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0e188efe59 |
No files matched your search
@@ -15,7 +15,7 @@ MonoBehaviour:
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||||
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
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||||
m_currentHash:
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||||
serializedVersion: 2
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||||
Hash: 7ed5aa0308ed28c84409cb70340524a8
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Hash: f3899bd8b96717b1b70a2db310a9fcf2
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m_OptimizeCatalogSize: 0
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m_BuildRemoteCatalog: 0
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m_CatalogRequestsTimeout: 0
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+33
-25
@@ -15,21 +15,28 @@ MonoBehaviour:
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m_GroupName: Default Local Group
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m_GUID: d447fc60305c17a17bf20948ab295a45
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m_SerializeEntries:
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- m_GUID: 03e51c504fa7e0624ba855ec35b60bcc
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m_Address: absolutely
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 111011400ce13ae859c52c757aef859e
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m_Address: ahfreeman
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 144ab5188f8ad7a0a92c75703bd12e60
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m_Address: launch_upmenu1
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 16562a5c87213914cad415f10c65a3b0
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m_Address: "Assets/Resources_moved/Audio/Music/LASKX3I - \u041F\u0440\u043E\u0442\u0438\u0432
|
||||
\u0446\u0430\u0440\u044F (\u041A\u0430\u0440\u0430\u043E\u043A\u0435).mp3"
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 170b1a70ddee4d948abea041b9b805e4
|
||||
m_Address: Assets/Resources_moved/Audio/Music/Half Life Original Soundtrack -
|
||||
Track 8 - Diabolical Adrenaline Guitar.mp3
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 1d4767c722c05b5d6b96bb226d378c65
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m_Address: Assets/Resources_moved/Prefabs/Player/ArmsMesh.prefab
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- m_GUID: 1d7110a045075b22fa27d62bd5f2784e
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m_Address: 357_shot1
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m_ReadOnly: 0
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@@ -40,11 +47,6 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 2301400160a23924eb27c4bdbe797739
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m_Address: 'Audio/Music/Nightmargin (Oneshot OST) - The Prophecy '
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 23e11d2c8a4f12f4ea9a7a43d1118464
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m_Address: Gameplay
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m_ReadOnly: 0
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@@ -90,6 +92,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 751890caa1647ec6689f24933fbcb770
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m_Address: "Prefabs/Furniture/\u0442\u0440\u0443\u0431\u0430"
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 7c5caf3ceee44f71588860c5c1fbdbe0
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m_Address: Audio/Dispatcher/take_damage3
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m_ReadOnly: 0
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@@ -100,6 +107,17 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 81844a99f5b786b41b831174f8fb6d3a
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m_Address: Prefabs/Player/CharacterController
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 8187ea542d6ed824d81230966a3b7499
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m_Address: Assets/Resources_moved/Audio/Music/Bauhaus - Bela Lugosi's Dead (No
|
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Vocals Remix).mp3
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 82c71411174bfa86ca1f676b9d389f94
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m_Address: bastard!
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m_ReadOnly: 0
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@@ -125,11 +143,6 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: b2c9f83c47783069aabb564f68cb0cbb
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m_Address: absolutelynot
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: b2e8dc2aeb0311cd8a826b51cf8e94dc
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m_Address: GameOver
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m_ReadOnly: 0
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@@ -155,11 +168,6 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: f4b6fa54ecac6cc418f98824491aa17a
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m_Address: Audio/Music/SANABI - JUSTICE Is Watching You
|
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: f74a409bf11b25148ad305acc05b14f5
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m_Address: Audio/Dispatcher/take_damage2
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m_ReadOnly: 0
|
||||
|
||||
@@ -1,41 +1,76 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Scenes;
|
||||
using Code.App.StateMachine;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Input;
|
||||
using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Core;
|
||||
using Reflex.Extensions;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Code.App.AppStates
|
||||
{
|
||||
public class GameOverState : BaseState<AppStateMachineContext>
|
||||
{
|
||||
public GameOverState(AppStateMachineContext context) : base(context)
|
||||
{ }
|
||||
{
|
||||
}
|
||||
private IPlayerScore _playerScore;
|
||||
|
||||
private GameOverPanel _gameOverPanel;
|
||||
|
||||
private float damnTimer = 3f; // TODO Удалить при первой возможности
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Context.UIService.SwitchPanelTo(UIPanel.GameOver);
|
||||
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
|
||||
_playerScore = sceneContainer.Resolve<IPlayerScore>();
|
||||
_scoreCounter = 0;
|
||||
|
||||
Context.InputService.EnableMap(ActionMappings.UI);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
|
||||
|
||||
GameOver();
|
||||
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
|
||||
private void TryToExit(InputAction.CallbackContext context)
|
||||
{
|
||||
ToMainMenu();
|
||||
}
|
||||
|
||||
private async UniTaskVoid GameOver()
|
||||
{
|
||||
await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
|
||||
|
||||
_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
|
||||
|
||||
}
|
||||
|
||||
private void ToMainMenu()
|
||||
{
|
||||
Context.StateMachine.SwitchState(AppState.MainMenu)
|
||||
.AllowStateTransition(AppState.Gameplay);
|
||||
}
|
||||
|
||||
private float _scoreCounter;
|
||||
public override void Tick()
|
||||
{
|
||||
damnTimer -= Time.deltaTime;
|
||||
if (damnTimer <= float.Epsilon) ToMainMenu();
|
||||
if (!_gameOverPanel) return;
|
||||
|
||||
_scoreCounter += Time.deltaTime * 100;
|
||||
// UnityEngine.Debug.Log($"Score: {_scoreCounter}");
|
||||
if((int)_scoreCounter >= _playerScore.Score)
|
||||
{
|
||||
_gameOverPanel.UpdateScoreText(_playerScore.Score);
|
||||
}
|
||||
else _gameOverPanel.UpdateScoreText((int)_scoreCounter);
|
||||
}
|
||||
public override void ExitState()
|
||||
{
|
||||
damnTimer = 5f;
|
||||
{
|
||||
Context.InputService.DisableMap(ActionMappings.UI);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
|
||||
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
base.ExitState();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,25 @@
|
||||
using System.Globalization;
|
||||
using System.Reflection.Emit;
|
||||
using System.Threading.Tasks;
|
||||
using Code.App.Loading;
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Camera.CameraStates;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using Code.UI.Panels;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Core;
|
||||
using Reflex.Extensions;
|
||||
using Reflex.Injectors;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.SceneManagement;
|
||||
@@ -16,13 +27,14 @@ using UnityEngine.SceneManagement;
|
||||
namespace Code.App.AppStates
|
||||
{
|
||||
public class GameplayState : BaseState<AppStateMachineContext>
|
||||
{
|
||||
// DEBUG
|
||||
private Transform _testSFXTransform;
|
||||
// DEBUG
|
||||
{
|
||||
|
||||
private PlayerHealth _playerHealth;
|
||||
private PlayerMoney _playerMoney;
|
||||
private IPlayerScore _playerScore;
|
||||
|
||||
private IOrderService _orderService;
|
||||
|
||||
private CharacterProvider _playerCharacter;
|
||||
|
||||
public GameplayState(AppStateMachineContext context) : base(context)
