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30
Commits
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No files matched your search
@@ -15,7 +15,7 @@ MonoBehaviour:
|
||||
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
|
||||
m_currentHash:
|
||||
serializedVersion: 2
|
||||
Hash: 7ed5aa0308ed28c84409cb70340524a8
|
||||
Hash: adba03da8c5086ecbcf5b8db72996dd1
|
||||
m_OptimizeCatalogSize: 0
|
||||
m_BuildRemoteCatalog: 0
|
||||
m_CatalogRequestsTimeout: 0
|
||||
|
||||
@@ -60,6 +60,11 @@ MonoBehaviour:
|
||||
m_ReadOnly: 0
|
||||
m_SerializedLabels: []
|
||||
FlaggedDuringContentUpdateRestriction: 0
|
||||
- m_GUID: 2ed2d93a9f39d4edba511cb7396c7bb6
|
||||
m_Address: Prefabs/Enemies/Cockroach
|
||||
m_ReadOnly: 0
|
||||
m_SerializedLabels: []
|
||||
FlaggedDuringContentUpdateRestriction: 0
|
||||
- m_GUID: 2f6134357dc2a5641a846a7478ce4c2c
|
||||
m_Address: bravo!
|
||||
m_ReadOnly: 0
|
||||
@@ -100,6 +105,11 @@ 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
|
||||
@@ -135,6 +145,11 @@ MonoBehaviour:
|
||||
m_ReadOnly: 0
|
||||
m_SerializedLabels: []
|
||||
FlaggedDuringContentUpdateRestriction: 0
|
||||
- m_GUID: b33855c694de89386a25c56cbe463a0e
|
||||
m_Address: Prefabs/Enemies/DrunkenGrandpa
|
||||
m_ReadOnly: 0
|
||||
m_SerializedLabels: []
|
||||
FlaggedDuringContentUpdateRestriction: 0
|
||||
- m_GUID: c566fc932edefbbee9e53271eac3c560
|
||||
m_Address: MainMenu
|
||||
m_ReadOnly: 0
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||||
@@ -155,6 +170,11 @@ MonoBehaviour:
|
||||
m_ReadOnly: 0
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||||
m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: f3d7dc64b34919ad7b50a3dd307a935b
|
||||
m_Address: Prefabs/Enemies/Fog
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||||
m_ReadOnly: 0
|
||||
m_SerializedLabels: []
|
||||
FlaggedDuringContentUpdateRestriction: 0
|
||||
- m_GUID: f4b6fa54ecac6cc418f98824491aa17a
|
||||
m_Address: Audio/Music/SANABI - JUSTICE Is Watching You
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||||
m_ReadOnly: 0
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Camera.CameraStates;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
@@ -24,6 +26,8 @@ namespace Code.App.AppStates
|
||||
private PlayerHealth _playerHealth;
|
||||
private PlayerMoney _playerMoney;
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||||
|
||||
private CharacterProvider _playerCharacter;
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|
||||
public GameplayState(AppStateMachineContext context) : base(context)
|
||||
{
|
||||
}
|
||||
@@ -33,12 +37,14 @@ namespace Code.App.AppStates
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
|
||||
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
|
||||
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
|
||||
|
||||
_playerHealth.OnDeath += EndGame;
|
||||
|
||||
//_playerHealth = Context.PlayerProvider.Health;
|
||||
//_playerHealth.OnDeath += EndGame;
|
||||
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
||||
|
||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||
|
||||
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);
|
||||
@@ -51,14 +57,20 @@ namespace Code.App.AppStates
|
||||
#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 UniTask.WhenAll(
|
||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MovementDev),
|
||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay),
|
||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
||||
Context.AudioFactory.WarmGameplayMusic(),
|
||||
Context.AudioFactory.WarmSFX()
|
||||
);
|
||||
Context.AudioFactory.WarmSFX(),
|
||||
WaitForPlayerCharacterLoad()
|
||||
);
|
||||
|
||||
_playerHealth = Context.PlayerProvider.Health;
|
||||
_playerHealth.OnDeath += EndGame;
|
||||
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
|
||||
@@ -68,14 +80,23 @@ namespace Code.App.AppStates
|
||||
|
||||
_testSFXTransform = sceneEnvironment.debugSfxTarget;
|
||||
|
||||
_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
|
||||
|
||||
((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
||||
|
||||
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
|
||||
|
||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||
|
||||
Context.UIService.LoadingScreen.Hide();
|
||||
}
|
||||
|
||||
private void OnCharacterSpawn(CharacterProvider characterProvider)
|
||||
{
|
||||
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
|
||||
}
|
||||
private void PlayDebugSFX(InputAction.CallbackContext context)
|
||||
{
|
||||
Context.AudioService.PlaySFX(SFXSounds.Crowbar, _testSFXTransform.position);
|
||||
@@ -121,6 +142,9 @@ namespace Code.App.AppStates
|
||||
_playerHealth = null;
|
||||
_playerMoney = null;
|
||||
|
||||
Context.PlayerFactory.ReleasePlayer(_playerCharacter);
|
||||
_playerCharacter = null;
|
||||
|
||||
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
|
||||
|
||||
@@ -2,11 +2,13 @@ using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Camera.CameraStates;
|
||||
using Code.Gameplay.Door;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using Code.UI.Panels;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Extensions;
|
||||
using UnityEngine;
|
||||
@@ -24,13 +26,14 @@ namespace Code.App.AppStates
|
||||
{
|
||||
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);
|
||||
|
||||
@@ -27,6 +27,7 @@ namespace Code.App
|
||||
|
||||
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
||||
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
|
