59:15 +03:00
ThomasCharester fb9510a6b2 Починка генерации + небольшой прикол дверей 2025-12-01 00:02:00 +03:00
415 changed files with 918387 additions and 21075 deletions

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@@ -15,7 +15,7 @@ MonoBehaviour:
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45 m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
m_currentHash: m_currentHash:
serializedVersion: 2 serializedVersion: 2
Hash: 1290af012af335115858ec31670d830d Hash: 1ec1ee985689145b755c859b69691cb0
m_OptimizeCatalogSize: 0 m_OptimizeCatalogSize: 0
m_BuildRemoteCatalog: 0 m_BuildRemoteCatalog: 0
m_CatalogRequestsTimeout: 0 m_CatalogRequestsTimeout: 0
@@ -32,8 +32,8 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 19bfe93240786974ea9d7cd70a7bb635 - m_GUID: 1cc66c0b13a946e1c9ec37026268e144
m_Address: Prefabs/Rooms/Level5 m_Address: Audio/Enemies/pl_metal2
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
@@ -57,6 +57,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 26d4e4c556527924490b8018cd510eda
m_Address: Assets/Resources_moved/Audio/Enemies/bc_bite2.wav
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 28a6c7a4124141341ab7c2b7dfd3e95b - m_GUID: 28a6c7a4124141341ab7c2b7dfd3e95b
m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 2.prefab m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 2.prefab
m_ReadOnly: 0 m_ReadOnly: 0
@@ -72,6 +77,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 2c6a984e4a1b42647b48e6b7bc69b158
m_Address: Prefabs/Levels/Level6
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 2ed2d93a9f39d4edba511cb7396c7bb6 - m_GUID: 2ed2d93a9f39d4edba511cb7396c7bb6
m_Address: Assets/Resources_moved/Prefabs/Enemies/Cockroach.prefab m_Address: Assets/Resources_moved/Prefabs/Enemies/Cockroach.prefab
m_ReadOnly: 0 m_ReadOnly: 0
@@ -92,8 +102,8 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 4283d6553fc7f3f4583b9bb0be9d7979 - m_GUID: 3f8f2171cc252d953b82083cc16bd1ae
m_Address: Prefabs/Rooms/Box1 m_Address: Assets/Resources_moved/Prefabs/Levels/Level6_1.prefab
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
@@ -102,6 +112,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 4b279429428a13040b6d1713122cd0de
m_Address: Assets/Resources_moved/Audio/SFX/pl_pain5.wav
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 4bd64d1fcecc9c6b09d81e78b7dcfebe - m_GUID: 4bd64d1fcecc9c6b09d81e78b7dcfebe
m_Address: Audio/Dispatcher/take_damage1 m_Address: Audio/Dispatcher/take_damage1
m_ReadOnly: 0 m_ReadOnly: 0
@@ -168,18 +183,18 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: a1d9e5a04ac11a1468c744b27d442a00
m_Address: Prefabs/Rooms/Stars1
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: a306df57f348ce7cf900d0b9431739ee - m_GUID: a306df57f348ce7cf900d0b9431739ee
m_Address: launch_selectmenu m_Address: launch_selectmenu
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: ab5926b5200bedc49aec36c0afe6b028 - m_GUID: aa138b2e21adfbf4bbbfa5bf9d54b8f2
m_Address: Prefabs/Rooms/Level3_Big m_Address: Assets/Resources_moved/Audio/UI/buttonclickrelease.wav
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: ae6ab2c88ae248ce1b6efca892f17659
m_Address: Assets/Resources_moved/Audio/Music/TestDeath.ogg
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
@@ -193,8 +208,13 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: b3471d165fe389f479380f61034bea57 - m_GUID: b37ea8c61cc322afdad529d678612d22
m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 1.prefab m_Address: Assets/Resources_moved/Audio/Enemies/zo_attack2.wav
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: bf87bc9ac43df86be8c818de81d44a54
m_Address: Assets/Resources_moved/Audio/SFX/pl_step1.wav
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
@@ -203,6 +223,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: c5a0ad8a615841547ac2ee613af526d8
m_Address: Assets/Resources_moved/Audio/SFX/pl_pain2.wav
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: c938de3174f184741925c407a43a47f2 - m_GUID: c938de3174f184741925c407a43a47f2
m_Address: Prefabs/Rooms/Level1 m_Address: Prefabs/Rooms/Level1
m_ReadOnly: 0 m_ReadOnly: 0
@@ -213,26 +238,16 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: d4eaf1439c2788c458127b9ba67e4fbf
m_Address: Prefabs/Levels/Level1
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: d5b22c0e6700543419ae667d77aadaa2
m_Address: Prefabs/Rooms/Level2_Down
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: dc328d8aadb0e8545978741d451e0544
m_Address: Prefabs/Rooms/Level4_Parkur
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: e3a3840a7963bf841872cddb02e90151 - m_GUID: e3a3840a7963bf841872cddb02e90151
m_Address: Prefabs/Levels/MainMenu 1 m_Address: Prefabs/Levels/MainMenu 1
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: e84e3a3c26ccbd50d92f13627403f148
m_Address: Audio/Enemies/rch_walk
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: ebe18293a5ef86704b23dad3a1786476 - m_GUID: ebe18293a5ef86704b23dad3a1786476
m_Address: Half-Life01 m_Address: Half-Life01
m_ReadOnly: 0 m_ReadOnly: 0
@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 1ce80ea58c1a9154dab0a2f539b9b2a4 guid: d36aab6707c518f5abfd60065165eb35
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}
@@ -1,5 +1,6 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: f01bff5d55306654a99aa04e4a24d1ea guid: d982316b2b4c99747b9e953ae7b9b42f
folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}
userData: userData:
@@ -1,6 +1,9 @@
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Input; using Code.Input;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Code.StateMachine; using Code.StateMachine;
using Code.UI; using Code.UI;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
@@ -30,7 +33,11 @@ namespace Code.App.AppStates
Context.InputService.EnableMap(ActionMappings.UI); Context.InputService.EnableMap(ActionMappings.UI);
Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit); Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
GameOver(); Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Death);
Context.AudioService.ApplyStun(5000,0.5f);
GameOver().Forget();
base.EnterState(); base.EnterState();
} }
@@ -45,7 +52,7 @@ namespace Code.App.AppStates
await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver); await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel; _gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
_gameOverPanel.Show();
} }
private void ToMainMenu() private void ToMainMenu()
@@ -71,6 +78,8 @@ namespace Code.App.AppStates
Context.InputService.DisableMap(ActionMappings.UI); Context.InputService.DisableMap(ActionMappings.UI);
Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit); Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
Context.AudioService.GladlyAskToStopMusic(MusicType.Death, callback: Context.AudioFactory.ReleaseDeathMusic);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
base.ExitState(); base.ExitState();
} }
} }
@@ -13,10 +13,12 @@ using Code.StateMachine;
using Code.UI; using Code.UI;
using Code.UI.Panels; using Code.UI.Panels;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using DG.Tweening;
using Reflex.Core; using Reflex.Core;
using Reflex.Extensions; using Reflex.Extensions;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
namespace Code.App.AppStates namespace Code.App.AppStates
@@ -43,25 +45,17 @@ namespace Code.App.AppStates
.RegisterLoading(LoadingWork.LoadModelResource) .RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadAudio); .RegisterLoading(LoadingWork.LoadAudio);
//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
//_playerHealth.OnDamage += PlayerDamageTaken;
//_playerHealth.OnDeath += EndGame;
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None); Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
Context.InputService.EnableMap(ActionMappings.Gameplay); Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen); Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded; Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed WaitForLoad().Forget();
WaitForLoad();
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
} }
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer(); private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
@@ -70,8 +64,11 @@ namespace Code.App.AppStates
await UniTask.WhenAll( await UniTask.WhenAll(
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay), Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
Context.AudioFactory.WarmGameplayMusic(), Context.AudioFactory.WarmGameplayMusic(),
Context.AudioFactory.WarmDeathMusic(),
Context.AudioFactory.WarmSFX(), Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDispatcher() Context.AudioFactory.WarmDispatcher(),
Context.AudioFactory.WarmEnemies(),
Context.AudioFactory.WarmCourier()
); );
Context.LoadingManager Context.LoadingManager
@@ -91,6 +88,9 @@ namespace Code.App.AppStates
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded; Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded; Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
Context.PlayerProvider = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerProvider>();
Context.PlayerFactory = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerFactory>();
await UniTask.WhenAll( await UniTask.WhenAll(
WaitForPlayerArmsToInitialize(), WaitForPlayerArmsToInitialize(),
WaitForPlayerCharacterLoad() WaitForPlayerCharacterLoad()
@@ -112,6 +112,8 @@ namespace Code.App.AppStates
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer); GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
_volume = sceneEnvironment.volume;
PlayerInitialize(sceneEnvironment); PlayerInitialize(sceneEnvironment);
CameraInitialize(); CameraInitialize();
@@ -153,21 +155,30 @@ namespace Code.App.AppStates
private void PlayerDamageTaken(int damage, PlayerHealth health) private void PlayerDamageTaken(int damage, PlayerHealth health)
{ {
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4)); Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
Context.AudioService.PlayCourier((CourierSounds)Random.Range((int)CourierSounds.Damage1,(int)CourierSounds.Damage2));
DamageEffectProcess().Forget();
}
// TODO В конфиг
private async UniTaskVoid DamageEffectProcess()
{
_damagePanel.Show();
Context.AudioService.ApplyStun(200, 0.5f);
DOTween.To(() => _volume.weight, x => _volume.weight = x, 1f, 0.5f);
await UniTask.WaitForSeconds(3f);
DOTween.To(() => _volume.weight, x => _volume.weight = x, 0f, 1f);
Context.AudioService.ApplyStun(5000, 1f);
_damagePanel.Hide();
} }
// DEBUG // DEBUG
private void InstaKillDEBUG(InputAction.CallbackContext context) private void InstaKillDEBUG(InputAction.CallbackContext context)
{ {
_playerHealth.InstaKill(); _playerHealth.InstaKill();
} }
private void RoomPassedDEBUG(InputAction.CallbackContext context) private void TakeGamageDEBUG(InputAction.CallbackContext context)
{ {
_orderService.RoomPassed(); _playerHealth.GetDamage(1);
}
private OrderDispenser _debugTube;
private void Tube(InputAction.CallbackContext context)
{
_debugTube.ThrowOrder();
} }
// DEBUG // DEBUG
private bool _tickEnabled; private bool _tickEnabled;
@@ -201,13 +212,16 @@ namespace Code.App.AppStates
Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher; Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
Context.InputService.DisableMap(ActionMappings.Gameplay); Context.InputService.DisableMap(ActionMappings.Gameplay);
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic); Context.AudioService.GladlyAskToStopMusic(MusicType.Action, time: 0f, callback: Context.AudioFactory.ReleaseActionMusic);
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic); Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, time: 0f, callback: Context.AudioFactory.ReleasePeacefulMusic);
Context.AudioFactory.ReleaseCourier();
Context.AudioFactory.ReleaseDispatcher();
Context.AudioFactory.ReleaseEnemies();
Context.AudioFactory.ReleaseSFX();
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG); Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG); Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
base.ExitState(); base.ExitState();
} }
@@ -224,13 +238,15 @@ namespace Code.App.AppStates
private GameplayPanel _gameplayPanel; private GameplayPanel _gameplayPanel;
private ArmsMeshProvider _armsMesh; private ArmsMeshProvider _armsMesh;
private DamagePanel _damagePanel;
private void UIInitialize() private void UIInitialize()
{ {
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel; _gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService); _gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher; Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher; Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
