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9
Commits
SoundManager
..
UI2
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@@ -1,12 +0,0 @@
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using Code.App.StateMachine;
|
||||
using Code.StateMachine;
|
||||
|
||||
namespace Code.App.AppStates
|
||||
{
|
||||
public class BootstrapState : BaseState<AppStateMachineContext>
|
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{
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public BootstrapState(AppStateMachineContext context) : base(context)
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{
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}
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}
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}
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timeCreated: 1762122962
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@@ -1,8 +1,5 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Scenes;
|
||||
using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.App.AppStates
|
||||
{
|
||||
@@ -10,32 +7,17 @@ namespace Code.App.AppStates
|
||||
{
|
||||
public GameOverState(AppStateMachineContext context) : base(context)
|
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{ }
|
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|
||||
private float damnTimer = 3f; // TODO Удалить при первой возможности
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Context.UIService.SwitchPanelTo(UIPanel.GameOver);
|
||||
|
||||
base.EnterState();
|
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}
|
||||
|
||||
private void ToMainMenu()
|
||||
{
|
||||
Context.StateMachine.SwitchState(AppState.MainMenu)
|
||||
.AllowStateTransition(AppState.Gameplay);
|
||||
}
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||||
|
||||
public override void Tick()
|
||||
{
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||||
damnTimer -= Time.deltaTime;
|
||||
if (damnTimer <= float.Epsilon) ToMainMenu();
|
||||
}
|
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{ }
|
||||
|
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public override void ExitState()
|
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{
|
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damnTimer = 5f;
|
||||
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
base.ExitState();
|
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}
|
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}
|
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|
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@@ -1,136 +1,47 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Extensions;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Code.App.AppStates
|
||||
{
|
||||
public class GameplayState : BaseState<AppStateMachineContext>
|
||||
{
|
||||
// DEBUG
|
||||
private Transform _testSFXTransform;
|
||||
// DEBUG
|
||||
private PlayerHealth _playerHealthPoints;
|
||||
|
||||
private PlayerHealth _playerHealth;
|
||||
private PlayerMoney _playerMoney;
|
||||
|
||||
public GameplayState(AppStateMachineContext context) : base(context)
|
||||
{
|
||||
}
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
|
||||
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
|
||||
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
|
||||
|
||||
_playerHealth.OnDeath += EndGame;
|
||||
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
||||
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveMoney);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
WaitForSceneToLoad();
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
}
|
||||
|
||||
private async UniTaskVoid WaitForSceneToLoad()
|
||||
{
|
||||
await UniTask.WhenAll(
|
||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MovementDev),
|
||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
||||
Context.AudioFactory.WarmGameplayMusic(),
|
||||
Context.AudioFactory.WarmSFX()
|
||||
);
|
||||
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
|
||||
|
||||
var sceneEnvironment = ((GameplaySceneEnvironment)SceneManager.GetActiveScene()
|
||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
||||
|
||||
_testSFXTransform = sceneEnvironment.debugSfxTarget;
|
||||
|
||||
((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
||||
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
|
||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
Context.UIService.SwitchPanelTo(UIPanel.Gameplay);
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
||||
}
|
||||
|
||||
private void SceneLoaded()
|
||||
{
|
||||
Context.UIService.LoadingScreen.Hide();
|
||||
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
private void PlayDebugSFX(InputAction.CallbackContext context)
|
||||
{
|
||||
Context.AudioService.PlaySFX(SFXSounds.Crowbar, _testSFXTransform.position);
|
||||
}
|
||||
private void PlayDebugDispatcher(InputAction.CallbackContext context)
|
||||
{
|
||||
Context.AudioService.PlayDispatcher(DispatcherSounds.AhFreeman);
|
||||
}
|
||||
private void GiveHealth(InputAction.CallbackContext context)
|
||||
{
|
||||
_playerHealth.GetDamage(-1);
|
||||
}
|
||||
|
||||
private void LooseHealth(InputAction.CallbackContext context)
|
||||
{
|
||||
_playerHealth.GetDamage(1);
|
||||
}
|
||||
|
||||
private void GiveMoney(InputAction.CallbackContext context)
|
||||
{
|
||||
_playerMoney.GiveMoney(100);
|
||||
((GameplayPanel)(Context.UIService.CurrentPanel)).SummonDispatcher();
|
||||
}
|
||||
|
||||
private void LooseMoney(InputAction.CallbackContext context)
|
||||
{
|
||||
_playerMoney.LooseMoney(100);
|
||||
((GameplayPanel)(Context.UIService.CurrentPanel)).CloseDispatcher();
|
||||
}
|
||||
// DEBUG
|
||||
|
||||
public override void Tick()
|
||||
{
|
||||
}
|
||||
|
||||
private void EndGame()
|
||||
{
|
||||
Context.StateMachine.SwitchState(AppState.GameOver)
|
||||
.AllowStateTransition(AppState.MainMenu);
|
||||
}
|
||||
|
||||
public override void ExitState()
|
||||
{
|
||||
_playerHealth = null;
|
||||
_playerMoney = null;
|
||||
|
||||
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
|
||||
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveHealth);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
|
||||
|
||||
base.ExitState();
|
||||
}
|
||||
|
||||
@@ -1,70 +1,44 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Camera.CameraStates;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Extensions;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Code.App.AppStates
|
||||
{
|
||||
public class MainMenuState : BaseState<AppStateMachineContext>
|
||||
{
|
||||
public MainMenuState(AppStateMachineContext context) : base(context)
|
||||
{
|
||||
}
|
||||
|
||||
{ }
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.Static);
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
WaitForSceneToLoad();
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
}
|
||||
|
||||
private async UniTaskVoid WaitForSceneToLoad()
|
||||
{
|
||||
await UniTask.WhenAll(
|
||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu),
|
||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
|
||||
Context.AudioFactory.WarmMenuMusic()
|
||||
);
|
||||
Context.SceneLoaderService.LoadScene((int)SceneIds.MainMenu, SceneLoaded);
|
||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
|
||||
|
||||
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);
|
||||
|
||||
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
|
||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
||||
|
||||
((StaticState)Context.CameraStateMachine.CurrentBaseState).LookTarget =
|
||||
hui.cameraTarget;
|
||||
|
||||
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.Static);
|
||||
}
|
||||
|
||||
private void SceneLoaded()
|
||||
{
|
||||
Context.UIService.LoadingScreen.Hide();
|
||||
|
||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
public override void Tick()
|
||||
{
|
||||
}
|
||||
{ }
|
||||
|
||||
private void StartGame()
|
||||
{
|
||||
Context.StateMachine.SwitchState(AppState.Gameplay)
|
||||
.AllowStateTransition(AppState.MainMenu)
|
||||
.AllowStateTransition(AppState.GameOver);
|
||||
}
|
||||
|
||||
@@ -72,11 +46,10 @@ namespace Code.App.AppStates
|
||||
{
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
|
||||
public override void ExitState()
|
||||
{
|
||||
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
|
||||
|
||||
base.ExitState();
|
||||
}
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.StateMachine;
|
||||
@@ -15,10 +14,8 @@ namespace Code.App.AppStates
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
// Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
|
||||
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
|
||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
||||
}
|
||||
|
||||
private void SceneLoaded()
|
||||
|
||||
@@ -1,15 +1,11 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Configs;
|
||||
using Code.Constants;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Gameplay.Character.Camera;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.StaticData;
|
||||
using Code.UI;
|
||||
using Code.UI.Panels;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Core;
|
||||
using Reflex.Injectors;
|
||||
using UnityEngine;
|
||||
@@ -19,6 +15,7 @@ namespace Code.App
|
||||
{
|
||||
public class BootstrapInstaller : MonoBehaviour, IInstaller
|
||||
{
|
||||
|
||||
public void InstallBindings(ContainerBuilder containerBuilder)
|
||||
{
|
||||
InstallStaticData(containerBuilder, out IStaticDataService staticDataService);
|
||||
@@ -26,15 +23,10 @@ namespace Code.App
|
||||
InstallInfrastructureUnit(containerBuilder, staticDataService);
|
||||
|
||||
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
||||
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
|
||||
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
|
||||
|
||||
InitializeCamera(containerBuilder, staticDataService);
|
||||
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
|
||||
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
|
||||
|
||||
containerBuilder.AddSingleton(typeof(AudioFactory), typeof(IAudioFactory));
|
||||
containerBuilder.AddSingleton(typeof(AudioService), typeof(IAudioService));
|
||||
|
||||
|
||||
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
|
||||
|
||||
containerBuilder.OnContainerBuilt += Bootstrap;
|
||||
@@ -42,8 +34,11 @@ namespace Code.App
|
||||
|
||||
private void InitializeCamera(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
|
||||
{
|
||||
Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab);
|
||||
// CameraService cameraService = Instantiate(staticDataService.CameraConfig.cameraPrefab);
|
||||
// containerBuilder.AddSingleton(cameraService);
|
||||
// DontDestroyOnLoad(cameraService);
|
||||
|
||||
Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab2);
|
||||
DontDestroyOnLoad(camera);
|
||||
containerBuilder.AddSingleton(camera);
|
||||
}
|
||||
@@ -55,7 +50,7 @@ namespace Code.App
|
||||
|
||||
containerBuilder.AddSingleton(infrastructureUnit);
|
||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CoroutineRunner>(),
|
||||
typeof(ICoroutineRunner));
|
||||
typeof(ICoroutineRunner));
|
||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
|
||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
|
||||
}
|
||||
@@ -67,46 +62,25 @@ namespace Code.App
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
|
||||
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
|
||||
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
