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213 changed files with 72077 additions and 306 deletions

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+13
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@@ -0,0 +1,13 @@
# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
/contentModel.xml
/projectSettingsUpdater.xml
/modules.xml
/.idea.CourierOldRe.iml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
+8
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@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>
Generated
+6
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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>
@@ -15,7 +15,7 @@ MonoBehaviour:
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45 m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
m_currentHash: m_currentHash:
serializedVersion: 2 serializedVersion: 2
Hash: 44f191e9f235d5420c20a51f93ead7da Hash: 00000000000000000000000000000000
m_OptimizeCatalogSize: 0 m_OptimizeCatalogSize: 0
m_BuildRemoteCatalog: 0 m_BuildRemoteCatalog: 0
m_CatalogRequestsTimeout: 0 m_CatalogRequestsTimeout: 0
@@ -1,25 +1,36 @@
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Gameplay.Camera;
using Code.Gameplay.Player;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
using Code.StateMachine; using Code.StateMachine;
using Code.UI;
using UnityEngine; using UnityEngine;
namespace Code.App.AppStates namespace Code.App.AppStates
{ {
public class GameplayState : BaseState<AppStateMachineContext> public class GameplayState : BaseState<AppStateMachineContext>
{ {
private PlayerHealth _playerHealthPoints;
public GameplayState(AppStateMachineContext context) : base(context) public GameplayState(AppStateMachineContext context) : base(context)
{ {
} }
public override void EnterState() public override void EnterState()
{ {
Context.SceneLoaderService.LoadScene((int)SceneIds.Gameplay, SceneLoaded); Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.Gameplay); Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.UIService.LoadingScreen.Show();
Context.UIService.SwitchPanelTo(UIPanel.Gameplay);
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
} }
private void SceneLoaded() private void SceneLoaded()
{ {
Context.UIService.LoadingScreen.Hide();
base.EnterState(); base.EnterState();
} }
@@ -1,7 +1,10 @@
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Gameplay.Camera;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
using Code.StateMachine; using Code.StateMachine;
using Code.UI;
using UnityEngine;
namespace Code.App.AppStates namespace Code.App.AppStates
{ {
@@ -14,17 +17,36 @@ namespace Code.App.AppStates
{ {
Context.SceneLoaderService.LoadScene((int)SceneIds.MainMenu, SceneLoaded); Context.SceneLoaderService.LoadScene((int)SceneIds.MainMenu, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.MainMenu); Context.InputService.EnableMap(ActionMappings.MainMenu);
Context.UIService.LoadingScreen.Show();
Context.UIService.SwitchPanelTo(UIPanel.MainMenu);
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
Context.CameraStateMachine.SwitchState(CameraMode.Static);
} }
private void SceneLoaded() private void SceneLoaded()
{ {
Context.UIService.LoadingScreen.Hide();
base.EnterState(); base.EnterState();
} }
public override void Tick() public override void Tick()
{ } { }
private void StartGame()
{
Context.StateMachine.SwitchState(AppState.Gameplay)
.AllowStateTransition(AppState.MainMenu)
.AllowStateTransition(AppState.GameOver);
}
private void ExitGame()
{
Application.Quit();
}
public override void ExitState() public override void ExitState()
{ {
Context.InputService.DisableMap(ActionMappings.MainMenu); Context.InputService.DisableMap(ActionMappings.MainMenu);
@@ -1,8 +1,11 @@
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Configs; using Code.Configs;
using Code.Gameplay.Camera;
using Code.Gameplay.Character.Camera;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
using Code.StaticData; using Code.StaticData;
using Code.UI;
using Reflex.Core; using Reflex.Core;
using Reflex.Injectors; using Reflex.Injectors;
using UnityEngine; using UnityEngine;
@@ -20,20 +23,36 @@ namespace Code.App
InstallInfrastructureUnit(containerBuilder, staticDataService); InstallInfrastructureUnit(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService)); containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
InitializeCamera(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService)); containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
containerBuilder.OnContainerBuilt += Bootstrap; containerBuilder.OnContainerBuilt += Bootstrap;
} }
private void InitializeCamera(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
{
// CameraService cameraService = Instantiate(staticDataService.CameraConfig.cameraPrefab);
// containerBuilder.AddSingleton(cameraService);
// DontDestroyOnLoad(cameraService);
Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab2);
DontDestroyOnLoad(camera);
containerBuilder.AddSingleton(camera);
}
private void InstallInfrastructureUnit(ContainerBuilder containerBuilder, IStaticDataService staticDataService) private void InstallInfrastructureUnit(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
{ {
GameObject infrastructureUnit = Instantiate(staticDataService.AppConfig.infrastructureUnitPrefab); GameObject infrastructureUnit = Instantiate(staticDataService.AppConfig.infrastructureUnitPrefab);