||||
containerBuilder.AddSingleton(typeof(PlayerProvider), typeof(IPlayerProvider));
|
||||
|
||||
InitializeCamera(containerBuilder, staticDataService);
|
||||
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
|
||||
@@ -66,12 +67,21 @@ 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.DrunkenGrandpaConfig, typeof(DrunkenGrandpaConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.CockroachConfig, typeof(CockroachConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.FogConfig, typeof(FogConfig));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
|
||||
|
||||
@@ -16,6 +16,7 @@ namespace Code.App.StateMachine
|
||||
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
|
||||
[Inject] public IUIService UIService { get; private set; }
|
||||
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
|
||||
[Inject] public IPlayerProvider PlayerProvider { get; private set; }
|
||||
[Inject] public IAudioFactory AudioFactory { get; private set; }
|
||||
[Inject] public IAudioService AudioService { get; private set; }
|
||||
}
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Enemies/Cockroach", fileName = "CockroachConfig")]
|
||||
public class CockroachConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference cockroachPrefab;
|
||||
|
||||
public int damage = 2;
|
||||
public float attackCooldown = 1.5f;
|
||||
|
||||
public float detectionRange = 20f;
|
||||
public float attackRange = 1.3f;
|
||||
|
||||
public float speed = 6f;
|
||||
|
||||
public bool isStunnable;
|
||||
public float stunDuration;
|
||||
|
||||
public bool usesIdleMovement = true;
|
||||
public float idleWanderRadius = 3f;
|
||||
public float idleMoveDurationMin = 0.3f;
|
||||
public float idleMoveDurationMax = 1f;
|
||||
public float idlePauseDurationMin = 0.1f;
|
||||
public float idlePauseDurationMax = 0.8f;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7bc162d3127949aa950d0738beee99a4
|
||||
timeCreated: 1763571220
|
||||
@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Enemies/DrunkenGrandpa", fileName = "DrunkenGrandpaConfig")]
|
||||
public class DrunkenGrandpaConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference drunkenGrandpaPrefab;
|
||||
|
||||
public int damage = 2;
|
||||
public float attackCooldown = 5f;
|
||||
|
||||
public float detectionRange = 10f;
|
||||
public float attackRange = 1.5f;
|
||||
|
||||
public float speed = 3f;
|
||||
|
||||
public bool isStunnable = true;
|
||||
public float stunDuration = 3f;
|
||||
|
||||
public bool usesIdleMovement = true;
|
||||
public float idleWanderRadius = 5f;
|
||||
public float idleMoveDurationMin = 1f;
|
||||
public float idleMoveDurationMax = 5f;
|
||||
public float idlePauseDurationMin = 3f;
|
||||
public float idlePauseDurationMax = 5f;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4d157e8891074b90957a7434cff0ae71
|
||||
timeCreated: 1763569096
|
||||
@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Enemies/Fog", fileName = "FogConfig")]
|
||||
public class FogConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference fogPrefab;
|
||||
|
||||
public int damage = int.MaxValue;
|
||||
public float attackCooldown;
|
||||
|
||||
public float detectionRange;
|
||||
public float attackRange = 5f;
|
||||
|
||||
public float speed = 1.5f;
|
||||
|
||||
public bool isStunnable;
|
||||
public float stunDuration;
|
||||
|
||||
public bool usesIdleMovement;
|
||||
public float idleWanderRadius;
|
||||
public float idleMoveDurationMin;
|
||||
public float idleMoveDurationMax;
|
||||
public float idlePauseDurationMin;
|
||||
public float idlePauseDurationMax;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aa4dd2a5cce24902a2918488b5751f2f
|
||||
timeCreated: 1763581410
|
||||
@@ -1,4 +1,5 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
@@ -6,5 +7,7 @@ namespace Code.Configs
|
||||
public class PlayerConfig : ScriptableObject
|
||||
{
|
||||
public int maxHealth;
|
||||
|
||||
public AssetReference characterPrefab;
|
||||
}
|
||||
}
|
||||
@@ -12,6 +12,7 @@ namespace Code.Gameplay.Camera
|
||||
{
|
||||
Bogdan,
|
||||
Static,
|
||||
UltraStatic,
|
||||
FirstPerson,
|
||||
ThirdPerson,
|
||||
Cinematic
|
||||
|
||||
@@ -10,10 +10,11 @@ namespace Code.Gameplay.Camera
|
||||
public override void Initialize()
|
||||
{
|
||||
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
|
||||
States.Add(CameraMode.UltraStatic, new UltraStaticState(StateMachineContext));
|
||||
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
|
||||
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
|
||||
|
||||
CurrentBaseState = States[CameraMode.Static];
|
||||
CurrentBaseState = States[CameraMode.UltraStatic];
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -117,7 +117,7 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
||||
{
|
||||
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
||||
var rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
|
||||
var rotationFromInput = Quaternion.Euler(Vector3.up * (rotationInput.x * RotationSpeed));
|
||||
PlanarDirection = rotationFromInput * PlanarDirection;
|
||||
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
||||
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
public class UltraStaticState : BaseCameraState, ICameraState
|
||||
{
|
||||
public UltraStaticState(CameraStateMachineContext context) : base(context) { }
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Debug.Log("Ultra static State Enter");
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
