Author SHA1 Message Date
ThomasCharester 855108d88b Сцена геймплея, дебажные зоны 2025-11-21 20:41:43 +03:00
ThomasCharester 388773129d CoreGameplay 2025-11-21 20:27:11 +03:00
ThomasCharester 5da64a7b3d Меню, дверь, цвет 2025-11-19 14:45:45 +03:00
ThomasCharester c4ab11488b Ещё модели 2025-11-19 12:53:09 +03:00
ThomasCharester cb968d782b Освещение, модели, текстуры 2025-11-18 20:07:45 +03:00
ThomasCharester 522f51be3f Текстуры модели и пр 2025-11-18 15:02:12 +03:00
ThomasCharester d3fbd4c5c3 Артём хуесос 2025-11-15 19:11:30 +03:00
ThomasCharester 5b09068b0c Merge branch 'SoundManager' into PlayerAnimator 2025-11-15 18:31:13 +03:00
ThomasCharester ddb76a5b93 Игрок теперь играется 2025-11-15 18:30:31 +03:00
ThomasCharester 0f708ff4cb Merge branch 'movement-dev' into PlayerAnimator 2025-11-15 17:14:16 +03:00
MrTorex 3bb99aaf1e Фикс приколов с камерой 2025-11-15 13:59:32 +03:00
MrTorex a2acea39dc temp 2025-11-15 13:33:44 +03:00
ThomasCharester 5c1fd1510d Merge branch 'SoundManager' into Dev 2025-11-15 01:15:01 +03:00
ThomasCharester 05449642d5 Merge branch 'SoundManager' into Dev 2025-11-14 23:10:31 +03:00
MrTorex d1aad440f5 Осталось пофиксить толка бак с камерай 2025-11-14 15:02:33 +03:00
MrTorex 0e1c274677 Продолжение багфикса 2025-11-14 13:12:49 +03:00
MrTorex dbabd847c1 bugfix no 1 2025-11-12 20:04:06 +03:00
MrTorex 874280741c Допил наклонов полноценный 2025-11-11 19:48:37 +03:00
MrTorex 177464cc09 Я ЛЮБЛЮ ПУЛ 2025-11-11 15:00:49 +03:00
MrTorex f8448ba922 just for syncing changes 2025-11-10 22:16:36 +03:00
ThomasCharester 7bc15cc03d Перекинул энтерстейт 2025-11-03 16:45:41 +03:00
MrTorex 0e188efe59 Инишиал механика наклона при залазании на стены
Нуждается в доработке (как минимум чтобы вращалось в правильную сторону), но вроде-как выглядит прикольно
2025-10-29 15:00:25 +03:00
326 changed files with 23563 additions and 3247 deletions

No files matched your search

@@ -15,7 +15,7 @@ MonoBehaviour:
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
m_currentHash:
serializedVersion: 2
Hash: 7ed5aa0308ed28c84409cb70340524a8
Hash: db97f0adbdaa5d76ea9341571ea44391
m_OptimizeCatalogSize: 0
m_BuildRemoteCatalog: 0
m_CatalogRequestsTimeout: 0
@@ -30,6 +30,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 1d4767c722c05b5d6b96bb226d378c65
m_Address: Assets/Resources_moved/Prefabs/Player/ArmsMesh.prefab
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 1d7110a045075b22fa27d62bd5f2784e
m_Address: 357_shot1
m_ReadOnly: 0
@@ -90,6 +95,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 751890caa1647ec6689f24933fbcb770
m_Address: "Prefabs/Furniture/\u0442\u0440\u0443\u0431\u0430"
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 7c5caf3ceee44f71588860c5c1fbdbe0
m_Address: Audio/Dispatcher/take_damage3
m_ReadOnly: 0
@@ -100,6 +110,11 @@ 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
@@ -1,14 +1,23 @@
using System.Globalization;
using System.Reflection.Emit;
using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Character.Core;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
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.Core;
using Reflex.Extensions;
using Reflex.Injectors;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
@@ -16,13 +25,15 @@ using UnityEngine.SceneManagement;
namespace Code.App.AppStates
{
public class GameplayState : BaseState<AppStateMachineContext>
{
// DEBUG
private Transform _testSFXTransform;
// DEBUG
{
private PlayerHealth _playerHealth;
private PlayerMoney _playerMoney;
private IScoreService _scoreService;
private IOrderService _orderService;
private CharacterProvider _playerCharacter;
public GameplayState(AppStateMachineContext context) : base(context)
{
@@ -39,75 +50,103 @@ namespace Code.App.AppStates
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveMoney);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveOrderDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, RecieveOrderDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, DeliverOrderDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
// Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
WaitForSceneToLoad();
#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 UniTaskVoid WaitForSceneToLoad()
{
{
await Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
await UniTask.WhenAll(