|
||||
{
|
||||
@@ -30,84 +42,141 @@ namespace Code.App.AppStates
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
|
||||
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
|
||||
Context.LoadingManager
|
||||
.RegisterLoading(LoadingWork.LoadScene)
|
||||
.RegisterLoading(LoadingWork.LoadUI)
|
||||
// .RegisterLoading(LoadingWork.LoadModelResource)
|
||||
.RegisterLoading(LoadingWork.LoadAudio);
|
||||
|
||||
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
|
||||
|
||||
|
||||
_playerHealth.OnDamage += PlayerDamageTaken;
|
||||
_playerHealth.OnDeath += EndGame;
|
||||
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
|
||||
|
||||
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.InputService.EnableMap(ActionMappings.Gameplay);
|
||||
|
||||
Context.UIService.LoadingScreen.Hide();
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
|
||||
|
||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
|
||||
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
WaitForLoad();
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
}
|
||||
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
|
||||
|
||||
private async UniTaskVoid WaitForLoad()
|
||||
{
|
||||
await UniTask.WhenAll(
|
||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
||||
Context.AudioFactory.WarmGameplayMusic(),
|
||||
Context.AudioFactory.WarmSFX(),
|
||||
Context.AudioFactory.WarmDispatcher()
|
||||
);
|
||||
|
||||
Context.LoadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadUI)
|
||||
.UnregisterLoading(LoadingWork.LoadAudio);
|
||||
|
||||
InputServiceInitialize();
|
||||
|
||||
MusicInitialize();
|
||||
}
|
||||
|
||||
private void PlayDebugSFX(InputAction.CallbackContext context)
|
||||
private async void AfterSceneLoaded()
|
||||
{
|
||||
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);
|
||||
Context.LoadingManager
|
||||
.RegisterLoading(LoadingWork.LoadModelResource);
|
||||
|
||||
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
||||
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
|
||||
|
||||
await UniTask.WhenAll(
|
||||
WaitForPlayerArmsToInitialize(),
|
||||
WaitForPlayerCharacterLoad()
|
||||
);
|
||||
|
||||
Context.LoadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadModelResource);
|
||||
}
|
||||
|
||||
private void LooseHealth(InputAction.CallbackContext context)
|
||||
private void AfterPlayerLoaded()
|
||||
{
|
||||
_playerHealth.GetDamage(1);
|
||||
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
|
||||
|
||||
_playerScore = sceneContainer.Resolve<IPlayerScore>();
|
||||
|
||||
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
|
||||
|
||||
PlayerInitialize(sceneEnvironment);
|
||||
|
||||
CameraInitialize();
|
||||
|
||||
GameplayServicesInitialize(sceneContainer);
|
||||
|
||||
UIInitialize();
|
||||
|
||||
Context.LoadingManager.OnLoadingEnded -= AfterPlayerLoaded;
|
||||
|
||||
_tickEnabled = true;
|
||||
}
|
||||
|
||||
private void GiveMoney(InputAction.CallbackContext context)
|
||||
private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
|
||||
|
||||
private void OrderGiven(float time)
|
||||
{
|
||||
_gameplayPanel.ShowTimer();
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Action);
|
||||
}
|
||||
private void OrderFailure()
|
||||
{
|
||||
_playerMoney.GiveMoney(100);
|
||||
((GameplayPanel)(Context.UIService.CurrentPanel)).SummonDispatcher();
|
||||
_playerHealth.InstaKill();
|
||||
}
|
||||
private void OrderRecieved(float time)
|
||||
{
|
||||
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2));
|
||||
}
|
||||
private void OrderDelivered(int score, float time)
|
||||
{
|
||||
_gameplayPanel.HideTimer();
|
||||
|
||||
if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
|
||||
_playerScore.UpdateScore(score);
|
||||
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
||||
}
|
||||
|
||||
private void LooseMoney(InputAction.CallbackContext context)
|
||||
private void PlayerDamageTaken(int damage, PlayerHealth health)
|
||||
{
|
||||
_playerMoney.LooseMoney(100);
|
||||
((GameplayPanel)(Context.UIService.CurrentPanel)).CloseDispatcher();
|
||||
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
|
||||
}
|
||||
// DEBUG
|
||||
private void InstaKillDEBUG(InputAction.CallbackContext context)
|
||||
{
|
||||
_playerHealth.InstaKill();
|
||||
}
|
||||
private void RoomPassedDEBUG(InputAction.CallbackContext context)
|
||||
{
|
||||
_orderService.RoomPassed();
|
||||
}
|
||||
private OrderDispenser _debugTube;
|
||||
|
||||
private void Tube(InputAction.CallbackContext context)
|
||||
{
|
||||
_debugTube.ThrowOrder();
|
||||
}
|
||||
// DEBUG
|
||||
private bool _tickEnabled;
|
||||
public override void Tick()
|
||||
{
|
||||
if (!_tickEnabled) return;
|
||||
|
||||
_orderService.DecreaseTimer(Time.deltaTime);
|
||||
}
|
||||
|
||||
private void EndGame()
|
||||
@@ -119,20 +188,77 @@ namespace Code.App.AppStates
|
||||
public override void ExitState()
|
||||
{
|
||||
_playerHealth = null;
|
||||
_playerMoney = null;
|
||||
_playerScore = null;
|
||||
|
||||
_tickEnabled = false;
|
||||
|
||||
Context.PlayerFactory.ReleasePlayer(_playerCharacter);
|
||||
_playerCharacter = null;
|
||||
Context.PlayerFactory.ReleaseArms(_armsMesh);
|
||||
_armsMesh = null;
|
||||
_orderService = null;
|
||||
|
||||
Context.AudioService.OnDispatcherStarted -= _gameplayPanel.SummonDispatcher;
|
||||
Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
|
||||
|
||||
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
|
||||
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveHealth);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
|
||||
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
|
||||
|
||||
base.ExitState();
|
||||
}
|
||||
|
||||
private void InputServiceInitialize()
|
||||
{
|
||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||
}
|
||||
private void CameraInitialize()
|
||||
{
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
||||
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
|
||||
}
|
||||
|
||||
private GameplayPanel _gameplayPanel;
|
||||
private ArmsMeshProvider _armsMesh;
|
||||
|
||||
private void UIInitialize()
|
||||
{
|
||||
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
|
||||
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
|
||||
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
|
||||
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
|
||||
}
|
||||
private void MusicInitialize()
|
||||
{
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
||||
}
|
||||
private void PlayerInitialize(GameplaySceneEnvironment sceneEnvironment)
|
||||
{
|
||||
_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
|
||||
_playerCharacter.PlayerAnimator.SetAnimator(_armsMesh.ArmsAnimator);
|
||||
}
|
||||
private void GameplayServicesInitialize(Container sceneContainer)
|
||||
{
|
||||
_orderService = sceneContainer.Resolve<IOrderService>();
|
||||
|
||||
_orderService.OnOrderGiven += OrderGiven;
|
||||
_orderService.OnOrderRecieved += OrderRecieved;
|
||||
_orderService.OnOrderDelivered += OrderDelivered;
|
||||
_orderService.OnOrderFailure += OrderFailure;
|
||||
}
|
||||
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
|
||||
{
|
||||
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
_debugTube = sceneEnvironment.debugTube;
|
||||
return sceneEnvironment;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +1,15 @@
|
||||
using Code.App.Loading;
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Camera.CameraStates;
|
||||
using Code.Gameplay.Door;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using Code.UI.Panels;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Extensions;
|
||||
using UnityEngine;
|
||||
@@ -22,40 +25,79 @@ namespace Code.App.AppStates
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
Context.LoadingManager
|
||||
.RegisterLoading(LoadingWork.LoadScene)
|
||||
.RegisterLoading(LoadingWork.LoadUI)
|
||||
.RegisterLoading(LoadingWork.LoadAudio);
|
||||
|
||||
// Context.UIService.LoadingScreen.Show();
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.MainMenu);
|
||||
|
||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu);
|
||||
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
|
||||
|
||||
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();
|
||||
WaitForLoad();
|
||||
#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()
|
||||
private async UniTaskVoid WaitForLoad()
|
||||
{
|
||||
await UniTask.WhenAll(
|
||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu),
|
||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
|
||||
Context.AudioFactory.WarmMenuMusic()
|
||||
);
|
||||
);
|
||||
Context.LoadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadUI)
|
||||
.UnregisterLoading(LoadingWork.LoadAudio);
|
||||
|
||||
InitializeAudio();
|
||||
|
||||
InitializeInput();
|
||||
}
|
||||
|
||||
private void AfterSceneLoaded()
|
||||
{
|
||||
var mainMenuEnvironment = (MainMenuEnvironment)SceneManager.GetActiveScene()
|
