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Commits
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No files matched your search
@@ -15,7 +15,7 @@ MonoBehaviour:
|
||||
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
|
||||
m_currentHash:
|
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serializedVersion: 2
|
||||
Hash: 7ed5aa0308ed28c84409cb70340524a8
|
||||
Hash: 7a64d7a2af9d510237bf092fcbceb308
|
||||
m_OptimizeCatalogSize: 0
|
||||
m_BuildRemoteCatalog: 0
|
||||
m_CatalogRequestsTimeout: 0
|
||||
|
||||
@@ -100,6 +100,11 @@ MonoBehaviour:
|
||||
m_ReadOnly: 0
|
||||
m_SerializedLabels: []
|
||||
FlaggedDuringContentUpdateRestriction: 0
|
||||
- m_GUID: 81844a99f5b786b41b831174f8fb6d3a
|
||||
m_Address: Prefabs/Player/CharacterController
|
||||
m_ReadOnly: 0
|
||||
m_SerializedLabels: []
|
||||
FlaggedDuringContentUpdateRestriction: 0
|
||||
- m_GUID: 82c71411174bfa86ca1f676b9d389f94
|
||||
m_Address: bastard!
|
||||
m_ReadOnly: 0
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
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||||
using Code.Gameplay.Camera.CameraStates;
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||||
using Code.Gameplay.Character.Core;
|
||||
using Code.Gameplay.Player;
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||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
@@ -24,6 +26,8 @@ namespace Code.App.AppStates
|
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private PlayerHealth _playerHealth;
|
||||
private PlayerMoney _playerMoney;
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||||
|
||||
private CharacterProvider _playerCharacter;
|
||||
|
||||
public GameplayState(AppStateMachineContext context) : base(context)
|
||||
{
|
||||
}
|
||||
@@ -39,6 +43,8 @@ namespace Code.App.AppStates
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||||
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
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|
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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|
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveMoney);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
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@@ -51,14 +57,17 @@ namespace Code.App.AppStates
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#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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}
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private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
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private async UniTaskVoid WaitForSceneToLoad()
|
||||
{
|
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await UniTask.WhenAll(
|
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MovementDev),
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||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay),
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Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
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Context.AudioFactory.WarmGameplayMusic(),
|
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Context.AudioFactory.WarmSFX()
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);
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Context.AudioFactory.WarmSFX(),
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WaitForPlayerCharacterLoad()
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);
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|
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
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@@ -68,14 +77,23 @@ namespace Code.App.AppStates
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|
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_testSFXTransform = sceneEnvironment.debugSfxTarget;
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|
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_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
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||||
|
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((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
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|
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Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
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((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
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|
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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||||
|
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Context.UIService.LoadingScreen.Hide();
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}