{
|
||||
Camera.transform.position = FollowTransform.position;
|
||||
}
|
||||
|
||||
public CameraMode GetCameraMode() => CameraMode.UltraStatic;
|
||||
|
||||
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
|
||||
out Quaternion targetRotation)
|
||||
{
|
||||
if(FollowTransform) Camera.transform.rotation = FollowTransform.rotation;
|
||||
targetRotation = Camera.transform.rotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8e4b2fa3af4b4ba78ab79ca154f05fb4
|
||||
timeCreated: 1763547110
|
||||
+40
-3
@@ -15,6 +15,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
private readonly float _minWallClimbSpeed;
|
||||
// Пороговый косинус стены
|
||||
public float WallNormalThreshold { get; }
|
||||
|
||||
private bool _hasClimbedThisWallSession;
|
||||
private float _wallClimbCooldownTimer;
|
||||
private readonly float _wallClimbCooldownDuration = 1.5f;
|
||||
|
||||
public bool IsClimbingActive { get; private set; }
|
||||
|
||||
// Конструктор механики залазания на стену
|
||||
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed, float wallDetectionAngleThreshold)
|
||||
@@ -26,21 +32,32 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
}
|
||||
|
||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||
public void OnMovementHit(KinematicCharacterMotor motor, Vector3 hitNormal)
|
||||
public bool TryClimbWall(KinematicCharacterMotor motor, Vector3 hitNormal)
|
||||
{
|
||||
// Проверяем, что это вертикальная или почти вертикальная поверхность (стена)
|
||||
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
||||
if (Mathf.Abs(dotWithUp) > WallNormalThreshold) return; // Не стена — это пол или потолок
|
||||
|
||||
if (Mathf.Abs(dotWithUp) > WallNormalThreshold)
|
||||
{
|
||||
// Сбрасываем сессию, если коснулись пола/потолка → выход из "режима стены"
|
||||
_hasClimbedThisWallSession = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Запрещаем повторное залазание в рамках одной сессии
|
||||
if (_hasClimbedThisWallSession || _wallClimbCooldownTimer > 0f)
|
||||
return false;
|
||||
|
||||
// Получаем текущую скорость персонажа
|
||||
var currentVelocity = motor.Velocity;
|
||||
|
||||
// Проекция скорости на направление к стене (отрицательная, если летим в стену)
|
||||
var velocityIntoWall = Vector3.Dot(currentVelocity, -hitNormal);
|
||||
|
||||
|
||||
// Если движемся в стену с достаточной скоростью
|
||||
if (velocityIntoWall > _minWallClimbSpeed)
|
||||
{
|
||||
_wallClimbCooldownTimer = _wallClimbCooldownDuration;
|
||||
// Преобразуем часть горизонтальной скорости в вертикальную
|
||||
var verticalBoost = velocityIntoWall * _wallClimbSpeedFactor;
|
||||
|
||||
@@ -49,6 +66,26 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
|
||||
// Предотвращаем заземление и повторное применение в этом кадре
|
||||
motor.ForceUnground();
|
||||
_hasClimbedThisWallSession = true;
|
||||
IsClimbingActive = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void ResetWallClimbSession()
|
||||
{
|
||||
_hasClimbedThisWallSession = false;
|
||||
IsClimbingActive = false;
|
||||
}
|
||||
|
||||
public void TickCooldown(float deltaTime)
|
||||
{
|
||||
if (_wallClimbCooldownTimer > 0f)
|
||||
{
|
||||
_wallClimbCooldownTimer -= deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+84
-16
@@ -17,6 +17,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
private Vector3 _lastWallNormal;
|
||||
private float _lastWallContactHeight;
|
||||
private float _leanFactor;
|
||||
private float _leanSign;
|
||||
private Vector3 _leanDirection;
|
||||
|
||||
private Vector3 _lastWallContactPoint;
|
||||
private bool _isLeaningOnWall;
|
||||
private const float WallProximityThreshold = 0.6f;
|
||||
|
||||
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
|
||||
{
|
||||
@@ -32,29 +38,93 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
}
|
||||
|
||||
// Вызывается из OnMovementHit
|
||||
public void OnWallContact(Vector3 wallNormal, float contactHeight)
|
||||
public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
|
||||
{
|
||||
// Только если это действительно стена (не пол/потолок)
|
||||
var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
|
||||
if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
|
||||
return;
|
||||
|
||||
_lastWallNormal = wallNormal;
|
||||
_lastWallContactHeight = contactHeight; }
|
||||
_lastWallContactHeight = contactHeight;
|
||||
_lastWallContactPoint = motor.TransientPosition;
|
||||
|
||||
// Пересчитываем направление наклона
|
||||
_leanDirection = -_lastWallNormal;
|
||||
_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
|
||||
|
||||
_leanSign = 1;
|
||||
|
||||
// what the fuck
|
||||
if (_leanDirection.x != 0)
|
||||
{
|
||||
switch (_leanDirection.x)
|
||||
{
|
||||
case -1 or 1 when motor.CharacterRight.x > 0.1f:
|
||||
_leanSign = -1;
|
||||
break;
|
||||
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
|
||||
_leanDirection = new Vector3(0, 0, -1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (_leanDirection.z)
|
||||
{
|
||||
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
|
||||
_leanSign = -1;
|
||||
break;
|
||||
case -1 when motor.CharacterRight.z < -0.1f:
|
||||
case 1 when motor.CharacterRight.z > 0.1f:
|
||||
_leanDirection = new Vector3(-1, 0, 0);
|
||||
break;
|
||||
case -1 when motor.CharacterRight.z > 0.1f:
|
||||
case 1 when motor.CharacterRight.z < -0.1f:
|
||||
_leanDirection = new Vector3(1, 0, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
_isLeaningOnWall = true;
|
||||
}
|
||||