|
||||
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
|
||||
}
|
||||
|
||||
private AppStateMachine _appStateMachine;
|
||||
|
||||
private void Bootstrap(Container container)
|
||||
{
|
||||
_appStateMachine = container.Resolve<AppStateMachine>();
|
||||
_appStateMachine.Initialize();
|
||||
AttributeInjector.Inject(_appStateMachine.StateMachineContext, container);
|
||||
AppStateMachine appStateMachine = container.Resolve<AppStateMachine>();
|
||||
appStateMachine.Initialize();
|
||||
|
||||
AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
|
||||
|
||||
CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
|
||||
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
|
||||
cameraStateMachine.Initialize();
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
BootstrapFinish(container);
|
||||
cameraStateMachine.Initialize();
|
||||
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
}
|
||||
private async UniTaskVoid BootstrapFinish(Container container)
|
||||
{
|
||||
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
|
||||
DontDestroyOnLoad(loadingScreen);
|
||||
|
||||
await UniTask.WhenAll(
|
||||
container.Resolve<IUIService>().Initialize(loadingScreen.GetComponent<LoadingScreen>()),
|
||||
container.Resolve<IAudioService>().Initialize()
|
||||
);
|
||||
|
||||
_appStateMachine
|
||||
// TODO: поменяно для теста
|
||||
appStateMachine
|
||||
.SwitchState(AppState.MainMenu)
|
||||
.AllowStateTransition(AppState.Gameplay);
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7a271c6319540abb78d561f392e1396
|
||||
timeCreated: 1761743570
|
||||
@@ -1,26 +0,0 @@
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Reflex.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.App.SceneInstallers
|
||||
{
|
||||
public class GameplaySceneInstaller : MonoBehaviour, IInstaller
|
||||
{
|
||||
[SerializeField] private GameplaySceneEnvironment _gameplaySceneEnvironment;
|
||||
|
||||
public void InstallBindings(ContainerBuilder containerBuilder)
|
||||
{
|
||||
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
|
||||
|
||||
containerBuilder.OnContainerBuilt += Initialize;
|
||||
}
|
||||
|
||||
private void Initialize(Container container)
|
||||
{
|
||||
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
env.TransitVariables(_gameplaySceneEnvironment);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 88584fd4361b46f6a7326440cd95ce69
|
||||
timeCreated: 1763144580
|
||||
@@ -1,27 +0,0 @@
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Reflex.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Code.App.SceneInstallers
|
||||
{
|
||||
public class MainMenuSceneInstaller : MonoBehaviour, IInstaller
|
||||
{
|
||||
[SerializeField] private MainMenuEnvironment _mainMenuEnvironment;
|
||||
|
||||
public void InstallBindings(ContainerBuilder containerBuilder)
|
||||
{
|
||||
containerBuilder.AddScoped(typeof(MainMenuEnvironment), typeof(CurrentSceneEnvironment));
|
||||
|
||||
containerBuilder.OnContainerBuilt += Initialize;
|
||||
}
|
||||
|
||||
private void Initialize(Container container)
|
||||
{
|
||||
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
env.TransitVariables(_mainMenuEnvironment);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 04145a046c584b66818ca25745652e66
|
||||
timeCreated: 1761743587
|
||||
@@ -7,7 +7,6 @@ namespace Code.App.StateMachine
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
States.Add(AppState.Bootstrap, new BootstrapState(StateMachineContext));
|
||||
States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext));
|
||||
States.Add(AppState.Gameplay, new GameplayState(StateMachineContext));
|
||||
States.Add(AppState.GameOver, new GameOverState(StateMachineContext));
|
||||
@@ -17,8 +16,6 @@ namespace Code.App.StateMachine
|
||||
AllowedStates |= AppState.MainMenu;
|
||||
AllowedStates |= AppState.Gameplay;
|
||||
AllowedStates |= AppState.MovementDev;
|
||||
|
||||
CurrentBaseState = States[AppState.Bootstrap];
|
||||
}
|
||||
|
||||
protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState);
|
||||
|
||||
@@ -1,6 +1,4 @@
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.UI;
|
||||
@@ -10,13 +8,10 @@ namespace Code.App.StateMachine
|
||||
{
|
||||
public class AppStateMachineContext
|
||||
{
|
||||
[Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
|
||||
[Inject] public IInputService InputService { get; private set; }
|
||||
[Inject] public AppStateMachine StateMachine { get; private set; }
|
||||
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
|
||||
[Inject] public IUIService UIService { get; private set; }
|
||||
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
|
||||
[Inject] public IAudioFactory AudioFactory { get; private set; }
|
||||
[Inject] public IAudioService AudioService { get; private set; }
|
||||
[Inject] public ISceneLoaderService SceneLoaderService;
|
||||
[Inject] public IInputService InputService;
|
||||
[Inject] public IUIService UIService;
|
||||
[Inject] public AppStateMachine StateMachine;
|
||||
[Inject] public CameraStateMachine CameraStateMachine;
|
||||
}
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1937581573e47844bb593bd62310b89
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,23 +0,0 @@
|
||||
namespace Code.Audio
|
||||
{
|
||||
public enum SFXSounds
|
||||
{
|
||||
Crowbar,
|
||||
Shot357
|
||||
}
|
||||
public enum UISounds
|
||||
{
|
||||
Crowbar
|
||||
}
|
||||
public enum EnemiesSounds
|
||||
{
|
||||
Bastard,
|
||||
Bravo
|
||||
}
|
||||
public enum DispatcherSounds
|
||||
{
|
||||
Absolutely,
|
||||
AbsolutelyNot,
|
||||
AhFreeman
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 907b506ceac843ebb509a8e5298af540
|
||||
timeCreated: 1762888870
|
||||
@@ -1,158 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Code.Configs;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.Audio;
|
||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace Code.Audio
|
||||
{
|
||||
public class AudioFactory : IAudioFactory
|
||||
{
|
||||
public AudioMixer AudioMixer { get; private set; }
|
||||
private AssetReference _audioSourcePrefab;
|
||||
|
||||
private AssetReference[] _peacefulSoundtrack;
|
||||
private AssetReference[] _actionSoundtrack;
|
||||
private AssetReference[] _menuSoundtrack;
|
||||
private AssetReference[] _SFX;
|
||||
private AssetReference[] _enemies;
|
||||
private AssetReference[] _dispatcher;
|
||||
private AssetReference[] _character;
|
||||
|
||||
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
|
||||
|
||||
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
|
||||
public List<AudioClip> SFXAudios { get; private set; } = new();
|
||||
public List<AudioClip> EnemiesAudios { get; private set; } = new();
|
||||
public List<AudioClip> DispatcherAudios { get; private set; } = new();
|
||||
|
||||
public AudioFactory(AudioMixerConfig audioMixerConfig,
|
||||
SoundtrackListConfig soundtrackListConfig,
|
||||
SFXListConfig sfxListConfig,
|
||||
EnemiesSoundListConfig enemiesSoundListConfig,
|
||||
DispatcherSoundListConfig dispatcherSoundListConfig
|
||||
)
|
||||
{
|
||||
AudioMixer = audioMixerConfig.audioMixerAsset;
|
||||
_audioSourcePrefab = audioMixerConfig.audioSourcePrefab;
|
||||
|
||||
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
|
||||
_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
|
||||
_menuSoundtrack = soundtrackListConfig.menuSoundtrack;
|
||||
_SFX = sfxListConfig.SFX;
|
||||
_enemies = enemiesSoundListConfig.enemies;
|
||||
_dispatcher = dispatcherSoundListConfig.dispatcher;
|
||||
|
||||
MusicDictionary.Add(MusicType.Menu, new ());
|
||||
MusicDictionary.Add(MusicType.Peaceful, new ());
|
||||
MusicDictionary.Add(MusicType.Action, new ());
|
||||
}
|
||||
|
||||
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
|
||||
callback?.Invoke(await Addressables.LoadAssetAsync<GameObject>(_audioSourcePrefab));
|
||||
|
||||
public async UniTask WarmGameplayMusic( )
|
||||
{
|
||||
_actionMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_actionSoundtrack, OnActionTrackLoaded, Addressables.MergeMode.None);
|
||||
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.None);
|
||||
|
||||
await UniTask.WhenAll(_actionMusicHandle.ToUniTask(), _peacefulMusicHandle.ToUniTask());
|
||||
}
|
||||
public void ReleaseActionMusic()
|
||||
{
|
||||
MusicDictionary[MusicType.Action].Clear();
|
||||
_actionMusicHandle.Release();
|
||||
}
|
||||
public void ReleasePeacefulMusic()
|
||||
{
|
||||
MusicDictionary[MusicType.Peaceful].Clear();
|
||||
_peacefulMusicHandle.Release();
|
||||
}
|
||||
public async UniTask WarmMenuMusic( )
|
||||
{
|
||||
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.None);
|
||||
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
|
||||
await _menuMusicHandle.ToUniTask();
|
||||
|
||||
}
|
||||
public void ReleaseMenuMusic()
|
||||
{
|
||||
MusicDictionary[MusicType.Menu].Clear();
|
||||
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
||||
_menuMusicHandle.Release();
|
||||
}
|
||||
public async UniTask WarmSFX( )
|
||||
{
|
||||
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.None);
|
||||
|
||||
await _SFXHandle.ToUniTask();
|
||||
|
||||
}
|
||||
public void ReleaseSFX()
|
||||
{
|
||||
SFXAudios.Clear();
|
||||
_SFXHandle.Release();
|
||||
}
|
||||
public async UniTask WarmEnemies( )
|
||||
{
|
||||
_enemiesHandle = Addressables.LoadAssetsAsync<AudioClip>(_enemies, OnEnemiesLoaded, Addressables.MergeMode.None);
|
||||
|
||||
await _enemiesHandle.ToUniTask();
|
||||
|
||||
}
|
||||
|
||||
public void ReleaseEnemies()
|
||||
{
|
||||
EnemiesAudios.Clear();
|
||||
_enemiesHandle.Release();
|
||||
}
|
||||
|
||||
public async UniTask WarmDispatcher( )
|
||||
{
|
||||
_dispatcherHandle = Addressables.LoadAssetsAsync<AudioClip>(_dispatcher, OnDispatcherLoaded, Addressables.MergeMode.None);
|
||||
|
||||
await _dispatcherHandle.ToUniTask();
|
||||
|
||||
}
|
||||
|
||||
public void ReleaseDispatcher()
|
||||
{
|
||||
DispatcherAudios.Clear();
|
||||
_dispatcherHandle.Release();
|
||||
}
|
||||
|
||||
private void OnMenuTrackLoaded(AudioClip audioClip)
|
||||
{
|
||||
MusicDictionary[MusicType.Menu].Add(audioClip);
|
||||
}
|
||||
private void OnActionTrackLoaded(AudioClip audioClip)
|
||||
{
|
||||
MusicDictionary[MusicType.Action].Add(audioClip);
|
||||
}
|
||||
private void OnPeacefulTrackLoaded(AudioClip audioClip)
|
||||
{
|
||||
MusicDictionary[MusicType.Peaceful].Add(audioClip);
|
||||
}
|
||||
private void OnSFXLoaded(AudioClip audioClip)
|
||||
{
|
||||
SFXAudios.Add(audioClip);
|
||||
}
|
||||
private void OnEnemiesLoaded(AudioClip audioClip)
|
||||
{
|
||||
EnemiesAudios.Add(audioClip);
|
||||
}
|
||||
private void OnDispatcherLoaded(AudioClip audioClip)
|
||||
{
|
||||
DispatcherAudios.Add(audioClip);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a4b48740d194d4dafa1732f96d71687
|
||||
timeCreated: 1762626915
|
||||
@@ -1,172 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using Code.Configs;
|
||||
using Code.Constants;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Attributes;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.Audio;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace Code.Audio
|
||||
{
|
||||
public class AudioService : IAudioService
|
||||
{
|
||||
private IAudioFactory _audioFactory;
|
||||
|
||||
private AudioMixer _mixer;
|
||||
private AudioSource _actionMusicSource;
|
||||
private AudioSource _peacefulMusicSource;
|
||||
|
||||
private AudioMixerGroup _masterGroup,
|
||||
// _musicGroup,
|
||||
// _actionMusicGroup,