_damagePanel = _gameplayPanel.DamagePanel;
} }
private void MusicInitialize() private void MusicInitialize()
{ {
@@ -252,11 +268,12 @@ namespace Code.App.AppStates
_orderService.OnOrderDelivered += OrderDelivered; _orderService.OnOrderDelivered += OrderDelivered;
_orderService.OnOrderFailure += OrderFailure; _orderService.OnOrderFailure += OrderFailure;
} }
private Volume _volume;
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer) private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
{ {
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>(); var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
return sceneEnvironment; return sceneEnvironment;
} }
} }
@@ -33,11 +33,7 @@ namespace Code.App
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager)); containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService)); containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
// Перенести нахуй в контейнер геймплея
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
containerBuilder.AddSingleton(typeof(EnemyFactory), typeof(IEnemyFactory));
containerBuilder.AddSingleton(typeof(PlayerProvider), typeof(IPlayerProvider));
//
InitializeCamera(containerBuilder, staticDataService); InitializeCamera(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory)); containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
@@ -71,6 +67,7 @@ namespace Code.App
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>()); containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
} }
// TODO Часть в сцены
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService) private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
{ {
staticDataService = new StaticDataService(); staticDataService = new StaticDataService();
@@ -97,10 +94,13 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig)); containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig)); containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig)); containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
containerBuilder.AddSingleton(staticDataService.CourierSoundListConfig, typeof(CourierSoundListConfig));
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig)); containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig)); containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>)); containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
containerBuilder.AddSingleton(staticDataService.DefaultAudioSettingsConfig, typeof(DefaultAudioSettingsConfig));
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig)); containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig)); containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
@@ -119,9 +119,7 @@ namespace Code.App
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container); AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
cameraStateMachine.Initialize(); cameraStateMachine.Initialize();
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed BootstrapFinish(container).Forget();
BootstrapFinish(container);
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
} }
private async UniTaskVoid BootstrapFinish(Container container) private async UniTaskVoid BootstrapFinish(Container container)
{ {
@@ -1,4 +1,5 @@
using Code.App.Loading; using Code.App.Loading;
using Code.Gameplay.Enemies;
using Code.Gameplay.Orders.Order; using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Generator; using Code.Generator;
@@ -21,6 +22,9 @@ namespace Code.App.SceneInstallers
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore)); containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService)); containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory)); containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
containerBuilder.AddScoped(typeof(PlayerProvider), typeof(IPlayerProvider));
containerBuilder.AddScoped(typeof(PlayerFactory), typeof(IPlayerFactory));
containerBuilder.AddScoped(typeof(EnemyFactory), typeof(IEnemyFactory));
containerBuilder.AddScoped(typeof(RoomGenerator)); containerBuilder.AddScoped(typeof(RoomGenerator));
containerBuilder.OnContainerBuilt += Initialize; containerBuilder.OnContainerBuilt += Initialize;
@@ -37,14 +41,14 @@ namespace Code.App.SceneInstallers
loadingManager loadingManager
.UnregisterLoading(LoadingWork.LoadScene); .UnregisterLoading(LoadingWork.LoadScene);
LoadRooms(container,loadingManager); LoadRooms(container,loadingManager).Forget();
} }
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager) private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
{ {
await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>()); // await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
container.Resolve<RoomGenerator>().Initialize(); // container.Resolve<RoomGenerator>().Initialize();
loadingManager.UnregisterLoading(LoadingWork.LoadModelResource); loadingManager.UnregisterLoading(LoadingWork.LoadModelResource);
} }
@@ -19,10 +19,10 @@ namespace Code.App.StateMachine
[Inject] public AppStateMachine StateMachine { get; private set; } [Inject] public AppStateMachine StateMachine { get; private set; }
[Inject] public CameraStateMachine CameraStateMachine { get; private set; } [Inject] public CameraStateMachine CameraStateMachine { get; private set; }
[Inject] public IUIService UIService { get; private set; } [Inject] public IUIService UIService { get; private set; }
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
[Inject] public IPlayerProvider PlayerProvider { get; private set; }
[Inject] public IAudioFactory AudioFactory { get; private set; } [Inject] public IAudioFactory AudioFactory { get; private set; }
[Inject] public IAudioService AudioService { get; private set; } [Inject] public IAudioService AudioService { get; private set; }
[Inject] public IEnemyFactory EnemyFactory { get; private set; } /*[Inject]*/public IPlayerFactory PlayerFactory { get; set; }
/*[Inject]*/public IPlayerProvider PlayerProvider { get; set; }
// [Inject] public IEnemyFactory EnemyFactory { get; private set; }
} }
} }
@@ -11,8 +11,10 @@ namespace Code.Audio
} }
public enum EnemiesSounds public enum EnemiesSounds
{ {
Bastard, GrandpaAttack,
Bravo RoachAttack,
RoachStep,
GrandpaStep
} }
public enum DispatcherSounds public enum DispatcherSounds
{ {
@@ -28,4 +30,10 @@ namespace Code.Audio
Late4, Late4,
Late5 Late5
} }
public enum CourierSounds
{
Step,
Damage1,
Damage2
}
} }
@@ -19,24 +19,28 @@ namespace Code.Audio
private AssetReference[] _audioTestClipsReferences; private AssetReference[] _audioTestClipsReferences;
private AssetReference[] _peacefulSoundtrack; private AssetReference[] _peacefulSoundtrack;
private AssetReference[] _actionSoundtrack; private AssetReference[] _actionSoundtrack;
private AssetReference[] _deathSoundtrack;
private AssetReference[] _menuSoundtrack; private AssetReference[] _menuSoundtrack;
private AssetReference[] _SFX; private AssetReference[] _SFX;
private AssetReference[] _enemies; private AssetReference[] _enemies;
private AssetReference[] _dispatcher; private AssetReference[] _dispatcher;
private AssetReference[] _character; private AssetReference[] _courier;
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle; private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle; private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _deathMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle; private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle; private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle; private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle; private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle; private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
private AsyncOperationHandle<IList<AudioClip>> _courierHandle;
public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new(); public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new(); public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
public List<AudioClip> SFXAudios { get; private set; } = new(); public List<AudioClip> SFXAudios { get; private set; } = new();
public List<AudioClip> EnemiesAudios { get; private set; } = new(); public List<AudioClip> EnemiesAudios { get; private set; } = new();
public List<AudioClip> CourierAudios { get; private set; } = new();
public List<AudioClip> DispatcherAudios { get; private set; } = new(); public List<AudioClip> DispatcherAudios { get; private set; } = new();
public AudioFactory(AudioMixerConfig audioMixerConfig, public AudioFactory(AudioMixerConfig audioMixerConfig,
@@ -44,7 +48,8 @@ namespace Code.Audio
SFXListConfig sfxListConfig, SFXListConfig sfxListConfig,
EnemiesSoundListConfig enemiesSoundListConfig, EnemiesSoundListConfig enemiesSoundListConfig,
DispatcherSoundListConfig dispatcherSoundListConfig, DispatcherSoundListConfig dispatcherSoundListConfig,
AudioTestClipsConfig audioTestClipsConfig AudioTestClipsConfig audioTestClipsConfig,
CourierSoundListConfig courierSoundListConfig
) )
{ {
AudioMixer = audioMixerConfig.audioMixerAsset; AudioMixer = audioMixerConfig.audioMixerAsset;
@@ -52,15 +57,18 @@ namespace Code.Audio
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack; _peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
_actionSoundtrack = soundtrackListConfig.actionSoundtrack; _actionSoundtrack = soundtrackListConfig.actionSoundtrack;
_deathSoundtrack = soundtrackListConfig.deathSoundtrack;
_menuSoundtrack = soundtrackListConfig.menuSoundtrack; _menuSoundtrack = soundtrackListConfig.menuSoundtrack;
_SFX = sfxListConfig.SFX; _SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies; _enemies = enemiesSoundListConfig.enemies;
_dispatcher = dispatcherSoundListConfig.dispatcher; _dispatcher = dispatcherSoundListConfig.dispatcher;
_courier = courierSoundListConfig.courierSounds;
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips; _audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
MusicDictionary.Add(MusicType.Menu, new ()); MusicDictionary.Add(MusicType.Menu, new ());
MusicDictionary.Add(MusicType.Peaceful, new ()); MusicDictionary.Add(MusicType.Death, new ());
MusicDictionary.Add(MusicType.Action, new ()); MusicDictionary.Add(MusicType.Action, new ());
MusicDictionary.Add(MusicType.Peaceful, new ());
} }
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) => public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
@@ -112,6 +120,16 @@ namespace Code.Audio
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset(); // foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_menuMusicHandle.Release(); _menuMusicHandle.Release();
} }
public async UniTask WarmDeathMusic()
{
_deathMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_deathSoundtrack, OnDeathTrackLoaded, Addressables.MergeMode.Union);
await _deathMusicHandle.ToUniTask();
}
public void ReleaseDeathMusic()
{
MusicDictionary[MusicType.Death].Clear();
_deathMusicHandle.Release();
}
public async UniTask WarmSFX( ) public async UniTask WarmSFX( )
{ {
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union); _SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
@@ -137,6 +155,18 @@ 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( )
{ {
@@ -156,6 +186,10 @@ namespace Code.Audio
{ {
MusicDictionary[MusicType.Menu].Add(audioClip); MusicDictionary[MusicType.Menu].Add(audioClip);
} }
private void OnDeathTrackLoaded(AudioClip audioClip)
{
MusicDictionary[MusicType.Death].Add(audioClip);
}
// private int _audioTestClipCounter; // private int _audioTestClipCounter;
private void OnAudioTestClipLoaded(AudioClip audioClip) private void OnAudioTestClipLoaded(AudioClip audioClip)
@@ -182,5 +216,9 @@ namespace Code.Audio
{ {
DispatcherAudios.Add(audioClip); DispatcherAudios.Add(audioClip);
} }
private void OnCourierLoaded(AudioClip audioClip)
{
CourierAudios.Add(audioClip);
}
} }
} }
+85 -177
View File
@@ -22,134 +22,104 @@ namespace Code.Audio
private AudioSource _actionMusicSource; private AudioSource _actionMusicSource;
private AudioSource _peacefulMusicSource; private AudioSource _peacefulMusicSource;
private AudioMixerGroup _masterGroup, private Dictionary<AudioType, AudioMixerGroup> _audioMixerGroups = new();
// _musicGroup,
_actionMusicGroup,
_menuMusicGroup,
_peacefulMusicGroup,
_SFXGroup,
_creaturesGroup,
_dispatcherGroup,
_courierGroup,
_enemiesGroup;
private readonly AudioSourcePool _audioSourcePool; private readonly AudioSourcePool _audioSourcePool;
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new(); // Юнити не может - говнокод поможет.