|
||||
// Обновление каждый кадр
|
||||
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
||||
{
|
||||
if (!_characterTransform) return;
|
||||
|
||||
var isGrounded = motor.GroundingStatus.IsStableOnGround;
|
||||
|
||||
if (!isGrounded)
|
||||
var currentPosition = motor.TransientPosition;
|
||||
|
||||
var isStillNearWall = false;
|
||||
if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
|
||||
{
|
||||
var heightDelta = motor.TransientPosition.y - _lastWallContactHeight;
|
||||
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
var toWall = currentPosition - _lastWallContactPoint;
|
||||
var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
|
||||
isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
|
||||
}
|
||||
else
|
||||
|
||||
if (_isLeaningOnWall)
|
||||
{
|
||||
var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
|
||||
|
||||
if (!isStillNearWall || isBelowContactHeight)
|
||||
{
|
||||
_isLeaningOnWall = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
var heightDelta = currentPosition.y - _lastWallContactHeight;
|
||||
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
}
|
||||
|
||||
if (!_isLeaningOnWall)
|
||||
{
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
|
||||
|
||||
ApplyLeanRotation(motor);
|
||||
}
|
||||
|
||||
@@ -66,13 +136,11 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
return;
|
||||
}
|
||||
|
||||
var leanDirection = -_lastWallNormal;
|
||||
leanDirection = Vector3.ProjectOnPlane(leanDirection, motor.CharacterUp).normalized;
|
||||
if (_leanDirection.sqrMagnitude < 0.01f) return;
|
||||
|
||||
if (leanDirection.sqrMagnitude < 0.01f) return;
|
||||
|
||||
var leanAngle = _leanFactor * _maxLeanAngle;
|
||||
var leanRotation = Quaternion.AngleAxis(leanAngle, Vector3.Cross(motor.CharacterUp, leanDirection));
|
||||
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
|
||||
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
|
||||
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
|
||||
_characterTransform.localRotation = leanRotation;
|
||||
}
|
||||
}
|
||||
|
||||
+82
-18
@@ -33,9 +33,48 @@ namespace Code.Gameplay.Character.Controller
|
||||
private GroundMovementSystem _groundMovement;
|
||||
private AirMovementSystem _airMovement;
|
||||
|
||||
public bool IsSliding => _slideMechanic.IsSliding;
|
||||
|
||||
private float abilityBlockTimer;
|
||||
private bool isAbilitiesBlocked;
|
||||
|
||||
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 +101,31 @@ 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)
|
||||
@@ -95,6 +140,20 @@ namespace Code.Gameplay.Character.Controller
|
||||
|
||||
// Сохраняем текущий режим камеры
|
||||
_currentCameraMode = inputs.CameraMode;
|
||||
|
||||
if (isAbilitiesBlocked)
|
||||
{
|
||||
abilityBlockTimer -= Time.deltaTime;
|
||||
if (abilityBlockTimer <= 0)
|
||||
{
|
||||
isAbilitiesBlocked = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
inputs.SprintPressed = false;
|
||||
inputs.SlidePressed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Обработка слайда
|
||||
_slideMechanic.RequestSlide(inputs.SlidePressed);
|
||||
@@ -109,8 +168,7 @@ 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)
|
||||
{
|
||||
@@ -182,6 +240,12 @@ namespace Code.Gameplay.Character.Controller
|
||||
_groundMovement.CancelJumpRequest();
|
||||
}
|
||||
}
|
||||
|
||||
public void BlockAbilities(float duration)
|
||||
{
|
||||
isAbilitiesBlocked = true;
|
||||
abilityBlockTimer = duration;
|
||||
}
|
||||
|
||||
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
|
||||
public void BeforeCharacterUpdate(float deltaTime)
|
||||
@@ -196,6 +260,11 @@ namespace Code.Gameplay.Character.Controller
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
|
||||
if (motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_wallClimbMechanic.ResetWallClimbSession();
|
||||
}
|
||||
}
|
||||
|
||||
// Метод вызывается после обновления персонажа
|
||||
@@ -220,13 +289,8 @@ namespace Code.Gameplay.Character.Controller
|
||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
_wallClimbMechanic.OnMovementHit(motor, hitNormal);
|
||||
|
||||
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
||||
if (Mathf.Abs(dotWithUp) <= _wallClimbMechanic.WallNormalThreshold)
|
||||
{
|
||||
_wallLeanMechanic.OnWallContact(hitNormal, motor.TransientPosition.y);
|
||||
}
|
||||
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
|
||||
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
|
||||
}
|
||||
|
||||
// Обработка отчета о стабильности столкновения
|
||||
|
||||
+1
-1
@@ -113,7 +113,7 @@ namespace Code.Gameplay.Character.Controller.Input
|
||||
var cameraForward = cameraRotation * Vector3.forward;
|
||||
|
||||
// Проецируем на горизонтальную плоскость
|
||||
var horizontalForward = Vector3.ProjectOnPlane(cameraForward, motor.CharacterUp).normalized;
|
||||
var horizontalForward = Vector3.ProjectOnPlane(cameraForward, Vector3.up).normalized;
|
||||
|
||||
// Если проекция вырождена, используем текущее направление персонажа
|
||||
if (horizontalForward.sqrMagnitude < 0.01f)
|
||||
|
||||
@@ -0,0 +1,56 @@
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Camera.CameraStates;
|
||||
using Code.Gameplay.Character.Controller;
|
||||
using Code.Input;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Core
|
||||
{
|
||||
public class CharacterProvider : MonoBehaviour
|
||||
{
|
||||
[Inject] private CameraStateMachine _cameraStateMachine; // Стейт-машина камеры (нужна для транзакций и т.п.)