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|
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private void OnCharacterSpawn(CharacterProvider characterProvider)
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{
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((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
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||||
}
|
||||
private void PlayDebugSFX(InputAction.CallbackContext context)
|
||||
{
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Context.AudioService.PlaySFX(SFXSounds.Crowbar, _testSFXTransform.position);
|
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@@ -121,6 +139,9 @@ namespace Code.App.AppStates
|
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_playerHealth = null;
|
||||
_playerMoney = null;
|
||||
|
||||
Context.PlayerFactory.ReleasePlayer(_playerCharacter);
|
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_playerCharacter = null;
|
||||
|
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Context.InputService.DisableMap(ActionMappings.Gameplay);
|
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Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
|
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Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
|
||||
|
||||
@@ -2,11 +2,13 @@ using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Camera.CameraStates;
|
||||
using Code.Gameplay.Door;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using Code.UI.Panels;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Extensions;
|
||||
using UnityEngine;
|
||||
@@ -24,13 +26,14 @@ namespace Code.App.AppStates
|
||||
{
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||||
Context.UIService.LoadingScreen.Show();
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||||
|
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Context.CameraStateMachine.SwitchState(CameraMode.Static);
|
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Context.CameraStateMachine.SwitchState(CameraMode.UltraStatic);
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
WaitForSceneToLoad();
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||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
}
|
||||
|
||||
private CinematicDoorOpening _damnDoor = new();
|
||||
private async UniTaskVoid WaitForSceneToLoad()
|
||||
{
|
||||
await UniTask.WhenAll(
|
||||
@@ -42,17 +45,20 @@ namespace Code.App.AppStates
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
|
||||
|
||||
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
|
||||
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
|
||||
|
||||
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
|
||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
||||
|
||||
((StaticState)Context.CameraStateMachine.CurrentBaseState).LookTarget =
|
||||
hui.cameraTarget;
|
||||
|
||||
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
|
||||
_damnDoor.DamnDoor = hui.damnDoor;
|
||||
_damnDoor.DamnDoor.SetPhysics(false);
|
||||
_damnDoor.DoorLight = hui.doorLight;
|
||||
|
||||
var menuPanel = (MainMenuPanel)Context.UIService.CurrentPanel;
|
||||
|
||||
menuPanel.startButton.button.onClick.AddListener(StartGame);
|
||||
menuPanel.exitButton.button.onClick.AddListener(ExitGame);
|
||||
menuPanel.CinematicDoorOpening = _damnDoor;
|
||||
|
||||
((UltraStaticState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
|
||||
|
||||
Context.UIService.LoadingScreen.Hide();
|
||||
|
||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||
|
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@@ -66,12 +66,17 @@ namespace Code.App
|
||||
staticDataService.Load();
|
||||
|
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containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
|
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|
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containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
|
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containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
|
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|
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containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
|
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containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
@@ -6,5 +7,7 @@ namespace Code.Configs
|
||||
public class PlayerConfig : ScriptableObject
|
||||
{
|
||||
public int maxHealth;
|
||||
|
||||
public AssetReference characterPrefab;
|
||||
}
|
||||
}
|
||||
@@ -12,6 +12,7 @@ namespace Code.Gameplay.Camera
|
||||
{
|
||||
Bogdan,
|
||||
Static,
|
||||
UltraStatic,
|
||||
FirstPerson,
|
||||
ThirdPerson,
|
||||
Cinematic
|
||||
|
||||
@@ -10,10 +10,11 @@ namespace Code.Gameplay.Camera
|