||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
InitializeUI(mainMenuEnvironment);
|
||||
|
||||
InitializeCamera(mainMenuEnvironment);
|
||||
|
||||
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
||||
}
|
||||
|
||||
private void InitializeCamera(MainMenuEnvironment mainMenuEnvironment)
|
||||
{
|
||||
((Gameplay.Camera.CameraStates.MainMenuState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(mainMenuEnvironment
|
||||
.cameraPosition);
|
||||
}
|
||||
|
||||
private void InitializeInput()
|
||||
{
|
||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||
}
|
||||
|
||||
private void InitializeAudio()
|
||||
{
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
|
||||
}
|
||||
|
||||
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
|
||||
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
|
||||
private void InitializeUI(MainMenuEnvironment mainMenuEnvironment)
|
||||
{
|
||||
var menuPanel = (MainMenuPanel)Context.UIService.CurrentPanel;
|
||||
menuPanel.Initialize(mainMenuEnvironment.uiVariables,
|
||||
mainMenuEnvironment.startButton,
|
||||
mainMenuEnvironment.settingButton,
|
||||
mainMenuEnvironment.exitButton);
|
||||
|
||||
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
|
||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
||||
|
||||
((StaticState)Context.CameraStateMachine.CurrentBaseState).LookTarget =
|
||||
hui.cameraTarget;
|
||||
|
||||
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
|
||||
menuPanel.startButton.button.onClick.AddListener(StartGame);
|
||||
menuPanel.exitButton.button.onClick.AddListener(ExitGame);
|
||||
|
||||
Context.UIService.LoadingScreen.Hide();
|
||||
|
||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||
mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera;
|
||||
}
|
||||
|
||||
public override void Tick()
|
||||
@@ -76,8 +118,8 @@ namespace Code.App.AppStates
|
||||
public override void ExitState()
|
||||
{
|
||||
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
|
||||
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
|
||||
|
||||
base.ExitState();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,11 @@
|
||||
using System.Collections.Generic;
|
||||
using Code.App.Loading;
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Configs;
|
||||
using Code.Constants;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
@@ -25,10 +28,13 @@ namespace Code.App
|
||||
|
||||
InstallInfrastructureUnit(containerBuilder, staticDataService);
|
||||
|
||||
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
|
||||
|
||||
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
||||
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
|
||||
|
||||
InitializeCamera(containerBuilder, staticDataService);
|
||||
|
||||
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
|
||||
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
|
||||
|
||||
@@ -66,17 +72,27 @@ namespace Code.App
|
||||
staticDataService.Load();
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
|
||||
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.CameraSettingsConfigs, typeof(Dictionary<CameraMode,CameraSettingsConfig>));
|
||||
|
||||
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.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
|
||||
}
|
||||
|
||||
private AppStateMachine _appStateMachine;
|
||||
@@ -93,19 +109,26 @@ namespace Code.App
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
BootstrapFinish(container);
|
||||
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
}
|
||||
private async UniTaskVoid BootstrapFinish(Container container)
|
||||
{
|
||||
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
|
||||
DontDestroyOnLoad(loadingScreen);
|
||||
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen).GetComponent<LoadingScreen>();
|
||||
DontDestroyOnLoad(loadingScreen.gameObject);
|
||||
|
||||
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
||||
loadingManager.OnLoadingStarted += loadingScreen.Show;
|
||||
loadingManager.OnLoadingEnded += loadingScreen.Hide;
|
||||
|
||||
loadingManager.RegisterLoading(LoadingWork.Bootstrap);
|
||||
|
||||
await UniTask.WhenAll(
|
||||
container.Resolve<IUIService>().Initialize(loadingScreen.GetComponent<LoadingScreen>()),
|
||||
container.Resolve<IUIService>().Initialize(loadingScreen),
|
||||
container.Resolve<IAudioService>().Initialize()
|
||||
);
|
||||
|
||||
loadingManager.UnregisterLoading(LoadingWork.Bootstrap);
|
||||
|
||||
_appStateMachine
|
||||
.SwitchState(AppState.MainMenu)
|
||||
.AllowStateTransition(AppState.Gameplay);
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 08b54658296d4279b85a2bfc3cf10e62
|
||||
timeCreated: 1763842256
|
||||
@@ -0,0 +1,16 @@
|
||||
using System.Collections.ObjectModel;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace Code.App.Loading
|
||||
{
|
||||
public interface ILoadingManager
|
||||
{
|
||||
delegate void OnLoadingDelegate();
|
||||
|
||||
event OnLoadingDelegate OnLoadingStarted;
|
||||
event OnLoadingDelegate OnLoadingEnded;
|
||||
ReadOnlyCollection<LoadingWork> LoadingThings { get; }
|
||||
LoadingManager RegisterLoading(LoadingWork loadingThingName);
|
||||
LoadingManager UnregisterLoading(LoadingWork loadingThingName);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bfb3837590d04da3b04ca8b0f0aca437
|
||||
timeCreated: 1763842985
|
||||
@@ -0,0 +1,47 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace Code.App.Loading
|
||||
{
|
||||
public class LoadingManager : ILoadingManager
|
||||
{
|
||||
public event ILoadingManager.OnLoadingDelegate OnLoadingStarted;
|
||||
public event ILoadingManager.OnLoadingDelegate OnLoadingEnded;
|
||||
|
||||
private List<LoadingWork> _loadingThings = new();
|
||||
public ReadOnlyCollection<LoadingWork> LoadingThings => _loadingThings.AsReadOnly();
|
||||
|
||||
public LoadingManager RegisterLoading(LoadingWork loadingThingName)
|
||||
{
|
||||
if(_loadingThings.Count == 0) OnLoadingStarted?.Invoke();
|
||||
|
||||
_loadingThings.Add(loadingThingName);
|
||||
|
||||
return this;
|
||||
}
|
||||
public LoadingManager UnregisterLoading(LoadingWork loadingThingName)
|
||||
{
|
||||
_loadingThings.Remove(loadingThingName);
|
||||
|
||||
if(_loadingThings.Count == 0) OnLoadingEnded?.Invoke();
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// public static class LoadingManagerExtensions
|
||||
// {
|
||||
// public static LoadingManager AddLoading(this LoadingManager manager, LoadingWork loadingThingName)
|
||||
// {
|
||||
// manager.RegisterLoading(loadingThingName);
|
||||
// return manager;
|
||||
// }
|
||||
// public static LoadingManager RemoveLoading(this LoadingManager manager, LoadingWork loadingThingName)
|
||||
// {
|
||||
// manager.UnregisterLoading(loadingThingName);
|
||||
// return manager;
|
||||
// }
|
||||
// }
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 185988ac74a24a39864238cd7f5cb626
|
||||
timeCreated: 1763842268
|
||||
@@ -0,0 +1,12 @@
|
||||
namespace Code.App.Loading
|
||||
{
|
||||
public enum LoadingWork
|
||||
{
|
||||
Bootstrap,
|
||||
LoadUI,
|
||||
LoadAudio,
|
||||
LoadScene,
|
||||
LoadModelResource,
|
||||
WaitingForTime
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 318d1b29b41d4b96bc09334acbf36506
|
||||
timeCreated: 1763843934
|
||||
@@ -1,7 +1,11 @@
|
||||
using Code.App.Loading;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Reflex.Core;
|
||||
using UnityEngine;
|
||||
using IPlayerScore = Code.Gameplay.Player.IPlayerScore;
|
||||
|
||||
namespace Code.App.SceneInstallers
|
||||
{
|
||||
@@ -12,15 +16,22 @@ namespace Code.App.SceneInstallers
|
||||
public void InstallBindings(ContainerBuilder containerBuilder)
|
||||
{
|
||||
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
|
||||
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
|
||||
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
|
||||
|
||||
containerBuilder.OnContainerBuilt += Initialize;
|
||||
}
|
||||
|
||||
private void Initialize(Container container)
|
||||
{
|
||||
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
||||
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
||||
|
||||
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
env.TransitVariables(_gameplaySceneEnvironment);
|
||||
|
||||
loadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadScene);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,8 @@
|
||||
using Code.App.Loading;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Reflex.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.App.SceneInstallers
|
||||
{
|
||||
@@ -22,6 +22,11 @@ namespace Code.App.SceneInstallers
|
||||
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
env.TransitVariables(_mainMenuEnvironment);
|
||||
|
||||
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
||||
|
||||
loadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadScene);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,4 @@
|
||||
using Code.App.Loading;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Player;