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MovementDev),
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
// TODO
Context.AudioFactory.WarmGameplayMusic(),
Context.AudioFactory.WarmSFX()
Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDispatcher(),
// TODO
WaitForPlayerArmsToInitialize(),
WaitForPlayerCharacterLoad()
);
MusicInitialize();
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
var sceneEnvironment = ((GameplaySceneEnvironment)SceneManager.GetActiveScene()
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
_testSFXTransform = sceneEnvironment.debugSfxTarget;
PlayerInitialize(sceneEnvironment);
((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
UIInitialize();
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
Context.InputService.EnableMap(ActionMappings.Gameplay);
CameraInitialize();
InputServiceInitialize();
GameplayServicesInitialize(sceneContainer);
_tickEnabled = true;
Context.UIService.LoadingScreen.Hide();
}
private void PlayDebugSFX(InputAction.CallbackContext context)
{
Context.AudioService.PlaySFX(SFXSounds.Crowbar, _testSFXTransform.position);
}
private void PlayDebugDispatcher(InputAction.CallbackContext context)
{
Context.AudioService.PlayDispatcher(DispatcherSounds.AhFreeman);
}
private void GiveHealth(InputAction.CallbackContext context)
{
_playerHealth.GetDamage(-1);
}
private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
private void LooseHealth(InputAction.CallbackContext context)
{
_playerHealth.GetDamage(1);
private void OrderGiven(float time)
{
}
private void GiveMoney(InputAction.CallbackContext context)
private void OrderRecieved(float time)
{
_playerMoney.GiveMoney(100);
((GameplayPanel)(Context.UIService.CurrentPanel)).SummonDispatcher();
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2));
}
private void LooseMoney(InputAction.CallbackContext context)
{
_playerMoney.LooseMoney(100);
((GameplayPanel)(Context.UIService.CurrentPanel)).CloseDispatcher();
private void OrderDelivered(int score, float time)
{
if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
_playerMoney.GiveMoney(score);
}
// DEBUG
private void GiveOrderDEBUG(InputAction.CallbackContext context)
{
_orderService.OrderGive();
}
private void RecieveOrderDEBUG(InputAction.CallbackContext context)
{
_orderService.OrderRecieved();
}
private void DeliverOrderDEBUG(InputAction.CallbackContext context)
{
_orderService.OrderDelivered();
}
private void RoomPassedDEBUG(InputAction.CallbackContext context)
{
_orderService.RoomPassed();
}
private OrderDispenser _debugTube;
private void Tube(InputAction.CallbackContext context)
{
_debugTube.ThrowOrder();
}
// DEBUG
private bool _tickEnabled;
public override void Tick()
{
if (!_tickEnabled) return;
// TODO ГРЯЗь
_gameplayPanel.Timer.text = ((int)_orderService.DecreaseTimer(Time.deltaTime)).ToString(CultureInfo.CurrentCulture);
}
private void EndGame()
@@ -121,18 +160,71 @@ namespace Code.App.AppStates
_playerHealth = null;
_playerMoney = null;
_tickEnabled = false;
Context.PlayerFactory.ReleasePlayer(_playerCharacter);
_playerCharacter = null;
Context.PlayerFactory.ReleaseArms(_armsMesh);
_armsMesh = null;
Context.InputService.DisableMap(ActionMappings.Gameplay);
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveHealth);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveOrderDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, RecieveOrderDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, DeliverOrderDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
// Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
base.ExitState();
}
private void InputServiceInitialize()
{
Context.InputService.EnableMap(ActionMappings.Gameplay);
}
private void CameraInitialize()
{
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
}
private GameplayPanel _gameplayPanel;
private ArmsMeshProvider _armsMesh;
private void UIInitialize()
{
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
_gameplayPanel.Initialize(_playerMoney, _playerHealth);
}
private void MusicInitialize()
{
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
}
private void PlayerInitialize(GameplaySceneEnvironment sceneEnvironment)
{
_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
_playerCharacter.PlayerAnimator.SetAnimator(_armsMesh.ArmsAnimator);
}
private void GameplayServicesInitialize(Container sceneContainer)