private Dictionary<AudioSnapshotState, Dictionary<AudioType, float>> _snapshotsVolumes = new();
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings; private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings) public AudioService(IAudioFactory audioFactory,
Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings,
DefaultAudioSettingsConfig defaultAudioSettingsConfig)
{ {
_audioFactory = audioFactory; _audioFactory = audioFactory;
_audioSourcePool = new(settings); _audioSourcePool = new(settings);
_settings = settings; _settings = settings;
_snapshotsVolumes.Add(AudioSnapshotState.None,defaultAudioSettingsConfig.noneVolume);
_snapshotsVolumes.Add(AudioSnapshotState.Menu,defaultAudioSettingsConfig.menuVolume);
_snapshotsVolumes.Add(AudioSnapshotState.Action,defaultAudioSettingsConfig.actionVolume);
_snapshotsVolumes.Add(AudioSnapshotState.Peaceful,defaultAudioSettingsConfig.peacefulVolume);
} }
// TODO Грязно, убрать снапшоты НАХУЙ
public float GetSetting(AudioType type) public float GetSetting(AudioType type)
{ {
float value; _mixer.GetFloat(_audioMixerGroups[type].name, out float value);
switch (type)
{
case AudioType.SFX:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_SFXGroup.name, out value);
break;
case AudioType.Master:
_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_masterGroup.name, out value);
break;
case AudioType.Creatures:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_creaturesGroup.name, out value);
break;
case AudioType.GameplayMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_peacefulMusicGroup.name, out value);
break;
case AudioType.MenuMusic:
_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_menuMusicGroup.name, out value);
break;
case AudioType.DispatcherSounds:
_snapshots[AudioSnapshotState.Action].audioMixer.GetFloat(_dispatcherGroup.name, out value);
break;
default:
value = 1;
break;
}
value = Mathf.Pow(10f, value / 20); value = Mathf.Pow(10f, value / 20);
return value; return value;
} }
// TODO Грязно, убрать снапшоты НАХУЙ
public void ChangeSetting(AudioType type, float value) public void ChangeSetting(AudioType type, float value)
{ {
float volume = Mathf.Log10(value) * 20; float volume = Mathf.Log10(value) * 20;
switch (type) switch (type)
{ {
case AudioType.SFX: case AudioType.DeathMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_SFXGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_SFXGroup.name, volume);
break;
case AudioType.Master: case AudioType.Master:
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_masterGroup.name, volume); _snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_masterGroup.name, volume); _snapshotsVolumes[AudioSnapshotState.Action][type] = value;
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_masterGroup.name, volume); _snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break; break;
case AudioType.Creatures: case AudioType.ActionMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_creaturesGroup.name, volume); _snapshotsVolumes[AudioSnapshotState.Action][type] = value;
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_creaturesGroup.name, volume); _mixer.SetFloat(_audioMixerGroups[type].name, volume);
break; break;
case AudioType.GameplayMusic: case AudioType.PeacefulMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_peacefulMusicGroup.name, volume); _snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_actionMusicGroup.name, volume); _mixer.SetFloat(_audioMixerGroups[type].name, volume);
break; break;
case AudioType.MenuMusic: case AudioType.MenuMusic:
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_menuMusicGroup.name, volume); _snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break; break;
case AudioType.DispatcherSounds: case AudioType.SFX:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_dispatcherGroup.name, volume); case AudioType.Dispatcher:
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_dispatcherGroup.name, volume); case AudioType.Courier:
case AudioType.Enemies:
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break; break;
} }
// _mixer.FindSnapshot("Action").audioMixer.SetFloat("music", volume);
} }
public async UniTask Initialize() public async UniTask Initialize()
{ {
// _mixer = await _audioFactory.CreateMixer();
_mixer = _audioFactory.AudioMixer; _mixer = _audioFactory.AudioMixer;
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
_menuMusicGroup = _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0];
_actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
_peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]); _musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Death, _mixer.FindMatchingGroups(AudioGroups.DeathMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]); _musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]); _musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
_cancellationTokenSources.Add(MusicType.Menu, new()); _cancellationTokenSources.Add(MusicType.Menu, new());
_cancellationTokenSources.Add(MusicType.Death, new());
_cancellationTokenSources.Add(MusicType.Action, new()); _cancellationTokenSources.Add(MusicType.Action, new());
_cancellationTokenSources.Add(MusicType.Peaceful, new()); _cancellationTokenSources.Add(MusicType.Peaceful, new());
_musicAudioSources.Add(MusicType.Menu, null); _musicAudioSources.Add(MusicType.Menu, null);
_musicAudioSources.Add(MusicType.Death, null);
_musicAudioSources.Add(MusicType.Action, null); _musicAudioSources.Add(MusicType.Action, null);
_musicAudioSources.Add(MusicType.Peaceful, null); _musicAudioSources.Add(MusicType.Peaceful, null);
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0]; _audioMixerGroups.Add(AudioType.Master, _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0]);
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0]; _audioMixerGroups.Add(AudioType.SFX, _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0]);
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0]; _audioMixerGroups.Add(AudioType.Dispatcher, _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0]);
_courierGroup = _mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0]; _audioMixerGroups.Add(AudioType.Courier, _mixer.FindMatchingGroups(AudioGroups.CourierGroup)[0]);
_enemiesGroup = _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0]; _audioMixerGroups.Add(AudioType.Enemies, _mixer.FindMatchingGroups(AudioGroups.EnemiesGroup)[0]);
_audioMixerGroups.Add(AudioType.MenuMusic, _musicAudioGroups[MusicType.Menu]);
_audioMixerGroups.Add(AudioType.DeathMusic, _musicAudioGroups[MusicType.Death]);
_audioMixerGroups.Add(AudioType.ActionMusic, _musicAudioGroups[MusicType.Action]);
_audioMixerGroups.Add(AudioType.PeacefulMusic, _musicAudioGroups[MusicType.Peaceful]);
_snapshots[AudioSnapshotState.None] = _mixer.FindSnapshot(AudioGroups.NoneSnapshot);
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize); await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
} }
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
private Dictionary<MusicType, CancellationTokenSource> _cancellationTokenSources = new(); private Dictionary<MusicType, CancellationTokenSource> _cancellationTokenSources = new();
private Dictionary<MusicType, AudioSource> _musicAudioSources = new(); private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new(); private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
@@ -169,19 +139,13 @@ namespace Code.Audio
_musicAudioSources[musicType].Play(); _musicAudioSources[musicType].Play();
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
// _ => !_musicAudioSources[musicType].isPlaying,
// cancellationToken: _cancellationTokenSources[musicType].Token);
await UniTask.NextFrame(); await UniTask.NextFrame();
// Debug.Log($"Playing {musicType}");
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType], var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
_ => !_musicAudioSources[musicType].isPlaying, _ => !_musicAudioSources[musicType].isPlaying,
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow(); cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
// Debug.Log($"Finished {musicType}"); Debug.LogError("Music skipping");
if (isCanceled) if (isCanceled)
{ {
// Debug.Log($"Cancelled {musicType}");
_cancellationTokenSources[musicType].Dispose(); _cancellationTokenSources[musicType].Dispose();
_cancellationTokenSources[musicType] = new(); _cancellationTokenSources[musicType] = new();
@@ -191,13 +155,13 @@ namespace Code.Audio
return; return;
} }
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType); PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType).Forget();
} }
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType, public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null) AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
{ {
TransitToSnapshot(audioSnapshotState, time); //TransitToSnapshot(audioSnapshotState, time);
await UniTask.WaitForSeconds(time); await UniTask.WaitForSeconds(time);
@@ -205,39 +169,56 @@ namespace Code.Audio
callback?.Invoke(); callback?.Invoke();
} }
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
public void StopMusic() public void StopMusic()
{ {
_peacefulMusicSource.Stop(); _peacefulMusicSource.Stop();
_actionMusicSource.Stop(); _actionMusicSource.Stop();
_cancellationTokenSources[MusicType.Peaceful].Cancel();
_cancellationTokenSources[MusicType.Action].Cancel();
} }
public void GladlyAskToStopMusic(Action callback = null) public void GladlyAskToStopMusic(Action callback = null)
{ {
TransitToSnapshot(AudioSnapshotState.None); // TransitToSnapshot(AudioSnapshotState.None);
_peacefulMusicSource.Stop(); _peacefulMusicSource.Stop();
_actionMusicSource.Stop(); _actionMusicSource.Stop();
callback?.Invoke(); callback?.Invoke();
} }
public void TransitToSnapshot(AudioSnapshotState state, float time = 1f) public void TransitToSnapshot(AudioSnapshotState state, float time = 1)
{ {
_snapshots[state].TransitionTo(time); foreach (var key in _audioMixerGroups.Keys)
_mixer.DOSetFloat(_audioMixerGroups[key].name, Mathf.Log10(_snapshotsVolumes[state][key]) * 20, time);
} }
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
public void PlaySFX(SFXSounds sfxId, Vector3 position) public void PlaySFX(SFXSounds sfxId, Vector3 position)
{ {
_audioSourcePool.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _SFXGroup); _audioSourcePool
.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _audioMixerGroups[AudioType.SFX]).Forget();
}
public void ApplyStun(float value, float time)
{
_mixer.DOSetFloat("Stun", value, time);
} }
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position) public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
{ {
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup); _audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position,
_audioMixerGroups[AudioType.Enemies]).Forget();
} }
public AudioSource GetSourceOfGroup(AudioType group)
{
AudioSource source = _audioSourcePool.GetSource();
source.outputAudioMixerGroup = _audioMixerGroups[group];
return source;
}
public void ReleaseSourceOfGroup(AudioSource source) => _audioSourcePool.ReleaseSource(source);
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг // Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted; public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded; public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
@@ -245,12 +226,22 @@ namespace Code.Audio
public void PlayDispatcher(DispatcherSounds dispatcherSoundId) public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
{ {
OnDispatcherStarted?.Invoke(); OnDispatcherStarted?.Invoke();
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup, _audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId],
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke()); _audioMixerGroups[AudioType.Dispatcher],
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke()).Forget();
} }
public void PlayCourier(CourierSounds courierSounds)
{
_audioSourcePool.PlayOneShot(_audioFactory.CourierAudios[(int)courierSounds],
_audioMixerGroups[AudioType.Courier],
AudioSourceType.NoBlend).Forget();
}
private CancellationTokenSource _testClipCancellationTokenSource = new(); private CancellationTokenSource _testClipCancellationTokenSource = new();
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master; private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
private AudioType _currentTestClipAudioType;
// TODO Засунуть в словарь // TODO Засунуть в словарь
public void PlayTestClip(AudioType audioType) public void PlayTestClip(AudioType audioType)
{ {
@@ -261,92 +252,9 @@ namespace Code.Audio
_currentTestClipAudioType = audioType; _currentTestClipAudioType = audioType;
switch (audioType)
{