|
||||
// _peacefulMusicGroup,
|
||||
_SFXGroup,
|
||||
_creaturesGroup,
|
||||
_dispatcherGroup,
|
||||
_courierGroup,
|
||||
_enemiesGroup;
|
||||
|
||||
private readonly AudioSourcePool _audioSourcePool = new();
|
||||
|
||||
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
|
||||
|
||||
public AudioService(IAudioFactory audioFactory)
|
||||
{
|
||||
_audioFactory = audioFactory;
|
||||
}
|
||||
|
||||
public async UniTask Initialize()
|
||||
{
|
||||
// _mixer = await _audioFactory.CreateMixer();
|
||||
_mixer = _audioFactory.AudioMixer;
|
||||
|
||||
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
|
||||
// _actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
|
||||
// _peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusoup)[0];
|
||||
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
|
||||
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
|
||||
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
|
||||
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
|
||||
|
||||
_cancellationTokenSources.Add(MusicType.Menu, new());
|
||||
_cancellationTokenSources.Add(MusicType.Action, new());
|
||||
_cancellationTokenSources.Add(MusicType.Peaceful, new());
|
||||
|
||||
_musicAudioSources.Add(MusicType.Menu, null);
|
||||
_musicAudioSources.Add(MusicType.Action, null);
|
||||
_musicAudioSources.Add(MusicType.Peaceful, null);
|
||||
|
||||
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
|
||||
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
|
||||
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
|
||||
_courierGroup = _mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
|
||||
_enemiesGroup = _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
|
||||
|
||||
_snapshots[AudioSnapshotState.None] = _mixer.FindSnapshot(AudioGroups.NoneSnapshot);
|
||||
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
|
||||
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
|
||||
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
|
||||
|
||||
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
|
||||
|
||||
}
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
private Dictionary<MusicType, CancellationTokenSource> _cancellationTokenSources = new();
|
||||
private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
|
||||
private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
|
||||
|
||||
public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType)
|
||||
{
|
||||
if(!_musicAudioSources[musicType])
|
||||
{
|
||||
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
|
||||
_musicAudioSources[musicType].spatialBlend = 0f;
|
||||
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
|
||||
}
|
||||
|
||||
_musicAudioSources[musicType].resource =
|
||||
_audioFactory.MusicDictionary[musicType][
|
||||
Random.Range(0, _audioFactory.MusicDictionary[musicType].Count)];
|
||||
|
||||
_musicAudioSources[musicType].Play();
|
||||
|
||||
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
||||
// _ => !_musicAudioSources[musicType].isPlaying,
|
||||
// cancellationToken: _cancellationTokenSources[musicType].Token);
|
||||
await UniTask.NextFrame();
|
||||
// Debug.Log($"Playing {musicType}");
|
||||
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
||||
_ => !_musicAudioSources[musicType].isPlaying,
|
||||
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
|
||||
// Debug.Log($"Finished {musicType}");
|
||||
|
||||
if (isCanceled)
|
||||
{
|
||||
// Debug.Log($"Cancelled {musicType}");
|
||||
_cancellationTokenSources[musicType].Dispose();
|
||||
_cancellationTokenSources[musicType] = new();
|
||||
|
||||
_audioSourcePool.ReleaseSource(_musicAudioSources[musicType]);
|
||||
_musicAudioSources[musicType] = null;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType);
|
||||
}
|
||||
|
||||
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
|
||||
{
|
||||
TransitToSnapshot(audioSnapshotState, time);
|
||||
|
||||
await UniTask.WaitForSeconds(time);
|
||||
|
||||
_cancellationTokenSources[musicType].Cancel();
|
||||
|
||||
callback?.Invoke();
|
||||
}
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
|
||||
public void StopMusic()
|
||||
{
|
||||
_peacefulMusicSource.Stop();
|
||||
_actionMusicSource.Stop();
|
||||
}
|
||||
|
||||
public void GladlyAskToStopMusic(Action callback = null)
|
||||
{
|
||||
TransitToSnapshot(AudioSnapshotState.None);
|
||||
_peacefulMusicSource.Stop();
|
||||
_actionMusicSource.Stop();
|
||||
|
||||
callback?.Invoke();
|
||||
}
|
||||
|
||||
public void TransitToSnapshot(AudioSnapshotState state, float time = 1f)
|
||||
{
|
||||
_snapshots[state].TransitionTo(time);
|
||||
}
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
public void PlaySFX(SFXSounds sfxId, Vector3 position)
|
||||
{
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _SFXGroup);
|
||||
}
|
||||
|
||||
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
|
||||
{
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup);
|
||||
}
|
||||
|
||||
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
||||
{
|
||||
_audioSourcePool.PlayShizo(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bf44cb051308463494bd930f2a3d31e4
|
||||
timeCreated: 1762625073
|
||||
@@ -1,119 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using Code.Constants;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Code.Audio
|
||||
{
|
||||
public class AudioServiceDebug : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private AudioMixer mixer;
|
||||
|
||||
private AudioSource _actionMusicSource;
|
||||
private AudioSource _peacefulMusicSource;
|
||||
[SerializeField] private AudioSource prefab;
|
||||
|
||||
[SerializeField] private AudioResource[] peacefulAudio;
|
||||
[SerializeField] private AudioResource[] actionAudio;
|
||||
|
||||
private AudioMixerGroup _masterGroup,
|
||||
_musicGroup,
|
||||
_actionMusicGroup,
|
||||
_peacefulMusicGroup,
|
||||
_SFXGroup,
|
||||
_creaturesGroup,
|
||||
_dispatcherGroup,
|
||||
_courierGroup,
|
||||
_enemiesGroup;
|
||||
|
||||
private readonly AudioSourcePool _audioSourcePool = new();
|
||||
|
||||
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
|
||||
|
||||
[FormerlySerializedAs("sfxAudio")] [SerializeField] private AudioClip[] sfxAudios;
|
||||
[SerializeField] private AudioClip[] enemiesAudios;
|
||||
[SerializeField] private AudioClip[] dispatcherAudios;
|
||||
|
||||
private void MixerCreated()
|
||||
{
|
||||
_masterGroup = mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
|
||||
_actionMusicGroup = mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
|
||||
_peacefulMusicGroup = mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
|
||||
_SFXGroup = mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
|
||||
_musicGroup = mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
|
||||
_creaturesGroup = mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
|
||||
_dispatcherGroup = mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
|
||||
_courierGroup = mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
|
||||
_enemiesGroup = mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
|
||||
|
||||
_snapshots[AudioSnapshotState.Peaceful] = mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
|
||||
_snapshots[AudioSnapshotState.Action] = mixer.FindSnapshot(AudioGroups.ActionSnapshot);
|
||||
|
||||
// _audioSourcePool.Initialize(10,prefab);
|
||||
|
||||
InitializeMusicSources();
|
||||
}
|
||||
|
||||
private void InitializeMusicSources()
|
||||
{
|
||||
_actionMusicSource = _audioSourcePool.GetSource();
|
||||
_actionMusicSource.outputAudioMixerGroup = _actionMusicGroup;
|
||||
_actionMusicSource.spatialBlend = 0f;
|
||||
|
||||
_peacefulMusicSource = _audioSourcePool.GetSource();
|
||||
_peacefulMusicSource.outputAudioMixerGroup = _peacefulMusicGroup;
|
||||
_peacefulMusicSource.spatialBlend = 0f;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
MixerCreated();
|
||||
}
|
||||
|
||||
public void PlayRandomGameplayMusic()
|
||||
{
|
||||
_peacefulMusicSource.resource = peacefulAudio[Random.Range(0, peacefulAudio.Length)];
|
||||
_actionMusicSource.resource = actionAudio[Random.Range(0, actionAudio.Length)];
|
||||
|
||||
_peacefulMusicSource.Play();
|
||||
_actionMusicSource.Play();
|
||||
}
|
||||
|
||||
public void TransitToSnapshot(AudioSnapshotState state)
|
||||
{
|
||||
_snapshots[state].TransitionTo(1f);
|
||||
}
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
public void PlaySFX(SFXSounds sfxId, Vector3 position)
|
||||
{
|
||||
_audioSourcePool.PlayOneShot(sfxAudios[(int)sfxId], position, _SFXGroup);
|
||||
}
|
||||
public void PlayDebugSFX()
|
||||
{
|
||||
_audioSourcePool.PlayOneShot(sfxAudios[(int)SFXSounds.Crowbar], transform.position, _SFXGroup);
|
||||
}
|
||||
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
|
||||
{
|
||||
_audioSourcePool.PlayOneShot(enemiesAudios[(int)enemySoundId], position, _enemiesGroup);
|
||||
}
|
||||
public void PlayDebugEnemySFX()
|
||||
{
|
||||
_audioSourcePool.PlayOneShot(enemiesAudios[(int)EnemiesSounds.Bastard], transform.position, _enemiesGroup);
|
||||
}
|
||||
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
||||
{
|
||||
_audioSourcePool.PlayShizo(dispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
|
||||
}
|
||||
public void PlayDebugDispatcherSFX()
|
||||
{
|
||||
_audioSourcePool.PlayShizo(dispatcherAudios[(int)DispatcherSounds.AhFreeman], _dispatcherGroup);
|
||||
}
|
||||
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a42cad8f28f54a53bef23d9313014abd
|
||||
timeCreated: 1762805867
|
||||
@@ -1,10 +0,0 @@
|
||||
namespace Code.Audio
|
||||
{
|
||||
public enum AudioSnapshotState
|
||||
{
|
||||
None,
|
||||
Peaceful,
|
||||
Action,
|
||||
Menu
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 29adaf8e912649d9b91c09735e36840a
|
||||
timeCreated: 1762808301
|
||||
@@ -1,84 +0,0 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
using UnityEngine.Pool;
|
||||
|
||||
namespace Code.Audio
|
||||
{
|
||||
public class AudioSourcePool
|
||||
{
|
||||
// The pool holds plain GameObjects (you can swap this for any component type).
|
||||
private IObjectPool<AudioSource> _pool;
|
||||
private GameObject _sourcePrefab;
|
||||
|
||||
public void Initialize(GameObject sourcePrefab)
|
||||
{
|
||||
_sourcePrefab = sourcePrefab;
|
||||
|
||||
// Create a pool with the four core callbacks.
|
||||
_pool = new ObjectPool<AudioSource>(
|
||||
createFunc: CreateItem,
|
||||
// actionOnGet: OnGet,
|
||||
actionOnRelease: OnRelease,
|
||||
actionOnDestroy: OnDestroyItem,
|
||||
collectionCheck: true, // helps catch double-release mistakes
|
||||
defaultCapacity: 10,
|
||||
maxSize: 20
|
||||
);
|
||||
}
|
||||
|
||||
// Creates a new pooled GameObject the first time (and whenever the pool needs more).
|
||||
private AudioSource CreateItem()
|
||||
{
|
||||
AudioSource audioSource = Object.Instantiate(_sourcePrefab).GetComponent<AudioSource>();
|
||||
audioSource.name = "PooledAudioSource";
|
||||
Object.DontDestroyOnLoad(audioSource);
|
||||
return audioSource;
|
||||
}
|
||||
|
||||
// Called when an item is taken from the pool.
|
||||
private void OnGet(AudioSource source)
|
||||
{
|
||||
//source.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
// Called when an item is returned to the pool.
|
||||
private void OnRelease(AudioSource source)
|
||||
{
|
||||
source.Stop();
|
||||
//source.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Called when the pool decides to destroy an item (e.g., above max size).