{
_scoreService = sceneContainer.Resolve<IScoreService>();
_orderService = sceneContainer.Resolve<IOrderService>();
_orderService.OnOrderGiven += OrderGiven;
_orderService.OnOrderRecieved += OrderRecieved;
_orderService.OnOrderDelivered += OrderDelivered;
}
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
{
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
_debugTube = sceneEnvironment.debugTube;
return sceneEnvironment;
}
}
}
@@ -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
{
Context.UIService.LoadingScreen.Show();
Context.CameraStateMachine.SwitchState(CameraMode.Static);
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();
#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);
@@ -3,6 +3,7 @@ using Code.Audio;
using Code.Configs;
using Code.Constants;
using Code.Gameplay.Camera;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Input;
using Code.Scenes;
@@ -66,17 +67,25 @@ namespace Code.App
staticDataService.Load();
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
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));
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
}
private AppStateMachine _appStateMachine;
@@ -93,7 +102,6 @@ namespace Code.App
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
BootstrapFinish(container);
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
}
private async UniTaskVoid BootstrapFinish(Container container)
@@ -1,3 +1,4 @@
using Code.Gameplay.Orders.Order;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Reflex.Core;
@@ -12,6 +13,8 @@ namespace Code.App.SceneInstallers
public void InstallBindings(ContainerBuilder containerBuilder)
{
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
containerBuilder.AddScoped(typeof(ScoreService), typeof(IScoreService));
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
containerBuilder.OnContainerBuilt += Initialize;
}
@@ -18,6 +18,17 @@ namespace Code.Audio
{
Absolutely,
AbsolutelyNot,
AhFreeman
AhFreeman,
Recieve1,
Recieve2,
TakeDamage1,
TakeDamage2,
TakeDamage3,
TakeDamage4,
Late1,
Late2,
Late3,
Late4,
Late5
}
}
@@ -62,8 +62,8 @@ namespace Code.Audio
public async UniTask WarmGameplayMusic( )
{
_actionMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_actionSoundtrack, OnActionTrackLoaded, Addressables.MergeMode.None);
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.None);
_actionMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_actionSoundtrack, OnActionTrackLoaded, Addressables.MergeMode.Union);
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.Union);
await UniTask.WhenAll(_actionMusicHandle.ToUniTask(), _peacefulMusicHandle.ToUniTask());
}
@@ -79,7 +79,7 @@ namespace Code.Audio
}
public async UniTask WarmMenuMusic( )
{
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.None);
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
await _menuMusicHandle.ToUniTask();
@@ -92,7 +92,7 @@ namespace Code.Audio
}
public async UniTask WarmSFX( )
{
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.None);
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
await _SFXHandle.ToUniTask();
@@ -104,7 +104,7 @@ namespace Code.Audio
}
public async UniTask WarmEnemies( )
{
_enemiesHandle = Addressables.LoadAssetsAsync<AudioClip>(_enemies, OnEnemiesLoaded, Addressables.MergeMode.None);
_enemiesHandle = Addressables.LoadAssetsAsync<AudioClip>(_enemies, OnEnemiesLoaded, Addressables.MergeMode.Union);
await _enemiesHandle.ToUniTask();
@@ -118,7 +118,7 @@ namespace Code.Audio
public async UniTask WarmDispatcher( )
{
_dispatcherHandle = Addressables.LoadAssetsAsync<AudioClip>(_dispatcher, OnDispatcherLoaded, Addressables.MergeMode.None);
_dispatcherHandle = Addressables.LoadAssetsAsync<AudioClip>(_dispatcher, OnDispatcherLoaded, Addressables.MergeMode.Union);
await _dispatcherHandle.ToUniTask();
@@ -0,0 +1,12 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Gameplay/OrderBox", fileName = "OrderBoxConfig")]
public class OrderBoxConfig : ScriptableObject
{
public float activationTime;
public AnimationCurve floatingCurve;
public float curveLength;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6af4f53d425a41c78ef889fd7e5c3197
timeCreated: 1763735968
@@ -0,0 +1,11 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "OrderServiceConfig", menuName = "Config/Gameplay/OrderServiceConfig")]