DontDestroyOnLoad(infrastructureUnit); DontDestroyOnLoad(infrastructureUnit);
containerBuilder.AddSingleton(infrastructureUnit); containerBuilder.AddSingleton(infrastructureUnit);
containerBuilder.AddSingleton(infrastructureUnit.GetComponent<ICoroutineRunner>(), containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CoroutineRunner>(),
typeof(ICoroutineRunner)); typeof(ICoroutineRunner));
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>()); containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
} }
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService) private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
@@ -43,6 +62,9 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService)); containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset)); containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
} }
private void Bootstrap(Container container) private void Bootstrap(Container container)
@@ -52,9 +74,15 @@ namespace Code.App
AttributeInjector.Inject(appStateMachine.StateMachineContext, container); AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
cameraStateMachine.Initialize();
// TODO: поменяно для теста // TODO: поменяно для теста
appStateMachine appStateMachine
.SwitchState(AppState.MovementDev); .SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
} }
} }
} }
@@ -1,5 +1,7 @@
using Code.Gameplay.Camera;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
using Code.UI;
using Reflex.Attributes; using Reflex.Attributes;
namespace Code.App.StateMachine namespace Code.App.StateMachine
@@ -8,5 +10,8 @@ namespace Code.App.StateMachine
{ {
[Inject] public ISceneLoaderService SceneLoaderService; [Inject] public ISceneLoaderService SceneLoaderService;
[Inject] public IInputService InputService; [Inject] public IInputService InputService;
[Inject] public IUIService UIService;
[Inject] public AppStateMachine StateMachine;
[Inject] public CameraStateMachine CameraStateMachine;
} }
} }
@@ -2,7 +2,7 @@ using UnityEngine;
namespace Code.Configs namespace Code.Configs
{ {
[CreateAssetMenu(menuName = "Config/AppConfig", fileName = "AppConfig")] [CreateAssetMenu(menuName = "Config/App", fileName = "AppConfig")]
public class AppConfig : ScriptableObject public class AppConfig : ScriptableObject
{ {
public GameObject infrastructureUnitPrefab; public GameObject infrastructureUnitPrefab;
@@ -1,10 +1,12 @@
using Code.Gameplay.Camera;
using Code.Gameplay.Character.Camera;
using Code.Gameplay.Character.Core; using Code.Gameplay.Character.Core;
using UnityEngine; using UnityEngine;
namespace Code.Configs namespace Code.Configs
{ {
[CreateAssetMenu(fileName = "CharacterCameraConfig", menuName = "Config/CharacterCameraConfig")] [CreateAssetMenu(fileName = "CharacterCameraConfig", menuName = "Config/CharacterCameraConfig")]
public class CharacterCameraConfig : ScriptableObject public class CameraConfig : ScriptableObject
{ {
public float public float
// Расстояния от персонажа до камеры // Расстояния от персонажа до камеры
@@ -29,6 +31,13 @@ namespace Code.Configs
maxVerticalAngle = 70f, // Максимальный угол наклона камеры (вверх) maxVerticalAngle = 70f, // Максимальный угол наклона камеры (вверх)
defaultVerticalAngle = 10f; // Стандартный угол наклона камеры defaultVerticalAngle = 10f; // Стандартный угол наклона камеры
public CameraMode defaultCameraMode = CameraMode.MainMenu; // Текущий режим камеры // Текущий режим камеры
public CameraMode defaultCameraMode = CameraMode.Bogdan;
// Позиция следования по умолчанию (для меню)
public Vector3 defaultFollowPosition = Vector3.zero;
public CameraService cameraPrefab;
public Camera cameraPrefab2;
} }
} }
@@ -0,0 +1,10 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Player", fileName = "PlayerConfig")]
public class PlayerConfig : ScriptableObject
{
public int maxHealth;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 425c2ad28dbe4552acd1564f64372558
timeCreated: 1761591274
@@ -0,0 +1,13 @@
using Code.UI;
using UnityEngine;
using UnityEngine.Serialization;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/UI", fileName = "UIConfig")]
public class UIConfig : ScriptableObject
{
[FormerlySerializedAs("uiElements")] public UIElement[] uiElementsPrefabs;
[FormerlySerializedAs("canvas")] public Canvas canvasPrefab;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: feaa36c74e094e0aa24b3983957a6e4e
timeCreated: 1761591380
+6 -1
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@@ -1,3 +1,8 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: e4901b413afd4d7da914edf2a1e51f8f guid: e4901b413afd4d7da914edf2a1e51f8f
timeCreated: 1760627936 folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0fae52abe6b44ad5bdd6e67876fe940a
timeCreated: 1761671702
@@ -1,7 +1,8 @@
namespace Code.Gameplay.Character.Core namespace Code.Gameplay.Camera
{ {
/* /*
* Перечисление режимов работы камеры * Перечисление режимов работы камеры
* MainMenu - статичная камера, смотрит на заданную позицию (то что надо в главном меню)
* Static - статичная камера без следования за целью * Static - статичная камера без следования за целью
* FirstPerson - камера от первого лица (встроена в модель персонажа) * FirstPerson - камера от первого лица (встроена в модель персонажа)
* ThirdPerson - камера от третьего лица (следует за персонажем на расстоянии) * ThirdPerson - камера от третьего лица (следует за персонажем на расстоянии)
@@ -9,7 +10,7 @@ namespace Code.Gameplay.Character.Core
*/ */
public enum CameraMode public enum CameraMode