case AudioType.SFX:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType], _audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_SFXGroup, _testClipCancellationTokenSource, _audioMixerGroups[audioType], _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource); AudioSourceType.NoBlend, ResetCurrentTestAudioSource).Forget();
break;
case AudioType.Master:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_masterGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.Creatures:
_audioSourcePool.PlayOneShot( _audioFactory.AudioTestClips[audioType],
_creaturesGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.GameplayMusic:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_actionMusicGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.MenuMusic:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_menuMusicGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.DispatcherSounds:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_dispatcherGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
}
}
private AudioSource _testClipAudioSource;
private AudioType _currentTestClipAudioType;
// Эффективно и просто, может не так хитровыебано
private void ReleaseTestAudioClipSource()
{
_testClipAudioSource = null;
}
// TODO Засунуть в словарь
public void PlayTestClipDeprecated(AudioType audioType)
{
if (!_testClipAudioSource) _testClipAudioSource = _audioSourcePool.GetSource();
else if (_currentTestClipAudioType != audioType) _testClipAudioSource.Stop();
else return;
_currentTestClipAudioType = audioType;
switch (audioType)
{
case AudioType.SFX:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_SFXGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.Master:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_masterGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.Creatures:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_creaturesGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.GameplayMusic:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_actionMusicGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.MenuMusic:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_menuMusicGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.DispatcherSounds:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_dispatcherGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
}
} }
} }
} }
@@ -14,6 +14,7 @@ namespace Code.Audio
List<AudioClip> SFXAudios { get; } List<AudioClip> SFXAudios { get; }
List<AudioClip> EnemiesAudios { get; } List<AudioClip> EnemiesAudios { get; }
List<AudioClip> DispatcherAudios { get; } List<AudioClip> DispatcherAudios { get; }
List<AudioClip> CourierAudios { get; }
UniTask LoadAudioSourcePrefab(Action<GameObject> callback); UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
UniTask WarmGameplayMusic( ); UniTask WarmGameplayMusic( );
void ReleaseActionMusic(); void ReleaseActionMusic();
@@ -28,5 +29,9 @@ namespace Code.Audio
void ReleaseEnemies(); void ReleaseEnemies();
UniTask WarmDispatcher( ); UniTask WarmDispatcher( );
void ReleaseDispatcher(); void ReleaseDispatcher();
UniTask WarmCourier();
void ReleaseCourier();
UniTask WarmDeathMusic( );
void ReleaseDeathMusic();
} }
} }
@@ -23,5 +23,9 @@ namespace Code.Audio
void ChangeSetting(AudioType type, float value); void ChangeSetting(AudioType type, float value);
float GetSetting(AudioType type); float GetSetting(AudioType type);
void PlayTestClip(AudioType audioType); void PlayTestClip(AudioType audioType);
AudioSource GetSourceOfGroup(AudioType group);
void ReleaseSourceOfGroup(AudioSource source);
void PlayCourier(CourierSounds range);
void ApplyStun(float value, float time);
} }
} }
@@ -4,15 +4,19 @@ namespace Code.Audio
{ {
Menu, Menu,
Peaceful, Peaceful,
Action Action,
Death
} }
public enum AudioType public enum AudioType
{ {
Master, Master,
MenuMusic, MenuMusic,
GameplayMusic, Dispatcher,
Creatures, SFX,
DispatcherSounds, Courier,
SFX Enemies,
ActionMusic,
PeacefulMusic,
DeathMusic
} }
} }
@@ -5,31 +5,42 @@ 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 jumpSpeed = 10f;
// Спринт
public float public float
sprintMoveSpeed = 12f, // Максимальная скорость спринта dashSpeed = 20f,
sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт dashDuration = 0.35f,
dashCooldown = 1.2f;
// Слайд public AnimationCurve slideVelocityCurve = new(
new Keyframe(0.0f, 1.0f),
new Keyframe(0.3f, 1.4f),
new Keyframe(1.0f, 0.2f)
);
public float public float
slideSpeed = 20f, // Скорость слайда slideMinVelocityThreshold = 3f,
slideDuration = 0.8f, // Длительность слайда в секундах slideCooldown = 1.5f;
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
// 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;
} }
} }
@@ -1,11 +0,0 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/CharacterSoundList", fileName = "CharacterSoundListConfig")]
public class CharacterSoundListConfig : ScriptableObject
{
public AssetReference[] character;
}
}
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/CourierSoundListConfig", fileName = "CourierSoundListConfig")]
public class CourierSoundListConfig : ScriptableObject
{
public AssetReference[] courierSounds;
}
}
@@ -0,0 +1,27 @@
using System.Collections.Generic;
using AYellowpaper.SerializedCollections;
using UnityEngine;
using AudioType = Code.Audio.AudioType;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "DefaultAudioSettingsConfig", menuName = "Audio/DefaultAudioSettings")]
public class DefaultAudioSettingsConfig : ScriptableObject
{
[Header("Menu")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> menuVolume = new();
[Header("Action")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> actionVolume = new();
[Header("Peaceful")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> peacefulVolume = new();
[Header("None")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> noneVolume = new();
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 36d35c52933d4d4ba836f75b05c4810f
timeCreated: 1764754933
@@ -0,0 +1,10 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/MusicPlayer", fileName = "MusicPlayerConfig")]
public class MusicPlayerConfig : ScriptableObject
{
public float threshold = 0.5f;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8708e3c129d241b08563f1a170bd3a44
timeCreated: 1764585060
@@ -8,6 +8,7 @@ namespace Code.Configs
{ {
public AssetReference[] peacefulSoundtrack; public AssetReference[] peacefulSoundtrack;
public AssetReference[] actionSoundtrack; public AssetReference[] actionSoundtrack;
public AssetReference[] deathSoundtrack;
public AssetReference[] menuSoundtrack; public AssetReference[] menuSoundtrack;
} }
} }
@@ -19,13 +19,14 @@ namespace Code.Constants
public const string PeacefulMusicGroup = "Peaceful"; public const string PeacefulMusicGroup = "Peaceful";
public const string ActionMusicGroup = "Action"; public const string ActionMusicGroup = "Action";
public const string DispatcherMusicGroup = "Dispatcher"; public const string DispatcherMusicGroup = "Dispatcher";
public const string CourierMusicGroup = "Courier"; public const string CourierGroup = "Courier";
public const string EnemiesMusicGroup = "Enemies"; public const string EnemiesGroup = "Enemies";
public const string PeacefulSnapshot = "Peaceful"; public const string PeacefulSnapshot = "Peaceful";
public const string ActionSnapshot = "Action"; public const string ActionSnapshot = "Action";
public const string NoneSnapshot = "None"; public const string NoneSnapshot = "None";
public const string MenuSnapshot = "Menu"; public const string MenuSnapshot = "Menu";
public const string MenuMusicGroup = "Menu"; public const string MenuMusicGroup = "Menu";
public const string DeathMusicGroup = "Death";
} }
} }
@@ -24,6 +24,8 @@ namespace Code.Gameplay.Camera.CameraStates
CurrentDistance = 0f; CurrentDistance = 0f;
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov; Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
Cursor.lockState = CursorLockMode.Locked;
} }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation) protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -11,6 +11,7 @@ namespace Code.Gameplay.Camera.CameraStates
base.EnterState(); base.EnterState();
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov; Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov;
Cursor.lockState = CursorLockMode.None;
} }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation) protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -12,6 +12,7 @@ namespace Code.Gameplay.Camera.CameraStates
base.EnterState(); base.EnterState();
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov; Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov;
Cursor.lockState = CursorLockMode.None;
} }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation) protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -0,0 +1,82 @@
using UnityEngine;
using Code.Gameplay.Camera;
using KinematicCharacterController;
namespace Code.Gameplay.Character.Controller.Abilities
{
public class DashMechanic
{
private readonly float _dashSpeed;
private readonly float _dashDuration;
private readonly float _dashCooldown;
private float _dashTimer;
private float _dashCooldownTimer;
private Vector3 _dashDirection;
private bool _dashRequested;
public bool IsDashing { get; private set; }
public DashMechanic(float dashSpeed, float dashDuration, float dashCooldown)
{
_dashSpeed = dashSpeed;
_dashDuration = dashDuration;
_dashCooldown = dashCooldown;
}
public void TickCooldown(float deltaTime)
{
if (_dashCooldownTimer > 0f) _dashCooldownTimer -= deltaTime;
}
public void RequestDash(bool dashPressed)
{
if (dashPressed && !_dashRequested && _dashCooldownTimer <= 0f)
_dashRequested = true;
}
public void TryStartDash(KinematicCharacterMotor motor,
CameraMode currentCameraMode,
Quaternion firstPersonCameraRotation,
Vector3 lookInputVector)
{
if (!_dashRequested || !motor.GroundingStatus.IsStableOnGround || _dashCooldownTimer > 0f)
{
_dashRequested = false;
return;
}
IsDashing = true;
_dashTimer = _dashDuration;
var dir = currentCameraMode == CameraMode.FirstPerson
? firstPersonCameraRotation * Vector3.forward
: lookInputVector;
_dashDirection = Vector3.ProjectOnPlane(dir, motor.CharacterUp).normalized;
if (_dashDirection.sqrMagnitude < 0.01f) _dashDirection = motor.CharacterForward;
_dashCooldownTimer = _dashCooldown;
_dashRequested = false;
}
public void HandleDash(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
{
_dashTimer -= deltaTime;
if (_dashTimer <= 0f || !motor.GroundingStatus.IsStableOnGround)
{
EndDash();
return;
}
currentVelocity = _dashDirection * _dashSpeed;
currentVelocity += motor.CharacterUp * 1.5f;
}
public void EndDash()
{
IsDashing = false;
_dashTimer = 0f;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6d62efb53e0c4d49be9fc658484e2575
timeCreated: 1764856437
@@ -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;
} }
} }
} }
@@ -7,14 +7,13 @@ 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 +23,58 @@ 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; private CharacterInputHandler _inputHandler;
public bool IsWallRunning => _isWallRunning; public bool IsWallRunning { get; private set; }
public WallRunningMechanic(
float maxWallRunTime,
float wallRunSpeed,
float wallRunAcceleration,
float wallRunGravityScale,
float wallDetachImpulse,
float wallContactAngleThreshold)
{
_maxWallRunTime = maxWallRunTime;
_wallRunSpeed = wallRunSpeed;
_wallRunAcceleration = wallRunAcceleration;
_wallRunGravityScale = wallRunGravityScale;
_wallDetachImpulse = wallDetachImpulse;
_wallContactAngleThreshold = wallContactAngleThreshold;
}
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler) public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
{ {
_motor = motor; _motor = motor;
_inputHandler = inputHandler; _inputHandler = inputHandler;
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold); _surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
}
public void Reset()
{
_isWallRunning = false;
_wallRunTimer = 0f;
_wallNormal = Vector3.zero;
} }
public void Tick(float deltaTime) public void Tick(float deltaTime)
{ {
if (_isWallRunning) if (!IsWallRunning) return;
{
_wallRunTimer += deltaTime; _wallRunTimer += deltaTime;
if (_wallRunTimer > MaxWallRunTime) if (_wallRunTimer > _maxWallRunTime)
{ {
DetachFromWall(false); 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);
@@ -79,13 +83,11 @@ 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;
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up; if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized; _wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
@@ -94,42 +96,41 @@ namespace Code.Gameplay.Character.Controller.Abilities
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0) if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
_wallTangentUp = -_wallTangentUp; _wallTangentUp = -_wallTangentUp;