public class OrderServiceConfig : ScriptableObject
{
public Vector2 timeBounds;
public float koefRooms, koefOvertime;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ee2550c3e4874575ac3aecadfcc42475
timeCreated: 1763559999
@@ -1,4 +1,5 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
@@ -6,5 +7,8 @@ namespace Code.Configs
public class PlayerConfig : ScriptableObject
{
public int maxHealth;
public AssetReference characterPrefab;
public AssetReference armsMeshPrefab;
}
}
@@ -12,6 +12,7 @@ namespace Code.Gameplay.Camera
{
Bogdan,
Static,
UltraStatic,
FirstPerson,
ThirdPerson,
Cinematic
@@ -10,12 +10,14 @@ 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];
}
public UnityEngine.Camera Camera => StateMachineContext.Camera;
protected override bool CheckTransitionAllowed(CameraMode nextState) => true;
@@ -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
@@ -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;
}
}
}
@@ -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;
}
}
@@ -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
@@ -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 +1,60 @@
using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Character.Controller;
using Code.Gameplay.Player;
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
[SerializeField] private PlayerAnimator _animator;
public PlayerAnimator PlayerAnimator => _animator;
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
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e41c28f7828a44b7bc26d87886064d99
timeCreated: 1763556651
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4911436131e345ada949f2418595bbd8
timeCreated: 1763559099
@@ -0,0 +1,20 @@
namespace Code.Gameplay.Orders.Order
{
public interface IOrderService
{
delegate void OrderProgressDelegate(float time);
event OrderProgressDelegate OnOrderGiven;
event OrderProgressDelegate OnOrderRecieved;
delegate void OrderDeliveredDelegate(int score, float time);
event OrderDeliveredDelegate OnOrderDelivered;
OrderState OrderState { get; }
void RoomPassed();
float DecreaseTimer(float delta);
void OrderGive();
void OrderRecieved();
void OrderDelivered();
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8b4467951c884c8dafeb633020696c24
timeCreated: 1763561686
@@ -0,0 +1,9 @@
namespace Code.Gameplay.Orders.Order
{
public interface IScoreService
{
int Score { get; }
void IncreaseScore(int amount);
void DecreaseScore(int amount);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 64668c9ef4c441af84c635365cfbb2de
timeCreated: 1763559523
@@ -0,0 +1,68 @@
using System;
using Code.Configs;
using Code.Gameplay.Orders.Order;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Gameplay.Orders.Order
{
public class OrderBox : MonoBehaviour
{
[Inject] private IOrderService _orderService;
public Rigidbody rigidbody;
[SerializeField] private bool _pickupMode;
// [SerializeField] private AnimationCurve debugCurve;
//DEBUG
// private void Start()
// {
// _capturedPosition = transform.position;
// _floatingCurve = debugCurve;
// _curveLength = 1f;
// }
// DEBUG
private float _activationTime;
[Inject]
private void Construct(OrderBoxConfig config)
{
_floatingCurve = config.floatingCurve;
_activationTime = config.activationTime;
_curveLength = config.curveLength;
}
public void OnTriggerEnter(Collider other)
{
if (!_pickupMode) return;
_orderService.OrderRecieved();
Destroy(gameObject);
}
public async UniTaskVoid SwitchMode()
{
Debug.LogWarning("Activating");
await UniTask.WaitForSeconds(_activationTime);
Debug.LogWarning("Available");
_pickupMode = true;
rigidbody.isKinematic = true;
_capturedPosition = transform.position;
}
private Vector3 _capturedPosition;
private float _timeForMoving;
private AnimationCurve _floatingCurve;
private float _curveLength;
private void FixedUpdate()
{
if (!_pickupMode) return;
_timeForMoving += Time.fixedDeltaTime;
if (_timeForMoving > _curveLength) _timeForMoving = 0;
transform.position = _capturedPosition + new Vector3(0, _floatingCurve.Evaluate(_timeForMoving), 0);
Debug.Log(transform.position);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 067bc72af86a4fb8ac44d0c1fcfd25d5
timeCreated: 1763573681
@@ -0,0 +1,19 @@
using System;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Gameplay.Orders.Order
{