{ {
MainMenu, Bogdan,
Static, Static,
FirstPerson, FirstPerson,
ThirdPerson, ThirdPerson,
@@ -0,0 +1,23 @@
using Code.Configs;
using Code.Gameplay.Camera.CameraStates;
using Code.StateMachine;
namespace Code.Gameplay.Camera
{
public class CameraStateMachine : AbstractStateMachine<CameraMode, CameraStateMachineContext>
{
// Текущий режим работы камеры
public override void Initialize()
{
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
}
protected override bool CheckTransitionAllowed(CameraMode nextState) => true;
protected override void ResetAllowedTransitions()
{ }
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b220b02510c34ea08257cc951d949fd7
timeCreated: 1761671720
@@ -0,0 +1,13 @@
using Code.Configs;
using Code.Input;
using Reflex.Attributes;
namespace Code.Gameplay.Camera
{
public class CameraStateMachineContext
{
[Inject] public UnityEngine.Camera Camera;
[Inject] public CameraConfig Config;
[Inject] public IInputService InputService;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4f18a74bdb8947bebec56115659e5af3
timeCreated: 1761671752
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d7399e433dff42a185f62d79b546b059
timeCreated: 1761671908
@@ -0,0 +1,153 @@
using System;
using Code.Input;
using Code.StateMachine;
using UnityEngine;
namespace Code.Gameplay.Camera.CameraStates
{
public class FirstPersonState : BaseState<CameraStateMachineContext>
{
// Параметры загружаются из CameraConfig
private float
_defaultDistance,
_minDistance,
_maxDistance,
_distanceMovementSpeed,
_rotationSpeed,
_rotationSharpness,
_followSharpness,
_minVerticalAngle,
_maxVerticalAngle,
_defaultVerticalAngle;
// Трансформ объекта, за которым следует камера (для 1st-person: уровень глаз)
private Transform _followTransform;
// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
private Vector3 _currentFollowPosition;
// Fallback-позиция для режимов без цели (например, MainMenu)
private Vector3 _defaultFollowPosition;
// Целевой вертикальный угол камеры (наклон вверх/вниз)
private float _targetVerticalAngle;
// Текущая и целевая дистанция камеры от цели
private float _currentDistance, _targetDistance;
// Исходные значения дистанции для восстановления после FirstPerson режима
private float _originalDefaultDistance, _originalMinDistance, _originalMaxDistance;
// Горизонтальное направление камеры (проекция forward на плоскость)
public Vector3 PlanarDirection { get; private set; }
private IInputService _inputService;
private UnityEngine.Camera _camera;
public FirstPersonState(CameraStateMachineContext context) : base(context)
{
_inputService = context.InputService;
// Загрузка значений из конфига
_defaultDistance = context.Config.defaultDistance;
_minDistance = context.Config.minDistance;
_maxDistance = context.Config.maxDistance;
_distanceMovementSpeed = context.Config.distanceMovementSpeed;
_rotationSpeed = context.Config.rotationSpeed;
_rotationSharpness = context.Config.rotationSharpness;
_followSharpness = context.Config.followSharpness;
_minVerticalAngle = context.Config.minVerticalAngle;
_maxVerticalAngle = context.Config.maxVerticalAngle;
_defaultVerticalAngle = context.Config.defaultVerticalAngle;
_defaultFollowPosition = context.Config.defaultFollowPosition;
// Валидация значений (на случай ручного редактирования конфига)
_defaultDistance = Mathf.Clamp(_defaultDistance, _minDistance, _maxDistance);
_defaultVerticalAngle = Mathf.Clamp(_defaultVerticalAngle, _minVerticalAngle, _maxVerticalAngle);
// Сохраняем оригинальные значения для восстановления
_originalDefaultDistance = _defaultDistance;
_originalMinDistance = _minDistance;
_originalMaxDistance = _maxDistance;
// Инициализация состояния камеры
_currentDistance = _defaultDistance;
_targetDistance = _currentDistance;
_targetVerticalAngle = _defaultVerticalAngle;
PlanarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
_currentFollowPosition = _defaultFollowPosition;
}
public override void EnterState()
{
// В FirstPerson режиме дистанция всегда равна 0
_minDistance = 0f;
_maxDistance = 0f;
_defaultDistance = 0f;
_targetDistance = 0f;
_currentDistance = 0f;
_camera = Context.Camera;
}
public override void LateTick()
{
UpdateWithInput(Time.deltaTime,_inputService.ZoomInput, _inputService.LookInput);
}
// Обработка вращения камеры на основе пользовательского ввода
private void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
{
// Вращение вокруг вертикальной оси (горизонтальный поворот)
var rotationFromInput = Quaternion.Euler(_followTransform.up * (rotationInput.x * _rotationSpeed));
PlanarDirection = rotationFromInput * PlanarDirection;
var planarRotation = Quaternion.LookRotation(PlanarDirection, _followTransform.up);
// Вращение вокруг горизонтальной оси (вертикальный наклон)
_targetVerticalAngle -= rotationInput.y * _rotationSpeed;
_targetVerticalAngle = Math.Clamp(_targetVerticalAngle, _minVerticalAngle, _maxVerticalAngle);
var verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
// Интерполяция к целевому вращению для плавности
targetRotation = Quaternion.Slerp(_camera.transform.rotation, planarRotation * verticalRotation, deltaTime * _rotationSharpness);
Debug.Log(_camera.transform.rotation.eulerAngles);
// Применение финального вращения
_camera.transform.rotation = targetRotation;
Debug.Log(_camera.transform.rotation.eulerAngles);
}
// Обработка позиционирования камеры и зума с учетом текущего режима
private void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