|
||||
private void OnDestroyItem(AudioSource source)
|
||||
{
|
||||
Object.Destroy(source.gameObject);
|
||||
}
|
||||
|
||||
public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup)
|
||||
{
|
||||
AudioSource source = _pool.Get();
|
||||
source.PlayOneShot(clip);
|
||||
source.spatialBlend = 1f;
|
||||
source.transform.position = position;
|
||||
source.outputAudioMixerGroup = audioMixerGroup;
|
||||
|
||||
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
|
||||
|
||||
_pool.Release(source);
|
||||
}
|
||||
public async UniTaskVoid PlayShizo(AudioClip clip, AudioMixerGroup audioMixerGroup)
|
||||
{
|
||||
AudioSource source = _pool.Get();
|
||||
source.PlayOneShot(clip);
|
||||
source.spatialBlend = 0f;
|
||||
source.outputAudioMixerGroup = audioMixerGroup;
|
||||
|
||||
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
|
||||
|
||||
_pool.Release(source);
|
||||
}
|
||||
public AudioSource GetSource() => _pool.Get();
|
||||
public void ReleaseSource(AudioSource source) => _pool.Release(source);
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 370b6a43a74744ff9d90a99991b104f7
|
||||
timeCreated: 1762852042
|
||||
@@ -1,29 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
namespace Code.Audio
|
||||
{
|
||||
public interface IAudioFactory
|
||||
{
|
||||
List<AudioClip> SFXAudios { get; }
|
||||
List<AudioClip> EnemiesAudios { get; }
|
||||
List<AudioClip> DispatcherAudios { get; }
|
||||
AudioMixer AudioMixer { get; }
|
||||
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
|
||||
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
|
||||
UniTask WarmGameplayMusic();
|
||||
void ReleaseActionMusic();
|
||||
UniTask WarmMenuMusic();
|
||||
void ReleaseMenuMusic();
|
||||
UniTask WarmSFX();
|
||||
void ReleaseSFX();
|
||||
UniTask WarmEnemies();
|
||||
void ReleaseEnemies();
|
||||
UniTask WarmDispatcher();
|
||||
void ReleaseDispatcher();
|
||||
void ReleasePeacefulMusic();
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ea837e1ca08a4846b7f4ce2df771bf65
|
||||
timeCreated: 1762804793
|
||||
@@ -1,19 +0,0 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Audio
|
||||
{
|
||||
public interface IAudioService
|
||||
{
|
||||
UniTask Initialize();
|
||||
UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType);
|
||||
UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null);
|
||||
void StopMusic();
|
||||
void GladlyAskToStopMusic(Action callback = null);
|
||||
void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
|
||||
void PlaySFX(SFXSounds sfxId, Vector3 position);
|
||||
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
|
||||
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30521fadcce84848ae88363e915bceb4
|
||||
timeCreated: 1762804728
|
||||
@@ -1,9 +0,0 @@
|
||||
namespace Code.Audio
|
||||
{
|
||||
public enum MusicType
|
||||
{
|
||||
Menu,
|
||||
Peaceful,
|
||||
Action
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 74ff08d5f1b741f69e37fc06fb07ae8d
|
||||
timeCreated: 1763151897
|
||||
@@ -1,13 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Audio/Mixer", fileName = "AudioMixerConfig")]
|
||||
public class AudioMixerConfig : ScriptableObject
|
||||
{
|
||||
public AudioMixer audioMixerAsset;
|
||||
public AssetReference audioSourcePrefab;
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 353cee8946ca43efbbcda905d7b32ae1
|
||||
timeCreated: 1762624627
|
||||
@@ -1,9 +1,11 @@
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Character.Camera;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(fileName = "CameraConfig", menuName = "Config/CameraConfig")]
|
||||
[CreateAssetMenu(fileName = "CharacterCameraConfig", menuName = "Config/CharacterCameraConfig")]
|
||||
public class CameraConfig : ScriptableObject
|
||||
{
|
||||
public float
|
||||
@@ -29,10 +31,13 @@ namespace Code.Configs
|
||||
maxVerticalAngle = 70f, // Максимальный угол наклона камеры (вверх)
|
||||
defaultVerticalAngle = 10f; // Стандартный угол наклона камеры
|
||||
|
||||
// Позиция следования по умолчанию
|
||||
// Текущий режим камеры
|
||||
public CameraMode defaultCameraMode = CameraMode.Bogdan;
|
||||
|
||||
// Позиция следования по умолчанию (для меню)
|
||||
public Vector3 defaultFollowPosition = Vector3.zero;
|
||||
|
||||
// Префаб камеры
|
||||
public Camera cameraPrefab;
|
||||
public CameraService cameraPrefab;
|
||||
public Camera cameraPrefab2;
|
||||
}
|
||||
}
|
||||
@@ -1,41 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
|
||||
public class CharacterConfig : ScriptableObject
|
||||
{
|
||||
// Основное движение по земле
|
||||
public float
|
||||
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
|
||||
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
|
||||
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
|
||||
jumpSpeed = 10f; // Скорость прыжка
|
||||
|
||||
// Спринт
|
||||
public float
|
||||
sprintMoveSpeed = 12f, // Максимальная скорость спринта
|
||||
sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт
|
||||
|
||||
// Слайд
|
||||
public float
|
||||
slideSpeed = 20f, // Скорость слайда
|
||||
slideDuration = 0.8f, // Длительность слайда в секундах
|
||||
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
|
||||
|
||||
// Залазание на стены
|
||||
public float
|
||||
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
|
||||
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
|
||||
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
|
||||
|
||||
// Наклон при залазании на стены
|
||||
public float
|
||||
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
|
||||
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
|
||||
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
|
||||
|
||||
// Гравитация
|
||||
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 10cfaf8e57f64eddb8c2eda147e4739a
|
||||
timeCreated: 1761723608
|
||||
@@ -1,11 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Audio/CharacterSoundList", fileName = "CharacterSoundListConfig")]
|
||||
public class CharacterSoundListConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference[] character;
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 83304a98bbdc4e7c9c7c643653ae1368
|
||||
timeCreated: 1762625438
|
||||
@@ -1,12 +0,0 @@
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Audio/DispatcherSoundList", fileName = "DispatcherSoundListConfig")]
|
||||
public class DispatcherSoundListConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference[] dispatcher;
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a6f6ffb8f5242899791719801791945
|
||||
timeCreated: 1762625431
|
||||
@@ -1,11 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Audio/EnemiesSoundList", fileName = "EnemiesSoundListConfig")]
|
||||
public class EnemiesSoundListConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference[] enemies;
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e73ac7f7e3cd4db8ada95f63d73c2d1d
|
||||
timeCreated: 1762625425
|
||||
@@ -1,11 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Audio/SFXList", fileName = "SFXListConfig")]
|
||||
public class SFXListConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference[] SFX;
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be49de18297645009c1e2092f382a670
|
||||
timeCreated: 1762625417
|
||||
@@ -1,13 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Audio/SoundtrackList", fileName = "SoundtrackListConfig")]
|
||||
public class SoundtrackListConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference[] peacefulSoundtrack;
|
||||
public AssetReference[] actionSoundtrack;
|
||||
public AssetReference[] menuSoundtrack;
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6d4b28e4552d456d99550b6d91467345
|
||||
timeCreated: 1762624980
|
||||
@@ -1,12 +1,13 @@
|
||||
using Code.UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/UI", fileName = "UIConfig")]
|
||||
public class UIConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference[] uiPanelsAssetReferences;
|
||||
public AssetReference canvasAssetReference;
|
||||
[FormerlySerializedAs("uiElements")] public UIElement[] uiElementsPrefabs;
|
||||
[FormerlySerializedAs("canvas")] public Canvas canvasPrefab;
|
||||
}
|
||||
}
|
||||
@@ -6,26 +6,4 @@ namespace Code.Constants
|
||||
public const string ConfigMultiple = "Configs/{0}";
|
||||
|
||||
}
|
||||
public static class Tags
|
||||
{
|
||||
public const string LoadingScreen = "LoadingScreen";
|
||||
}
|
||||
public static class AudioGroups
|
||||
{
|
||||
public const string MasterGroup = "Master";
|
||||
public const string SFXGroup = "SFX";
|
||||
public const string CreaturesGroup = "Creatures";
|
||||
public const string MusicGroup = "Music";
|
||||
public const string PeacefulMusicGroup = "Peaceful";
|
||||
public const string ActionMusicGroup = "Action";
|
||||
public const string DispatcherMusicGroup = "Dispatcher";
|
||||
public const string CourierMusicGroup = "Courier";
|
||||
public const string EnemiesMusicGroup = "Enemies";
|
||||
|
||||
public const string PeacefulSnapshot = "Peaceful";
|
||||
public const string ActionSnapshot = "Action";
|
||||
public const string NoneSnapshot = "None";
|
||||
public const string MenuSnapshot = "Menu";
|
||||
public const string MenuMusicGroup = "Menu";
|
||||
}
|
||||
}
|
||||
@@ -12,8 +12,6 @@ namespace Code.Gameplay.Camera
|
||||
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
|
||||
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
|
||||
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
|
||||
|
||||
CurrentBaseState = States[CameraMode.Static];
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1,152 +0,0 @@
|
||||
using Code.Configs;
|
||||
using Code.Input;
|
||||
using Code.StateMachine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
public abstract class BaseCameraState : BaseState<CameraStateMachineContext>
|
||||
{
|
||||
// DI сервиса ввода
|
||||
private readonly IInputService _inputService;
|
||||
|
||||
// Конфиг камеры
|
||||
private readonly CameraConfig _config;
|
||||
|
||||
// Используемая камера
|
||||
protected UnityEngine.Camera Camera { get; private set; }
|
||||
|
||||
// Трансформ объекта, за которым следует камера
|
||||
protected Transform FollowTransform;
|
||||
|
||||
// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
|
||||
protected Vector3 CurrentFollowPosition;
|
||||
|
||||
// Fallback-позиция для режимов без цели
|
||||
private Vector3 _defaultFollowPosition;
|
||||
|
||||
// Целевой вертикальный угол камеры (наклон вверх/вниз)
|
||||
private float _targetVerticalAngle;
|
||||
|
||||
// Текущая и целевая дистанция камеры от цели
|
||||
protected float CurrentDistance, TargetDistance;
|
||||
|
||||
// Исходные значения дистанции для восстановления
|
||||
protected float OriginalDefaultDistance, OriginalMinDistance, OriginalMaxDistance;
|
||||
|
||||
// Горизонтальное направление камеры (проекция forward на плоскость)
|
||||
private Vector3 PlanarDirection { get; set; }
|
||||
|
||||
// Параметры загружаются из CameraConfig