|
||||
@@ -10,6 +11,7 @@ namespace Code.App.StateMachine
|
||||
{
|
||||
public class AppStateMachineContext
|
||||
{
|
||||
[Inject] public ILoadingManager LoadingManager { get; private set; }
|
||||
[Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
|
||||
[Inject] public IInputService InputService { get; private set; }
|
||||
[Inject] public AppStateMachine StateMachine { get; private set; }
|
||||
|
||||
@@ -16,8 +16,16 @@ namespace Code.Audio
|
||||
}
|
||||
public enum DispatcherSounds
|
||||
{
|
||||
Absolutely,
|
||||
AbsolutelyNot,
|
||||
AhFreeman
|
||||
Recieve1,
|
||||
Recieve2,
|
||||
TakeDamage1,
|
||||
TakeDamage2,
|
||||
TakeDamage3,
|
||||
TakeDamage4,
|
||||
Late1,
|
||||
Late2,
|
||||
Late3,
|
||||
Late4,
|
||||
Late5
|
||||
}
|
||||
}
|
||||
@@ -62,8 +62,8 @@ namespace Code.Audio
|
||||
|
||||
public async UniTask WarmGameplayMusic( )
|
||||
{
|
||||
_actionMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_actionSoundtrack, OnActionTrackLoaded, Addressables.MergeMode.None);
|
||||
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.None);
|
||||
_actionMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_actionSoundtrack, OnActionTrackLoaded, Addressables.MergeMode.Union);
|
||||
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.Union);
|
||||
|
||||
await UniTask.WhenAll(_actionMusicHandle.ToUniTask(), _peacefulMusicHandle.ToUniTask());
|
||||
}
|
||||
@@ -79,7 +79,7 @@ namespace Code.Audio
|
||||
}
|
||||
public async UniTask WarmMenuMusic( )
|
||||
{
|
||||
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.None);
|
||||
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union);
|
||||
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
|
||||
await _menuMusicHandle.ToUniTask();
|
||||
|
||||
@@ -92,7 +92,7 @@ namespace Code.Audio
|
||||
}
|
||||
public async UniTask WarmSFX( )
|
||||
{
|
||||
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.None);
|
||||
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
|
||||
|
||||
await _SFXHandle.ToUniTask();
|
||||
|
||||
@@ -104,7 +104,7 @@ namespace Code.Audio
|
||||
}
|
||||
public async UniTask WarmEnemies( )
|
||||
{
|
||||
_enemiesHandle = Addressables.LoadAssetsAsync<AudioClip>(_enemies, OnEnemiesLoaded, Addressables.MergeMode.None);
|
||||
_enemiesHandle = Addressables.LoadAssetsAsync<AudioClip>(_enemies, OnEnemiesLoaded, Addressables.MergeMode.Union);
|
||||
|
||||
await _enemiesHandle.ToUniTask();
|
||||
|
||||
@@ -118,7 +118,7 @@ namespace Code.Audio
|
||||
|
||||
public async UniTask WarmDispatcher( )
|
||||
{
|
||||
_dispatcherHandle = Addressables.LoadAssetsAsync<AudioClip>(_dispatcher, OnDispatcherLoaded, Addressables.MergeMode.None);
|
||||
_dispatcherHandle = Addressables.LoadAssetsAsync<AudioClip>(_dispatcher, OnDispatcherLoaded, Addressables.MergeMode.Union);
|
||||
|
||||
await _dispatcherHandle.ToUniTask();
|
||||
|
||||
|
||||
@@ -31,13 +31,16 @@ namespace Code.Audio
|
||||
_courierGroup,
|
||||
_enemiesGroup;
|
||||
|
||||
private readonly AudioSourcePool _audioSourcePool = new();
|
||||
private readonly AudioSourcePool _audioSourcePool;
|
||||
|
||||
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
|
||||
|
||||
public AudioService(IAudioFactory audioFactory)
|
||||
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
|
||||
|
||||
public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType,AudioSourceSettingsConfig> settings)
|
||||
{
|
||||
_audioFactory = audioFactory;
|
||||
_audioSourcePool = new(settings);
|
||||
_settings = settings;
|
||||
}
|
||||
|
||||
public async UniTask Initialize()
|
||||
@@ -86,7 +89,7 @@ namespace Code.Audio
|
||||
if(!_musicAudioSources[musicType])
|
||||
{
|
||||
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
|
||||
_musicAudioSources[musicType].spatialBlend = 0f;
|
||||
_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
|
||||
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
|
||||
}
|
||||
|
||||
@@ -164,9 +167,13 @@ namespace Code.Audio
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup);
|
||||
}
|
||||
|
||||
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
|
||||
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
|
||||
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
|
||||
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
||||
{
|
||||
_audioSourcePool.PlayShizo(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
|
||||
OnDispatcherStarted?.Invoke();
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup, AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
@@ -1,7 +1,11 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Code.Configs;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
using UnityEngine.Pool;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace Code.Audio
|
||||
{
|
||||
@@ -10,7 +14,11 @@ namespace Code.Audio
|
||||
// The pool holds plain GameObjects (you can swap this for any component type).
|
||||
private IObjectPool<AudioSource> _pool;
|
||||
private GameObject _sourcePrefab;
|
||||
|
||||
|
||||
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
|
||||
|
||||
public AudioSourcePool(Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings) => _settings = settings;
|
||||
|
||||
public void Initialize(GameObject sourcePrefab)
|
||||
{
|
||||
_sourcePrefab = sourcePrefab;
|
||||
@@ -54,30 +62,30 @@ namespace Code.Audio
|
||||
{
|
||||
Object.Destroy(source.gameObject);
|
||||
}
|
||||
|
||||
public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup)
|
||||
|
||||
public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
|
||||
{
|
||||
AudioSource source = _pool.Get();
|
||||
source.PlayOneShot(clip);
|
||||
source.spatialBlend = 1f;
|
||||
source.spatialBlend = _settings[audioSourceType].spatialBlend;
|
||||
source.transform.position = position;
|
||||
source.outputAudioMixerGroup = audioMixerGroup;
|
||||
|
||||
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
|
||||
|
||||
onComplete?.Invoke();
|
||||
_pool.Release(source);
|
||||
}
|
||||
public async UniTaskVoid PlayShizo(AudioClip clip, AudioMixerGroup audioMixerGroup)
|
||||
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
|
||||
{
|
||||
AudioSource source = _pool.Get();
|
||||
source.PlayOneShot(clip);
|
||||
source.spatialBlend = 0f;
|
||||
source.spatialBlend = _settings[audioSourceType].spatialBlend;
|
||||
source.outputAudioMixerGroup = audioMixerGroup;
|
||||
|
||||
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
|
||||
|
||||
onComplete?.Invoke();
|
||||
_pool.Release(source);
|
||||
}
|
||||
}
|
||||
public AudioSource GetSource() => _pool.Get();
|
||||
public void ReleaseSource(AudioSource source) => _pool.Release(source);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Code.Audio
|
||||
{
|
||||
public enum AudioSourceType
|
||||
{
|
||||
Full3D,
|
||||
NoBlend
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 260bbb19b55049928b9ab4d55b32fc3f
|
||||
timeCreated: 1763849966
|
||||
@@ -14,6 +14,11 @@ namespace Code.Audio
|
||||
void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
|
||||
void PlaySFX(SFXSounds sfxId, Vector3 position);
|
||||
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
|
||||
|
||||
delegate void OnAudioPlayingDelegate();
|
||||
|
||||
event OnAudioPlayingDelegate OnDispatcherStarted;
|
||||
event OnAudioPlayingDelegate OnDispatcherEnded;
|
||||
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
using Code.Audio;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(fileName = "AudioSourceSettingsConfig", menuName = "Audio/AudioSourceSettingsConfig")]
|
||||
public class AudioSourceSettingsConfig : ScriptableObject
|
||||
{
|
||||
// Дополнять по мере необходимости
|
||||
public float spatialBlend;
|
||||
|
||||
public AudioSourceType sourceType;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e6406ab390b74d5ca336d7d4d0e1a732
|
||||
timeCreated: 1763850008
|
||||
@@ -0,0 +1,14 @@
|
||||
using Code.Gameplay.Camera;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(fileName = "CameraSettingsConfig", menuName = "Config/CameraSettingsConfig")]
|
||||
public class CameraSettingsConfig : ScriptableObject
|
||||
{
|
||||
// Дополнять по мере необходимости
|
||||
public float fov;
|
||||
|
||||
public CameraMode cameraMode;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6610b94e9823401c94533e1756a97195
|
||||
timeCreated: 1763846744
|
||||
@@ -0,0 +1,12 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Gameplay/OrderBox", fileName = "OrderBoxConfig")]
|
||||
public class OrderBoxConfig : ScriptableObject
|
||||
{
|
||||
public float activationTime;
|
||||
public AnimationCurve floatingCurve;
|
||||
public float curveLength;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6af4f53d425a41c78ef889fd7e5c3197
|
||||
timeCreated: 1763735968
|
||||
@@ -0,0 +1,11 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(fileName = "OrderServiceConfig", menuName = "Config/Gameplay/OrderServiceConfig")]
|
||||
public class OrderServiceConfig : ScriptableObject
|
||||
{