||||
public override void Initialize()
|
||||
{
|
||||
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
|
||||
States.Add(CameraMode.UltraStatic, new UltraStaticState(StateMachineContext));
|
||||
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
|
||||
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
|
||||
|
||||
CurrentBaseState = States[CameraMode.Static];
|
||||
CurrentBaseState = States[CameraMode.UltraStatic];
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -117,7 +117,7 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
||||
{
|
||||
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
||||
var rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
|
||||
var rotationFromInput = Quaternion.Euler(Vector3.up * (rotationInput.x * RotationSpeed));
|
||||
PlanarDirection = rotationFromInput * PlanarDirection;
|
||||
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
||||
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
public class UltraStaticState : BaseCameraState, ICameraState
|
||||
{
|
||||
public UltraStaticState(CameraStateMachineContext context) : base(context) { }
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Debug.Log("Ultra static State Enter");
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
{
|
||||
Camera.transform.position = FollowTransform.position;
|
||||
}
|
||||
|
||||
public CameraMode GetCameraMode() => CameraMode.UltraStatic;
|
||||
|
||||
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
|
||||
out Quaternion targetRotation)
|
||||
{
|
||||
if(FollowTransform) Camera.transform.rotation = FollowTransform.rotation;
|
||||
targetRotation = Camera.transform.rotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8e4b2fa3af4b4ba78ab79ca154f05fb4
|
||||
timeCreated: 1763547110
|
||||
+40
-3
@@ -15,6 +15,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
private readonly float _minWallClimbSpeed;
|
||||
// Пороговый косинус стены
|
||||
public float WallNormalThreshold { get; }
|
||||
|
||||
private bool _hasClimbedThisWallSession;
|
||||
private float _wallClimbCooldownTimer;
|
||||
private readonly float _wallClimbCooldownDuration = 1.5f;
|
||||
|
||||
public bool IsClimbingActive { get; private set; }
|
||||
|
||||
// Конструктор механики залазания на стену
|
||||
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed, float wallDetectionAngleThreshold)
|
||||
@@ -26,21 +32,32 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
}
|
||||
|
||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||
public void OnMovementHit(KinematicCharacterMotor motor, Vector3 hitNormal)
|
||||
public bool TryClimbWall(KinematicCharacterMotor motor, Vector3 hitNormal)
|
||||
{
|
||||
// Проверяем, что это вертикальная или почти вертикальная поверхность (стена)
|
||||
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
||||
if (Mathf.Abs(dotWithUp) > WallNormalThreshold) return; // Не стена — это пол или потолок
|
||||
|
||||
if (Mathf.Abs(dotWithUp) > WallNormalThreshold)
|
||||
{
|
||||
// Сбрасываем сессию, если коснулись пола/потолка → выход из "режима стены"
|
||||
_hasClimbedThisWallSession = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Запрещаем повторное залазание в рамках одной сессии
|
||||
if (_hasClimbedThisWallSession || _wallClimbCooldownTimer > 0f)
|
||||
return false;
|
||||
|
||||
// Получаем текущую скорость персонажа
|
||||
var currentVelocity = motor.Velocity;
|
||||
|
||||
// Проекция скорости на направление к стене (отрицательная, если летим в стену)
|
||||
var velocityIntoWall = Vector3.Dot(currentVelocity, -hitNormal);
|
||||
|
||||
|
||||
// Если движемся в стену с достаточной скоростью
|
||||
if (velocityIntoWall > _minWallClimbSpeed)
|
||||
{
|
||||
_wallClimbCooldownTimer = _wallClimbCooldownDuration;
|
||||
// Преобразуем часть горизонтальной скорости в вертикальную
|
||||
var verticalBoost = velocityIntoWall * _wallClimbSpeedFactor;
|
||||
|
||||
@@ -49,6 +66,26 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
|
||||
// Предотвращаем заземление и повторное применение в этом кадре
|
||||
motor.ForceUnground();
|
||||
_hasClimbedThisWallSession = true;
|
||||
IsClimbingActive = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void ResetWallClimbSession()
|
||||
{
|
||||
_hasClimbedThisWallSession = false;
|
||||
IsClimbingActive = false;
|
||||
}
|
||||
|
||||
public void TickCooldown(float deltaTime)
|
||||
{
|
||||
if (_wallClimbCooldownTimer > 0f)
|
||||
{
|
||||
_wallClimbCooldownTimer -= deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+84
-16
@@ -17,6 +17,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
private Vector3 _lastWallNormal;
|
||||
private float _lastWallContactHeight;
|
||||
private float _leanFactor;
|
||||
private float _leanSign;
|
||||
private Vector3 _leanDirection;
|
||||
|
||||