|
||||
protected float
|
||||
DefaultDistance,
|
||||
MinDistance,
|
||||
MaxDistance,
|
||||
DistanceMovementSpeed,
|
||||
RotationSpeed,
|
||||
RotationSharpness,
|
||||
FollowSharpness,
|
||||
MinVerticalAngle,
|
||||
MaxVerticalAngle,
|
||||
DefaultVerticalAngle;
|
||||
|
||||
// Свойства для доступа к важным данным камеры извне
|
||||
public Vector3 GetPlanarDirection() => PlanarDirection; // Горизонтальное направление камеры
|
||||
public Quaternion GetCameraRotation() => Camera.transform.rotation; // Текущее вращение камеры
|
||||
|
||||
// Конструктор базового состояния
|
||||
protected BaseCameraState(CameraStateMachineContext context) : base(context)
|
||||
{
|
||||
_inputService = context.InputService;
|
||||
_config = context.Config;
|
||||
LoadConfig();
|
||||
}
|
||||
|
||||
// Загрузка конфига для камеры
|
||||
private void LoadConfig()
|
||||
{
|
||||
// Загрузка значений из конфигов
|
||||
DefaultDistance = _config.defaultDistance;
|
||||
MinDistance = _config.minDistance;
|
||||
MaxDistance = _config.maxDistance;
|
||||
DistanceMovementSpeed = _config.distanceMovementSpeed;
|
||||
RotationSpeed = _config.rotationSpeed;
|
||||
RotationSharpness = _config.rotationSharpness;
|
||||
FollowSharpness = _config.followSharpness;
|
||||
MinVerticalAngle = _config.minVerticalAngle;
|
||||
MaxVerticalAngle = _config.maxVerticalAngle;
|
||||
DefaultVerticalAngle = _config.defaultVerticalAngle;
|
||||
_defaultFollowPosition = _config.defaultFollowPosition;
|
||||
|
||||
// Обеспечиваем корректные значения дистанции и угла
|
||||
DefaultDistance = Mathf.Clamp(DefaultDistance, MinDistance, MaxDistance);
|
||||
DefaultVerticalAngle = Mathf.Clamp(DefaultVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
|
||||
|
||||
// Сохраняем оригинальные значения для восстановления
|
||||
OriginalDefaultDistance = DefaultDistance;
|
||||
OriginalMinDistance = MinDistance;
|
||||
OriginalMaxDistance = MaxDistance;
|
||||
|
||||
CurrentDistance = DefaultDistance;
|
||||
TargetDistance = CurrentDistance;
|
||||
_targetVerticalAngle = DefaultVerticalAngle;
|
||||
PlanarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
|
||||
CurrentFollowPosition = _defaultFollowPosition;
|
||||
}
|
||||
|
||||
// Переход в состояние
|
||||
public override void EnterState()
|
||||
{
|
||||
Camera = Context.Camera;
|
||||
}
|
||||
|
||||
public override void LateTick()
|
||||
{
|
||||
// Обновляем камеру только если есть цель для следования
|
||||
if (FollowTransform)
|
||||
{
|
||||
UpdateWithInput(Time.deltaTime, _inputService.ZoomInput, _inputService.LookInput);
|
||||
}
|
||||
}
|
||||
|
||||
// Абстрактные методы для специфики режима
|
||||
protected abstract void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation);
|
||||
|
||||
// Обработка вращения камеры на основе пользовательского ввода
|
||||
// Теперь виртуальный, чтобы статический режим мог работать как хочет
|
||||
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));
|
||||
PlanarDirection = rotationFromInput * PlanarDirection;
|
||||
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
||||
|
||||
// Вращение вокруг горизонтальной оси (вертикальный наклон)
|
||||
_targetVerticalAngle -= rotationInput.y * RotationSpeed;
|
||||
_targetVerticalAngle = Mathf.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;
|
||||
}
|
||||
|
||||
// Основной метод обновления камеры, вызываемый извне каждый кадр
|
||||
private void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
|
||||
{
|
||||
// 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 ? t.position : _defaultFollowPosition;
|
||||
if (t) PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 92ff312b40a647b392af24877e699bd5
|
||||
timeCreated: 1761685916
|
||||
@@ -1,43 +1,153 @@
|
||||
using System;
|
||||
using Code.Input;
|
||||
using Code.StateMachine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
/*
|
||||
* Состояние камеры от первого лица
|
||||
* Камера размещается непосредственно на позиции цели (например, на уровне глаз персонажа)
|
||||
* Дистанция до цели принудительно устанавливается в 0
|
||||
* Вращение управляется мышью, позиция следует за целью без отступа
|
||||
*/
|
||||
public class FirstPersonState : BaseCameraState, ICameraState
|
||||
public class FirstPersonState : BaseState<CameraStateMachineContext>
|
||||
{
|
||||
public FirstPersonState(CameraStateMachineContext context) : base(context) { }
|
||||
// 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;
|
||||
_minDistance = 0f;
|
||||
_maxDistance = 0f;
|
||||
_defaultDistance = 0f;
|
||||
_targetDistance = 0f;
|
||||
_currentDistance = 0f;
|
||||
|
||||
base.EnterState();
|
||||
_camera = Context.Camera;
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
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));
|
||||
_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, _followTransform.position, 1f - Mathf.Exp(-_followSharpness * deltaTime));
|
||||
|
||||
// В FirstPerson режиме камера находится прямо на позиции цели
|
||||
var targetPosition = CurrentFollowPosition;
|
||||
// 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;
|
||||
_camera.transform.position = targetPosition;
|
||||
}
|
||||
public CameraMode GetCameraMode()
|
||||
|
||||
// Основной метод обновления камеры, вызываемый извне каждый кадр
|
||||
public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
|
||||
{
|
||||
return CameraMode.FirstPerson;
|
||||
// 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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
public interface ICameraState
|
||||
{
|
||||
CameraMode GetCameraMode();
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f25670e547242e8a91e19894cf6889c
|
||||
timeCreated: 1761687204
|
||||
@@ -1,30 +1,23 @@
|
||||
using Code.StateMachine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
public class StaticState : BaseCameraState, ICameraState
|
||||
public class StaticState : BaseState<CameraStateMachineContext>
|
||||
{
|
||||
public Transform LookTarget;
|
||||
public StaticState(CameraStateMachineContext context) : base(context) { }
|
||||
private Transform _target;
|
||||
private Transform _position;
|
||||
private UnityEngine.Camera _camera;
|
||||
public StaticState(CameraStateMachineContext context) : base(context)
|
||||
{
|
||||
}
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Debug.Log("Static State Enter");
|
||||
_camera = Context.Camera;
|
||||
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
{
|
||||
Camera.transform.position = FollowTransform.position;
|
||||
}
|
||||
|
||||
public CameraMode GetCameraMode() => CameraMode.Static;
|
||||
|
||||
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
|
||||
out Quaternion targetRotation)
|
||||
{
|
||||
if(LookTarget) Camera.transform.LookAt(LookTarget);
|
||||
targetRotation = Camera.transform.rotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,58 +1,164 @@
|
||||
using System;
|
||||
using Code.Input;
|
||||
using Code.StateMachine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
/*
|
||||
* Состояние камеры от третьего лица
|
||||
* Камера следует за персонажем на заданном расстоянии
|
||||
* Поддерживает зум, плавное следование и вращение с учётом угла наклона
|
||||
* Дистанция и углы настраиваются через конфигурацию
|
||||
*/
|
||||
public class ThirdPersonState : BaseCameraState, ICameraState
|
||||
public class ThirdPersonState : BaseState<CameraStateMachineContext>
|
||||
{
|
||||
public ThirdPersonState(CameraStateMachineContext context) : base(context) { }
|
||||
// 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;
|
||||
|
||||
base.EnterState();
|
||||
_minDistance = _originalMinDistance;
|
||||
_maxDistance = _originalMaxDistance;
|
||||
_defaultDistance = _originalDefaultDistance;
|
||||
_targetDistance = _defaultDistance;
|
||||
|
||||
_camera = Context.Camera;
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
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);
|
||||
_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)
|
||||
);
|
||||
_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
|
||||
var targetPosition = CurrentFollowPosition - targetRotation * Vector3.forward * CurrentDistance;
|
||||
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));
|
||||
|
||||
// Плавное изменение текущей дистанции к целевой
|
||||
CurrentDistance = Mathf.Lerp(
|
||||
CurrentDistance,
|
||||
TargetDistance,
|
||||
1f - Mathf.Exp(-DistanceMovementSpeed * deltaTime)
|
||||
);
|
||||
|
||||
// Установка финальной позиции камеры
|
||||
Camera.transform.position = targetPosition;
|
||||
_camera.transform.position = targetPosition;
|
||||
}
|
||||
|
||||
public CameraMode GetCameraMode()
|
||||
// Установка цели для следования камеры
|
||||
public void SetFollowTransform(Transform t)
|
||||
{
|
||||
return CameraMode.ThirdPerson;
|
||||
_followTransform = t;
|
||||
_currentFollowPosition = t.position;
|
||||
PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b36ec6a31fb74d608232394fd5df657c
|
||||
timeCreated: 1761570832
|
||||
@@ -0,0 +1,215 @@
|
||||
using System;
|
||||
using Code.Configs;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using Code.StaticData;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Camera
|
||||
{
|
||||
/*
|
||||
* Скрипт, отвечающий за поведение камеры при передвижении
|
||||
* Поддерживает как 3rd-person, так и 1st-person режимы камеры
|
||||
* Реализует плавное следование за персонажем, вращение и зум камеры
|
||||
*
|
||||
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
||||
*/
|
||||
public class CameraService : MonoBehaviour
|
||||
{
|
||||
// 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; }
|
||||
|
||||
// Текущий режим работы камеры
|
||||
public CameraMode CurrentMode { get; private set; }
|
||||
|
||||
// Загрузка конфига для камеры
|
||||
[Inject]
|
||||
private void LoadConfig(CameraConfig config)
|
||||
{
|
||||
// Загрузка значений из конфига
|
||||
|
||||
_defaultDistance = config.defaultDistance;
|
||||
_minDistance = config.minDistance;
|
||||
_maxDistance = config.maxDistance;
|
||||
_distanceMovementSpeed = config.distanceMovementSpeed;
|
||||
_rotationSpeed = config.rotationSpeed;
|
||||
_rotationSharpness = config.rotationSharpness;
|
||||
_followSharpness = config.followSharpness;
|
||||
_minVerticalAngle = config.minVerticalAngle;
|
||||
_maxVerticalAngle = config.maxVerticalAngle;
|
||||
_defaultVerticalAngle = config.defaultVerticalAngle;
|
||||
CurrentMode = config.defaultCameraMode;
|
||||
_defaultFollowPosition = 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;
|
||||
}
|
||||
|
||||
|
||||
// Установка цели для следования камеры
|
||||
public void SetFollowTransform(Transform t)
|
||||
{
|
||||
_followTransform = t;
|
||||
_currentFollowPosition = t.position;
|
||||
PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
|
||||
}
|
||||
|
||||
// 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(transform.rotation, planarRotation * verticalRotation, deltaTime * _rotationSharpness);