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 moveInputWorld = _inputHandler.MoveInputVector;
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal); var moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight); var wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
float ad = inputs.MoveAxisRight; var ad = inputs.MoveAxisRight;
float sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight); var sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
if (sideDot < 0) if (sideDot < 0)
ad = -ad; ad = -ad;
Vector3 adMove = _wallTangentUp * (-ad); var adMove = _wallTangentUp * (-ad);
Vector3 finalMove = wsMove + adMove; var finalMove = wsMove + adMove;
finalMove = finalMove.normalized * moveInputWorld.magnitude; finalMove = finalMove.normalized * moveInputWorld.magnitude;
Vector3 targetVelocity = finalMove * WallRunSpeed; var 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 +145,15 @@ 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; var characterCenter = _motor.TransientPosition;
Vector3 characterForward = _motor.CharacterForward; var characterRight = _motor.CharacterRight;
Vector3 characterRight = _motor.CharacterRight; var characterUp = _motor.CharacterUp;
Vector3 characterUp = _motor.CharacterUp;
float checkDistance = 0.45f; const float checkDistance = 0.45f;
Vector3 rayOrigin = characterCenter + characterUp * 0.2f; var rayOrigin = characterCenter + characterUp * 0.2f;
Vector3 rayDir = -_wallNormal; var rayDir = -_wallNormal;
Vector3[] offsets = { Vector3[] offsets = {
Vector3.zero, Vector3.zero,
@@ -165,83 +165,60 @@ 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)); var dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
if (dotWithUp < _surfaceAngleCos)
{ if (!(dotWithUp < _surfaceAngleCos)) continue;
_wallNormal = hit.normal.normalized; _wallNormal = hit.normal.normalized;
_wallContactPoint = hit.point; _wallContactPoint = hit.point;
/*_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
*/
return true; return 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; IsWallRunning = false;
Vector3 wallAway = _wallNormal; var wallAway = _wallNormal;
Vector3 wallUp = _wallTangentUp; var wallUp = _wallTangentUp;
Vector3 playerForward = cameraRotation * Vector3.forward; var playerForward = cameraRotation * Vector3.forward;
Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized; 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 * 0.4f +
wallUp * 0.4f; wallUp * 0.4f;
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;
@@ -27,6 +27,7 @@ namespace Code.Gameplay.Character.Controller
// 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 +36,7 @@ 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 +52,25 @@ 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,
@@ -79,12 +78,14 @@ 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 =
@@ -99,17 +100,15 @@ 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;
} }
@@ -125,12 +124,12 @@ 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
@@ -172,16 +171,21 @@ 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 (!_dashMechanic.IsDashing)
_dashMechanic.TryStartDash(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
else
{
_dashMechanic.HandleDash(ref currentVelocity, deltaTime, motor);
return;
} }
if (!_slideMechanic.IsSliding) if (!_slideMechanic.IsSliding)
{ _slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
_inputHandler.LookInputVector);
}
else else
{ {
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor); _slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
@@ -212,7 +216,7 @@ 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();
} }
} }
@@ -229,11 +233,11 @@ namespace Code.Gameplay.Character.Controller
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)
{ {
@@ -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);
@@ -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;
} }
} }
} }
@@ -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(
@@ -45,8 +45,8 @@ namespace Code.Gameplay.Character.Core
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down) inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right) inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space) inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
inputs.SprintPressed = _inputService.SprintPressed; // Спринт (Shift)
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl) inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
inputs.DashPressed = _inputService.DashPressed; // Слайд (Ctrl)
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode(); inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
// Передаем информацию о камере для адаптивного поведения // Передаем информацию о камере для адаптивного поведения
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Core
public CameraMode CameraMode; // Текущий режим камеры для адаптации поведения public CameraMode CameraMode; // Текущий режим камеры для адаптации поведения
public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости
public bool JumpPressed; // Флаг указывающий, нажата ли кнопка прыжка public bool JumpPressed; // Флаг указывающий, нажата ли кнопка прыжка
public bool SprintPressed; // Флаг указывающий, нажата ли кнопка спринта public bool DashPressed;
public bool SlidePressed; // Флаг указывающий, нажата ли кнопка слайда public bool SlidePressed; // Флаг указывающий, нажата ли кнопка слайда
} }
} }
@@ -38,7 +38,7 @@ namespace Code.Gameplay.Character.Core
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down) inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right) inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space) inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift) inputs.DashPressed = _inputService.DashPressed;
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl) inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode(); inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
@@ -1,9 +1,13 @@
using DG.Tweening;
using UnityEngine; using UnityEngine;
namespace Code.Gameplay.Door namespace Code.Gameplay.Door
{ {
public class Door : MonoBehaviour public class Door : MonoBehaviour
{ {
[SerializeField] private Transform doorPolotno;
private Vector3 _doorInitialPosition;
private Quaternion _doorInitialRotation;
[SerializeField] private Transform hingeJointAnchor; [SerializeField] private Transform hingeJointAnchor;
[SerializeField] private HingeJoint hingeJoint; [SerializeField] private HingeJoint hingeJoint;
[SerializeField] private Rigidbody rigidbody; [SerializeField] private Rigidbody rigidbody;
@@ -15,9 +19,19 @@ namespace Code.Gameplay.Door
rigidbody.isKinematic = true; rigidbody.isKinematic = true;
return; return;
} }
_doorInitialPosition = doorPolotno.position;
_doorInitialRotation = doorPolotno.rotation;
rigidbody.isKinematic = false; rigidbody.isKinematic = false;
hingeJoint.autoConfigureConnectedAnchor = false; hingeJoint.autoConfigureConnectedAnchor = false;
hingeJoint.connectedAnchor = hingeJointAnchor.position; hingeJoint.connectedAnchor = hingeJointAnchor.position;
} }
public void CloseTheDoor()
{
TranslationMode(true);
doorPolotno.DORotate(_doorInitialRotation.eulerAngles, 0.5f);
doorPolotno.DOMove(_doorInitialPosition, 0.5f);
}
} }
} }
@@ -0,0 +1,53 @@
using System;
using DG.Tweening;
using UnityEngine;
namespace Code.Gameplay.Door
{
public class DoorDebug : MonoBehaviour
{
[SerializeField] private Transform doorSelf;
[SerializeField] private Transform doorPolotno;
private Vector3 _doorInitialPosition;
private Quaternion _doorInitialRotation;
[SerializeField] private Transform hingeJointAnchor;
[SerializeField] private HingeJoint hingeJoint;
[SerializeField] private Rigidbody rigidbody;
[SerializeField] private bool debug;
[SerializeField] private bool closed;
private void Start()
{
_doorInitialPosition = doorPolotno.position;
_doorInitialRotation = doorPolotno.rotation;
}
private void Update()
{
if(debug && !closed)
{
CloseTheDoor();
}
}
public void TranslationMode(bool on)
{
if (on)
{
rigidbody.isKinematic = true;
return;
}
_doorInitialPosition = doorPolotno.position;
_doorInitialRotation = doorPolotno.rotation;
rigidbody.isKinematic = false;
hingeJoint.autoConfigureConnectedAnchor = false;
hingeJoint.connectedAnchor = hingeJointAnchor.position;
}
public void CloseTheDoor()
{
// TranslationMode(true);
doorPolotno.DORotate(_doorInitialRotation.eulerAngles, 0.5f);
doorPolotno.DOMove(_doorInitialPosition, 0.5f);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ed06ed70c7924ca9bc59f33ee7e6cdfa
timeCreated: 1764533216
@@ -0,0 +1,7 @@
namespace Code.Gameplay.Door
{
public class DoorPooler
{
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: acfad6f51f224b51abb761fc22e4356f
timeCreated: 1764521809
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f17ace0fa75741f2a730ff21181c6e8c
timeCreated: 1764575680
@@ -0,0 +1,23 @@
using UnityEngine;
using UnityEngine.AI;
namespace Code.Gameplay.Enemies.Animators
{
public class EnemyAnimator : MonoBehaviour
{
private static readonly int Velocity = Animator.StringToHash("Velocity");
[SerializeField] private Animator animator;
[SerializeField] private NavMeshAgent agent;
private void SetVelocity(float velocity)
{
animator.SetFloat(Velocity, velocity);
}
private void Update()
{
if(agent) SetVelocity(agent.velocity.magnitude);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 936125a7ed844674b0e0586a484253ce
timeCreated: 1764575708
@@ -1,8 +1,10 @@
using Code.Audio;
using UnityEngine; using UnityEngine;
using UnityEngine.AI; using UnityEngine.AI;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Gameplay.Character.Controller; using Code.Gameplay.Character.Controller;
using Code.Gameplay.Character.Core; using Code.Gameplay.Character.Core;
using Code.Gameplay.Enemies.Animators;
using Reflex.Attributes; using Reflex.Attributes;
using Reflex.Core; using Reflex.Core;
using Reflex.Injectors; using Reflex.Injectors;
@@ -13,6 +15,7 @@ namespace Code.Gameplay.Enemies
{ {
[SerializeField] protected NavMeshAgent agent; [SerializeField] protected NavMeshAgent agent;
[SerializeField] protected Collider enemyCollider; [SerializeField] protected Collider enemyCollider;
[Inject] protected IAudioService audioService;
protected int Damage; protected int Damage;
protected float AttackCooldown; protected float AttackCooldown;
@@ -35,7 +38,7 @@ namespace Code.Gameplay.Enemies
private bool _isStunned; private bool _isStunned;
private float _currentStunTimer; private float _currentStunTimer;
private bool _canAttack = true; protected bool _canAttack = true;
private float _attackCooldownTimer; private float _attackCooldownTimer;
private enum IdleState { Moving, Paused } private enum IdleState { Moving, Paused }
@@ -50,10 +53,11 @@ namespace Code.Gameplay.Enemies
protected virtual void Awake() protected virtual void Awake()
{ {
if (_playerProvider == null) // // TODO Мешает
{ // if (_playerProvider == null)
AttributeInjector.Inject(this, Container.ProjectContainer); // {
} // AttributeInjector.Inject(this, Container.ProjectContainer);
// }
} }
protected virtual void Update() protected virtual void Update()
@@ -164,19 +168,19 @@ namespace Code.Gameplay.Enemies
protected virtual void HandleAttackCooldown() protected virtual void HandleAttackCooldown()
{ {
if (!_canAttack) if (_canAttack) return;
{
_attackCooldownTimer -= Time.deltaTime; _attackCooldownTimer -= Time.deltaTime;
if (_attackCooldownTimer <= 0) if (_attackCooldownTimer <= 0)
{ {
_canAttack = true; _canAttack = true;
} }
} }
}
protected virtual void DealDamage() protected virtual void DealDamage()
{ {
if (!_canAttack || PlayerHealth == null) return; if (PlayerHealth == null) return;
PlayerHealth.GetDamage(Damage); PlayerHealth.GetDamage(Damage);
ApplyEffectsToPlayer(); ApplyEffectsToPlayer();
@@ -184,11 +188,10 @@ namespace Code.Gameplay.Enemies
_canAttack = false; _canAttack = false;
_attackCooldownTimer = AttackCooldown; _attackCooldownTimer = AttackCooldown;
} }
protected virtual void ApplyEffectsToPlayer() protected virtual void ApplyEffectsToPlayer()
{ {
if (PlayerController) if (PlayerController)
PlayerController.BlockAbilities(3f); PlayerController.BlockAbilities(3f); // TODO в конфиг
} }
private void OnDrawGizmosSelected() private void OnDrawGizmosSelected()
@@ -1,3 +1,4 @@
using Code.Audio;
using Code.Configs; using Code.Configs;
using Reflex.Attributes; using Reflex.Attributes;
using UnityEngine; using UnityEngine;
@@ -35,7 +36,7 @@ namespace Code.Gameplay.Enemies
{ {
base.Awake(); base.Awake();
if (agent == null) return; if (!agent) return;
var walkableArea = NavMesh.GetAreaFromName("Cockroach"); var walkableArea = NavMesh.GetAreaFromName("Cockroach");
agent.areaMask = 1 << walkableArea; agent.areaMask = 1 << walkableArea;
@@ -43,12 +44,14 @@ namespace Code.Gameplay.Enemies
protected override void HandleAttack() protected override void HandleAttack()