private Vector3 _lastWallContactPoint;
|
||||
private bool _isLeaningOnWall;
|
||||
private const float WallProximityThreshold = 0.6f;
|
||||
|
||||
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
|
||||
{
|
||||
@@ -32,29 +38,93 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
}
|
||||
|
||||
// Вызывается из OnMovementHit
|
||||
public void OnWallContact(Vector3 wallNormal, float contactHeight)
|
||||
public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
|
||||
{
|
||||
// Только если это действительно стена (не пол/потолок)
|
||||
var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
|
||||
if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
|
||||
return;
|
||||
|
||||
_lastWallNormal = wallNormal;
|
||||
_lastWallContactHeight = contactHeight; }
|
||||
_lastWallContactHeight = contactHeight;
|
||||
_lastWallContactPoint = motor.TransientPosition;
|
||||
|
||||
// Пересчитываем направление наклона
|
||||
_leanDirection = -_lastWallNormal;
|
||||
_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
|
||||
|
||||
_leanSign = 1;
|
||||
|
||||
// what the fuck
|
||||
if (_leanDirection.x != 0)
|
||||
{
|
||||
switch (_leanDirection.x)
|
||||
{
|
||||
case -1 or 1 when motor.CharacterRight.x > 0.1f:
|
||||
_leanSign = -1;
|
||||
break;
|
||||
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
|
||||
_leanDirection = new Vector3(0, 0, -1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (_leanDirection.z)
|
||||
{
|
||||
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
|
||||
_leanSign = -1;
|
||||
break;
|
||||
case -1 when motor.CharacterRight.z < -0.1f:
|
||||
case 1 when motor.CharacterRight.z > 0.1f:
|
||||
_leanDirection = new Vector3(-1, 0, 0);
|
||||
break;
|
||||
case -1 when motor.CharacterRight.z > 0.1f:
|
||||
case 1 when motor.CharacterRight.z < -0.1f:
|
||||
_leanDirection = new Vector3(1, 0, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
_isLeaningOnWall = true;
|
||||
}
|
||||
|
||||
// Обновление каждый кадр
|
||||
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
||||
{
|
||||
if (!_characterTransform) return;
|
||||
|
||||
var isGrounded = motor.GroundingStatus.IsStableOnGround;
|
||||
|
||||
if (!isGrounded)
|
||||
var currentPosition = motor.TransientPosition;
|
||||
|
||||
var isStillNearWall = false;
|
||||
if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
|
||||
{
|
||||
var heightDelta = motor.TransientPosition.y - _lastWallContactHeight;
|
||||
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
var toWall = currentPosition - _lastWallContactPoint;
|
||||
var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
|
||||
isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
|
||||
}
|
||||
else
|
||||
|
||||
if (_isLeaningOnWall)
|
||||
{
|
||||
var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
|
||||
|
||||
if (!isStillNearWall || isBelowContactHeight)
|
||||
{
|
||||
_isLeaningOnWall = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
var heightDelta = currentPosition.y - _lastWallContactHeight;
|
||||
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
}
|
||||
|
||||
if (!_isLeaningOnWall)
|
||||
{
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
|
||||
|
||||
ApplyLeanRotation(motor);
|
||||
}
|
||||
|
||||
@@ -66,13 +136,11 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
return;
|
||||
}
|
||||
|
||||
var leanDirection = -_lastWallNormal;
|
||||
leanDirection = Vector3.ProjectOnPlane(leanDirection, motor.CharacterUp).normalized;
|
||||
if (_leanDirection.sqrMagnitude < 0.01f) return;
|
||||
|
||||
if (leanDirection.sqrMagnitude < 0.01f) return;
|
||||
|
||||
var leanAngle = _leanFactor * _maxLeanAngle;
|
||||
var leanRotation = Quaternion.AngleAxis(leanAngle, Vector3.Cross(motor.CharacterUp, leanDirection));
|
||||
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
|
||||
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
|
||||
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
|
||||
_characterTransform.localRotation = leanRotation;
|
||||
}
|
||||
}
|
||||
|
||||
+57
-18
@@ -33,9 +33,43 @@ namespace Code.Gameplay.Character.Controller
|
||||
private GroundMovementSystem _groundMovement;
|
||||
private AirMovementSystem _airMovement;
|
||||
|
||||
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
||||
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
|
||||
|
||||
// Инициализация контроллера
|
||||
private void Awake()
|
||||
// private void Awake()
|
||||
// {
|
||||
// // Инициализация подсистем с параметрами из конфига
|
||||
// _inputHandler = new CharacterInputHandler(
|
||||
// _characterConfig.sprintAngleThreshold
|
||||
// );
|
||||
// _slideMechanic = new SlideMechanic(
|
||||
// _characterConfig.slideSpeed,
|
||||
// _characterConfig.slideDuration,
|
||||
// _characterConfig.slideCooldown
|
||||