|
||||
[SerializeField] private CustomCharacterController customCharacterController; // Компонент управления персонажем
|
||||
public CustomCharacterController CustomCharacterController => customCharacterController;
|
||||
|
||||
[SerializeField] private Transform cameraFollowPoint; // Точка следования камеры (уровень глаз для FirstPerson)
|
||||
public Transform GetFollowTransform() => cameraFollowPoint;
|
||||
|
||||
[Inject] private IInputService _inputService; // Сервис ввода через DI
|
||||
|
||||
public void Teleport(Vector3 position, Quaternion rotation)
|
||||
{
|
||||
customCharacterController.SetPosition(position);
|
||||
customCharacterController.SetRotation(rotation);
|
||||
}
|
||||
// Обработка ввода для движения персонажа
|
||||
private void HandleCharacterInput()
|
||||
{
|
||||
// Создаем структуру ввода с полной информацией о камере
|
||||
var inputs = new CharacterInputs();
|
||||
|
||||
// Получаем данные движения из Input System
|
||||
var moveInput = _inputService.MoveInput;
|
||||
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift)
|
||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||
|
||||
// Передаем информацию о камере для адаптивного поведения
|
||||
inputs.CameraRotation = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetCameraRotation();
|
||||
inputs.CameraPlanarDirection = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetPlanarDirection();
|
||||
|
||||
// Передаем ввод в контроллер персонажа
|
||||
customCharacterController.SetInputs(ref inputs);
|
||||
}
|
||||
|
||||
// Обновление логики каждый кадр
|
||||
private void Update()
|
||||
{
|
||||
// Обработка ввода для движения в Update (физика)
|
||||
HandleCharacterInput();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b2d4b8256c1f4b3facf6b8d0a7d5256b
|
||||
timeCreated: 1763217123
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b7ba7b62b1aa47c48dc82ac8d8e8530e
|
||||
timeCreated: 1763548306
|
||||
@@ -0,0 +1,23 @@
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Door
|
||||
{
|
||||
public class CinematicDoorOpening
|
||||
{
|
||||
public DamnDoor DamnDoor;
|
||||
public Light DoorLight;
|
||||
|
||||
public void PreOpen(bool start)
|
||||
{
|
||||
DoorLight.DOColor(start ? Color.yellow : Color.red, 0.2f);
|
||||
|
||||
DamnDoor.Petlya.DORotate(new Vector3(0, -40, 0), 1f);
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
DamnDoor.Petlya.DORotate(new Vector3(0, 0, 0), 1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: deda0339570d44609dd62eafd9c6215f
|
||||
timeCreated: 1763548908
|
||||
@@ -0,0 +1,16 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Door
|
||||
{
|
||||
public class DamnDoor : MonoBehaviour
|
||||
{
|
||||
[SerializeField] Rigidbody rigidbody;
|
||||
[SerializeField] private Transform petlya;
|
||||
public Transform Petlya => petlya;
|
||||
|
||||
public void SetPhysics(bool active)
|
||||
{
|
||||
rigidbody.isKinematic = active;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50a6b5e332704611b19f5a209d4dbffe
|
||||
timeCreated: 1763548314
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b36108558824d748620db29707cd2b1
|
||||
timeCreated: 1763228467
|
||||
@@ -0,0 +1,202 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Gameplay.Character.Controller;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using Reflex.Attributes;
|
||||
using Reflex.Core;
|
||||
using Reflex.Injectors;
|
||||
|
||||
namespace Code.Gameplay.Enemies
|
||||
{
|
||||
public abstract class BaseEnemy : MonoBehaviour
|
||||
{
|
||||
[SerializeField] protected NavMeshAgent agent;
|
||||
[SerializeField] protected Collider enemyCollider;
|
||||
|
||||
protected int Damage;
|
||||
protected float AttackCooldown;
|
||||
|
||||
protected float DetectionRange;
|
||||
protected float AttackRange;
|
||||
|
||||
protected float Speed;
|
||||
|
||||
protected bool IsStunnable;
|
||||
protected float StunDuration;
|
||||
|
||||
protected bool UsesIdleMovement;
|
||||
protected float IdleWanderRadius;
|
||||
protected float IdleMoveDurationMin;
|
||||
protected float IdleMoveDurationMax;
|
||||
protected float IdlePauseDurationMin;
|
||||
protected float IdlePauseDurationMax;
|
||||
|
||||
private bool _isStunned;
|
||||
private float _currentStunTimer;
|
||||
|
||||
private bool _canAttack = true;
|
||||
private float _attackCooldownTimer;
|
||||
|
||||
private enum IdleState { Moving, Paused }
|
||||
private IdleState _currentIdleState = IdleState.Paused;
|
||||
private float _idleTimer;
|
||||
private Vector3 _idleTargetPosition;
|
||||
|
||||
[Inject] private IPlayerProvider _playerProvider;
|
||||
protected CharacterProvider Player => _playerProvider?.Character;
|
||||
protected PlayerHealth PlayerHealth => _playerProvider?.Health;
|
||||
protected CustomCharacterController PlayerController => Player?.CustomCharacterController;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
if (_playerProvider == null)
|
||||
{
|
||||
AttributeInjector.Inject(this, Container.ProjectContainer);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (!Player) return;
|
||||
|
||||
HandleStun();
|
||||
HandleAttackCooldown();
|
||||
if (_isStunned) return;
|
||||
|
||||
HandleMovement();
|
||||
HandleAttack();
|
||||
}
|
||||
|
||||
protected virtual void HandleMovement()
|
||||
{
|
||||
if (!Player || !agent) return;
|
||||
|
||||
var distanceToPlayer = Vector3.Distance(transform.position, Player.transform.position);
|
||||
|
||||
if (distanceToPlayer <= DetectionRange)
|
||||
{
|
||||
agent.isStopped = false;
|
||||