{
// Плавное следование за целью с использованием экспоненциального сглаживания
_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, _followTransform.position, 1f - Mathf.Exp(-_followSharpness * deltaTime));
// Вычисление целевой позиции камеры с учетом текущего режима
Vector3 targetPosition;
// В FirstPerson режиме камера находится прямо на позиции цели
targetPosition = _currentFollowPosition;
// Установка финальной позиции камеры
_camera.transform.position = targetPosition;
}
// Основной метод обновления камеры, вызываемый извне каждый кадр
public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
{
// Проверка наличия цели для следования и проверка на режим главного меню
if (!_followTransform) return;
// Обработка ввода и позиционирования
HandleRotationInput(deltaTime, rotationInput, out var targetRotation);
HandlePosition(deltaTime, zoomInput, targetRotation);
}
// Установка цели для следования камеры
public void SetFollowTransform(Transform t)
{
_followTransform = t;
_currentFollowPosition = t.position;
PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8bd4b9c56b1e435d8699160bc950994c
timeCreated: 1761672032
@@ -0,0 +1,23 @@
using Code.StateMachine;
using UnityEngine;
namespace Code.Gameplay.Camera.CameraStates
{
public class StaticState : BaseState<CameraStateMachineContext>
{
private Transform _target;
private Transform _position;
private UnityEngine.Camera _camera;
public StaticState(CameraStateMachineContext context) : base(context)
{
}
public override void EnterState()
{
_camera = Context.Camera;
base.EnterState();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ddbcc6a073b744a08ce31c0607c1e9e9
timeCreated: 1761671944
@@ -0,0 +1,164 @@
using System;
using Code.Input;
using Code.StateMachine;
using UnityEngine;
namespace Code.Gameplay.Camera.CameraStates
{
public class ThirdPersonState : BaseState<CameraStateMachineContext>
{
// Параметры загружаются из CameraConfig
private float
_defaultDistance,
_minDistance,
_maxDistance,
_distanceMovementSpeed,
_rotationSpeed,
_rotationSharpness,
_followSharpness,
_minVerticalAngle,
_maxVerticalAngle,
_defaultVerticalAngle;
// Трансформ объекта, за которым следует камера (для 1st-person: уровень глаз)
private Transform _followTransform;
// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
private Vector3 _currentFollowPosition;
// Fallback-позиция для режимов без цели (например, MainMenu)
private Vector3 _defaultFollowPosition;
// Целевой вертикальный угол камеры (наклон вверх/вниз)
private float _targetVerticalAngle;
// Текущая и целевая дистанция камеры от цели
private float _currentDistance, _targetDistance;
// Исходные значения дистанции для восстановления после FirstPerson режима
private float _originalDefaultDistance, _originalMinDistance, _originalMaxDistance;
// Горизонтальное направление камеры (проекция forward на плоскость)
public Vector3 PlanarDirection { get; private set; }
private IInputService _inputService;
private UnityEngine.Camera _camera;
public ThirdPersonState(CameraStateMachineContext context) : base(context)
{
_inputService = context.InputService;
// Загрузка значений из конфига
_defaultDistance = context.Config.defaultDistance;
_minDistance = context.Config.minDistance;
_maxDistance = context.Config.maxDistance;
_distanceMovementSpeed = context.Config.distanceMovementSpeed;
_rotationSpeed = context.Config.rotationSpeed;
_rotationSharpness = context.Config.rotationSharpness;
_followSharpness = context.Config.followSharpness;
_minVerticalAngle = context.Config.minVerticalAngle;
_maxVerticalAngle = context.Config.maxVerticalAngle;
_defaultVerticalAngle = context.Config.defaultVerticalAngle;
_defaultFollowPosition = context.Config.defaultFollowPosition;
// Валидация значений (на случай ручного редактирования конфига)
_defaultDistance = Mathf.Clamp(_defaultDistance, _minDistance, _maxDistance);
_defaultVerticalAngle = Mathf.Clamp(_defaultVerticalAngle, _minVerticalAngle, _maxVerticalAngle);
// Сохраняем оригинальные значения для восстановления
_originalDefaultDistance = _defaultDistance;
_originalMinDistance = _minDistance;
_originalMaxDistance = _maxDistance;
// Инициализация состояния камеры
_currentDistance = _defaultDistance;
_targetDistance = _currentDistance;
_targetVerticalAngle = _defaultVerticalAngle;
PlanarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
_currentFollowPosition = _defaultFollowPosition;
}
public override void EnterState()
{
// Восстанавливаем исходные значения дистанции
_minDistance = _originalMinDistance;
_maxDistance = _originalMaxDistance;
_defaultDistance = _originalDefaultDistance;
_targetDistance = _defaultDistance;
_camera = Context.Camera;
}
public override void LateTick()
{
UpdateWithInput(Time.deltaTime, _inputService.ZoomInput, _inputService.LookInput);
}
// Основной метод обновления камеры, вызываемый извне каждый кадр
public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
{
// Проверка наличия цели для следования и проверка на режим главного меню
if (!_followTransform) return;
// Обработка ввода и позиционирования
HandleRotationInput(deltaTime, rotationInput, out var targetRotation);
HandlePosition(deltaTime, zoomInput, targetRotation);
}
// Обработка вращения камеры на основе пользовательского ввода
private void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
{
// Вращение вокруг вертикальной оси (горизонтальный поворот)
var rotationFromInput = Quaternion.Euler(_followTransform.up * (rotationInput.x * _rotationSpeed));