// );
|
||||
// _wallClimbMechanic = new WallClimbMechanic(
|
||||
// _characterConfig.wallClimbSpeedFactor,
|
||||
// _characterConfig.minWallClimbSpeed,
|
||||
// _characterConfig.wallDetectionAngleThreshold
|
||||
// );
|
||||
// _wallLeanMechanic = new WallLeanMechanic(
|
||||
// _characterConfig.maxWallLeanAngle,
|
||||
// _characterConfig.wallLeanSharpness,
|
||||
// _characterConfig.wallLeanHeightScale
|
||||
// );
|
||||
// _groundMovement = new GroundMovementSystem(
|
||||
// _characterConfig.maxStableMoveSpeed,
|
||||
// _characterConfig.sprintMoveSpeed,
|
||||
// _characterConfig.stableMovementSharpness,
|
||||
// _characterConfig.jumpSpeed
|
||||
// );
|
||||
// _airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||
// }
|
||||
[Inject]
|
||||
private void Construct(CharacterConfig characterConfig)
|
||||
{
|
||||
_characterConfig = characterConfig;
|
||||
// Инициализация подсистем с параметрами из конфига
|
||||
_inputHandler = new CharacterInputHandler(
|
||||
_characterConfig.sprintAngleThreshold
|
||||
@@ -62,25 +96,31 @@ namespace Code.Gameplay.Character.Controller
|
||||
_characterConfig.jumpSpeed
|
||||
);
|
||||
_airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||
}
|
||||
|
||||
// Текущий режим камеры для адаптации поведения
|
||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
||||
|
||||
// Инициализация контроллера
|
||||
private void Start()
|
||||
{
|
||||
|
||||
|
||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
_inputHandler.FirstPersonCameraRotation =
|
||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||
_wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||
}
|
||||
// Текущий режим камеры для адаптации поведения
|
||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
||||
|
||||
// Инициализация контроллера
|
||||
// private void Start()
|
||||
// {
|
||||
// motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
// _inputHandler.FirstPersonCameraRotation =
|
||||
// motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||
// _wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||
// }
|
||||
|
||||
// Обработка и преобразование входных данных от персонажа
|
||||
public void SetInputs(ref CharacterInputs inputs)
|
||||
{
|
||||
// Обновляем таймер перезарядки слайда
|
||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||
_wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||
|
||||
// Если активен слайд - игнорируем весь остальной ввод
|
||||
if (_slideMechanic.IsSliding)
|
||||
@@ -109,8 +149,7 @@ namespace Code.Gameplay.Character.Controller
|
||||
// Обновление вращения персонажа на основе входных данных
|
||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||
{
|
||||
// ВО ВРЕМЯ СЛАЙДА НЕ ОБНОВЛЯЕМ ВРАЩЕНИЕ - ПЕРСОНАЖ СМОТРИТ ПРЯМО
|
||||
if (_slideMechanic.IsSliding) return;
|
||||
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
|
||||
|
||||
switch (_currentCameraMode)
|
||||
{
|
||||
@@ -196,6 +235,11 @@ namespace Code.Gameplay.Character.Controller
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
|
||||
if (motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_wallClimbMechanic.ResetWallClimbSession();
|
||||
}
|
||||
}
|
||||
|
||||
// Метод вызывается после обновления персонажа
|
||||
@@ -220,13 +264,8 @@ namespace Code.Gameplay.Character.Controller
|
||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
_wallClimbMechanic.OnMovementHit(motor, hitNormal);
|
||||
|
||||
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
||||
if (Mathf.Abs(dotWithUp) <= _wallClimbMechanic.WallNormalThreshold)
|
||||
{
|
||||
_wallLeanMechanic.OnWallContact(hitNormal, motor.TransientPosition.y);
|
||||
}
|
||||
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
|
||||
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
|
||||
}
|
||||
|
||||
// Обработка отчета о стабильности столкновения
|
||||
|
||||
+1
-1
@@ -113,7 +113,7 @@ namespace Code.Gameplay.Character.Controller.Input
|
||||
var cameraForward = cameraRotation * Vector3.forward;
|
||||
|
||||
// Проецируем на горизонтальную плоскость
|
||||
var horizontalForward = Vector3.ProjectOnPlane(cameraForward, motor.CharacterUp).normalized;
|
||||
var horizontalForward = Vector3.ProjectOnPlane(cameraForward, Vector3.up).normalized;
|
||||
|
||||
// Если проекция вырождена, используем текущее направление персонажа
|
||||
if (horizontalForward.sqrMagnitude < 0.01f)
|
||||
|
||||
@@ -0,0 +1,56 @@
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Camera.CameraStates;
|
||||
using Code.Gameplay.Character.Controller;
|
||||
using Code.Input;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Core
|
||||
{
|
||||
public class CharacterProvider : MonoBehaviour
|
||||
{
|
||||
[Inject] private CameraStateMachine _cameraStateMachine; // Стейт-машина камеры (нужна для транзакций и т.п.)