{ {
if (!Player) return; if (!Player || !_canAttack) return;
var distance = Vector3.Distance(transform.position, Player.transform.position); var distance = Vector3.Distance(transform.position, Player.transform.position);
if (!(distance <= AttackRange)) return; if (!(distance <= AttackRange)) return;
audioService.PlayEnemy(EnemiesSounds.RoachAttack, agent.transform.position);
DealDamage(); DealDamage();
} }
} }
@@ -1,4 +1,6 @@
using Code.Audio;
using Code.Configs; using Code.Configs;
using Code.Gameplay.Enemies.Animators;
using Reflex.Attributes; using Reflex.Attributes;
using UnityEngine; using UnityEngine;
using UnityEngine.AI; using UnityEngine.AI;
@@ -40,16 +42,17 @@ namespace Code.Gameplay.Enemies
var walkableArea = NavMesh.GetAreaFromName("Walkable"); var walkableArea = NavMesh.GetAreaFromName("Walkable");
agent.areaMask = 1 << walkableArea; agent.areaMask = 1 << walkableArea;
} }
protected override void HandleAttack() protected override void HandleAttack()
{ {
if (!Player) return; if (!Player || !_canAttack) return;
var distance = Vector3.Distance(transform.position, Player.transform.position); var distance = Vector3.Distance(transform.position, Player.transform.position);
if (!(distance <= AttackRange)) return; if (!(distance <= AttackRange)) return;
if (Player.CustomCharacterController.IsSliding) audioService.PlayEnemy(EnemiesSounds.GrandpaAttack,agent.transform.position);
if (Player.CustomCharacterController.IsDashing || Player.CustomCharacterController.IsSliding)
ApplyStun(); ApplyStun();
else else
DealDamage(); DealDamage();
@@ -0,0 +1,34 @@
using Code.Audio;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Gameplay.Enemies
{
public class EnemyAudio : MonoBehaviour
{
private IAudioService _audioService;
private IAudioFactory _audioFactory;
[SerializeField] private AudioSource _audioSource;
[SerializeField] private EnemiesSounds stepId;
[Inject]
private void Construct(IAudioService audioService, IAudioFactory audioFactory)
{
_audioService = audioService;
_audioSource = audioService.GetSourceOfGroup(Audio.AudioType.Enemies);
_audioSource.transform.position = transform.position;
_audioSource.spatialBlend = 0;
_audioFactory = audioFactory;
}
public void PlayStep()
{
_audioSource.transform.position = transform.position;
_audioSource.PlayOneShot(_audioFactory.EnemiesAudios[(int)stepId]);
}
private void OnDestroy()
{
_audioService.ReleaseSourceOfGroup(_audioSource);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 91cb250df1b24fc4825ee791a12dda11
timeCreated: 1764695102
@@ -3,9 +3,11 @@ using Code.Configs;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Reflex.Attributes; using Reflex.Attributes;
using Reflex.Core; using Reflex.Core;
using Reflex.Extensions;
using Reflex.Injectors; using Reflex.Injectors;
using UnityEngine; using UnityEngine;
using UnityEngine.AddressableAssets; using UnityEngine.AddressableAssets;
using UnityEngine.SceneManagement;
namespace Code.Gameplay.Enemies namespace Code.Gameplay.Enemies
{ {
@@ -27,14 +29,14 @@ namespace Code.Gameplay.Enemies
) )
.ToUniTask(); .ToUniTask();
AttributeInjector.Inject(enemyObj, Container.ProjectContainer); GameObjectInjector.InjectRecursive(enemyObj, SceneManager.GetActiveScene().GetSceneContainer());
return enemyObj.GetComponent<BaseEnemy>(); return enemyObj.GetComponent<BaseEnemy>();
} }
public void ReleaseEnemy(BaseEnemy enemy) public void ReleaseEnemy(BaseEnemy enemy)
{ {
if (enemy == null) return; if (!enemy) return;
enemy.gameObject.SetActive(false); enemy.gameObject.SetActive(false);
@@ -1,8 +1,6 @@
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Reflex.Attributes; using Reflex.Attributes;
using Reflex.Core;
using Reflex.Injectors;
using UnityEngine; using UnityEngine;
namespace Code.Gameplay.Enemies namespace Code.Gameplay.Enemies
@@ -20,13 +18,14 @@ namespace Code.Gameplay.Enemies
private bool _isSpawning; private bool _isSpawning;
private bool _isPlayerInRange; private bool _isPlayerInRange;
private void Awake() // GameObjectSelfInjector существует
{ // private void Awake()
if (_playerProvider == null || _enemyFactory == null) // {
{ // if (_playerProvider == null || _enemyFactory == null)
AttributeInjector.Inject(this, Container.ProjectContainer); // {
} // AttributeInjector.Inject(this, Container.ProjectContainer);
} // }
// }
private void Update() private void Update()
{ {
@@ -64,9 +63,14 @@ namespace Code.Gameplay.Enemies
_isSpawning = false; _isSpawning = false;
} }
private void OnDestroy()
{
Despawn();
}
private void Despawn() private void Despawn()
{ {
if (_spawnedEnemy == null) return; if (!_spawnedEnemy) return;
_enemyFactory.ReleaseEnemy(_spawnedEnemy); _enemyFactory.ReleaseEnemy(_spawnedEnemy);
_spawnedEnemy = null; _spawnedEnemy = null;
@@ -0,0 +1,32 @@
using Code.Audio;
using Reflex.Attributes;
using UnityEngine;
using AudioType = Code.Audio.AudioType;
namespace Code.Gameplay.Player
{
public class PlayerAudio : MonoBehaviour
{
private IAudioService _audioService;
private IAudioFactory _audioFactory;
private AudioSource _audioSource;
[Inject]
private void Construct(IAudioService audioService, IAudioFactory audioFactory)
{
_audioService = audioService;
_audioSource = audioService.GetSourceOfGroup(AudioType.Courier);
_audioFactory = audioFactory;
}
public void PlayStep()
{
_audioSource.PlayOneShot(_audioFactory.CourierAudios[(int)CourierSounds.Step]);
}
private void OnDestroy()
{
_audioService.ReleaseSourceOfGroup(_audioSource);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 64f99dccce9d41df98accae0f355dbca
timeCreated: 1764584350
@@ -42,7 +42,13 @@ namespace Code.Gameplay.Player
Addressables.ReleaseInstance(characterProvider.gameObject); Addressables.ReleaseInstance(characterProvider.gameObject);
} }
public async UniTask<ArmsMeshProvider> CreateArms(Transform papochka) => (await Addressables.InstantiateAsync(_playerConfig.armsMeshPrefab, papochka).ToUniTask()).GetComponent<ArmsMeshProvider>(); public async UniTask<ArmsMeshProvider> CreateArms(Transform papochka)
{
var armsMesh = (await Addressables.InstantiateAsync(_playerConfig.armsMeshPrefab, papochka).ToUniTask());
GameObjectInjector.InjectRecursive(armsMesh, Container.ProjectContainer);
return armsMesh.GetComponent<ArmsMeshProvider>();
}
public void ReleaseArms(ArmsMeshProvider arms) => Addressables.ReleaseInstance(arms.gameObject); public void ReleaseArms(ArmsMeshProvider arms) => Addressables.ReleaseInstance(arms.gameObject);
} }
} }
@@ -12,5 +12,6 @@ namespace Code.Generator
Room CreateRoomByIndex(int index, RoomType roomType); Room CreateRoomByIndex(int index, RoomType roomType);
void ReleaseRooms(); void ReleaseRooms();
GameObject GetRandomCachedPrefabOfType(RoomType roomType, out int index); GameObject GetRandomCachedPrefabOfType(RoomType roomType, out int index);
int GetRandomIndexOfType(RoomType roomType);
} }
} }
+9 -10
View File
@@ -1,11 +1,12 @@
using System; using System;
using Code.Gameplay.Door; using Code.Gameplay.Door;
using Code.Gameplay.Orders.Order;
using Code.UI; using Code.UI;
using UnityEngine; using UnityEngine;
namespace Code.Generator namespace Code.Generator
{ {
[RequireComponent(typeof(Transform))] // Для написания нормальной системы комнат нужен другой подход в корне, это уже не исправить, только залатать большие дыры
public class Room : MonoBehaviour public class Room : MonoBehaviour
{ {
[SerializeField] protected RoomType roomType; [SerializeField] protected RoomType roomType;
@@ -15,19 +16,17 @@ namespace Code.Generator
[SerializeField] protected Transform enterMarker; [SerializeField] protected Transform enterMarker;
public Transform EnterMarker => enterMarker; public Transform EnterMarker => enterMarker;
[SerializeField] protected Transform exitMarker; [SerializeField] protected Transform exitMarker;
[SerializeField] protected Transform doorSlot;
public Transform ExitMarker => exitMarker; public Transform ExitMarker => exitMarker;
[SerializeField] protected Door door; [SerializeField] protected Door door;
protected void Awake() public void Initialize(IOrderService orderService)
{ {
if (EnterMarker == null || ExitMarker == null) door.TranslationMode(false);
{
Debug.LogError($"Але маркеры не найдены у комнаты {gameObject.name}");
}
}
public void Initialize() => door.TranslationMode(false); if(roomTrigger) roomTrigger.OrderService = orderService;
}
//PIZDEC public void Seal() => door.CloseTheDoor();
[SerializeField] public RoomTrigger roomTrigger;
} }
} }
@@ -2,7 +2,6 @@ using System.Collections.Generic;
using Code.Gameplay.Orders.Order; using Code.Gameplay.Orders.Order;
using Code.Scenes; using Code.Scenes;
using Code.Scenes.SceneEnvironments; using Code.Scenes.SceneEnvironments;
using Cysharp.Threading.Tasks;
using Reflex.Attributes; using Reflex.Attributes;
using UnityEngine; using UnityEngine;
@@ -36,43 +35,22 @@ namespace Code.Generator
public void Initialize() public void Initialize()
{ {
// _orderService.OrderGive();
_spawnedRooms = new List<Room>(); _spawnedRooms = new List<Room>();
_roomIndexesStack = new(); _roomIndexesStack = new();
Debug.LogWarning($"КОТЛЫ ГЕНЕРАЛЬСКИЕ{_orderService.DeliveryTimer}");
// CreateRoomsStack();
// SpawnInitialRoomsAsync();
_orderService.OnOrderGiven += CreateRoomsStack; _orderService.OnOrderGiven += CreateRoomsStack;
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
CreateInitialRoom(); CreateInitialRoom();
SpawnNextRoomAsync();
} }
private void OnEnable() private void OnPlayerEntered()
{ {
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered; SpawnNextRoom();
}
private void OnDisable()
{
RoomTrigger.PlayerEnteredRoom -= OnPlayerEntered;
}
public void OnPlayerEntered()
{
SpawnNextRoomAsync();
if (_spawnedRooms.Count > 3) if (_spawnedRooms.Count > 3)
{ {
Room roomToRemove = _spawnedRooms[0]; Room roomToRemove = _spawnedRooms[0];
_spawnedRooms.RemoveAt(0); _spawnedRooms.RemoveAt(0);
// _factory.ReleaseRoom(roomToRemove);
Object.Destroy(roomToRemove.gameObject); Object.Destroy(roomToRemove.gameObject);
} }
} }
@@ -92,24 +70,29 @@ namespace Code.Generator
_roomIndexesStack.Add(new(RoomType.Basic, roomIndex)); _roomIndexesStack.Add(new(RoomType.Basic, roomIndex));
remainingTime -= room.RoomTimer; remainingTime -= room.RoomTimer;
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
} }
CreateSaveRoom();
AddPickupRoom(); AddPickupRoom();
Debug.Log($"стек комнат: {_roomIndexesStack.Count}"); AddSaveRoom();
SpawnNextRoomAsync();
SpawnNextRoom();
} }
private void CreateSaveRoom() private void AddSaveRoom()
{ {
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.Save, out int roomIndex); int saveRoomIndex = _factory.GetRandomIndexOfType(RoomType.Save);
Room saveRoom = prefab.GetComponent<Room>();
_roomIndexesStack.Add(new(RoomType.Save, roomIndex));
Debug.Log($"Первая комната: {saveRoom.name}"); _roomIndexesStack.Add(new(RoomType.Save, saveRoomIndex));
}
private void AddPickupRoom()
{
int pickupIndex = _factory.GetRandomIndexOfType(RoomType.PickUp);
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
_roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
} }
[Inject] private CurrentSceneEnvironment _currentSceneEnvironment; [Inject] private CurrentSceneEnvironment _currentSceneEnvironment;
@@ -118,19 +101,17 @@ namespace Code.Generator
{ {
GameplaySceneEnvironment gameplaySceneEnvironment = (GameplaySceneEnvironment)_currentSceneEnvironment; GameplaySceneEnvironment gameplaySceneEnvironment = (GameplaySceneEnvironment)_currentSceneEnvironment;
_factory.GetRandomCachedPrefabOfType(RoomType.Initial, out int roomIndex); int roomIndex = _factory.GetRandomIndexOfType(RoomType.Initial);
// _roomIndexesStack.Add(new(RoomType.Initial, roomIndex));
InitialRoom instantiated = _factory.CreateRoomByIndex(roomIndex, RoomType.Initial).GetComponent<InitialRoom>(); InitialRoom instantiated = _factory.CreateRoomByIndex(roomIndex, RoomType.Initial).GetComponent<InitialRoom>();
_spawnedRooms.Add(instantiated); _spawnedRooms.Add(instantiated);
instantiated.transform.position = Vector3.zero; instantiated.transform.position = Vector3.zero;
instantiated.transform.rotation = Quaternion.identity; instantiated.transform.rotation = Quaternion.identity;
gameplaySceneEnvironment.playerSpawnPoint = instantiated.playerSpawn; gameplaySceneEnvironment.playerSpawnPoint = instantiated.playerSpawn;
instantiated.Initialize(); instantiated.Initialize(_orderService);
Debug.Log($"Первая комната: {instantiated.name}");
} }
private void SpawnNextRoomAsync() private void SpawnNextRoom()
{ {
if (_nextRoomStackIndex >= _roomIndexesStack.Count) if (_nextRoomStackIndex >= _roomIndexesStack.Count)
return; return;
@@ -149,23 +130,14 @@ namespace Code.Generator
PlaceRoom(room, previousRoom); PlaceRoom(room, previousRoom);
} }
// Отписываться можно, но Хатико никогда не дождётся вызова уничтоженного объекта.