PlanarDirection = rotationFromInput * PlanarDirection;
var planarRotation = Quaternion.LookRotation(PlanarDirection, _followTransform.up);
// Вращение вокруг горизонтальной оси (вертикальный наклон)
_targetVerticalAngle -= rotationInput.y * _rotationSpeed;
_targetVerticalAngle = Math.Clamp(_targetVerticalAngle, _minVerticalAngle, _maxVerticalAngle);
var verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
// Интерполяция к целевому вращению для плавности
targetRotation = Quaternion.Slerp(_camera.transform.rotation, planarRotation * verticalRotation,
deltaTime * _rotationSharpness);
// Применение финального вращения
_camera.transform.rotation = targetRotation;
}
// Обработка позиционирования камеры и зума с учетом текущего режима
private void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
{
// Обновление целевой дистанции на основе ввода зума
_targetDistance += zoomInput * _distanceMovementSpeed;
_targetDistance = Mathf.Clamp(_targetDistance, _minDistance, _maxDistance);
// Плавное следование за целью с использованием экспоненциального сглаживания
_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, _followTransform.position,
1f - Mathf.Exp(-_followSharpness * deltaTime));
// Вычисление целевой позиции камеры с учетом текущего режима
Vector3 targetPosition;
// В ThirdPerson режиме камера отодвинута на расстояние от цели
targetPosition = _currentFollowPosition - targetRotation * Vector3.forward * _currentDistance;
// Плавное изменение текущей дистанции к целевой (только для ThirdPerson)
_currentDistance = Mathf.Lerp(_currentDistance, _targetDistance,
1f - Mathf.Exp(-_distanceMovementSpeed * deltaTime));
// Установка финальной позиции камеры
_camera.transform.position = targetPosition;
}
// Установка цели для следования камеры
public void SetFollowTransform(Transform t)
{
_followTransform = t;
_currentFollowPosition = t.position;
PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ec6778ceb9854ff8af7cba4f6285c370
timeCreated: 1761672071
@@ -1,4 +1,6 @@
using System; using System;
using Code.Configs;
using Code.Gameplay.Camera;
using Code.Gameplay.Character.Core; using Code.Gameplay.Character.Core;
using Code.StaticData; using Code.StaticData;
using Reflex.Attributes; using Reflex.Attributes;
@@ -13,31 +15,20 @@ namespace Code.Gameplay.Character.Camera
* *
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM * Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
*/ */
public class CharacterCamera : MonoBehaviour public class CameraService : MonoBehaviour
{ {
// Значения теперь берутся из конфига // Параметры загружаются из CameraConfig
private float private float
// Расстояния от персонажа до камеры _defaultDistance,
_defaultDistance, // Стандартное расстояние камеры от цели _minDistance,
_minDistance, // Минимальное расстояние при зуме _maxDistance,
_maxDistance, // Максимальное расстояние при зуме _distanceMovementSpeed,
_rotationSpeed,
// Скорость зума камеры _rotationSharpness,
_distanceMovementSpeed, // Множитель скорости изменения дистанции при зуме _followSharpness,
_minVerticalAngle,
// Скорость поворота камеры _maxVerticalAngle,
_rotationSpeed, // Множитель скорости вращения камеры _defaultVerticalAngle;
// Скорость интерполяции текущее -> целевое вращение
_rotationSharpness, // Коэффициент плавности вращения камеры (чем выше - тем резче)
// Резкость следования камеры за целью
_followSharpness, // Коэффициент плавности следования за движущейся целью (чем выше - тем резче)
// Углы наклона камеры
_minVerticalAngle, // Минимальный угол наклона камеры (вниз)
_maxVerticalAngle, // Максимальный угол наклона камеры (вверх)
_defaultVerticalAngle; // Стандартный угол наклона камеры
// Трансформ объекта, за которым следует камера (для 1st-person: уровень глаз) // Трансформ объекта, за которым следует камера (для 1st-person: уровень глаз)
private Transform _followTransform; private Transform _followTransform;
@@ -45,8 +36,8 @@ namespace Code.Gameplay.Character.Camera
// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры // Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
private Vector3 _currentFollowPosition; private Vector3 _currentFollowPosition;
// Позиция следования по умолчанию (для меню) // Fallback-позиция для режимов без цели (например, MainMenu)
private readonly Vector3 _defaultFollowPosition = Vector3.zero; private Vector3 _defaultFollowPosition;
// Целевой вертикальный угол камеры (наклон вверх/вниз) // Целевой вертикальный угол камеры (наклон вверх/вниз)
private float _targetVerticalAngle; private float _targetVerticalAngle;
@@ -57,19 +48,18 @@ namespace Code.Gameplay.Character.Camera
// Исходные значения дистанции для восстановления после FirstPerson режима // Исходные значения дистанции для восстановления после FirstPerson режима
private float _originalDefaultDistance, _originalMinDistance, _originalMaxDistance; private float _originalDefaultDistance, _originalMinDistance, _originalMaxDistance;
// Свойства для доступа к важным данным камеры извне // Горизонтальное направление камеры (проекция forward на плоскость)
public Vector3 PlanarDirection { get; private set; } // Горизонтальное направление камеры public Vector3 PlanarDirection { get; private set; }
// Текущий режим работы камеры
public CameraMode CurrentMode { get; private set; } public CameraMode CurrentMode { get; private set; }
[Inject] private IStaticDataService _staticDataService;
// Загрузка конфига для камеры // Загрузка конфига для камеры