|
||||
public Vector2 timeBounds;
|
||||
public float koefRooms, koefOvertime;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ee2550c3e4874575ac3aecadfcc42475
|
||||
timeCreated: 1763559999
|
||||
@@ -1,4 +1,5 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
@@ -6,5 +7,8 @@ namespace Code.Configs
|
||||
public class PlayerConfig : ScriptableObject
|
||||
{
|
||||
public int maxHealth;
|
||||
|
||||
public AssetReference characterPrefab;
|
||||
public AssetReference armsMeshPrefab;
|
||||
}
|
||||
}
|
||||
@@ -10,8 +10,9 @@ namespace Code.Gameplay.Camera
|
||||
*/
|
||||
public enum CameraMode
|
||||
{
|
||||
Bogdan,
|
||||
None,
|
||||
Static,
|
||||
MainMenu,
|
||||
FirstPerson,
|
||||
ThirdPerson,
|
||||
Cinematic
|
||||
|
||||
@@ -9,13 +9,16 @@ namespace Code.Gameplay.Camera
|
||||
// Текущий режим работы камеры
|
||||
public override void Initialize()
|
||||
{
|
||||
States.Add(CameraMode.None, new NoneState(StateMachineContext));
|
||||
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
|
||||
States.Add(CameraMode.MainMenu, new MainMenuState(StateMachineContext));
|
||||
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
|
||||
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
|
||||
|
||||
CurrentBaseState = States[CameraMode.Static];
|
||||
CurrentBaseState = States[CameraMode.None];
|
||||
}
|
||||
|
||||
public UnityEngine.Camera Camera => StateMachineContext.Camera;
|
||||
|
||||
protected override bool CheckTransitionAllowed(CameraMode nextState) => true;
|
||||
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System.Collections.Generic;
|
||||
using Code.Configs;
|
||||
using Code.Input;
|
||||
using Reflex.Attributes;
|
||||
@@ -9,5 +10,6 @@ namespace Code.Gameplay.Camera
|
||||
[Inject] public UnityEngine.Camera Camera;
|
||||
[Inject] public CameraConfig Config;
|
||||
[Inject] public IInputService InputService;
|
||||
[Inject] public Dictionary<CameraMode,CameraSettingsConfig> CameraSettingsConfigs;
|
||||
}
|
||||
}
|
||||
@@ -117,7 +117,7 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
||||
{
|
||||
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
||||
var rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
|
||||
var rotationFromInput = Quaternion.Euler(Vector3.up * (rotationInput.x * RotationSpeed));
|
||||
PlanarDirection = rotationFromInput * PlanarDirection;
|
||||
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
||||
|
||||
|
||||
@@ -14,14 +14,16 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
base.EnterState();
|
||||
|
||||
// В FirstPerson режиме дистанция всегда равна 0
|
||||
MinDistance = 0f;
|
||||
MaxDistance = 0f;
|
||||
DefaultDistance = 0f;
|
||||
TargetDistance = 0f;
|
||||
CurrentDistance = 0f;
|
||||
|
||||
base.EnterState();
|
||||
|
||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
|
||||
@@ -0,0 +1,30 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
public class MainMenuState : BaseCameraState, ICameraState
|
||||
{
|
||||
public MainMenuState(CameraStateMachineContext context) : base(context) { }
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
base.EnterState();
|
||||
|
||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov;
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
{
|
||||
Camera.transform.position = FollowTransform.position;
|
||||
}
|
||||
|
||||
public CameraMode GetCameraMode() => CameraMode.MainMenu;
|
||||
|
||||
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
|
||||
out Quaternion targetRotation)
|
||||
{
|
||||
if(FollowTransform) Camera.transform.rotation = FollowTransform.rotation;
|
||||
targetRotation = Camera.transform.rotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8e4b2fa3af4b4ba78ab79ca154f05fb4
|
||||
timeCreated: 1763547110
|
||||
@@ -0,0 +1,21 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
public class NoneState : BaseCameraState, ICameraState
|
||||
{
|
||||
public NoneState(CameraStateMachineContext context) : base(context) { }
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
{
|
||||
}
|
||||
|
||||
public CameraMode GetCameraMode() => CameraMode.None;
|
||||
|
||||
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
|
||||
out Quaternion targetRotation)
|
||||
{
|
||||
targetRotation = Quaternion.identity;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8fa6119113f4f12a35365fd27387124
|
||||
timeCreated: 1763847889
|
||||
@@ -9,8 +9,9 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Debug.Log("Static State Enter");
|
||||
base.EnterState();
|
||||
|
||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov;
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
|
||||
@@ -14,13 +14,13 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
base.EnterState();
|
||||
|
||||
// Восстанавливаем исходные значения дистанции
|
||||
MinDistance = OriginalMinDistance;
|
||||
MaxDistance = OriginalMaxDistance;
|
||||
DefaultDistance = OriginalDefaultDistance;
|
||||
TargetDistance = DefaultDistance;
|
||||
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
|
||||
+40
-3
@@ -15,6 +15,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
private readonly float _minWallClimbSpeed;
|
||||
// Пороговый косинус стены
|
||||
public float WallNormalThreshold { get; }
|
||||
|
||||
private bool _hasClimbedThisWallSession;
|
||||
private float _wallClimbCooldownTimer;
|
||||
private readonly float _wallClimbCooldownDuration = 1.5f;
|
||||
|
||||
public bool IsClimbingActive { get; private set; }
|
||||
|
||||
// Конструктор механики залазания на стену
|
||||
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed, float wallDetectionAngleThreshold)
|
||||
@@ -26,21 +32,32 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
}
|
||||
|
||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||
public void OnMovementHit(KinematicCharacterMotor motor, Vector3 hitNormal)
|
||||
public bool TryClimbWall(KinematicCharacterMotor motor, Vector3 hitNormal)
|
||||
{
|
||||
// Проверяем, что это вертикальная или почти вертикальная поверхность (стена)
|
||||
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
||||
if (Mathf.Abs(dotWithUp) > WallNormalThreshold) return; // Не стена — это пол или потолок
|
||||
|
||||
if (Mathf.Abs(dotWithUp) > WallNormalThreshold)
|
||||
{
|
||||
// Сбрасываем сессию, если коснулись пола/потолка → выход из "режима стены"
|
||||
_hasClimbedThisWallSession = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Запрещаем повторное залазание в рамках одной сессии
|
||||
if (_hasClimbedThisWallSession || _wallClimbCooldownTimer > 0f)
|
||||
return false;
|
||||
|
||||
// Получаем текущую скорость персонажа
|
||||
var currentVelocity = motor.Velocity;
|
||||
|
||||
// Проекция скорости на направление к стене (отрицательная, если летим в стену)
|
||||
var velocityIntoWall = Vector3.Dot(currentVelocity, -hitNormal);
|
||||
|
||||
|
||||
// Если движемся в стену с достаточной скоростью
|
||||
if (velocityIntoWall > _minWallClimbSpeed)
|
||||
{
|
||||
_wallClimbCooldownTimer = _wallClimbCooldownDuration;
|
||||
// Преобразуем часть горизонтальной скорости в вертикальную
|
||||
var verticalBoost = velocityIntoWall * _wallClimbSpeedFactor;
|
||||
|
||||
@@ -49,6 +66,26 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
|
||||
// Предотвращаем заземление и повторное применение в этом кадре
|
||||
motor.ForceUnground();
|
||||
_hasClimbedThisWallSession = true;
|
||||
IsClimbingActive = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void ResetWallClimbSession()
|
||||
{
|
||||
_hasClimbedThisWallSession = false;
|
||||
IsClimbingActive = false;
|
||||
}
|
||||
|
||||
public void TickCooldown(float deltaTime)
|
||||
{
|
||||
if (_wallClimbCooldownTimer > 0f)
|
||||
{
|
||||
_wallClimbCooldownTimer -= deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+84
-16
@@ -17,6 +17,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
private Vector3 _lastWallNormal;
|
||||
private float _lastWallContactHeight;
|
||||
private float _leanFactor;
|
||||
private float _leanSign;
|
||||
private Vector3 _leanDirection;
|
||||
|
||||
private Vector3 _lastWallContactPoint;
|
||||
private bool _isLeaningOnWall;
|
||||
private const float WallProximityThreshold = 0.6f;
|
||||
|
||||
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
|
||||
{
|
||||
@@ -32,29 +38,93 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
}
|
||||
|
||||
// Вызывается из OnMovementHit
|
||||
public void OnWallContact(Vector3 wallNormal, float contactHeight)
|
||||
public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
|
||||
{
|
||||
// Только если это действительно стена (не пол/потолок)
|
||||
var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
|
||||
if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
|
||||
return;
|
||||
|
||||
_lastWallNormal = wallNormal;
|
||||
_lastWallContactHeight = contactHeight; }
|
||||
_lastWallContactHeight = contactHeight;
|
||||
_lastWallContactPoint = motor.TransientPosition;
|
||||
|
||||
// Пересчитываем направление наклона
|
||||