room.roomTrigger.OnEnter += OnPlayerEntered;
room.roomTrigger.OnExit += _spawnedRooms[^1].Seal;
_spawnedRooms.Add(room); _spawnedRooms.Add(room);
_nextRoomStackIndex++; _nextRoomStackIndex++;
} }
private void AddPickupRoom()
{
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.PickUp, out int pickupIndex);
Room pickupRoom = prefab.GetComponent<Room>();
if (_roomIndexesStack.Count == 0) return;
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
_roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
}
private void PlaceRoom(Room current, Room previous) private void PlaceRoom(Room current, Room previous)
{ {
@@ -217,17 +189,7 @@ namespace Code.Generator
segmentOriginPosition.y -= randomDoorOriginPosition.y; segmentOriginPosition.y -= randomDoorOriginPosition.y;
current.transform.position = segmentOriginPosition; current.transform.position = segmentOriginPosition;
current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0); current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0);
// locationSegment.isNeedSomeDoors = true; current.Initialize(_orderService);
// locationSegment.AddBadDoorId(locationSegment.LocationSegment.GetDoorOrigins.IndexOf(randomDoorOrigin));
current.Initialize();
float frameOnTheBallRotation = segmentOriginYRotation + randomDoorOriginRotation.eulerAngles.y;
if (frameOnTheBallRotation > 305f) frameOnTheBallRotation -= 360f;
else if (frameOnTheBallRotation < -45f) frameOnTheBallRotation += 360f;
// heOnTheBall.AddSlaveLocationSegment(locationSegment.Id);
// heOnTheBall.ReplaceSlaveSegmentDoorOriginYRotation(frameOnTheBallRotation);
// heOnTheBall.isGotOnTheBall = false;
} }
} }
} }
@@ -59,6 +59,7 @@ namespace Code.Generator
index = Random.Range(0, _cashedRooms[roomType].Count); index = Random.Range(0, _cashedRooms[roomType].Count);
return _cashedRooms[roomType][index]; return _cashedRooms[roomType][index];
} }
public int GetRandomIndexOfType(RoomType roomType) => Random.Range(0, _cashedRooms[roomType].Count);
public Room CreateRoomByIndex(int index, RoomType roomType) public Room CreateRoomByIndex(int index, RoomType roomType)
{ {
@@ -1,32 +1,36 @@
using System; using System;
using Code.Gameplay.Orders.Order; using Code.Gameplay.Orders.Order;
using Reflex.Attributes;
using UnityEngine; using UnityEngine;
namespace Code.Generator namespace Code.Generator
{ {
public class RoomTrigger : MonoBehaviour public class RoomTrigger : MonoBehaviour
{ {
[Inject] private IOrderService _orderService; public IOrderService OrderService;
public event Action OnEnter;
public event Action OnExit;
public static event Action PlayerEnteredRoom; private bool _playerEntered, _playerExited;
private bool _playerEntered;
// [Inject]
// private void Construct(IOrderService orderService)
// {
// _orderService = orderService;
// }
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
if (_playerEntered) return; if (_playerEntered) return;
_playerEntered = true; _playerEntered = true;
_orderService.RoomPassed(); OrderService.RoomPassed();
PlayerEnteredRoom?.Invoke(); OnEnter?.Invoke();
}
private void OnTriggerExit(Collider other)
{
if (_playerExited) return;
Debug.Log(other.name);
_playerExited = true;
OnExit?.Invoke();
} }
} }
} }
@@ -1,3 +1,3 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 4207b7568dc3482393ac1860a31909b4 guid: 0d6940d73d544f0a8e4a45d956bc2364
timeCreated: 1764087485 timeCreated: 1764525516
@@ -16,8 +16,8 @@ namespace Code.Input
// Для управления движением персонажа // Для управления движением персонажа
Vector2 MoveInput { get; } Vector2 MoveInput { get; }
bool JumpPressed { get; } bool JumpPressed { get; }
bool SprintPressed { get; }
bool SlidePressed { get; } bool SlidePressed { get; }
bool DashPressed { get; }
// Для переключения режима камеры // Для переключения режима камеры
bool ToggleCameraModePressed { get; } bool ToggleCameraModePressed { get; }
@@ -13,8 +13,8 @@ namespace Code.Input
public float ZoomInput { get; private set; } public float ZoomInput { get; private set; }
public Vector2 MoveInput { get; private set; } public Vector2 MoveInput { get; private set; }
public bool JumpPressed { get; private set; } public bool JumpPressed { get; private set; }
public bool SprintPressed { get; private set; }
public bool SlidePressed { get; private set; } public bool SlidePressed { get; private set; }
public bool DashPressed { get; private set; }
public bool ToggleCameraModePressed { get; private set; } public bool ToggleCameraModePressed { get; private set; }
public InputService(InputActionAsset inputActionAsset) public InputService(InputActionAsset inputActionAsset)
@@ -69,14 +69,6 @@ namespace Code.Input
jumpAction.canceled += OnJumpCanceled; jumpAction.canceled += OnJumpCanceled;
} }
// Обработка спринта (персонаж)
var sprintAction = gameplayMap.FindAction("Sprint");
if (sprintAction != null)
{
sprintAction.performed += OnSprintPerformed;
sprintAction.canceled += OnSprintCanceled;
}
// Обработка слайда (персонаж) // Обработка слайда (персонаж)
var slideAction = gameplayMap.FindAction("Slide"); var slideAction = gameplayMap.FindAction("Slide");
if (slideAction != null) if (slideAction != null)
@@ -85,6 +77,14 @@ namespace Code.Input
slideAction.canceled += OnSlideCanceled; slideAction.canceled += OnSlideCanceled;
} }
// Обработка слайда (персонаж)
var dashAction = gameplayMap.FindAction("Dash");
if (dashAction != null)
{
dashAction.performed += OnDashPerformed;
dashAction.canceled += OnDashCanceled;
}
// Обработка переключения режима камеры // Обработка переключения режима камеры
var toggleCameraModeAction = gameplayMap.FindAction("ToggleCameraMode"); var toggleCameraModeAction = gameplayMap.FindAction("ToggleCameraMode");
if (toggleCameraModeAction != null) if (toggleCameraModeAction != null)
@@ -134,16 +134,6 @@ namespace Code.Input
JumpPressed = false; JumpPressed = false;
} }
private void OnSprintPerformed(InputAction.CallbackContext context)
{
SprintPressed = true;
}
private void OnSprintCanceled(InputAction.CallbackContext context)
{
SprintPressed = false;
}
private void OnSlidePerformed(InputAction.CallbackContext context) private void OnSlidePerformed(InputAction.CallbackContext context)
{ {
SlidePressed = true; SlidePressed = true;
@@ -154,6 +144,16 @@ namespace Code.Input
SlidePressed = false; SlidePressed = false;
} }
private void OnDashPerformed(InputAction.CallbackContext context)
{
DashPressed = true;
}
private void OnDashCanceled(InputAction.CallbackContext context)
{
DashPressed = false;
}
private void OnToggleCameraModePerformed(InputAction.CallbackContext context) private void OnToggleCameraModePerformed(InputAction.CallbackContext context)
{ {
ToggleCameraModePressed = true; ToggleCameraModePressed = true;
@@ -189,12 +189,12 @@ namespace Code.Input
gameplayMap.FindAction("Jump").performed -= OnJumpPerformed; gameplayMap.FindAction("Jump").performed -= OnJumpPerformed;
gameplayMap.FindAction("Jump").canceled -= OnJumpCanceled; gameplayMap.FindAction("Jump").canceled -= OnJumpCanceled;
gameplayMap.FindAction("Sprint").performed -= OnSprintPerformed;
gameplayMap.FindAction("Sprint").canceled -= OnSprintCanceled;
gameplayMap.FindAction("Slide").performed -= OnSlidePerformed; gameplayMap.FindAction("Slide").performed -= OnSlidePerformed;
gameplayMap.FindAction("Slide").canceled -= OnSlideCanceled; gameplayMap.FindAction("Slide").canceled -= OnSlideCanceled;
gameplayMap.FindAction("Dash").performed -= OnDashPerformed;
gameplayMap.FindAction("Dash").canceled -= OnDashCanceled;
gameplayMap.FindAction("ToggleCameraMode").performed -= OnToggleCameraModePerformed; gameplayMap.FindAction("ToggleCameraMode").performed -= OnToggleCameraModePerformed;
gameplayMap.FindAction("ToggleCameraMode").canceled -= OnToggleCameraModeCanceled; gameplayMap.FindAction("ToggleCameraMode").canceled -= OnToggleCameraModeCanceled;
} }
@@ -1,5 +1,6 @@
using Code.Gameplay.Orders.Order; using Code.Gameplay.Orders.Order;
using UnityEngine; using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Serialization; using UnityEngine.Serialization;
namespace Code.Scenes.SceneEnvironments namespace Code.Scenes.SceneEnvironments
@@ -8,10 +9,12 @@ namespace Code.Scenes.SceneEnvironments
public class GameplaySceneEnvironment : CurrentSceneEnvironment public class GameplaySceneEnvironment : CurrentSceneEnvironment
{ {
public Transform playerSpawnPoint; public Transform playerSpawnPoint;
public Volume volume;
public void TransitVariables(GameplaySceneEnvironment env) public void TransitVariables(GameplaySceneEnvironment env)
{ {
playerSpawnPoint = env.playerSpawnPoint; playerSpawnPoint = env.playerSpawnPoint;
volume = env.volume;
} }
} }
} }
@@ -33,6 +33,8 @@ namespace Code.StaticData
Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; } Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; }
AudioTestClipsConfig AudioTestClipsConfig { get; } AudioTestClipsConfig AudioTestClipsConfig { get; }
GeneratorConfig GeneratorConfig { get; } GeneratorConfig GeneratorConfig { get; }
CourierSoundListConfig CourierSoundListConfig { get; }
DefaultAudioSettingsConfig DefaultAudioSettingsConfig { get; }
void Load(); void Load();
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour; Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
} }
@@ -29,6 +29,8 @@ namespace Code.StaticData
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; } public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; } public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
public AudioTestClipsConfig AudioTestClipsConfig { get; private set; } public AudioTestClipsConfig AudioTestClipsConfig { get; private set; }
public CourierSoundListConfig CourierSoundListConfig { get; private set; }
public DefaultAudioSettingsConfig DefaultAudioSettingsConfig { get; private set; }
public DrunkenGrandpaConfig DrunkenGrandpaConfig {get; private set;} public DrunkenGrandpaConfig DrunkenGrandpaConfig {get; private set;}
public CockroachConfig CockroachConfig { get; private set; } public CockroachConfig CockroachConfig { get; private set; }
@@ -66,9 +68,11 @@ namespace Code.StaticData
private void LoadAudioConfigs() private void LoadAudioConfigs()
{ {
AudioMixerConfig = Resources.Load<AudioMixerConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioMixerConfig")); AudioMixerConfig = Resources.Load<AudioMixerConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioMixerConfig"));
DefaultAudioSettingsConfig = Resources.Load<DefaultAudioSettingsConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DefaultAudioSettingsConfig"));
SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig")); SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig"));
AudioTestClipsConfig = Resources.Load<AudioTestClipsConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioTestClipsConfig")); AudioTestClipsConfig = Resources.Load<AudioTestClipsConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioTestClipsConfig"));
SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig")); SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig"));
CourierSoundListConfig = Resources.Load<CourierSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "CourierSoundListConfig"));
DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig")); DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig"));
EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig")); EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
AudioSourceSettingsConfigs = Resources AudioSourceSettingsConfigs = Resources
@@ -0,0 +1,25 @@
using DG.Tweening;
using UnityEngine;
using UnityEngine.UI;
namespace Code.UI.Panels
{
public class DamagePanel : UIElement
{
[SerializeField] private Image background;
[SerializeField] private Color shownColor;
[SerializeField] private Color hiddenColor;
public override void Hide()
{
Shown = false;
// background.enabled = false;
background.DOColor(hiddenColor, 2f);
}
public override void Show()
{
Shown = true;
// background.enabled = true;
background.DOColor(shownColor, 0.3f);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b586dbc292c44261892460f578a38e50
timeCreated: 1764769541
@@ -1,3 +1,4 @@
using DG.Tweening;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
@@ -9,21 +10,27 @@ namespace Code.UI
[SerializeField] private TMP_Text scoreText; [SerializeField] private TMP_Text scoreText;
[SerializeField] private TMP_Text gameOverText; [SerializeField] private TMP_Text gameOverText;