public class OrderDeliveryTrigger : MonoBehaviour
{
[Inject] private IOrderService _orderService;
private bool _playerEntered;
private void OnTriggerEnter(Collider other)
{
if (_playerEntered) return;
_playerEntered = true;
_orderService.OrderDelivered();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 47fbefab729047e5a11d8761e26f75a6
timeCreated: 1763737623
@@ -0,0 +1,31 @@
using DG.Tweening;
using UnityEngine;
namespace Code.Gameplay.Orders.Order
{
public class OrderDispenser : MonoBehaviour
{
[SerializeField] private Transform hatch;
[SerializeField] private OrderBox order;
private bool _activated;
public void ThrowOrder()
{
hatch.DORotate(new Vector3(-130f, 0, 0), 0.2f);
order.rigidbody.isKinematic = false;
order.rigidbody.AddForce(-transform.forward * 10f, ForceMode.Impulse);
}
// DEBUG TODO ДИМКА УДАЛИ И ПРОПИШИ В СВОЕЙ ЛОГИКЕ
public void OnTriggerEnter(Collider other)
{
if(_activated) return;
_activated = true;
ThrowOrder();
order.SwitchMode();
}
// DEBUG
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e50e3c42f5ee45e0b1087e0dbf7dd0f4
timeCreated: 1763556675
@@ -0,0 +1,18 @@
using Reflex.Attributes;
using UnityEngine;
namespace Code.Gameplay.Orders.Order
{
public class OrderGiveTrigger : MonoBehaviour
{
[Inject] private IOrderService _orderService;
private bool _playerEntered;
private void OnTriggerEnter(Collider other)
{
if (_playerEntered) return;
_playerEntered = true;
_orderService.OrderGive();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d3966e4798d243abba9d85b9ad8aef33
timeCreated: 1763742374
@@ -0,0 +1,61 @@
using Code.Audio;
using Code.Configs;
using UnityEngine;
namespace Code.Gameplay.Orders.Order
{
public class OrderService : IOrderService
{
public event IOrderService.OrderProgressDelegate OnOrderGiven;
public event IOrderService.OrderProgressDelegate OnOrderRecieved;
public event IOrderService.OrderDeliveredDelegate OnOrderDelivered;
private OrderState _orderState;
public OrderState OrderState => _orderState;
private float _deliveryTimer = 0.0f;
private Vector2 _timeBounds;
private float _koefRooms, _koefOvertime;
private int _roomsPassed;
public OrderService(OrderServiceConfig config)
{
_orderState = OrderState.Delivered;
_timeBounds = config.timeBounds;
_koefRooms = config.koefRooms;
_koefOvertime = config.koefOvertime;
}
public void RoomPassed() => _roomsPassed++;
public float DecreaseTimer(float delta)
{
return _deliveryTimer -= delta;
}
public void OrderGive()
{
_orderState = OrderState.Given;
_roomsPassed = 0;
_deliveryTimer = Random.Range(_timeBounds.x, _timeBounds.y);
OnOrderGiven?.Invoke(_deliveryTimer);
}
public void OrderRecieved()
{
_orderState = OrderState.Recieved;
OnOrderRecieved?.Invoke(_deliveryTimer);
}
public void OrderDelivered()
{
_orderState = OrderState.Delivered;
int score = (int)(_koefRooms * _roomsPassed + _deliveryTimer * _koefOvertime);
OnOrderDelivered?.Invoke(score, _deliveryTimer);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b324c2a1be1546868cddf779445b286a
timeCreated: 1763559110
@@ -0,0 +1,9 @@
namespace Code.Gameplay.Orders.Order
{
public enum OrderState
{
Delivered,
Given,
Recieved,
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0a8980a0cc034110ab3ccd948d40956b
timeCreated: 1763559535
@@ -0,0 +1,11 @@
namespace Code.Gameplay.Orders.Order
{
public class ScoreService : IScoreService
{
private int _score;
public int Score => _score;
public void IncreaseScore(int amount) => _score += amount;
public void DecreaseScore(int amount) => _score -= amount;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 619f2425460843aaa1f0f21e302158ce
timeCreated: 1763559528
@@ -0,0 +1,9 @@
using UnityEngine;
namespace Code.Gameplay.Player
{
public class ArmsMeshProvider : MonoBehaviour
{
[SerializeField] public Animator ArmsAnimator;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: cfe65f613bc54b4098acdba0d3fdd2a2
timeCreated: 1763730814
@@ -1,8 +1,17 @@
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);
UniTask<ArmsMeshProvider> CreateArms(Transform papochka);
void ReleaseArms(ArmsMeshProvider arms);
}
}
@@ -0,0 +1,24 @@
using KinematicCharacterController;
using UnityEngine;
namespace Code.Gameplay.Player
{
public class PlayerAnimator : MonoBehaviour
{
private static readonly int Velocity = Animator.StringToHash("Velocity");
private Animator _playerAnimator;