_leanDirection = -_lastWallNormal;
|
||||
_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
|
||||
|
||||
_leanSign = 1;
|
||||
|
||||
// what the fuck
|
||||
if (_leanDirection.x != 0)
|
||||
{
|
||||
switch (_leanDirection.x)
|
||||
{
|
||||
case -1 or 1 when motor.CharacterRight.x > 0.1f:
|
||||
_leanSign = -1;
|
||||
break;
|
||||
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
|
||||
_leanDirection = new Vector3(0, 0, -1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (_leanDirection.z)
|
||||
{
|
||||
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
|
||||
_leanSign = -1;
|
||||
break;
|
||||
case -1 when motor.CharacterRight.z < -0.1f:
|
||||
case 1 when motor.CharacterRight.z > 0.1f:
|
||||
_leanDirection = new Vector3(-1, 0, 0);
|
||||
break;
|
||||
case -1 when motor.CharacterRight.z > 0.1f:
|
||||
case 1 when motor.CharacterRight.z < -0.1f:
|
||||
_leanDirection = new Vector3(1, 0, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
_isLeaningOnWall = true;
|
||||
}
|
||||
|
||||
// Обновление каждый кадр
|
||||
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
||||
{
|
||||
if (!_characterTransform) return;
|
||||
|
||||
var isGrounded = motor.GroundingStatus.IsStableOnGround;
|
||||
|
||||
if (!isGrounded)
|
||||
var currentPosition = motor.TransientPosition;
|
||||
|
||||
var isStillNearWall = false;
|
||||
if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
|
||||
{
|
||||
var heightDelta = motor.TransientPosition.y - _lastWallContactHeight;
|
||||
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
var toWall = currentPosition - _lastWallContactPoint;
|
||||
var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
|
||||
isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
|
||||
}
|
||||
else
|
||||
|
||||
if (_isLeaningOnWall)
|
||||
{
|
||||
var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
|
||||
|
||||
if (!isStillNearWall || isBelowContactHeight)
|
||||
{
|
||||
_isLeaningOnWall = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
var heightDelta = currentPosition.y - _lastWallContactHeight;
|
||||
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
}
|
||||
|
||||
if (!_isLeaningOnWall)
|
||||
{
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
|
||||
|
||||
ApplyLeanRotation(motor);
|
||||
}
|
||||
|
||||
@@ -66,13 +136,11 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
return;
|
||||
}
|
||||
|
||||
var leanDirection = -_lastWallNormal;
|
||||
leanDirection = Vector3.ProjectOnPlane(leanDirection, motor.CharacterUp).normalized;
|
||||
if (_leanDirection.sqrMagnitude < 0.01f) return;
|
||||
|
||||
if (leanDirection.sqrMagnitude < 0.01f) return;
|
||||
|
||||
var leanAngle = _leanFactor * _maxLeanAngle;
|
||||
var leanRotation = Quaternion.AngleAxis(leanAngle, Vector3.Cross(motor.CharacterUp, leanDirection));
|
||||
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
|
||||
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
|
||||
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
|
||||
_characterTransform.localRotation = leanRotation;
|
||||
}
|
||||
}
|
||||
|
||||
+57
-19
@@ -33,9 +33,43 @@ namespace Code.Gameplay.Character.Controller
|
||||
private GroundMovementSystem _groundMovement;
|
||||
private AirMovementSystem _airMovement;
|
||||
|
||||
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
||||
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
|
||||
|
||||
// Инициализация контроллера
|
||||
private void Awake()
|
||||
// private void Awake()
|
||||
// {
|
||||
// // Инициализация подсистем с параметрами из конфига
|
||||
// _inputHandler = new CharacterInputHandler(
|
||||
// _characterConfig.sprintAngleThreshold
|
||||
// );
|
||||
// _slideMechanic = new SlideMechanic(
|
||||
// _characterConfig.slideSpeed,
|
||||
// _characterConfig.slideDuration,
|
||||
// _characterConfig.slideCooldown
|
||||
// );
|
||||
// _wallClimbMechanic = new WallClimbMechanic(
|
||||
// _characterConfig.wallClimbSpeedFactor,
|
||||
// _characterConfig.minWallClimbSpeed,
|
||||
// _characterConfig.wallDetectionAngleThreshold
|
||||
// );
|
||||
// _wallLeanMechanic = new WallLeanMechanic(
|
||||
// _characterConfig.maxWallLeanAngle,
|
||||
// _characterConfig.wallLeanSharpness,
|
||||
// _characterConfig.wallLeanHeightScale
|
||||
// );
|
||||
// _groundMovement = new GroundMovementSystem(
|
||||
// _characterConfig.maxStableMoveSpeed,
|
||||
// _characterConfig.sprintMoveSpeed,
|
||||
// _characterConfig.stableMovementSharpness,
|
||||
// _characterConfig.jumpSpeed
|
||||
// );
|
||||
// _airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||
// }
|
||||
[Inject]
|
||||
private void Construct(CharacterConfig characterConfig)
|
||||
{
|
||||
_characterConfig = characterConfig;
|
||||
// Инициализация подсистем с параметрами из конфига
|
||||
_inputHandler = new CharacterInputHandler(
|
||||
_characterConfig.sprintAngleThreshold
|
||||
@@ -62,25 +96,31 @@ namespace Code.Gameplay.Character.Controller
|
||||
_characterConfig.jumpSpeed
|
||||
);
|
||||
_airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||
}
|
||||
|
||||
// Текущий режим камеры для адаптации поведения
|
||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
||||
|
||||
// Инициализация контроллера
|
||||
private void Start()
|
||||
{
|
||||
|
||||
|
||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
_inputHandler.FirstPersonCameraRotation =
|
||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||
_wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||
}
|
||||
// Текущий режим камеры для адаптации поведения
|
||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
||||
|
||||
// Инициализация контроллера
|
||||
// private void Start()
|
||||
// {
|
||||
// motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
// _inputHandler.FirstPersonCameraRotation =
|
||||
// motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||
// _wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||
// }
|
||||
|
||||
// Обработка и преобразование входных данных от персонажа
|
||||
public void SetInputs(ref CharacterInputs inputs)
|
||||
{
|
||||
// Обновляем таймер перезарядки слайда
|
||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||
_wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||
|
||||
// Если активен слайд - игнорируем весь остальной ввод
|
||||
if (_slideMechanic.IsSliding)
|
||||
@@ -109,8 +149,7 @@ namespace Code.Gameplay.Character.Controller
|
||||
// Обновление вращения персонажа на основе входных данных
|
||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||
{
|
||||
// ВО ВРЕМЯ СЛАЙДА НЕ ОБНОВЛЯЕМ ВРАЩЕНИЕ - ПЕРСОНАЖ СМОТРИТ ПРЯМО
|
||||
if (_slideMechanic.IsSliding) return;
|
||||
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
|
||||
|
||||
switch (_currentCameraMode)
|
||||
{
|
||||
@@ -141,7 +180,6 @@ namespace Code.Gameplay.Character.Controller
|
||||
// Заготовка на будущее (если понадобится)
|
||||
case CameraMode.Static:
|
||||
case CameraMode.Cinematic:
|
||||
case CameraMode.Bogdan: // Скорее всего юзлес, но пускай будет
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@@ -196,6 +234,11 @@ namespace Code.Gameplay.Character.Controller
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
|
||||
if (motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_wallClimbMechanic.ResetWallClimbSession();
|
||||
}
|
||||
}
|
||||
|
||||
// Метод вызывается после обновления персонажа
|
||||
@@ -220,13 +263,8 @@ namespace Code.Gameplay.Character.Controller
|
||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
_wallClimbMechanic.OnMovementHit(motor, hitNormal);
|
||||
|
||||
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
||||
if (Mathf.Abs(dotWithUp) <= _wallClimbMechanic.WallNormalThreshold)
|
||||
{
|
||||
_wallLeanMechanic.OnWallContact(hitNormal, motor.TransientPosition.y);
|
||||
}
|
||||
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
|
||||
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
|
||||
}
|
||||
|
||||
// Обработка отчета о стабильности столкновения
|
||||
|
||||
+1
-1
@@ -113,7 +113,7 @@ namespace Code.Gameplay.Character.Controller.Input
|
||||
var cameraForward = cameraRotation * Vector3.forward;
|
||||
|
||||
// Проецируем на горизонтальную плоскость
|
||||
var horizontalForward = Vector3.ProjectOnPlane(cameraForward, motor.CharacterUp).normalized;
|
||||
var horizontalForward = Vector3.ProjectOnPlane(cameraForward, Vector3.up).normalized;
|
||||
|
||||
// Если проекция вырождена, используем текущее направление персонажа
|
||||
if (horizontalForward.sqrMagnitude < 0.01f)
|
||||
|
||||
@@ -0,0 +1,60 @@
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Camera.CameraStates;
|
||||
using Code.Gameplay.Character.Controller;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Input;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Core
|
||||
{
|
||||
public class CharacterProvider : MonoBehaviour
|
||||
{
|
||||
[Inject] private CameraStateMachine _cameraStateMachine; // Стейт-машина камеры (нужна для транзакций и т.п.)