[SerializeField] private Image _background; [SerializeField] private Image _background;
[SerializeField] private Color shownColor;
[SerializeField] private Color hiddenColor;
public void UpdateScoreText(int score) => scoreText.text = score.ToString(); public void UpdateScoreText(int score) => scoreText.text = score.ToString();
public override void Hide() public override void Hide()
{ {
_background.enabled = false; _background.enabled = false;
scoreText.enabled = false; // scoreText.enabled = true;
gameOverText.enabled = false; // gameOverText.enabled = false;
scoreText.DOColor(hiddenColor, 3f);
// gameOverText.DOColor(hiddenColor, 3f);
base.Hide(); base.Hide();
} }
public override void Show() public override void Show()
{ {
_background.enabled = true; // _background.enabled = true;
scoreText.enabled = true; // scoreText.enabled = true;
gameOverText.enabled = true; // gameOverText.enabled = true;
scoreText.DOColor(shownColor, 5f);
// gameOverText.DOColor(shownColor, 5f);
base.Show(); base.Show();
} }
} }
@@ -26,6 +26,9 @@ namespace Code.UI.Panels
[Header("MoneyBar")] [Header("MoneyBar")]
[SerializeField] private TMP_Text moneyText; [SerializeField] private TMP_Text moneyText;
[SerializeField] private DamagePanel damagePanel;
public DamagePanel DamagePanel => damagePanel;
private void ScoreUpdate(int count, int money) private void ScoreUpdate(int count, int money)
{ {
// TODO Анимация получения\потери // TODO Анимация получения\потери
@@ -7,21 +7,24 @@ namespace Code.UI.Panels
public class LoadingScreen : UIElement public class LoadingScreen : UIElement
{ {
[SerializeField] private Image background; [SerializeField] private Image background;
[SerializeField] private TMP_Text loadingTitle; [SerializeField] private Image loadingImage;
[SerializeField] private TMP_Text vyapWatermark; // [SerializeField] private TMP_Text loadingTitle;
// [SerializeField] private TMP_Text vyapWatermark;
public override void Hide() public override void Hide()
{ {
Shown = false; Shown = false;
background.enabled = false; background.enabled = false;
loadingTitle.enabled = false; loadingImage.enabled = false;
vyapWatermark.enabled = false; // loadingTitle.enabled = false;
// vyapWatermark.enabled = false;
} }
public override void Show() public override void Show()
{ {
Shown = true; Shown = true;
background.enabled = true; background.enabled = true;
loadingTitle.enabled = true; loadingImage.enabled = true;
vyapWatermark.enabled = true; // loadingTitle.enabled = true;
// vyapWatermark.enabled = true;
} }
} }
} }
@@ -14,6 +14,7 @@ namespace Code.UI
[SerializeField] private Slider master; [SerializeField] private Slider master;
[SerializeField] private Slider sfx; [SerializeField] private Slider sfx;
[SerializeField] private Slider dispatcher; [SerializeField] private Slider dispatcher;
[SerializeField] private Slider courier;
[SerializeField] private Slider creatures; [SerializeField] private Slider creatures;
[SerializeField] private Slider menuMusic; [SerializeField] private Slider menuMusic;
[SerializeField] private Slider gameplayMusic; [SerializeField] private Slider gameplayMusic;
@@ -28,16 +29,19 @@ namespace Code.UI
sfx.value = _audioService.GetSetting(AudioType.SFX); sfx.value = _audioService.GetSetting(AudioType.SFX);
sfx.onValueChanged.AddListener(OnSFXUpdate); sfx.onValueChanged.AddListener(OnSFXUpdate);
dispatcher.value = _audioService.GetSetting(AudioType.DispatcherSounds); dispatcher.value = _audioService.GetSetting(AudioType.Dispatcher);
dispatcher.onValueChanged.AddListener(OnDispatcherUpdate); dispatcher.onValueChanged.AddListener(OnDispatcherUpdate);
creatures.value = _audioService.GetSetting(AudioType.Creatures); courier.value = _audioService.GetSetting(AudioType.Courier);
courier.onValueChanged.AddListener(OnCourierUpdate);
creatures.value = _audioService.GetSetting(AudioType.Enemies);
creatures.onValueChanged.AddListener(OnEnemiesUpdate); creatures.onValueChanged.AddListener(OnEnemiesUpdate);
menuMusic.value = _audioService.GetSetting(AudioType.MenuMusic); menuMusic.value = _audioService.GetSetting(AudioType.MenuMusic);
menuMusic.onValueChanged.AddListener(OnMenuMusicUpdate); menuMusic.onValueChanged.AddListener(OnMenuMusicUpdate);
gameplayMusic.value = _audioService.GetSetting(AudioType.GameplayMusic); gameplayMusic.value = _audioService.GetSetting(AudioType.ActionMusic);
gameplayMusic.onValueChanged.AddListener(OnGameplayUpdate); gameplayMusic.onValueChanged.AddListener(OnGameplayUpdate);
} }
@@ -51,25 +55,32 @@ namespace Code.UI
_audioService.ChangeSetting(AudioType.SFX, value); _audioService.ChangeSetting(AudioType.SFX, value);
_audioService.PlayTestClip(AudioType.SFX); _audioService.PlayTestClip(AudioType.SFX);
} }
private void OnCourierUpdate(float value)
{
_audioService.ChangeSetting(AudioType.Courier, value);
_audioService.PlayTestClip(AudioType.Courier);
}
private void OnDispatcherUpdate(float value) private void OnDispatcherUpdate(float value)
{ {
_audioService.ChangeSetting(AudioType.DispatcherSounds, value); _audioService.ChangeSetting(AudioType.Dispatcher, value);
_audioService.PlayTestClip(AudioType.DispatcherSounds); _audioService.PlayTestClip(AudioType.Dispatcher);
} }
private void OnEnemiesUpdate(float value) private void OnEnemiesUpdate(float value)
{ {
_audioService.ChangeSetting(AudioType.Creatures, value); _audioService.ChangeSetting(AudioType.Enemies, value);
_audioService.PlayTestClip(AudioType.Creatures); _audioService.PlayTestClip(AudioType.Enemies);
} }
private void OnMenuMusicUpdate(float value) private void OnMenuMusicUpdate(float value)
{ {
_audioService.ChangeSetting(AudioType.MenuMusic, value); _audioService.ChangeSetting(AudioType.MenuMusic, value);
_audioService.ChangeSetting(AudioType.DeathMusic, value);
_audioService.PlayTestClip(AudioType.MenuMusic); _audioService.PlayTestClip(AudioType.MenuMusic);
} }
private void OnGameplayUpdate(float value) private void OnGameplayUpdate(float value)
{ {
_audioService.ChangeSetting(AudioType.GameplayMusic, value); _audioService.ChangeSetting(AudioType.ActionMusic, value);
_audioService.PlayTestClip(AudioType.GameplayMusic); _audioService.ChangeSetting(AudioType.PeacefulMusic, value);
_audioService.PlayTestClip(AudioType.ActionMusic);
} }
public override void Hide() public override void Hide()
@@ -1,5 +1,6 @@
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"Editor"
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"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
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@@ -0,0 +1,110 @@
.sc-close-button {
background-image: resource('d_winbtn_win_close@2x');
width: 16px;
height: 16px;
position: absolute;
right: 2px;
top: 2px;
background-color: rgba(0, 0, 0, 0);
border-left-width: 0;
border-right-width: 0;
border-top-width: 0;
border-bottom-width: 0;
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.sc-close-button:hover {
background-color: rgba(80, 80, 80, 255);
}
.sc-close-button:active {
background-color: rgba(0, 0, 0, 0);
}
.sc-text-toggle {
margin: 0;
padding: 0;
justify-content: center;
}
.sc-text-toggle:checked {
-unity-font-style: bold;
}
.sc-text-toggle > Label {
min-width: auto;
width: 100%;
height: 100%;
}
.sc-text-toggle > .unity-radio-button__input {
display: none;
}
.sc-title {
background-color: rgba(40, 40, 40, 0.35);
padding-left: 4px;
padding-right: 3px;
padding-top: 3px;
padding-bottom: 3px;
border-left-color: rgb(25, 25, 25);
border-right-color: rgb(25, 25, 25);
border-top-color: rgb(25, 25, 25);
border-bottom-color: rgb(25, 25, 25);
border-bottom-width: 1px;
-unity-font-style: bold;
}
.sc-generator-toggle {
padding-left: 3px;
padding-right: 3px;
padding-top: 3px;
padding-bottom: 3px;
}
.sc-generator-toggle:hover {
background-color: rgb(48, 48, 48);
}
.sc-generator-toggle:checked {
background-color: rgb(77, 77, 77);
}
.sc-modification-toggle {
flex-basis: 100%;
flex-shrink: 1;
border-left-color: rgb(41, 41, 41);
border-right-color: rgb(41, 41, 41);
border-top-color: rgb(41, 41, 41);
border-bottom-color: rgb(41, 41, 41);
border-left-width: 1px;
border-right-width: 1px;
border-top-width: 1px;
border-bottom-width: 1px;
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padding-right: 2px;
padding-top: 2px;
padding-bottom: 2px;
}
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background-color: rgb(70, 70, 70);
}
.sc-modification-toggle:checked {
background-color: rgb(80, 80, 80);
}
.sc-radio-button-group {
padding: 0;
margin: 0;
}
.sc-radio-button-group > Label {
display: none;
}
#generators-group {
flex-direction: column;
}
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<ui:VisualElement style="flex-direction: row;">
<ui:RadioButtonGroup label="Radio Button Group" value="-1" name="modification-group" class="sc-radio-button-group" style="flex-grow: 1;">
<ui:RadioButton label="Add" name="add-modification" tooltip="Add the generated missing keys to the target." class="sc-text-toggle sc-modification-toggle" />
<ui:RadioButton label="Remove" name="remove-modification" tooltip="Remove the generated keys form the target." class="sc-text-toggle sc-modification-toggle" />
<ui:RadioButton label="Confine" name="confine-modification" tooltip="Remove all keys that are not part of the generated keys from the target." class="sc-text-toggle sc-modification-toggle" />
</ui:RadioButtonGroup>
</ui:VisualElement>
<ui:VisualElement style="flex-direction: row;">
<ui:Label display-tooltip-when-elided="true" name="result-label" style="flex-grow: 1; -unity-text-align: middle-left; padding-left: 2px; padding-right: 2px; padding-top: 2px; padding-bottom: 2px;" />
<ui:Button text="Apply" display-tooltip-when-elided="true" name="apply-button" style="width: 100px;" />
</ui:VisualElement>
</ui:VisualElement>
<ui:Button display-tooltip-when-elided="true" class="sc-close-button" />
</ui:VisualElement>
</ui:UXML>
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AYellowpaper.SerializedCollections.Editor.Data
{
[System.Serializable]
internal class ElementData
{
[SerializeField]
private bool _isListToggleActive = false;
public ElementSettings Settings { get; }
public bool ShowAsList => Settings.HasListDrawerToggle && IsListToggleActive;
public bool IsListToggleActive { get => _isListToggleActive; set => _isListToggleActive = value; }
public DisplayType EffectiveDisplayType => ShowAsList ? DisplayType.List : Settings.DisplayType;
public ElementData(ElementSettings elementSettings)
{
Settings = elementSettings;
}
}
}
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@@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AYellowpaper.SerializedCollections.Editor.Data
{
public class ElementSettings
{
public const string DefaultName = "Not Set";
public string DisplayName { get; set; } = DefaultName;
public DisplayType DisplayType { get; set; } = DisplayType.PropertyNoLabel;
public bool HasListDrawerToggle { get; set; } = false;
}
}
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@@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AYellowpaper.SerializedCollections.Editor.Data
{
[System.Serializable]
internal class PropertyData
{
[SerializeField]
private float _keyLabelWidth;
[SerializeField]
private ElementData _keyData;
[SerializeField]
private ElementData _valueData;
[SerializeField]
private bool _alwaysShowSearch = false;
public bool AlwaysShowSearch
{
get => _alwaysShowSearch;
set => _alwaysShowSearch = value;
}
public float KeyLabelWidth
{
get => _keyLabelWidth;
set => _keyLabelWidth = value;
}
public ElementData GetElementData(bool fieldType)
{
return fieldType == SCEditorUtility.KeyFlag ? _keyData : _valueData;
}
public PropertyData() : this(new ElementSettings(), new ElementSettings()) { }
public PropertyData(ElementSettings keySettings, ElementSettings valueSettings)
{
_keyData = new ElementData(keySettings);
_valueData = new ElementData(valueSettings);
}
}
}
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@@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AYellowpaper.SerializedCollections.Editor
{
public enum DisplayType
{
Property,
PropertyNoLabel,
List
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AYellowpaper.SerializedCollections.KeysGenerators
{
[KeyListGenerator("Populate Enum", typeof(System.Enum), false)]
public class EnumGenerator : KeyListGenerator
{
public override IEnumerable GetKeys(System.Type type)
{
return System.Enum.GetValues(type);
}
}
}
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