|
||||
|
||||
// Применение финального вращения
|
||||
transform.rotation = targetRotation;
|
||||
}
|
||||
|
||||
// Обработка позиционирования камеры и зума с учетом текущего режима
|
||||
private void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
{
|
||||
// В FirstPerson режиме зум отключается
|
||||
if (CurrentMode != CameraMode.FirstPerson)
|
||||
{
|
||||
// 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;
|
||||
if (CurrentMode == CameraMode.FirstPerson)
|
||||
{
|
||||
// В FirstPerson режиме камера находится прямо на позиции цели
|
||||
targetPosition = _currentFollowPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
// В ThirdPerson режиме камера отодвинута на расстояние от цели
|
||||
targetPosition = _currentFollowPosition - targetRotation * Vector3.forward * _currentDistance;
|
||||
}
|
||||
|
||||
// Плавное изменение текущей дистанции к целевой (только для ThirdPerson)
|
||||
if (CurrentMode != CameraMode.FirstPerson)
|
||||
{
|
||||
_currentDistance = Mathf.Lerp(_currentDistance, _targetDistance, 1f - Mathf.Exp(-_distanceMovementSpeed * deltaTime));
|
||||
}
|
||||
|
||||
// Установка финальной позиции камеры
|
||||
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 || CurrentMode == CameraMode.Bogdan) return;
|
||||
|
||||
// Обработка ввода и позиционирования
|
||||
HandleRotationInput(deltaTime, rotationInput, out var targetRotation);
|
||||
HandlePosition(deltaTime, zoomInput, targetRotation);
|
||||
}
|
||||
|
||||
// Смена режима камеры
|
||||
public void SetCameraMode(CameraMode newMode)
|
||||
{
|
||||
if (CurrentMode == newMode) return;
|
||||
CurrentMode = newMode;
|
||||
|
||||
// Применяем настройки специфичные для режима
|
||||
ApplyModeSpecificSettings();
|
||||
}
|
||||
|
||||
// Применение настроек специфичных для текущего режима
|
||||
private void ApplyModeSpecificSettings()
|
||||
{
|
||||
switch (CurrentMode)
|
||||
{
|
||||
case CameraMode.FirstPerson:
|
||||
// В FirstPerson режиме дистанция всегда равна 0
|
||||
_minDistance = 0f;
|
||||
_maxDistance = 0f;
|
||||
_defaultDistance = 0f;
|
||||
_targetDistance = 0f;
|
||||
_currentDistance = 0f;
|
||||
break;
|
||||
case CameraMode.ThirdPerson:
|
||||
// Восстанавливаем исходные значения дистанции
|
||||
_minDistance = _originalMinDistance;
|
||||
_maxDistance = _originalMaxDistance;
|
||||
_defaultDistance = _originalDefaultDistance;
|
||||
_targetDistance = _defaultDistance;
|
||||
break;
|
||||
// Заготовка на будущее (если понадобится)
|
||||
case CameraMode.Bogdan:
|
||||
_minDistance = 0f;
|
||||
_maxDistance = 0f;
|
||||
_defaultDistance = 0f;
|
||||
_targetDistance = 0f;
|
||||
_currentDistance = 0f;
|
||||
break;
|
||||
case CameraMode.Static:
|
||||
case CameraMode.Cinematic:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f1d98e6c5419411098391c07861e627e
|
||||
timeCreated: 1760627986
|
||||
@@ -1,6 +1,7 @@
|
||||
using Code.Gameplay.Camera;
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
using Code.Gameplay.Character.Core;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
|
||||
+3
-7
@@ -13,16 +13,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
private readonly float _wallClimbSpeedFactor;
|
||||
// Минимальная горизонтальная скорость для начала залазания на стену
|
||||
private readonly float _minWallClimbSpeed;
|
||||
// Пороговый косинус стены
|
||||
public float WallNormalThreshold { get; }
|
||||
|
||||
|
||||
// Конструктор механики залазания на стену
|
||||
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed, float wallDetectionAngleThreshold)
|
||||
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed)
|
||||
{
|
||||
_wallClimbSpeedFactor = wallClimbSpeedFactor;
|
||||
_minWallClimbSpeed = minWallClimbSpeed;
|
||||
// Преобразуем угол в косинус порога: если |dot| > cos(threshold), то это НЕ стена
|
||||
WallNormalThreshold = Mathf.Cos(Mathf.Deg2Rad * wallDetectionAngleThreshold);
|
||||
}
|
||||
|
||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||
@@ -30,7 +26,7 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
// 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) > 0.1f) return; // Не стена — это пол или потолок
|
||||
|
||||
// Получаем текущую скорость персонажа
|
||||
var currentVelocity = motor.Velocity;
|
||||
|
||||
-79
@@ -1,79 +0,0 @@
|
||||
using UnityEngine;
|
||||
using KinematicCharacterController;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
/*
|
||||
* Механика наклона персонажа при контакте со стеной
|
||||
* Управляет визуальным наклоном модели в зависимости от высоты подъёма по стене
|
||||
*/
|
||||
public class WallLeanMechanic
|
||||
{
|
||||
private readonly float _maxLeanAngle;
|
||||
private readonly float _leanSharpness;
|
||||
private readonly float _heightScale;
|
||||
|
||||
private Transform _characterTransform;
|
||||
private Vector3 _lastWallNormal;
|
||||
private float _lastWallContactHeight;
|
||||
private float _leanFactor;
|
||||
|
||||
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
|
||||
{
|
||||
_maxLeanAngle = maxLeanAngle;
|
||||
_leanSharpness = leanSharpness;
|
||||
_heightScale = heightScale;
|
||||
}
|
||||
|
||||
// Назначаем трансформ визуальной модели один раз
|
||||
public void SetCharacterTransform(Transform transform)
|
||||
{
|
||||
_characterTransform = transform;
|
||||
}
|
||||
|
||||
// Вызывается из OnMovementHit
|
||||
public void OnWallContact(Vector3 wallNormal, float contactHeight)
|
||||
{
|
||||
_lastWallNormal = wallNormal;
|
||||
_lastWallContactHeight = contactHeight; }
|
||||
|
||||
// Обновление каждый кадр
|
||||
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
||||
{
|
||||
if (!_characterTransform) return;
|
||||
|
||||
var isGrounded = motor.GroundingStatus.IsStableOnGround;
|
||||
|
||||
if (!isGrounded)
|
||||
{
|
||||
var heightDelta = motor.TransientPosition.y - _lastWallContactHeight;
|
||||
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
else
|
||||
{
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
|
||||
ApplyLeanRotation(motor);
|
||||
}
|
||||
|
||||
private void ApplyLeanRotation(KinematicCharacterMotor motor)
|
||||
{
|
||||
if (_leanFactor <= 0.01f)
|
||||
{
|
||||
_characterTransform.localRotation = Quaternion.identity;
|
||||
return;
|
||||
}
|
||||
|
||||
var leanDirection = -_lastWallNormal;
|
||||
leanDirection = Vector3.ProjectOnPlane(leanDirection, motor.CharacterUp).normalized;
|
||||
|
||||
if (leanDirection.sqrMagnitude < 0.01f) return;
|
||||
|
||||
var leanAngle = _leanFactor * _maxLeanAngle;
|
||||
var leanRotation = Quaternion.AngleAxis(leanAngle, Vector3.Cross(motor.CharacterUp, leanDirection));
|
||||
_characterTransform.localRotation = leanRotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
-3
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dfaefcb035124edb84b7874c5938defc
|
||||
timeCreated: 1761738483
|
||||
+47
-70
@@ -1,11 +1,9 @@
|
||||
using Code.Configs;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Character.Controller.Abilities;
|
||||
using Code.Gameplay.Character.Controller.Input;
|
||||
using Code.Gameplay.Character.Controller.Movement;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using KinematicCharacterController;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller
|
||||
@@ -19,61 +17,50 @@ namespace Code.Gameplay.Character.Controller
|
||||
*/
|
||||
public class CustomCharacterController : MonoBehaviour, ICharacterController
|
||||
{
|
||||
[Inject] private CharacterConfig _characterConfig; // Конфиг персонажа через DI
|
||||
[SerializeField]
|
||||
private KinematicCharacterMotor motor; // Движок физического перемещения персонажа
|
||||
|
||||
[SerializeField] private KinematicCharacterMotor motor; // Движок физического перемещения персонажа
|
||||
[SerializeField]
|
||||
private float
|
||||
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
|
||||
sprintMoveSpeed = 12f, // Максимальная скорость спринта
|
||||
slideSpeed = 20f, // Скорость слайда
|
||||
slideDuration = 0.8f, // Длительность слайда в секундах
|
||||
slideCooldown = 1.5f, // Время перезарядки слайда
|
||||
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
|
||||
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
|
||||
jumpSpeed = 10f, // Скорость прыжка
|
||||
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
|
||||
minWallClimbSpeed = 9f; // Минимальная горизонтальная скорость для начала залазания на стену
|
||||
|
||||
[SerializeField] private Transform characterTransform; // Трансформ персонажа (с точкой отслеживания камеры)
|
||||
|
||||
// Подсистемы
|
||||
private CharacterInputHandler _inputHandler;
|
||||
private SlideMechanic _slideMechanic;
|
||||
private WallClimbMechanic _wallClimbMechanic;
|
||||
private WallLeanMechanic _wallLeanMechanic;
|
||||
private GroundMovementSystem _groundMovement;
|
||||
private AirMovementSystem _airMovement;
|
||||
[SerializeField]
|
||||
private Vector3 gravity = new(0, -30f, 0); // Вектор, отвечающий за применение гравитации
|
||||
|
||||
// Инициализация контроллера
|
||||
private void Awake()
|
||||
// Подсистемы
|
||||
private readonly CharacterInputHandler _inputHandler;
|
||||
private readonly SlideMechanic _slideMechanic;
|
||||
private readonly WallClimbMechanic _wallClimbMechanic;
|
||||
private readonly GroundMovementSystem _groundMovement;
|
||||
private readonly AirMovementSystem _airMovement;
|
||||
|
||||
// Конструктор без параметров, инициализирующий контроллер
|
||||
public CustomCharacterController()
|
||||
{
|
||||
// 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);
|
||||
_inputHandler = new CharacterInputHandler();
|
||||
_slideMechanic = new SlideMechanic(slideSpeed, slideDuration, slideCooldown);
|
||||
_wallClimbMechanic = new WallClimbMechanic(wallClimbSpeedFactor, minWallClimbSpeed);
|
||||
_groundMovement = new GroundMovementSystem(maxStableMoveSpeed, sprintMoveSpeed, stableMovementSharpness, jumpSpeed);
|
||||
_airMovement = new AirMovementSystem(gravity);
|
||||
}
|
||||
|
||||
|
||||
// Текущий режим камеры для адаптации поведения
|
||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
||||
private CameraMode _currentCameraMode = CameraMode.ThirdPerson;
|
||||
|
||||
// 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);
|
||||
_inputHandler.FirstPersonCameraRotation = motor.Transform.rotation; // Начальное вращение совпадает с персонажем
|
||||
}
|
||||
|
||||
// Обработка и преобразование входных данных от персонажа
|
||||
@@ -81,7 +68,7 @@ namespace Code.Gameplay.Character.Controller
|
||||
{
|
||||
// Обновляем таймер перезарядки слайда
|
||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||
|
||||
|
||||
// Если активен слайд - игнорируем весь остальной ввод
|
||||
if (_slideMechanic.IsSliding)
|
||||
{
|
||||
@@ -92,16 +79,16 @@ namespace Code.Gameplay.Character.Controller
|
||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Сохраняем текущий режим камеры
|
||||
_currentCameraMode = inputs.CameraMode;
|
||||
|
||||
|
||||
// Обработка слайда
|