private void LoadConfig() [Inject]
private void LoadConfig(CameraConfig config)
{ {
var config = _staticDataService.CharacterCameraConfig; // Загрузка значений из конфига
// Загрузка значений из конфигов
_defaultDistance = config.defaultDistance; _defaultDistance = config.defaultDistance;
_minDistance = config.minDistance; _minDistance = config.minDistance;
_maxDistance = config.maxDistance; _maxDistance = config.maxDistance;
@@ -81,8 +71,9 @@ namespace Code.Gameplay.Character.Camera
_maxVerticalAngle = config.maxVerticalAngle; _maxVerticalAngle = config.maxVerticalAngle;
_defaultVerticalAngle = config.defaultVerticalAngle; _defaultVerticalAngle = config.defaultVerticalAngle;
CurrentMode = config.defaultCameraMode; CurrentMode = config.defaultCameraMode;
_defaultFollowPosition = config.defaultFollowPosition;
// Обеспечиваем корректные значения дистанции и угла // Валидация значений (на случай ручного редактирования конфига)
_defaultDistance = Mathf.Clamp(_defaultDistance, _minDistance, _maxDistance); _defaultDistance = Mathf.Clamp(_defaultDistance, _minDistance, _maxDistance);
_defaultVerticalAngle = Mathf.Clamp(_defaultVerticalAngle, _minVerticalAngle, _maxVerticalAngle); _defaultVerticalAngle = Mathf.Clamp(_defaultVerticalAngle, _minVerticalAngle, _maxVerticalAngle);
@@ -91,19 +82,14 @@ namespace Code.Gameplay.Character.Camera
_originalMinDistance = _minDistance; _originalMinDistance = _minDistance;
_originalMaxDistance = _maxDistance; _originalMaxDistance = _maxDistance;
// Инициализация состояния камеры
_currentDistance = _defaultDistance; _currentDistance = _defaultDistance;
_targetDistance = _currentDistance; _targetDistance = _currentDistance;
_targetVerticalAngle = _defaultVerticalAngle; _targetVerticalAngle = _defaultVerticalAngle;
PlanarDirection = Vector3.forward; // Начальное направление - вперед по оси Z PlanarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
_currentFollowPosition = _defaultFollowPosition; _currentFollowPosition = _defaultFollowPosition;
} }
// Инициализация камеры при создании
private void Awake()
{
LoadConfig();
}
// Установка цели для следования камеры // Установка цели для следования камеры
public void SetFollowTransform(Transform t) public void SetFollowTransform(Transform t)
@@ -174,7 +160,7 @@ namespace Code.Gameplay.Character.Camera
public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput) public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
{ {
// Проверка наличия цели для следования и проверка на режим главного меню // Проверка наличия цели для следования и проверка на режим главного меню
if (!_followTransform || CurrentMode == CameraMode.MainMenu) return; if (!_followTransform || CurrentMode == CameraMode.Bogdan) return;
// Обработка ввода и позиционирования // Обработка ввода и позиционирования
HandleRotationInput(deltaTime, rotationInput, out var targetRotation); HandleRotationInput(deltaTime, rotationInput, out var targetRotation);
@@ -212,7 +198,13 @@ namespace Code.Gameplay.Character.Camera
_targetDistance = _defaultDistance; _targetDistance = _defaultDistance;
break; break;
// Заготовка на будущее (если понадобится) // Заготовка на будущее (если понадобится)
case CameraMode.MainMenu: case CameraMode.Bogdan:
_minDistance = 0f;
_maxDistance = 0f;
_defaultDistance = 0f;
_targetDistance = 0f;
_currentDistance = 0f;
break;
case CameraMode.Static: case CameraMode.Static:
case CameraMode.Cinematic: case CameraMode.Cinematic:
default: default:
@@ -1,3 +1,4 @@
using Code.Gameplay.Camera;
using KinematicCharacterController; using KinematicCharacterController;
using UnityEngine; using UnityEngine;
using Code.Gameplay.Character.Core; using Code.Gameplay.Character.Core;
@@ -1,3 +1,4 @@
using Code.Gameplay.Camera;
using Code.Gameplay.Character.Controller.Abilities; using Code.Gameplay.Character.Controller.Abilities;
using Code.Gameplay.Character.Controller.Input; using Code.Gameplay.Character.Controller.Input;
using Code.Gameplay.Character.Controller.Movement; using Code.Gameplay.Character.Controller.Movement;
@@ -127,6 +128,7 @@ namespace Code.Gameplay.Character.Controller
// Заготовка на будущее (если понадобится) // Заготовка на будущее (если понадобится)
case CameraMode.Static: case CameraMode.Static:
case CameraMode.Cinematic: case CameraMode.Cinematic:
case CameraMode.Bogdan: // Скорее всего юзлес, но пускай будет
default: default:
break; break;
} }
@@ -1,3 +1,4 @@
using Code.Gameplay.Camera;
using UnityEngine; using UnityEngine;
using Code.Gameplay.Character.Core; using Code.Gameplay.Character.Core;
using KinematicCharacterController; using KinematicCharacterController;
@@ -1,8 +1,11 @@
using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Character.Camera; using Code.Gameplay.Character.Camera;
using Code.Gameplay.Character.Controller; using Code.Gameplay.Character.Controller;
using Code.Input; using Code.Input;
using Reflex.Attributes; using Reflex.Attributes;
using UnityEngine; using UnityEngine;
using UnityEngine.Serialization;
namespace Code.Gameplay.Character.Core namespace Code.Gameplay.Character.Core
{ {
@@ -14,7 +17,7 @@ namespace Code.Gameplay.Character.Core
*/ */
public class Character : MonoBehaviour public class Character : MonoBehaviour
{ {
[SerializeField] private CharacterCamera characterCamera; // Компонент камеры персонажа [Inject] private CameraStateMachine _cameraService; // Компонент камеры персонажа