agent.SetDestination(Player.transform.position);
|
||||
}
|
||||
else if (UsesIdleMovement)
|
||||
{
|
||||
HandleIdleMovement();
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.isStopped = true;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void HandleIdleMovement()
|
||||
{
|
||||
_idleTimer -= Time.deltaTime;
|
||||
|
||||
switch (_currentIdleState)
|
||||
{
|
||||
case IdleState.Paused:
|
||||
if (_idleTimer <= 0f)
|
||||
{
|
||||
// Start moving to a new random point
|
||||
_currentIdleState = IdleState.Moving;
|
||||
SetNewIdleDestination();
|
||||
_idleTimer = Random.Range(IdleMoveDurationMin, IdleMoveDurationMax);
|
||||
agent.isStopped = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case IdleState.Moving:
|
||||
if (_idleTimer <= 0f || HasReachedIdleDestination())
|
||||
{
|
||||
// Stop and pause
|
||||
_currentIdleState = IdleState.Paused;
|
||||
_idleTimer = Random.Range(IdlePauseDurationMin, IdlePauseDurationMax);
|
||||
agent.isStopped = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void SetNewIdleDestination()
|
||||
{
|
||||
Vector3 randomPoint = transform.position + Random.insideUnitSphere * IdleWanderRadius;
|
||||
NavMeshHit hit;
|
||||
if (NavMesh.SamplePosition(randomPoint, out hit, 3f, agent.areaMask))
|
||||
{
|
||||
_idleTargetPosition = hit.position;
|
||||
agent.SetDestination(_idleTargetPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback: stay
|
||||
_idleTargetPosition = transform.position;
|
||||
}
|
||||
}
|
||||
|
||||
private bool HasReachedIdleDestination()
|
||||
{
|
||||
return agent.remainingDistance <= agent.stoppingDistance;
|
||||
}
|
||||
|
||||
protected virtual void HandleAttack() { }
|
||||
|
||||
protected virtual void HandleStun()
|
||||
{
|
||||
if (!_isStunned || !IsStunnable) return;
|
||||
|
||||
_currentStunTimer -= Time.deltaTime;
|
||||
|
||||
if (!(_currentStunTimer <= 0)) return;
|
||||
|
||||
_isStunned = false;
|
||||
agent.isStopped = false;
|
||||
enemyCollider.enabled = true;
|
||||
}
|
||||
|
||||
protected virtual void ApplyStun()
|
||||
{
|
||||
_isStunned = true;
|
||||
_currentStunTimer = StunDuration;
|
||||
agent.isStopped = true;
|
||||
enemyCollider.enabled = false;
|
||||
}
|
||||
|
||||
protected virtual void HandleAttackCooldown()
|
||||
{
|
||||
if (!_canAttack)
|
||||
{
|
||||
_attackCooldownTimer -= Time.deltaTime;
|
||||
if (_attackCooldownTimer <= 0)
|
||||
{
|
||||
_canAttack = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void DealDamage()
|
||||
{
|
||||
if (!_canAttack || PlayerHealth == null) return;
|
||||
|
||||
PlayerHealth.GetDamage(Damage);
|
||||
ApplyEffectsToPlayer();
|
||||
|
||||
_canAttack = false;
|
||||
_attackCooldownTimer = AttackCooldown;
|
||||
}
|
||||
|
||||
protected virtual void ApplyEffectsToPlayer()
|
||||
{
|
||||
PlayerController.BlockAbilities(3f);
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, DetectionRange);
|
||||
|
||||
Gizmos.color = new Color(0.3f, 0.3f, 0.8f, 0.4f);
|
||||
Gizmos.DrawSphere(transform.position, AttackRange);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 691006ba0f69448787db8f350ecf32f4
|
||||
timeCreated: 1763228480
|
||||
@@ -0,0 +1,55 @@
|
||||
using Code.Configs;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
namespace Code.Gameplay.Enemies
|
||||
{
|
||||
public class Cockroach : BaseEnemy
|
||||
{
|
||||
[Inject]
|
||||
private void Construct(CockroachConfig cockroachConfig)
|
||||
{
|
||||
Damage = cockroachConfig.damage;
|
||||
AttackCooldown = cockroachConfig.attackCooldown;
|
||||
|
||||
DetectionRange = cockroachConfig.detectionRange;
|
||||
AttackRange = cockroachConfig.attackRange;
|
||||
|
||||
Speed = cockroachConfig.speed;
|
||||
|
||||
IsStunnable = cockroachConfig.isStunnable;
|
||||
StunDuration = cockroachConfig.stunDuration;
|
||||
|
||||
UsesIdleMovement = cockroachConfig.usesIdleMovement;
|
||||
IdleWanderRadius = cockroachConfig.idleWanderRadius;
|
||||
IdleMoveDurationMin = cockroachConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = cockroachConfig.idleMoveDurationMax;
|
||||
IdleMoveDurationMin = cockroachConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = cockroachConfig.idleMoveDurationMax;
|
||||
IdlePauseDurationMin = cockroachConfig.idlePauseDurationMin;
|
||||
IdlePauseDurationMax = cockroachConfig.idlePauseDurationMax;
|
||||
}
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
if (agent == null) return;
|
||||
|
||||
var walkableArea = NavMesh.GetAreaFromName("Cockroach");
|
||||
agent.areaMask = 1 << walkableArea;
|
||||
}
|
||||
|
||||
protected override void HandleAttack()
|
||||
{
|
||||
if (!Player) return;
|
||||
|
||||
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
||||
|
||||
if (!(distance <= AttackRange)) return;
|
||||
|
||||
DealDamage();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 119c0b675c944ed7ada6cdc8db4b04aa
|
||||
timeCreated: 1763228933
|
||||
@@ -0,0 +1,58 @@
|
||||
using Code.Configs;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
namespace Code.Gameplay.Enemies
|
||||
{
|
||||
public class DrunkenGrandpa : BaseEnemy
|
||||
{
|
||||
[Inject]
|
||||
private void Construct(DrunkenGrandpaConfig drunkenGrandpaConfig)
|
||||
{
|
||||
Damage = drunkenGrandpaConfig.damage;
|
||||
AttackCooldown = drunkenGrandpaConfig.attackCooldown;
|
||||
|
||||
DetectionRange = drunkenGrandpaConfig.detectionRange;
|
||||
AttackRange = drunkenGrandpaConfig.attackRange;
|
||||
|
||||
Speed = drunkenGrandpaConfig.speed;
|
||||
|
||||
IsStunnable = drunkenGrandpaConfig.isStunnable;
|
||||