||||
_slideMechanic.RequestSlide(inputs.SlidePressed);
|
||||
|
||||
// Обработка остального ввода
|
||||
_inputHandler.ProcessInputs(ref inputs, motor);
|
||||
|
||||
|
||||
// Передаём запрос прыжка напрямую в систему движения по земле
|
||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||
}
|
||||
@@ -123,13 +110,13 @@ namespace Code.Gameplay.Character.Controller
|
||||
case CameraMode.ThirdPerson:
|
||||
{
|
||||
// Вращение применяется только если есть направление движения и разрешена резкость вращения
|
||||
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
||||
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && orientationSharpness > 0)
|
||||
{
|
||||
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
|
||||
var smoothedLookInputDirection = Vector3.Slerp(
|
||||
motor.CharacterForward,
|
||||
_inputHandler.LookInputVector,
|
||||
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
||||
motor.CharacterForward,
|
||||
_inputHandler.LookInputVector,
|
||||
1f - Mathf.Exp(-orientationSharpness * deltaTime)
|
||||
).normalized;
|
||||
|
||||
// Установка нового вращения смотря в сглаженном направлении
|
||||
@@ -155,12 +142,11 @@ namespace Code.Gameplay.Character.Controller
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
|
||||
|
||||
// Проверяем запрос слайда и запускаем его если можно
|
||||
if (!_slideMechanic.IsSliding)
|
||||
{
|
||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
||||
_inputHandler.LookInputVector);
|
||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
||||
}
|
||||
// Если активен слайд - обрабатываем отдельно
|
||||
else
|
||||
@@ -168,7 +154,7 @@ namespace Code.Gameplay.Character.Controller
|
||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Если персонаж находится на земле
|
||||
if (motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
@@ -198,10 +184,9 @@ namespace Code.Gameplay.Character.Controller
|
||||
}
|
||||
}
|
||||
|
||||
// Метод вызывается после обновления персонажа
|
||||
// Метод вызывается после обновления персонажа (можно использовать для пост-обработки)
|
||||
public void AfterCharacterUpdate(float deltaTime)
|
||||
{
|
||||
_wallLeanMechanic.UpdateLean(motor, deltaTime);
|
||||
}
|
||||
|
||||
// Проверка валидности коллайдера для обработки столкновений
|
||||
@@ -211,8 +196,7 @@ namespace Code.Gameplay.Character.Controller
|
||||
}
|
||||
|
||||
// Обработка столкновения с землей (вызывается при приземлении)
|
||||
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
ref HitStabilityReport hitStabilityReport)
|
||||
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -221,17 +205,10 @@ namespace Code.Gameplay.Character.Controller
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
// Обработка отчета о стабильности столкновения
|
||||
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
Vector3 atCharacterPosition,
|
||||
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition,
|
||||
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
}
|
||||
|
||||
+2
-14
@@ -11,9 +11,6 @@ namespace Code.Gameplay.Character.Controller.Input
|
||||
*/
|
||||
public class CharacterInputHandler
|
||||
{
|
||||
// Косинус порогового угла для спринта (предвычислен)
|
||||
private readonly float _sprintAngleThresholdCos;
|
||||
|
||||
// Векторы движения и направления взгляда
|
||||
public Vector3 MoveInputVector { get; set; }
|
||||
public Vector3 LookInputVector { get; set; }
|
||||
@@ -26,16 +23,7 @@ namespace Code.Gameplay.Character.Controller.Input
|
||||
|
||||
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
|
||||
public bool ShouldApplyCameraRotation { get; private set; }
|
||||
|
||||
// Конструктор с пороговым углом
|
||||
public CharacterInputHandler(float sprintAngleThreshold)
|
||||
{
|
||||
// Предвычисляем косинус порогового угла для эффективности
|
||||
// Угол в градусах → радианы → косинус
|
||||
// Чем меньше угол — тем строже условие
|
||||
_sprintAngleThresholdCos = Mathf.Cos(Mathf.Deg2Rad * sprintAngleThreshold);
|
||||
}
|
||||
|
||||
|
||||
// Обработка и преобразование входных данных от персонажа
|
||||
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
|
||||
{
|
||||
@@ -43,7 +31,7 @@ namespace Code.Gameplay.Character.Controller.Input
|
||||
var currentCameraMode = inputs.CameraMode;
|
||||
|
||||
// Обработка спринта
|
||||
IsSprinting = inputs.SprintPressed && inputs.MoveAxisForward > _sprintAngleThresholdCos; // Спринт только при движении на заданный в конфиге угол
|
||||
IsSprinting = inputs is { SprintPressed: true, MoveAxisForward: > 0.1f }; // Спринт только при движении вперёд
|
||||
|
||||
// Нормализация вектора движения и ограничение его величины до 1
|
||||
var moveInputVector =
|
||||
|
||||
@@ -1,9 +1,11 @@
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Camera.CameraStates;
|
||||
using Code.Gameplay.Character.Camera;
|
||||
using Code.Gameplay.Character.Controller;
|
||||
using Code.Input;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Code.Gameplay.Character.Core
|
||||
{
|
||||
@@ -15,7 +17,7 @@ namespace Code.Gameplay.Character.Core
|
||||
*/
|
||||
public class Character : MonoBehaviour
|
||||
{
|
||||
[Inject] private CameraStateMachine _cameraStateMachine; // Стейт-машина камеры (нужна для транзакций и т.п.)
|
||||
[Inject] private CameraStateMachine _cameraService; // Компонент камеры персонажа
|
||||
[SerializeField] private CustomCharacterController customCharacterController; // Компонент управления персонажем
|
||||
[SerializeField] private Transform cameraFollowPoint; // Точка следования камеры (уровень глаз для FirstPerson)
|
||||
|
||||
@@ -28,7 +30,7 @@ namespace Code.Gameplay.Character.Core
|
||||
private void Start()
|
||||
{
|
||||
// Настройка камеры для следования за точкой камеры
|
||||
((BaseCameraState)_cameraStateMachine.CurrentBaseState).SetFollowTransform(cameraFollowPoint);
|
||||
((FirstPersonState)_cameraService.CurrentBaseState).SetFollowTransform(cameraFollowPoint);
|
||||
|
||||
// Включение Gameplay мапа ввода
|
||||
_inputService.EnableMap(ActionMappings.Gameplay);
|
||||
@@ -47,11 +49,9 @@ namespace Code.Gameplay.Character.Core
|
||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||
inputs.SprintPressed = _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();
|
||||
inputs.CameraRotation = _cameraService.transform.rotation;
|
||||
|
||||
// Передаем ввод в контроллер персонажа
|
||||
customCharacterController.SetInputs(ref inputs);
|
||||
@@ -67,7 +67,7 @@ namespace Code.Gameplay.Character.Core
|
||||
{
|
||||
// Обрабатываем нажатие только один раз при первом обнаружении
|
||||
case true when !_cameraModeToggleHandled:
|
||||
ToggleCameraMode();
|
||||
// ToggleCameraMode();
|
||||
_cameraModeToggleHandled = true;
|
||||
break;
|
||||
// Сбрасываем флаг когда кнопка отпущена
|
||||
@@ -76,17 +76,6 @@ namespace Code.Gameplay.Character.Core
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Метод для переключения режимов камеры
|
||||
private void ToggleCameraMode()
|
||||
{
|
||||
var currentMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||
var newMode = currentMode == CameraMode.FirstPerson ? CameraMode.ThirdPerson : CameraMode.FirstPerson;
|
||||
|
||||
_cameraStateMachine.SwitchState(newMode);
|
||||
((BaseCameraState)_cameraStateMachine.CurrentBaseState).SetFollowTransform(cameraFollowPoint);
|
||||
}
|
||||
|
||||
|
||||
// Обновление логики каждый кадр
|
||||
private void Update()
|
||||
@@ -97,5 +86,10 @@ namespace Code.Gameplay.Character.Core
|
||||
// Обработка переключения режима камеры
|
||||
HandleCameraModeInput();
|
||||
}
|
||||
|
||||
// Обновление после всех вычислений (идеально для камеры)
|
||||
private void LateUpdate()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public interface IPlayerFactory
|
||||
{
|
||||
PlayerHealth CreatePlayerHealth(int count = -1);
|
||||
PlayerMoney CreatePlayerMoney(int count = 0);
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6d2689e8fb7e48a4a8a62a97d292e1e3
|
||||
timeCreated: 1761761977
|
||||
@@ -4,16 +4,15 @@ using Reflex.Attributes;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerFactory : IPlayerFactory
|
||||
public class PlayerFactory
|
||||
{
|
||||
[Inject] PlayerConfig _playerConfig;
|
||||
|
||||
public PlayerHealth CreatePlayerHealth(int count = -1)
|
||||
public PlayerHealth CreatePlayerHP(int count = -1)
|
||||
{
|
||||
if (count < 0) count = _playerConfig.maxHealth;
|
||||
|
||||
return new(count);
|
||||
return new PlayerHealth(count);
|
||||
}
|
||||
public PlayerMoney CreatePlayerMoney(int count = 0) => new(count);
|
||||
}
|
||||
}
|
||||
@@ -6,27 +6,22 @@ namespace Code.Gameplay.Player
|
||||
|
||||
public event OnDeathDelegate OnDeath;
|
||||
|
||||
public delegate void OnDamageDelegate(int damage, PlayerHealth health);
|
||||
public delegate void OnDamageDelegate(int damage);
|
||||
|
||||
public event OnDamageDelegate OnDamage;
|
||||
|
||||
private int _healthPoints;
|
||||
public int HealthPoints => _healthPoints;
|
||||
|
||||
public int MaxHealthPoints { get; private set; }
|
||||
public int HealthPoints => _healthPoints;
|
||||
|
||||
public void GetDamage(int count)
|
||||
{
|
||||
_healthPoints -= count;
|
||||
OnDamage?.Invoke(count, this);
|
||||
OnDamage?.Invoke(count);
|
||||
|
||||
if (_healthPoints <= 0) OnDeath?.Invoke();
|
||||
}
|
||||
|
||||
public PlayerHealth(int maxHealthPoints = 1)
|
||||
{
|
||||
_healthPoints = maxHealthPoints;
|
||||
MaxHealthPoints = maxHealthPoints;
|
||||
}
|
||||
public PlayerHealth(int healthPoints = 1) => _healthPoints = healthPoints;
|
||||
}
|
||||
}
|
||||
@@ -1,26 +0,0 @@
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerMoney
|
||||
{
|
||||
public delegate void OnMoneyGetDelegate(int count, int money);
|
||||
public event OnMoneyGetDelegate OnMoneyGet;
|
||||
public delegate void OnMoneyLooseDelegate(int count, int money);
|
||||
public event OnMoneyLooseDelegate OnMoneyLoose;
|
||||
|
||||
private int _money;
|
||||
public int Money => _money;
|
||||
|
||||
public void GiveMoney(int amount)
|
||||
{
|
||||
_money += amount;
|
||||
OnMoneyGet?.Invoke(amount, _money);
|
||||
}
|
||||
public void LooseMoney(int amount)
|
||||
{
|
||||
_money -= amount;
|
||||
OnMoneyLoose?.Invoke(amount, _money);
|
||||
}
|
||||
|
||||
public PlayerMoney(int money) => _money = money;
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 455b08dd38eb4f4f8ab62b9493cd5e12
|
||||
timeCreated: 1761760097
|
||||
@@ -4,7 +4,6 @@ namespace Code.Input
|
||||
{
|
||||
MainMenu,
|
||||
UI,
|
||||
Gameplay,
|
||||
Debug
|
||||
Gameplay
|
||||
}
|
||||
}
|
||||
@@ -6,13 +6,4 @@ namespace Code.Input
|
||||
Look,
|
||||
Zoom
|
||||
}
|
||||
public enum DebugActions
|
||||
{
|
||||
Debug1,
|
||||
Debug2,
|
||||
Debug3,
|
||||
Debug4,
|
||||
Debug5,
|
||||
Debug6
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,4 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
namespace Code.Input
|
||||
{
|
||||
@@ -21,7 +19,5 @@ namespace Code.Input
|
||||
|
||||
// Для переключения режима камеры