[SerializeField] private CustomCharacterController customCharacterController; // Компонент управления персонажем [SerializeField] private CustomCharacterController customCharacterController; // Компонент управления персонажем
[SerializeField] private Transform cameraFollowPoint; // Точка следования камеры (уровень глаз для FirstPerson) [SerializeField] private Transform cameraFollowPoint; // Точка следования камеры (уровень глаз для FirstPerson)
@@ -27,24 +30,12 @@ namespace Code.Gameplay.Character.Core
private void Start() private void Start()
{ {
// Настройка камеры для следования за точкой камеры // Настройка камеры для следования за точкой камеры
characterCamera.SetFollowTransform(cameraFollowPoint); ((FirstPersonState)_cameraService.CurrentBaseState).SetFollowTransform(cameraFollowPoint);
// Включение Gameplay мапа ввода // Включение Gameplay мапа ввода
_inputService.EnableMap(ActionMappings.Gameplay); _inputService.EnableMap(ActionMappings.Gameplay);
} }
// Обработка ввода для камеры (вращение и зум)
private void HandleCameraInput()
{
// Получаем данные ввода из Input System
var lookInput = _inputService.LookInput;
var scrollInput = _inputService.ZoomInput;
// Передаем данные в камеру
characterCamera.UpdateWithInput(Time.deltaTime, scrollInput,
new Vector3(lookInput.x, lookInput.y, 0));
}
// Обработка ввода для движения персонажа // Обработка ввода для движения персонажа
private void HandleCharacterInput() private void HandleCharacterInput()
{ {
@@ -60,9 +51,7 @@ namespace Code.Gameplay.Character.Core
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl) inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
// Передаем информацию о камере для адаптивного поведения // Передаем информацию о камере для адаптивного поведения
inputs.CameraRotation = characterCamera.transform.rotation; inputs.CameraRotation = _cameraService.transform.rotation;
inputs.CameraMode = characterCamera.CurrentMode;
inputs.CameraPlanarDirection = characterCamera.PlanarDirection;
// Передаем ввод в контроллер персонажа // Передаем ввод в контроллер персонажа
customCharacterController.SetInputs(ref inputs); customCharacterController.SetInputs(ref inputs);
@@ -78,7 +67,7 @@ namespace Code.Gameplay.Character.Core
{ {
// Обрабатываем нажатие только один раз при первом обнаружении // Обрабатываем нажатие только один раз при первом обнаружении
case true when !_cameraModeToggleHandled: case true when !_cameraModeToggleHandled:
ToggleCameraMode(); // ToggleCameraMode();
_cameraModeToggleHandled = true; _cameraModeToggleHandled = true;
break; break;
// Сбрасываем флаг когда кнопка отпущена // Сбрасываем флаг когда кнопка отпущена
@@ -88,15 +77,6 @@ namespace Code.Gameplay.Character.Core
} }
} }
// Метод для переключения режимов камеры
private void ToggleCameraMode()
{
var currentMode = characterCamera.CurrentMode;
var newMode = currentMode == CameraMode.FirstPerson ? CameraMode.ThirdPerson : CameraMode.FirstPerson;
characterCamera.SetCameraMode(newMode);
}
// Обновление логики каждый кадр // Обновление логики каждый кадр
private void Update() private void Update()
{ {
@@ -110,8 +90,6 @@ namespace Code.Gameplay.Character.Core
// Обновление после всех вычислений (идеально для камеры) // Обновление после всех вычислений (идеально для камеры)
private void LateUpdate() private void LateUpdate()
{ {
// Обработка ввода для камеры в LateUpdate (после движения персонажа)
HandleCameraInput();
} }
} }
} }
@@ -1,3 +1,4 @@
using Code.Gameplay.Camera;
using UnityEngine; using UnityEngine;
namespace Code.Gameplay.Character.Core namespace Code.Gameplay.Character.Core
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 58441fe5bc46071fab2546105689c70b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,18 @@
using UnityEngine;
using Code.Configs;
using Reflex.Attributes;
namespace Code.Gameplay.Player
{
public class PlayerFactory
{
[Inject] PlayerConfig _playerConfig;
public PlayerHealth CreatePlayerHP(int count = -1)
{
if (count < 0) count = _playerConfig.maxHealth;
return new PlayerHealth(count);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 77dd77e7e8714974a7c8bc83772e52fa
timeCreated: 1761060390
@@ -0,0 +1,27 @@
namespace Code.Gameplay.Player
{
public class PlayerHealth
{
public delegate void OnDeathDelegate();
public event OnDeathDelegate OnDeath;
public delegate void OnDamageDelegate(int damage);
public event OnDamageDelegate OnDamage;
private int _healthPoints;
public int HealthPoints => _healthPoints;
public void GetDamage(int count)
{
_healthPoints -= count;
OnDamage?.Invoke(count);
if (_healthPoints <= 0) OnDeath?.Invoke();
}
public PlayerHealth(int healthPoints = 1) => _healthPoints = healthPoints;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3873d746bf1595618802b853c6920616
@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@@ -7,6 +8,7 @@ namespace Code.StateMachine
: MonoBehaviour : MonoBehaviour
where TStateMachineContext : new() where TStateMachineContext : new()
{ {
public TStateEnum CurrentState { get; private set; }
public BaseState<TStateMachineContext> CurrentBaseState { get; private set; } public BaseState<TStateMachineContext> CurrentBaseState { get; private set; }
private BaseState<TStateMachineContext> _previousBaseState; private BaseState<TStateMachineContext> _previousBaseState;
@@ -20,6 +22,10 @@ namespace Code.StateMachine
CurrentBaseState.Tick(); CurrentBaseState.Tick();
} }
protected void LateUpdate()
{
CurrentBaseState.LateTick();
}
public abstract void Initialize(); public abstract void Initialize();