|
||||
[SerializeField] private CustomCharacterController customCharacterController; // Компонент управления персонажем
|
||||
public CustomCharacterController CustomCharacterController => customCharacterController;
|
||||
|
||||
[SerializeField] private Transform cameraFollowPoint; // Точка следования камеры (уровень глаз для FirstPerson)
|
||||
public Transform GetFollowTransform() => cameraFollowPoint;
|
||||
|
||||
[Inject] private IInputService _inputService; // Сервис ввода через DI
|
||||
|
||||
public void Teleport(Vector3 position, Quaternion rotation)
|
||||
{
|
||||
customCharacterController.SetPosition(position);
|
||||
customCharacterController.SetRotation(rotation);
|
||||
}
|
||||
// Обработка ввода для движения персонажа
|
||||
private void HandleCharacterInput()
|
||||
{
|
||||
// Создаем структуру ввода с полной информацией о камере
|
||||
var inputs = new CharacterInputs();
|
||||
|
||||
// Получаем данные движения из Input System
|
||||
var moveInput = _inputService.MoveInput;
|
||||
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift)
|
||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||
|
||||
// Передаем информацию о камере для адаптивного поведения
|
||||
inputs.CameraRotation = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetCameraRotation();
|
||||
inputs.CameraPlanarDirection = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetPlanarDirection();
|
||||
|
||||
// Передаем ввод в контроллер персонажа
|
||||
customCharacterController.SetInputs(ref inputs);
|
||||
}
|
||||
|
||||
// Обновление логики каждый кадр
|
||||
private void Update()
|
||||
{
|
||||
// Обработка ввода для движения в Update (физика)
|
||||
HandleCharacterInput();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b2d4b8256c1f4b3facf6b8d0a7d5256b
|
||||
timeCreated: 1763217123
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b7ba7b62b1aa47c48dc82ac8d8e8530e
|
||||
timeCreated: 1763548306
|
||||
@@ -0,0 +1,23 @@
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Door
|
||||
{
|
||||
public class CinematicDoorOpening
|
||||
{
|
||||
public DamnDoor DamnDoor;
|
||||
public Light DoorLight;
|
||||
|
||||
public void PreOpen(bool start)
|
||||
{
|
||||
DoorLight.DOColor(start ? Color.yellow : Color.red, 0.2f);
|
||||
|
||||
DamnDoor.Petlya.DORotate(new Vector3(0, -40, 0), 1f);
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
DamnDoor.Petlya.DORotate(new Vector3(0, 0, 0), 1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: deda0339570d44609dd62eafd9c6215f
|
||||
timeCreated: 1763548908
|
||||
@@ -0,0 +1,16 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Door
|
||||
{
|
||||
public class DamnDoor : MonoBehaviour
|
||||
{
|
||||
[SerializeField] Rigidbody rigidbody;
|
||||
[SerializeField] private Transform petlya;
|
||||
public Transform Petlya => petlya;
|
||||
|
||||
public void SetPhysics(bool active)
|
||||
{
|
||||
rigidbody.isKinematic = active;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50a6b5e332704611b19f5a209d4dbffe
|
||||
timeCreated: 1763548314
|
||||
@@ -1,8 +1,15 @@
|
||||
using System;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public interface IPlayerFactory
|
||||
{
|
||||
PlayerHealth CreatePlayerHealth(int count = -1);
|
||||
PlayerMoney CreatePlayerMoney(int count = 0);
|
||||
UniTask<CharacterProvider> CreatePlayer();
|
||||
void ReleasePlayer(CharacterProvider characterProvider);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerAnimator : MonoBehaviour
|
||||
{
|
||||
private static readonly int Velocity = Animator.StringToHash("Velocity");
|
||||
|
||||
[SerializeField] private Animator playerAnimator;
|
||||
[SerializeField] private KinematicCharacterMotor kinematicCharacterMotor;
|
||||
|
||||
private void SetVelocity(float velocity)
|
||||
{
|
||||
playerAnimator.SetFloat(Velocity, velocity);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
