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No files matched your search
@@ -15,7 +15,7 @@ MonoBehaviour:
|
||||
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
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m_currentHash:
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serializedVersion: 2
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||||
Hash: 7ed5aa0308ed28c84409cb70340524a8
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||||
Hash: db97f0adbdaa5d76ea9341571ea44391
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||||
m_OptimizeCatalogSize: 0
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||||
m_BuildRemoteCatalog: 0
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||||
m_CatalogRequestsTimeout: 0
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||||
|
||||
@@ -30,6 +30,11 @@ MonoBehaviour:
|
||||
m_ReadOnly: 0
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||||
m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 1d4767c722c05b5d6b96bb226d378c65
|
||||
m_Address: Assets/Resources_moved/Prefabs/Player/ArmsMesh.prefab
|
||||
m_ReadOnly: 0
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||||
m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 1d7110a045075b22fa27d62bd5f2784e
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||||
m_Address: 357_shot1
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m_ReadOnly: 0
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||||
@@ -90,6 +95,11 @@ MonoBehaviour:
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||||
m_ReadOnly: 0
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||||
m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 751890caa1647ec6689f24933fbcb770
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||||
m_Address: "Prefabs/Furniture/\u0442\u0440\u0443\u0431\u0430"
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m_ReadOnly: 0
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||||
m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 7c5caf3ceee44f71588860c5c1fbdbe0
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||||
m_Address: Audio/Dispatcher/take_damage3
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m_ReadOnly: 0
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@@ -100,6 +110,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 81844a99f5b786b41b831174f8fb6d3a
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m_Address: Prefabs/Player/CharacterController
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||||
m_ReadOnly: 0
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m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 82c71411174bfa86ca1f676b9d389f94
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||||
m_Address: bastard!
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m_ReadOnly: 0
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||||
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||||
@@ -1,14 +1,23 @@
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using System.Globalization;
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using System.Reflection.Emit;
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using Code.App.StateMachine;
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using Code.Audio;
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using Code.Gameplay.Camera;
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using Code.Gameplay.Camera.CameraStates;
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using Code.Gameplay.Character.Core;
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using Code.Gameplay.Orders.Order;
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using Code.Gameplay.Orders.Order;
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using Code.Gameplay.Player;
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using Code.Input;
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using Code.Scenes;
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using Code.Scenes.SceneEnvironments;
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using Code.StateMachine;
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||||
using Code.UI;
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using Code.UI.Panels;
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using Cysharp.Threading.Tasks;
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using Reflex.Core;
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using Reflex.Extensions;
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using Reflex.Injectors;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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@@ -16,13 +25,15 @@ using UnityEngine.SceneManagement;
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namespace Code.App.AppStates
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||||
{
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public class GameplayState : BaseState<AppStateMachineContext>
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{
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// DEBUG
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private Transform _testSFXTransform;
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// DEBUG
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{
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private PlayerHealth _playerHealth;
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private PlayerMoney _playerMoney;
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private IScoreService _scoreService;
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private IOrderService _orderService;
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private CharacterProvider _playerCharacter;
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public GameplayState(AppStateMachineContext context) : base(context)
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{
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@@ -39,75 +50,103 @@ namespace Code.App.AppStates
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
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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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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveOrderDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, RecieveOrderDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, DeliverOrderDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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// Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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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
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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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||||
{
|
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{
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await Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
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await UniTask.WhenAll(
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MovementDev),
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Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
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// TODO
|
||||
Context.AudioFactory.WarmGameplayMusic(),
|
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Context.AudioFactory.WarmSFX()
|
||||
Context.AudioFactory.WarmSFX(),
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Context.AudioFactory.WarmDispatcher(),
|
||||
// TODO
|
||||
WaitForPlayerArmsToInitialize(),
|
||||
WaitForPlayerCharacterLoad()
|
||||
);
|
||||
MusicInitialize();
|
||||
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||||
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();
|
||||
}
|
||||
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||||
private void PlayDebugSFX(InputAction.CallbackContext context)
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||||
{
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Context.AudioService.PlaySFX(SFXSounds.Crowbar, _testSFXTransform.position);
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||||
}
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||||
private void PlayDebugDispatcher(InputAction.CallbackContext context)
|
||||
{
|
||||
Context.AudioService.PlayDispatcher(DispatcherSounds.AhFreeman);
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||||
}
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||||
private void GiveHealth(InputAction.CallbackContext context)
|
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{
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||||
_playerHealth.GetDamage(-1);
|
||||
}
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private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
|
||||
|
||||
private void LooseHealth(InputAction.CallbackContext context)
|
||||
{
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||||
_playerHealth.GetDamage(1);
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||||
private void OrderGiven(float time)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void GiveMoney(InputAction.CallbackContext context)
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||||
private void OrderRecieved(float time)
|
||||
{
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||||
_playerMoney.GiveMoney(100);
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||||
((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);
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||||
((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
|
||||
+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 +1,60 @@
|
||||
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:
|
||||
m_SnapshotID: 6d6b0cfa14637d5f0a34277934971c34
|
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m_FloatValues:
|
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b9fc0df121fe7134e9cbd35aa5a65755: -80
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4c469b14481ac855fb9fb2989e6e6b94: -14.221897
|
||||
ddab7e07de3c686e296ff10b1cd77a47: -80
|
||||
m_TransitionOverrides: {}
|
||||
--- !u!241 &24100000
|
||||
@@ -189,7 +190,7 @@ AudioMixerController:
|
||||
- af6d3dead2e9e4848a2ca2fa55634108
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name: View
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m_CurrentViewIndex: 0
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m_TargetSnapshot: {fileID: -5566153147845745614}
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m_TargetSnapshot: {fileID: -1214924791136564940}
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--- !u!243 &24300002
|
||||
AudioMixerGroupController:
|
||||
m_ObjectHideFlags: 0
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||||
|
||||
@@ -13,3 +13,15 @@ MonoBehaviour:
|
||||
m_Name: PlayerConfig
|
||||
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.PlayerConfig
|
||||
maxHealth: 4
|
||||
characterPrefab:
|
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m_AssetGUID: 81844a99f5b786b41b831174f8fb6d3a
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m_SubObjectName:
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m_SubObjectType:
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m_SubObjectGUID:
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armsMeshPrefab:
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m_AssetGUID: 1d4767c722c05b5d6b96bb226d378c65
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m_SubObjectType:
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@@ -13,12 +13,32 @@ MonoBehaviour:
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m_Name: SoundtrackListConfig
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m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.SoundtrackListConfig
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peacefulSoundtrack:
|
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m_SubObjectName:
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m_SubObjectType:
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m_SubObjectGUID:
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m_EditorAssetChanged: 0
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actionSoundtrack:
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- m_AssetGUID: ebe18293a5ef86704b23dad3a1786476
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m_SubObjectName:
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m_SubObjectType:
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@@ -35,3 +55,8 @@ MonoBehaviour:
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m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.OrderBoxConfig
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Loaded 100 of 326 files, more files were not shown because too many files have changed in this diff.
Show more
Reference in new issue
Block a user