|
||||
bool ToggleCameraModePressed { get; }
|
||||
void DebugBindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action);
|
||||
void DebugUnbindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action);
|
||||
}
|
||||
}
|
||||
@@ -21,8 +21,6 @@ namespace Code.Input
|
||||
{
|
||||
_inputActionAsset = inputActionAsset;
|
||||
SetupInputCallbacks();
|
||||
|
||||
inputActionAsset.actionMaps[(int)ActionMappings.Debug].Enable();
|
||||
}
|
||||
|
||||
// Обработка всех карт ввода
|
||||
@@ -167,10 +165,10 @@ namespace Code.Input
|
||||
public void EnableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Enable();
|
||||
public void DisableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Disable();
|
||||
|
||||
public void DebugBindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action) => _inputActionAsset
|
||||
public void BindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action) => _inputActionAsset
|
||||
.actionMaps[mapId].actions[actionId].performed += action;
|
||||
|
||||
public void DebugUnbindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action) =>
|
||||
public void UnbindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action) =>
|
||||
_inputActionAsset
|
||||
.actionMaps[mapId].actions[actionId].performed -= action;
|
||||
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Scenes
|
||||
{
|
||||
public abstract class CurrentSceneEnvironment
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e67772183eee40b0bd3ca806dae98f20
|
||||
timeCreated: 1761736090
|
||||
@@ -1,12 +1,10 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace Code.Scenes
|
||||
{
|
||||
public interface ISceneLoaderService
|
||||
{
|
||||
UniTaskVoid LoadSceneAsync(string sceneName, float waitFor = 0f, Action callBack = null);
|
||||
UniTaskVoid LoadSceneAsync(int sceneId, float waitFor = 0f, Action callBack = null);
|
||||
UniTask LoadSceneAsyncAwaitable(int sceneId, float waitFor = 0f);
|
||||
{
|
||||
void LoadScene(string sceneName, Action callback = null, float waitFor = 0f);
|
||||
void LoadScene(int sceneId, Action callback = null, float waitFor = 0f);
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1364bdc4fb54b40843a614990de89ad
|
||||
timeCreated: 1761736163
|
||||
@@ -1,16 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Code.Scenes.SceneEnvironments
|
||||
{
|
||||
[System.Serializable]
|
||||
public class GameplaySceneEnvironment : CurrentSceneEnvironment
|
||||
{
|
||||
[FormerlySerializedAs("sfxTarget")] public Transform debugSfxTarget;
|
||||
|
||||
public void TransitVariables(GameplaySceneEnvironment env)
|
||||
{
|
||||
debugSfxTarget = env.debugSfxTarget;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 286a31cf64d54f509b13784d928d8842
|
||||
timeCreated: 1763144375
|
||||
@@ -1,18 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Code.Scenes.SceneEnvironments
|
||||
{
|
||||
[System.Serializable]
|
||||
public class MainMenuEnvironment : CurrentSceneEnvironment
|
||||
{
|
||||
public Transform cameraTarget;
|
||||
public Transform cameraPosition;
|
||||
|
||||
public void TransitVariables(MainMenuEnvironment env)
|
||||
{
|
||||
cameraTarget = env.cameraTarget;
|
||||
cameraPosition = env.cameraPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e7be1a504f64b20ac431e6e231c1f70
|
||||
timeCreated: 1761736177
|
||||
@@ -6,7 +6,6 @@ namespace Code.Scenes
|
||||
MainMenu,
|
||||
Gameplay,
|
||||
// TODO: поменяно для теста
|
||||
MovementDev,
|
||||
DevGen
|
||||
MovementDev
|
||||
}
|
||||
}
|
||||
@@ -1,40 +1,46 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using System.Collections;
|
||||
using Code.App;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Code.Scenes
|
||||
{
|
||||
public class SceneLoaderService : ISceneLoaderService
|
||||
{
|
||||
public async UniTaskVoid LoadSceneAsync(string sceneName, float waitFor = 0f, Action callBack = null)
|
||||
[Inject] private ICoroutineRunner _coroutineRunner;
|
||||
|
||||
public void LoadScene(string sceneName, Action callback = null, float waitFor = 0f) =>
|
||||
_coroutineRunner.StartCoroutine(LoadSceneAsync(sceneName, callback, waitFor));
|
||||
|
||||
public void LoadScene(int sceneId, Action callback = null, float waitFor = 0f) =>
|
||||
_coroutineRunner.StartCoroutine(LoadSceneAsync(sceneId, callback, waitFor));
|
||||
|
||||
private IEnumerator LoadSceneAsync(string sceneName, Action callback = null, float waitFor = 0f)
|
||||
{
|
||||
// if (waitFor > 0f)
|
||||
// yield return new WaitForSeconds(waitFor);
|
||||
if (waitFor > 0f)
|
||||
yield return new WaitForSeconds(waitFor);
|
||||
|
||||
// AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single);
|
||||
AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single);
|
||||
|
||||
// while (!waitNextScene.isDone)
|
||||
// yield return null;
|
||||
while (!waitNextScene.isDone)
|
||||
yield return null;
|
||||
|
||||
// callback?.Invoke();
|
||||
await UniTask.Delay(TimeSpan.FromSeconds(waitFor));
|
||||
await SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single).ToUniTask();
|
||||
callBack?.Invoke();
|
||||
callback?.Invoke();
|
||||
}
|
||||
|
||||
public async UniTaskVoid LoadSceneAsync(int sceneId, float waitFor = 0f, Action callBack = null)
|
||||
private IEnumerator LoadSceneAsync(int sceneId, Action callback = null, float waitFor = 0f)
|
||||
{
|
||||
await UniTask.WhenAll(
|
||||
UniTask.Delay(TimeSpan.FromSeconds(waitFor)),
|
||||
SceneManager.LoadSceneAsync(sceneId, LoadSceneMode.Single).ToUniTask());
|
||||
callBack?.Invoke();
|
||||
}
|
||||
if (waitFor > 0f)
|
||||
yield return new WaitForSeconds(waitFor);
|
||||
|
||||
public async UniTask LoadSceneAsyncAwaitable(int sceneId, float waitFor = 0)
|
||||
{
|
||||
await UniTask.WhenAll(
|
||||
UniTask.Delay(TimeSpan.FromSeconds(waitFor)),
|
||||
SceneManager.LoadSceneAsync(sceneId, LoadSceneMode.Single).ToUniTask());
|
||||
AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneId, LoadSceneMode.Single);
|
||||
|
||||
while (!waitNextScene.isDone)
|
||||
yield return null;
|
||||
|
||||
callback?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,8 +8,8 @@ namespace Code.StateMachine
|
||||
: MonoBehaviour
|
||||
where TStateMachineContext : new()
|
||||
{
|
||||
public TStateEnum CurrentState { get; protected set; }
|
||||
public BaseState<TStateMachineContext> CurrentBaseState { get; protected set; }
|
||||
public TStateEnum CurrentState { get; private set; }
|
||||
public BaseState<TStateMachineContext> CurrentBaseState { get; private set; }
|
||||
private BaseState<TStateMachineContext> _previousBaseState;
|
||||
|
||||
protected Dictionary<TStateEnum, BaseState<TStateMachineContext>> States = new();
|
||||
@@ -37,9 +37,11 @@ namespace Code.StateMachine
|
||||
{
|
||||
if (!CheckTransitionAllowed(nextState))
|
||||
{
|
||||
Debug.LogError("TransitionNotAllowed");
|
||||
return null;
|
||||
}
|
||||
|
||||
Debug.Log("Entered " + nextState);
|
||||
ResetAllowedTransitions();
|
||||
|
||||
_previousBaseState = CurrentBaseState;
|
||||
|
||||
@@ -1,27 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Code.Configs;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.StaticData
|
||||
{
|
||||
public interface IStaticDataService
|
||||
{
|
||||
AppConfig AppConfig { get; }
|
||||
InputConfig InputConfig { get; }
|
||||
CameraConfig CameraConfig { get; }
|
||||
CharacterConfig CharacterConfig { get; }
|
||||
UIConfig UIConfig { get; }
|
||||
PlayerConfig PlayerConfig { get; }
|
||||
AudioMixerConfig AudioMixerConfig { get; }
|
||||
SoundtrackListConfig SoundtrackListConfig { get; }
|
||||
SFXListConfig SFXListConfig { get; }
|
||||
DispatcherSoundListConfig DispatcherSoundListConfig { get; }
|
||||
EnemiesSoundListConfig EnemiesSoundListConfig { get; }
|
||||
void Load();
|
||||
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
|
||||
InputConfig InputConfig { get; }
|
||||
AppConfig AppConfig { get; }
|
||||
UIConfig UIConfig { get; }
|
||||
CameraConfig CameraConfig { get; }
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,6 @@
|
||||
using System.Threading.Tasks;
|
||||
using Code.Configs;
|
||||
using Code.Constants;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.StaticData
|
||||
{
|
||||
@@ -11,40 +8,15 @@ namespace Code.StaticData
|
||||
{
|
||||
public AppConfig AppConfig { get; private set; }
|
||||
public InputConfig InputConfig { get; private set; }
|
||||
public CameraConfig CameraConfig { get; private set; }
|
||||
public CharacterConfig CharacterConfig { get; private set; }
|
||||
public UIConfig UIConfig { get; private set; }
|
||||
public PlayerConfig PlayerConfig { get; private set; }
|
||||
public AudioMixerConfig AudioMixerConfig { get; private set; }
|
||||
public SoundtrackListConfig SoundtrackListConfig { get; private set; }
|
||||
public SFXListConfig SFXListConfig { get; private set; }
|
||||
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
|
||||
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
|
||||
|
||||
public CameraConfig CameraConfig { get; private set; }
|
||||
|
||||
public void Load()
|
||||
{
|
||||
InputConfig = Resources.Load<InputConfig>(string.Format(StringPaths.ConfigSingle, "App", "InputConfig"));
|
||||
AppConfig = Resources.Load<AppConfig>(string.Format(StringPaths.ConfigSingle, "App", "AppConfig"));
|
||||
CameraConfig = Resources.Load<CameraConfig>(string.Format(StringPaths.ConfigSingle, "App", "CameraConfig"));
|
||||
CharacterConfig = Resources.Load<CharacterConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterConfig"));
|
||||
CameraConfig = Resources.Load<CameraConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterCameraConfig"));
|
||||
UIConfig = Resources.Load<UIConfig>(string.Format(StringPaths.ConfigSingle, "App", "UIConfig"));
|
||||
PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig"));
|
||||
|
||||
LoadAudioConfigs();
|
||||
}
|
||||
|
||||
private void LoadAudioConfigs()
|
||||
{
|
||||
AudioMixerConfig = Resources.Load<AudioMixerConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioMixerConfig"));
|
||||
SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig"));
|
||||
SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig"));
|
||||
DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig"));
|
||||
EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
|
||||
}
|
||||
|
||||
public async Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour
|
||||
{
|
||||
return (await Addressables.InstantiateAsync(assetReference).ToUniTask()).GetComponent<T>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.UI
|
||||
{
|
||||
public interface IUIFactory
|
||||
{
|
||||
UniTask<Canvas> CreateCanvas();
|
||||
UniTask<UIElement> CreatePanel(Canvas canvas, UIPanel uiPanel);
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 61892c4ae3ab4b1498c3df219c5c75d6
|
||||
timeCreated: 1761922548
|
||||
Loaded 100 of 330 files, more files were not shown because too many files have changed in this diff.
Show more
Reference in new issue
Block a user