public void SetAnimator(Animator animator) => _playerAnimator = animator;
[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 +22,21 @@ 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);
}
public async UniTask<ArmsMeshProvider> CreateArms(Transform papochka) => (await Addressables.InstantiateAsync(_playerConfig.armsMeshPrefab, papochka).ToUniTask()).GetComponent<ArmsMeshProvider>();
public void ReleaseArms(ArmsMeshProvider arms) => Addressables.ReleaseInstance(arms.gameObject);
}
}
@@ -1,3 +1,4 @@
using Code.Gameplay.Orders.Order;
using UnityEngine;
using UnityEngine.Serialization;
@@ -7,10 +8,14 @@ namespace Code.Scenes.SceneEnvironments
public class GameplaySceneEnvironment : CurrentSceneEnvironment
{
[FormerlySerializedAs("sfxTarget")] public Transform debugSfxTarget;
public Transform playerSpawnPoint;
public OrderDispenser debugTube;
public void TransitVariables(GameplaySceneEnvironment env)
{
debugSfxTarget = env.debugSfxTarget;
playerSpawnPoint = env.playerSpawnPoint;
debugTube = env.debugTube;
}
}
}
@@ -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;
}
}
}
@@ -30,7 +30,7 @@ namespace Code.Scenes
callBack?.Invoke();
}
public async UniTask LoadSceneAsyncAwaitable(int sceneId, float waitFor = 0)
public async UniTask LoadSceneAsyncAwaitable(int sceneId, float waitFor = 0f)
{
await UniTask.WhenAll(
UniTask.Delay(TimeSpan.FromSeconds(waitFor)),
@@ -21,6 +21,8 @@ namespace Code.StaticData
SFXListConfig SFXListConfig { get; }
DispatcherSoundListConfig DispatcherSoundListConfig { get; }
EnemiesSoundListConfig EnemiesSoundListConfig { get; }
OrderServiceConfig OrderServiceConfig { get; }
OrderBoxConfig OrderBoxConfig { get; }
void Load();
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
}
@@ -20,6 +20,8 @@ namespace Code.StaticData
public SFXListConfig SFXListConfig { get; private set; }
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
public OrderServiceConfig OrderServiceConfig { get; private set; }
public OrderBoxConfig OrderBoxConfig { get; private set; }
public void Load()
{
@@ -29,6 +31,8 @@ namespace Code.StaticData
CharacterConfig = Resources.Load<CharacterConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterConfig"));
UIConfig = Resources.Load<UIConfig>(string.Format(StringPaths.ConfigSingle, "App", "UIConfig"));
PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig"));
OrderServiceConfig = Resources.Load<OrderServiceConfig>(string.Format(StringPaths.ConfigSingle, "Gameplay", "OrderServiceConfig"));
OrderBoxConfig = Resources.Load<OrderBoxConfig>(string.Format(StringPaths.ConfigSingle, "Gameplay", "OrderBoxConfig"));
LoadAudioConfigs();
}
@@ -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
@@ -2,10 +2,9 @@ using Code.Gameplay.Player;
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace Code.UI
namespace Code.UI.Panels
{
public class GameplayPanel : UIElement
{
@@ -16,6 +15,7 @@ namespace Code.UI
[SerializeField] private float dispatcherTransitionTime = 0.5f;
[Header("Timer")]
[SerializeField] private TMP_Text timer;
public TMP_Text Timer => timer;
[Header("HealthBar")]
[SerializeField] private Image healthBar;
[Header("MoneyBar")]
@@ -41,11 +41,6 @@ namespace Code.UI
health.OnDamage += HealthUpdate;
HealthUpdate(0,health);
}
private void Update()
{
timer.text = Time.deltaTime.ToString();
}
public void SummonDispatcher()
{
// TODO
@@ -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;
public CinematicDoorOpening CinematicDoorOpening;
public void Start()
{
startButton.OnPointerEnterEvent = OpenStart;
exitButton.OnPointerEnterEvent = OpenExit;
startButton.OnPointerExitEvent = CloseDoor;
exitButton.OnPointerExitEvent = CloseDoor;
}
public override void Show()
{
}
@@ -14,5 +24,18 @@ namespace Code.UI
public override void Hide()
{
}
private void OpenExit()
{
CinematicDoorOpening.PreOpen(false);
}
private void OpenStart()
{
CinematicDoorOpening.PreOpen(true);
}
private void CloseDoor()
{
CinematicDoorOpening.Close();
}
}
}
@@ -154,6 +154,7 @@ AudioMixerSnapshotController:
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@@ -189,7 +190,7 @@ AudioMixerController:
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@@ -13,3 +13,15 @@ MonoBehaviour:
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@@ -13,12 +13,32 @@ MonoBehaviour:
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