|
||||
[SerializeField] private CustomCharacterController customCharacterController; // Компонент управления персонажем
|
||||
public CustomCharacterController CustomCharacterController => customCharacterController;
|
||||
|
||||
[SerializeField] private Transform cameraFollowPoint; // Точка следования камеры (уровень глаз для FirstPerson)
|
||||
public Transform GetFollowTransform() => cameraFollowPoint;
|
||||
|
||||
[Inject] private IInputService _inputService; // Сервис ввода через DI
|
||||
|
||||
[SerializeField] private PlayerAnimator _animator;
|
||||
public PlayerAnimator PlayerAnimator => _animator;
|
||||
|
||||
public void Teleport(Vector3 position, Quaternion rotation)
|
||||
{
|
||||
customCharacterController.SetPosition(position);
|
||||
customCharacterController.SetRotation(rotation);
|
||||
}
|
||||
// Обработка ввода для движения персонажа
|
||||
private void HandleCharacterInput()
|
||||
{
|
||||
// Создаем структуру ввода с полной информацией о камере
|
||||
var inputs = new CharacterInputs();
|
||||
|
||||
// Получаем данные движения из Input System
|
||||
var moveInput = _inputService.MoveInput;
|
||||
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift)
|
||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||
|
||||
// Передаем информацию о камере для адаптивного поведения
|
||||
inputs.CameraRotation = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetCameraRotation();
|
||||
inputs.CameraPlanarDirection = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetPlanarDirection();
|
||||
|
||||
// Передаем ввод в контроллер персонажа
|
||||
customCharacterController.SetInputs(ref inputs);
|
||||
}
|
||||
|
||||
// Обновление логики каждый кадр
|
||||
private void Update()
|
||||
{
|
||||
// Обработка ввода для движения в Update (физика)
|
||||
HandleCharacterInput();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b2d4b8256c1f4b3facf6b8d0a7d5256b
|
||||
timeCreated: 1763217123
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b7ba7b62b1aa47c48dc82ac8d8e8530e
|
||||
timeCreated: 1763548306
|
||||
@@ -0,0 +1,48 @@
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Door
|
||||
{
|
||||
public class CinematicDoorOpening
|
||||
{
|
||||
private MainMenuDoor _mainMenuDoor;
|
||||
private Light _doorLight;
|
||||
|
||||
public CinematicDoorOpening(MainMenuDoor mainMenuDoor, Light doorLight)
|
||||
{
|
||||
_mainMenuDoor = mainMenuDoor;
|
||||
_doorLight = doorLight;
|
||||
}
|
||||
public void PreOpen(int type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case 0:
|
||||
_doorLight.DOColor(Color.green, 0.2f);
|
||||
break;
|
||||
case 1:
|
||||
_doorLight.DOColor(Color.yellow, 0.2f);
|
||||
break;
|
||||
case 2:
|
||||
_doorLight.DOColor(Color.red, 0.2f);
|
||||
break;
|
||||
}
|
||||
|
||||
_mainMenuDoor.Petlya.DORotate(new Vector3(0, -10, 0), 1f);
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
_mainMenuDoor.Petlya.DORotate(new Vector3(0, 0, 0), 1f);
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class MainMenuUIVariables
|
||||
{
|
||||
public MainMenuDoor MainMenuDoor;
|
||||
public Light DoorLight;
|
||||
public Color ButtonDefaultColor;
|
||||
public Color ButtonHoverColor;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: deda0339570d44609dd62eafd9c6215f
|
||||
timeCreated: 1763548908
|
||||
@@ -0,0 +1,16 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Door
|
||||
{
|
||||
public class MainMenuDoor : MonoBehaviour
|
||||
{
|
||||
[SerializeField] Rigidbody rigidbody;
|
||||
[SerializeField] private Transform petlya;
|
||||
public Transform Petlya => petlya;
|
||||
|
||||
public void SetPhysics(bool active)
|
||||
{
|
||||
rigidbody.isKinematic = active;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50a6b5e332704611b19f5a209d4dbffe
|
||||
timeCreated: 1763548314
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e41c28f7828a44b7bc26d87886064d99
|
||||
timeCreated: 1763556651
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4911436131e345ada949f2418595bbd8
|
||||
timeCreated: 1763559099
|
||||
@@ -0,0 +1,25 @@
|
||||
namespace Code.Gameplay.Orders.Order
|
||||
{
|
||||
public interface IOrderService
|
||||
{
|
||||
delegate void OrderFailureDelegate();
|
||||
|
||||
delegate void OrderProgressDelegate(float time);
|
||||
|
||||
event OrderProgressDelegate OnOrderGiven;
|
||||
event OrderProgressDelegate OnOrderRecieved;
|
||||
event OrderFailureDelegate OnOrderFailure;
|
||||
|
||||
delegate void OrderDeliveredDelegate(int score, float time);
|
||||
|
||||
event OrderDeliveredDelegate OnOrderDelivered;
|
||||
OrderState OrderState { get; }
|
||||
float DeliveryTimer { get; }
|
||||
void RoomPassed();
|
||||
void DecreaseTimer(float delta);
|
||||
void OrderGive();
|
||||
void OrderRecieved();
|
||||
void OrderDelivered();
|
||||
void OrderFailed();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b4467951c884c8dafeb633020696c24
|
||||
timeCreated: 1763561686
|
||||
@@ -0,0 +1,65 @@
|
||||
using System;
|
||||
using Code.Configs;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Orders.Order
|
||||
{
|
||||
public class OrderBox : MonoBehaviour
|
||||
{
|
||||
[Inject] private IOrderService _orderService;
|
||||
public Rigidbody rigidbody;
|
||||
private bool _pickupMode;
|
||||
// [SerializeField] private AnimationCurve debugCurve;
|
||||
|
||||
//DEBUG
|
||||
// private void Start()
|
||||
// {
|
||||
// _capturedPosition = transform.position;
|
||||
// _floatingCurve = debugCurve;
|
||||
// _curveLength = 1f;
|
||||
// }
|
||||
// DEBUG
|
||||
|
||||
private float _activationTime;
|
||||
[Inject]
|
||||
private void Construct(OrderBoxConfig config)
|
||||
{
|
||||
_floatingCurve = config.floatingCurve;
|
||||
_activationTime = config.activationTime;
|
||||
_curveLength = config.curveLength;
|
||||
}
|
||||
public void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!_pickupMode) return;
|
||||
|
||||
_orderService.OrderRecieved();
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
public async UniTaskVoid SwitchMode()
|
||||
{
|
||||
await UniTask.WaitForSeconds(_activationTime);
|
||||
_pickupMode = true;
|
||||
rigidbody.isKinematic = true;
|
||||
_capturedPosition = transform.position;
|
||||
}
|
||||
|
||||
private Vector3 _capturedPosition;
|
||||
private float _timeForMoving;
|
||||
private AnimationCurve _floatingCurve;
|
||||
private float _curveLength;
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (!_pickupMode) return;
|
||||
_timeForMoving += Time.fixedDeltaTime;
|
||||
|
||||
if (_timeForMoving > _curveLength) _timeForMoving = 0;
|
||||
|
||||
transform.position = _capturedPosition + new Vector3(0, _floatingCurve.Evaluate(_timeForMoving), 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 067bc72af86a4fb8ac44d0c1fcfd25d5
|
||||
timeCreated: 1763573681
|
||||
@@ -0,0 +1,19 @@
|
||||
using System;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Orders.Order
|
||||
{
|
||||
public class OrderDeliveryTrigger : MonoBehaviour
|
||||
{
|
||||
[Inject] private IOrderService _orderService;
|
||||
private bool _playerEntered;
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (_playerEntered) return;
|
||||
|
||||
_playerEntered = true;
|
||||
_orderService.OrderDelivered();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 47fbefab729047e5a11d8761e26f75a6
|
||||
timeCreated: 1763737623
|
||||
@@ -0,0 +1,31 @@
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Orders.Order
|
||||
{
|
||||
public class OrderDispenser : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Transform hatch;
|
||||
[SerializeField] private OrderBox order;
|
||||
|
||||
private bool _activated;
|
||||
public void ThrowOrder()
|
||||
{
|
||||
hatch.DORotate(new Vector3(-130f, 0, 0), 0.2f);
|
||||
|
||||
order.rigidbody.isKinematic = false;
|
||||
order.rigidbody.AddForce(-transform.forward * 10f, ForceMode.Impulse);
|
||||
}
|
||||
|
||||
// DEBUG TODO ДИМКА УДАЛИ И ПРОПИШИ В СВОЕЙ ЛОГИКЕ
|
||||
public void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if(_activated) return;
|
||||
_activated = true;
|
||||
|
||||
ThrowOrder();
|
||||
order.SwitchMode();
|
||||
}
|
||||
// DEBUG
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e50e3c42f5ee45e0b1087e0dbf7dd0f4
|
||||
timeCreated: 1763556675
|
||||
@@ -0,0 +1,18 @@
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Orders.Order
|
||||
{
|
||||
public class OrderGiveTrigger : MonoBehaviour
|
||||
{
|
||||
[Inject] private IOrderService _orderService;
|
||||
private bool _playerEntered;