SetVelocity(kinematicCharacterMotor.Velocity.magnitude);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2f94efbea729423596ee5c6ee2366c98
|
||||
timeCreated: 1763220863
|
||||
@@ -1,13 +1,20 @@
|
||||
using UnityEngine;
|
||||
using Code.Configs;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Attributes;
|
||||
using Reflex.Core;
|
||||
using Reflex.Extensions;
|
||||
using Reflex.Injectors;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerFactory : IPlayerFactory
|
||||
{
|
||||
[Inject] PlayerConfig _playerConfig;
|
||||
|
||||
|
||||
public PlayerHealth CreatePlayerHealth(int count = -1)
|
||||
{
|
||||
if (count < 0) count = _playerConfig.maxHealth;
|
||||
@@ -15,5 +22,18 @@ namespace Code.Gameplay.Player
|
||||
return new(count);
|
||||
}
|
||||
public PlayerMoney CreatePlayerMoney(int count = 0) => new(count);
|
||||
|
||||
public async UniTask<CharacterProvider> CreatePlayer()
|
||||
{
|
||||
CharacterProvider characterProvider = (await Addressables.InstantiateAsync(_playerConfig.characterPrefab).ToUniTask()).GetComponent<CharacterProvider>();
|
||||
AttributeInjector.Inject(characterProvider, Container.ProjectContainer);
|
||||
AttributeInjector.Inject(characterProvider.CustomCharacterController, Container.ProjectContainer);
|
||||
return characterProvider;
|
||||
}
|
||||
|
||||
public void ReleasePlayer(CharacterProvider characterProvider)
|
||||
{
|
||||
Addressables.ReleaseInstance(characterProvider.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,10 +7,12 @@ namespace Code.Scenes.SceneEnvironments
|
||||
public class GameplaySceneEnvironment : CurrentSceneEnvironment
|
||||
{
|
||||
[FormerlySerializedAs("sfxTarget")] public Transform debugSfxTarget;
|
||||
public Transform playerSpawnPoint;
|
||||
|
||||
public void TransitVariables(GameplaySceneEnvironment env)
|
||||
{
|
||||
debugSfxTarget = env.debugSfxTarget;
|
||||
playerSpawnPoint = env.playerSpawnPoint;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,18 +1,21 @@
|
||||
using Code.Gameplay.Door;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.Experimental.GlobalIllumination;
|
||||
|
||||
namespace Code.Scenes.SceneEnvironments
|
||||
{
|
||||
[System.Serializable]
|
||||
public class MainMenuEnvironment : CurrentSceneEnvironment
|
||||
{
|
||||
public Transform cameraTarget;
|
||||
public Transform cameraPosition;
|
||||
public DamnDoor damnDoor;
|
||||
public Light doorLight;
|
||||
|
||||
public void TransitVariables(MainMenuEnvironment env)
|
||||
{
|
||||
cameraTarget = env.cameraTarget;
|
||||
cameraPosition = env.cameraPosition;
|
||||
damnDoor = env.damnDoor;
|
||||
doorLight = env.doorLight;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 14bf9dd380324bf49ea98fbeb8c94186
|
||||
timeCreated: 1763550884
|
||||
@@ -0,0 +1,16 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Code.UI.Panels.Etc
|
||||
{
|
||||
public class HoverButton : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
||||
{
|
||||
public Button button;
|
||||
public Action OnPointerEnterEvent, OnPointerExitEvent;
|
||||
|
||||
public void OnPointerEnter(PointerEventData eventData) => OnPointerEnterEvent?.Invoke();
|
||||
public void OnPointerExit(PointerEventData eventData) => OnPointerExitEvent?.Invoke();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f97de34a1f6042128921ad728f153909
|
||||
timeCreated: 1763550895
|
||||
@@ -1,12 +1,22 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Code.Gameplay.Door;
|
||||
using Code.UI.Panels.Etc;
|
||||
|
||||
namespace Code.UI
|
||||
namespace Code.UI.Panels
|
||||
{
|
||||
public class MainMenuPanel : UIElement
|
||||
{
|
||||
public Button startButton;
|
||||
public Button exitButton;
|
||||
public HoverButton startButton;
|
||||
public HoverButton exitButton;
|
||||
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