StunDuration = drunkenGrandpaConfig.stunDuration;
|
||||
|
||||
UsesIdleMovement = drunkenGrandpaConfig.usesIdleMovement;
|
||||
IdleWanderRadius = drunkenGrandpaConfig.idleWanderRadius;
|
||||
IdleMoveDurationMin = drunkenGrandpaConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = drunkenGrandpaConfig.idleMoveDurationMax;
|
||||
IdleMoveDurationMin = drunkenGrandpaConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = drunkenGrandpaConfig.idleMoveDurationMax;
|
||||
IdlePauseDurationMin = drunkenGrandpaConfig.idlePauseDurationMin;
|
||||
IdlePauseDurationMax = drunkenGrandpaConfig.idlePauseDurationMax;
|
||||
}
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
if (agent == null) return;
|
||||
|
||||
var walkableArea = NavMesh.GetAreaFromName("Walkable");
|
||||
agent.areaMask = 1 << walkableArea;
|
||||
}
|
||||
|
||||
protected override void HandleAttack()
|
||||
{
|
||||
if (!Player) return;
|
||||
|
||||
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
||||
|
||||
if (!(distance <= AttackRange)) return;
|
||||
|
||||
if (Player.CustomCharacterController.IsSliding)
|
||||
ApplyStun();
|
||||
else
|
||||
DealDamage();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5e77164596e249bca15e09cdfc9ddac2
|
||||
timeCreated: 1763228910
|
||||
@@ -0,0 +1,68 @@
|
||||
using Code.Configs;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Enemies
|
||||
{
|
||||
public class Fog : BaseEnemy
|
||||
{
|
||||
[Inject]
|
||||
private void Construct(FogConfig fogConfig)
|
||||
{
|
||||
Damage = fogConfig.damage;
|
||||
AttackCooldown = fogConfig.attackCooldown;
|
||||
|
||||
DetectionRange = fogConfig.detectionRange;
|
||||
AttackRange = fogConfig.attackRange;
|
||||
|
||||
Speed = fogConfig.speed;
|
||||
|
||||
IsStunnable = fogConfig.isStunnable;
|
||||
StunDuration = fogConfig.stunDuration;
|
||||
|
||||
UsesIdleMovement = fogConfig.usesIdleMovement;
|
||||
IdleWanderRadius = fogConfig.idleWanderRadius;
|
||||
IdleMoveDurationMin = fogConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = fogConfig.idleMoveDurationMax;
|
||||
IdleMoveDurationMin = fogConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = fogConfig.idleMoveDurationMax;
|
||||
IdlePauseDurationMin = fogConfig.idlePauseDurationMin;
|
||||
IdlePauseDurationMax = fogConfig.idlePauseDurationMax;
|
||||
}
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
if (agent == null) return;
|
||||
agent.enabled = false;
|
||||
Destroy(agent);
|
||||
}
|
||||
|
||||
protected override void HandleMovement()
|
||||
{
|
||||
if (!Player) return;
|
||||
|
||||
var direction = (Player.transform.position - transform.position).normalized;
|
||||
transform.position += direction * (Speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
protected override void HandleAttack()
|
||||
{
|
||||
if (!Player || PlayerHealth == null) return;
|
||||
|
||||
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
||||
|
||||
if (!(distance < AttackRange)) return;
|
||||
|
||||
PlayerHealth.GetDamage(PlayerHealth.MaxHealthPoints);
|
||||
base.ApplyEffectsToPlayer();
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = new Color(0.3f, 0.3f, 0.8f, 0.4f);
|
||||
Gizmos.DrawSphere(transform.position, AttackRange);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4c70370426e4457aa9a56c77689158ff
|
||||
timeCreated: 1763228955
|
||||
@@ -1,8 +1,15 @@
|
||||
using System;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public interface IPlayerFactory
|
||||
{
|
||||
PlayerHealth CreatePlayerHealth(int count = -1);
|
||||
PlayerMoney CreatePlayerMoney(int count = 0);
|
||||
UniTask<CharacterProvider> CreatePlayer();
|
||||
void ReleasePlayer(CharacterProvider characterProvider);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
using Code.Gameplay.Character.Core;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public interface IPlayerProvider
|
||||
{
|
||||
CharacterProvider Character { get; }
|
||||
PlayerHealth Health { get; }
|
||||
bool IsSpawned { get; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8fdfaa773e8645d5a2d400c0317b9894
|
||||
timeCreated: 1763237368
|
||||
@@ -0,0 +1,23 @@
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerAnimator : MonoBehaviour
|
||||
{
|
||||
private static readonly int Velocity = Animator.StringToHash("Velocity");
|
||||
|
||||
[SerializeField] private Animator playerAnimator;
|
||||
[SerializeField] private KinematicCharacterMotor kinematicCharacterMotor;
|
||||
|
||||
private void SetVelocity(float velocity)
|
||||
{
|
||||
playerAnimator.SetFloat(Velocity, velocity);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
SetVelocity(kinematicCharacterMotor.Velocity.magnitude);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2f94efbea729423596ee5c6ee2366c98
|
||||
timeCreated: 1763220863
|
||||
@@ -1,13 +1,21 @@
|
||||
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;
|
||||
|
||||
[Inject] private IPlayerProvider _playerProvider;
|
||||
|
||||
public PlayerHealth CreatePlayerHealth(int count = -1)
|
||||
{
|
||||
if (count < 0) count = _playerConfig.maxHealth;
|
||||
@@ -15,5 +23,24 @@ namespace Code.Gameplay.Player
|
||||
return new(count);
|
||||
}
|
||||
public PlayerMoney CreatePlayerMoney(int count = 0) => new(count);
|
||||
|
||||
public async UniTask<CharacterProvider> CreatePlayer()
|
||||
{
|
||||
var go = await Addressables.InstantiateAsync(_playerConfig.characterPrefab).ToUniTask();
|
||||
var provider = go.GetComponent<CharacterProvider>();
|
||||
|
||||
AttributeInjector.Inject(provider, Container.ProjectContainer);