// Костыли 2 шт. для флагового енама в шаблонах // Костыли 2 шт. для флагового енама в шаблонах
@@ -53,6 +59,8 @@ namespace Code.StateMachine
CurrentBaseState.EnterState(); CurrentBaseState.EnterState();
} }
CurrentState = nextState;
return this; return this;
} }
@@ -17,6 +17,7 @@ namespace Code.StateMachine
public virtual void EnterState() => OnEntered?.Invoke(); public virtual void EnterState() => OnEntered?.Invoke();
public virtual void Tick(){} public virtual void Tick(){}
public virtual void LateTick(){}
public virtual void ExitState() => OnExited?.Invoke(); public virtual void ExitState() => OnExited?.Invoke();
} }
@@ -8,6 +8,7 @@ namespace Code.StaticData
void Load(); void Load();
InputConfig InputConfig { get; } InputConfig InputConfig { get; }
AppConfig AppConfig { get; } AppConfig AppConfig { get; }
CharacterCameraConfig CharacterCameraConfig { get; } UIConfig UIConfig { get; }
CameraConfig CameraConfig { get; }
} }
} }
@@ -8,13 +8,15 @@ namespace Code.StaticData
{ {
public AppConfig AppConfig { get; private set; } public AppConfig AppConfig { get; private set; }
public InputConfig InputConfig { get; private set; } public InputConfig InputConfig { get; private set; }
public CharacterCameraConfig CharacterCameraConfig { get; private set; } public UIConfig UIConfig { get; private set; }
public CameraConfig CameraConfig { get; private set; }
public void Load() public void Load()
{ {
InputConfig = Resources.Load<InputConfig>(string.Format(StringPaths.ConfigSingle, "App", "InputConfig")); InputConfig = Resources.Load<InputConfig>(string.Format(StringPaths.ConfigSingle, "App", "InputConfig"));
AppConfig = Resources.Load<AppConfig>(string.Format(StringPaths.ConfigSingle, "App", "AppConfig")); AppConfig = Resources.Load<AppConfig>(string.Format(StringPaths.ConfigSingle, "App", "AppConfig"));
CharacterCameraConfig = Resources.Load<CharacterCameraConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterCameraConfig")); CameraConfig = Resources.Load<CameraConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterCameraConfig"));
UIConfig = Resources.Load<UIConfig>(string.Format(StringPaths.ConfigSingle, "App", "UIConfig"));
} }
} }
} }
+3
View File
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: aca6d2360b0a4b35b124f6d6ffa10039
timeCreated: 1761577505
@@ -0,0 +1,11 @@
namespace Code.UI
{
public interface IUIService
{
void EnablePanel();
void DisablePanel();
void SwitchPanelTo(UIPanel uiPanel);
UIElement CurrentPanel { get; }
LoadingPanel LoadingScreen { get; }
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5d5cb971e8da41a5885f37d1334ab26a
timeCreated: 1761591248
@@ -0,0 +1,16 @@
using UnityEngine;
namespace Code.UI
{
public class LoadingPanel : UIElement
{
public void Hide()
{
gameObject.SetActive(false);
}
public void Show()
{
gameObject.SetActive(true);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8b4a0cb6cea947c6b085269973968c12
timeCreated: 1761594685
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.UI;
namespace Code.UI
{
public class MainMenuPanel : UIElement
{
public Button startButton;
public Button exitButton;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3257edb60d20461a92f3e5dd2c4afee4
timeCreated: 1761596135
@@ -0,0 +1,8 @@
using UnityEngine;
namespace Code.UI
{
public class UIElement : MonoBehaviour
{
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b9af80648f8048e397791a856c682cce
timeCreated: 1761590528
@@ -0,0 +1,9 @@
namespace Code.UI
{
public enum UIPanel
{
Loading,
MainMenu,
Gameplay
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d93383e80e824e0db25252a7863af280
timeCreated: 1761578163
@@ -0,0 +1,33 @@
using UnityEngine;
namespace Code.UI
{
public class UIService : IUIService
{
private UIElement[] _uiPanelsPrefabs;
private Canvas _canvas;
public UIElement CurrentPanel { get; private set; }
public LoadingPanel LoadingScreen { get; private set; }
public UIService(UIElement[] uiPanelsPrefabs, Canvas canvas)
{
_canvas = Object.Instantiate(canvas);
Object.DontDestroyOnLoad(_canvas);
_uiPanelsPrefabs = uiPanelsPrefabs;
LoadingScreen = (LoadingPanel)Object.Instantiate(_uiPanelsPrefabs[(int)UIPanel.Loading], _canvas.transform);
}
public void EnablePanel() => CurrentPanel.gameObject.SetActive(true);
public void DisablePanel() => CurrentPanel.gameObject.SetActive(false);
public void SwitchPanelTo(UIPanel uiPanel)
{
if (CurrentPanel != null)
Object.Destroy(CurrentPanel.gameObject);
CurrentPanel = Object.Instantiate(_uiPanelsPrefabs[(int)uiPanel], _canvas.transform);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 060152e7a2a2400f85c372c0b9f138a8
timeCreated: 1761577528
@@ -23,3 +23,6 @@ MonoBehaviour:
maxVerticalAngle: 70 maxVerticalAngle: 70
defaultVerticalAngle: 10 defaultVerticalAngle: 10
defaultCameraMode: 0 defaultCameraMode: 0
defaultFollowPosition: {x: 0, y: 0, z: 0}
cameraPrefab: {fileID: 4646144043143727929, guid: 8b8bf5712dc5a42c7bd8e22cddb884c3, type: 3}
cameraPrefab2: {fileID: 374984699890489845, guid: 8b8bf5712dc5a42c7bd8e22cddb884c3, type: 3}
@@ -0,0 +1,19 @@
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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: feaa36c74e094e0aa24b3983957a6e4e, type: 3}
m_Name: UIConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.UIConfig
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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
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