|
||||
AttributeInjector.Inject(provider.CustomCharacterController, Container.ProjectContainer);
|
||||
|
||||
((PlayerProvider)_playerProvider).SetPlayer(provider, _playerConfig);
|
||||
|
||||
return provider;
|
||||
}
|
||||
|
||||
public void ReleasePlayer(CharacterProvider characterProvider)
|
||||
{
|
||||
((PlayerProvider)_playerProvider).ClearPlayer();
|
||||
Addressables.ReleaseInstance(characterProvider.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
using Code.Configs;
|
||||
using Code.Gameplay.Character.Core;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerProvider : IPlayerProvider
|
||||
{
|
||||
public CharacterProvider Character { get; private set; }
|
||||
|
||||
public PlayerHealth Health { get; private set; }
|
||||
|
||||
public bool IsSpawned => Character != null;
|
||||
|
||||
internal void SetPlayer(CharacterProvider character, PlayerConfig config)
|
||||
{
|
||||
Character = character;
|
||||
Health = new PlayerHealth(config.maxHealth);
|
||||
}
|
||||
|
||||
internal void ClearPlayer()
|
||||
{
|
||||
Character = null;
|
||||
Health = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0dbe29c5f0e9431db8c8da25eeb8fa95
|
||||
timeCreated: 1763237388
|
||||
@@ -7,10 +7,12 @@ namespace Code.Scenes.SceneEnvironments
|
||||
public class GameplaySceneEnvironment : CurrentSceneEnvironment
|
||||
{
|
||||
[FormerlySerializedAs("sfxTarget")] public Transform debugSfxTarget;
|
||||
public Transform playerSpawnPoint;
|
||||
|
||||
public void TransitVariables(GameplaySceneEnvironment env)
|
||||
{
|
||||
debugSfxTarget = env.debugSfxTarget;
|
||||
playerSpawnPoint = env.playerSpawnPoint;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,18 +1,21 @@
|
||||
using Code.Gameplay.Door;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.Experimental.GlobalIllumination;
|
||||
|
||||
namespace Code.Scenes.SceneEnvironments
|
||||
{
|
||||
[System.Serializable]
|
||||
public class MainMenuEnvironment : CurrentSceneEnvironment
|
||||
{
|
||||
public Transform cameraTarget;
|
||||
public Transform cameraPosition;
|
||||
public DamnDoor damnDoor;
|
||||
public Light doorLight;
|
||||
|
||||
public void TransitVariables(MainMenuEnvironment env)
|
||||
{
|
||||
cameraTarget = env.cameraTarget;
|
||||
cameraPosition = env.cameraPosition;
|
||||
damnDoor = env.damnDoor;
|
||||
doorLight = env.doorLight;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -21,6 +21,9 @@ namespace Code.StaticData
|
||||
SFXListConfig SFXListConfig { get; }
|
||||
DispatcherSoundListConfig DispatcherSoundListConfig { get; }
|
||||
EnemiesSoundListConfig EnemiesSoundListConfig { get; }
|
||||
DrunkenGrandpaConfig DrunkenGrandpaConfig { get; }
|
||||
CockroachConfig CockroachConfig { get; }
|
||||
FogConfig FogConfig { get; }
|
||||
void Load();
|
||||
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
|
||||
}
|
||||
|
||||
@@ -20,6 +20,9 @@ namespace Code.StaticData
|
||||
public SFXListConfig SFXListConfig { get; private set; }
|
||||
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
|
||||
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
|
||||
public DrunkenGrandpaConfig DrunkenGrandpaConfig {get; private set;}
|
||||
public CockroachConfig CockroachConfig { get; private set; }
|
||||
public FogConfig FogConfig { get; private set; }
|
||||
|
||||
public void Load()
|
||||
{
|
||||
@@ -31,6 +34,7 @@ namespace Code.StaticData
|
||||
PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig"));
|
||||
|
||||
LoadAudioConfigs();
|
||||
LoadEnemiesConfigs();
|
||||
}
|
||||
|
||||
private void LoadAudioConfigs()
|
||||
@@ -42,6 +46,13 @@ namespace Code.StaticData
|
||||
EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
|
||||
}
|
||||
|
||||
private void LoadEnemiesConfigs()
|
||||
{
|
||||
DrunkenGrandpaConfig = Resources.Load<DrunkenGrandpaConfig>(string.Format(StringPaths.ConfigSingle, "Enemies", "DrunkenGrandpaConfig"));
|
||||
CockroachConfig = Resources.Load<CockroachConfig>(string.Format(StringPaths.ConfigSingle, "Enemies", "CockroachConfig"));
|
||||
FogConfig = Resources.Load<FogConfig>(string.Format(StringPaths.ConfigSingle, "Enemies", "FogConfig"));
|
||||
}
|
||||
|
||||
public async Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour
|
||||
{
|
||||
return (await Addressables.InstantiateAsync(assetReference).ToUniTask()).GetComponent<T>();
|
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 14bf9dd380324bf49ea98fbeb8c94186
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timeCreated: 1763550884
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@@ -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();
|
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public void OnPointerExit(PointerEventData eventData) => OnPointerExitEvent?.Invoke();
|
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: f97de34a1f6042128921ad728f153909
|
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timeCreated: 1763550895
|
||||
@@ -1,12 +1,22 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Code.Gameplay.Door;
|
||||
using Code.UI.Panels.Etc;
|
||||
|
||||
namespace Code.UI
|
||||
namespace Code.UI.Panels
|
||||
{
|
||||
public class MainMenuPanel : UIElement
|
||||
{
|
||||
public Button startButton;
|
||||
public Button exitButton;
|
||||
public HoverButton startButton;
|
||||
public HoverButton exitButton;
|
||||
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();
|
||||
}
|
||||
}
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}
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