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (_playerEntered) return;
|
||||
|
||||
_playerEntered = true;
|
||||
_orderService.OrderGive();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d3966e4798d243abba9d85b9ad8aef33
|
||||
timeCreated: 1763742374
|
||||
@@ -0,0 +1,68 @@
|
||||
using Code.Configs;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace Code.Gameplay.Orders.Order
|
||||
{
|
||||
public class OrderService : IOrderService
|
||||
{
|
||||
public event IOrderService.OrderProgressDelegate OnOrderGiven;
|
||||
public event IOrderService.OrderProgressDelegate OnOrderRecieved;
|
||||
public event IOrderService.OrderDeliveredDelegate OnOrderDelivered;
|
||||
public event IOrderService.OrderFailureDelegate OnOrderFailure;
|
||||
|
||||
private OrderState _orderState;
|
||||
public OrderState OrderState => _orderState;
|
||||
|
||||
private float _deliveryTimer;
|
||||
public float DeliveryTimer => _deliveryTimer;
|
||||
|
||||
private Vector2 _timeBounds;
|
||||
private float _koefRooms, _koefOvertime;
|
||||
|
||||
private int _roomsPassed;
|
||||
|
||||
public OrderService(OrderServiceConfig config)
|
||||
{
|
||||
_orderState = OrderState.Delivered;
|
||||
|
||||
_timeBounds = config.timeBounds;
|
||||
_koefRooms = config.koefRooms;
|
||||
_koefOvertime = config.koefOvertime;
|
||||
}
|
||||
|
||||
public void RoomPassed() => _roomsPassed++;
|
||||
public void DecreaseTimer(float delta) => _deliveryTimer -= delta;
|
||||
|
||||
// Вызываются триггерами
|
||||
public void OrderGive()
|
||||
{
|
||||
_orderState = OrderState.Given;
|
||||
_roomsPassed = 0;
|
||||
|
||||
_deliveryTimer = Random.Range(_timeBounds.x, _timeBounds.y);
|
||||
OnOrderGiven?.Invoke(_deliveryTimer);
|
||||
}
|
||||
|
||||
public void OrderRecieved()
|
||||
{
|
||||
_orderState = OrderState.Recieved;
|
||||
OnOrderRecieved?.Invoke(_deliveryTimer);
|
||||
}
|
||||
public void OrderFailed() => OnOrderFailure?.Invoke();
|
||||
|
||||
public void OrderDelivered()
|
||||
{
|
||||
if (_orderState != OrderState.Recieved)
|
||||
{
|
||||
OnOrderFailure?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
_orderState = OrderState.Delivered;
|
||||
|
||||
int score = (int)(_koefRooms * _roomsPassed + _deliveryTimer * _koefOvertime);
|
||||
OnOrderDelivered?.Invoke(score, _deliveryTimer);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b324c2a1be1546868cddf779445b286a
|
||||
timeCreated: 1763559110
|
||||
@@ -0,0 +1,9 @@
|
||||
namespace Code.Gameplay.Orders.Order
|
||||
{
|
||||
public enum OrderState
|
||||
{
|
||||
Delivered,
|
||||
Given,
|
||||
Recieved,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a8980a0cc034110ab3ccd948d40956b
|
||||
timeCreated: 1763559535
|
||||
@@ -0,0 +1,9 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class ArmsMeshProvider : MonoBehaviour
|
||||
{
|
||||
[SerializeField] public Animator ArmsAnimator;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cfe65f613bc54b4098acdba0d3fdd2a2
|
||||
timeCreated: 1763730814
|
||||
@@ -1,8 +1,16 @@
|
||||
using System;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public interface IPlayerFactory
|
||||
{
|
||||
PlayerHealth CreatePlayerHealth(int count = -1);
|
||||
PlayerMoney CreatePlayerMoney(int count = 0);
|
||||
PlayerHealth CreatePlayerHealth(int count = -1);
|
||||
UniTask<CharacterProvider> CreatePlayer();
|
||||
void ReleasePlayer(CharacterProvider characterProvider);
|
||||
UniTask<ArmsMeshProvider> CreateArms(Transform papochka);
|
||||
void ReleaseArms(ArmsMeshProvider arms);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public interface IPlayerScore
|
||||
{
|
||||
event PlayerScore.OnScoreGetDelegate OnScoreGet;
|
||||
event PlayerScore.OnScoreLooseDelegate OnScoreLoose;
|
||||
int Score { get; }
|
||||
void UpdateScore(int amount);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5084b2568ebd4cddaef2154e5ad1f870
|
||||
timeCreated: 1763890486
|
||||
@@ -0,0 +1,24 @@
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerAnimator : MonoBehaviour
|
||||
{
|
||||
private static readonly int Velocity = Animator.StringToHash("Velocity");
|
||||
|
||||
private Animator _playerAnimator;
|
||||
public void SetAnimator(Animator animator) => _playerAnimator = animator;
|
||||
[SerializeField] private KinematicCharacterMotor kinematicCharacterMotor;
|
||||
|
||||
private void SetVelocity(float velocity)
|
||||
{
|
||||
_playerAnimator.SetFloat(Velocity, velocity);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
SetVelocity(kinematicCharacterMotor.Velocity.magnitude);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2f94efbea729423596ee5c6ee2366c98
|
||||
timeCreated: 1763220863
|
||||
@@ -1,19 +1,41 @@
|
||||
using UnityEngine;
|
||||
using Code.Configs;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Attributes;
|
||||
using Reflex.Core;
|
||||
using Reflex.Extensions;
|
||||
using Reflex.Injectors;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerFactory : IPlayerFactory
|
||||
{
|
||||
[Inject] PlayerConfig _playerConfig;
|
||||
|
||||
|
||||
public PlayerHealth CreatePlayerHealth(int count = -1)
|
||||
{
|
||||
if (count < 0) count = _playerConfig.maxHealth;
|
||||
|
||||
return new(count);
|
||||
}
|
||||
|
||||
public async UniTask<CharacterProvider> CreatePlayer()
|
||||
{
|
||||
CharacterProvider characterProvider = (await Addressables.InstantiateAsync(_playerConfig.characterPrefab).ToUniTask()).GetComponent<CharacterProvider>();
|
||||
AttributeInjector.Inject(characterProvider, Container.ProjectContainer);
|
||||
AttributeInjector.Inject(characterProvider.CustomCharacterController, Container.ProjectContainer);
|
||||
return characterProvider;
|
||||
}
|
||||
public PlayerMoney CreatePlayerMoney(int count = 0) => new(count);
|
||||
|
||||
public void ReleasePlayer(CharacterProvider characterProvider)
|
||||
{
|
||||
Addressables.ReleaseInstance(characterProvider.gameObject);
|
||||
}
|
||||
|
||||
public async UniTask<ArmsMeshProvider> CreateArms(Transform papochka) => (await Addressables.InstantiateAsync(_playerConfig.armsMeshPrefab, papochka).ToUniTask()).GetComponent<ArmsMeshProvider>();
|
||||
public void ReleaseArms(ArmsMeshProvider arms) => Addressables.ReleaseInstance(arms.gameObject);
|
||||
}
|
||||
}
|
||||
@@ -28,5 +28,11 @@ namespace Code.Gameplay.Player
|
||||
_healthPoints = maxHealthPoints;
|
||||
MaxHealthPoints = maxHealthPoints;
|
||||
}
|
||||
|
||||
public void InstaKill()
|
||||
{
|
||||
_healthPoints = 0;
|
||||
OnDeath?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerScore : IPlayerScore
|
||||
{
|
||||
public delegate void OnScoreGetDelegate(int count, int score);
|
||||
|
||||
public event OnScoreGetDelegate OnScoreGet;
|
||||
|
||||
public delegate void OnScoreLooseDelegate(int count, int score);
|
||||
|
||||
public event OnScoreLooseDelegate OnScoreLoose;
|
||||
|
||||
private int _score;
|
||||
public int Score => _score;
|
||||
|
||||
public void UpdateScore(int amount)
|
||||
{
|
||||
_score += amount;
|
||||
|
||||
if (amount > 0) OnScoreGet?.Invoke(amount, _score);
|
||||
else OnScoreLoose?.Invoke(amount, _score);
|
||||
}
|
||||
}
|
||||
}
|
||||
File renamed without changes.
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b32d6ce440f44fd3abadaa489a44890c
|
||||
timeCreated: 1762797763
|
||||
@@ -0,0 +1,11 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Generator
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/GeneratorConfig", fileName = "GeneratorConfig")]
|
||||
public class GeneratorConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference[] roomAssetReferences;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1a7c77305de54155b5b94b607531ee3c
|
||||
timeCreated: 1762453750
|
||||
@@ -0,0 +1,12 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Generator
|
||||
{
|
||||
public interface IRoomGeneratorFactory
|
||||
{
|
||||
UniTask PreloadRooms();
|
||||
GameObject GetCachedPrefab(int index);
|
||||
UniTask<Room> CreateRoomByIndex(int index);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f3fca4115e714519b869eb72d856e89f
|
||||
timeCreated: 1762453657
|
||||
@@ -0,0 +1,28 @@
|
||||
using System;
|
||||
using Code.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Generator
|
||||
{
|
||||
public class Room : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private RoomType roomType;
|
||||
public RoomType RoomType => roomType;
|
||||
[SerializeField] private float roomTimer;
|
||||
public float RoomTimer => roomTimer;
|
||||
[SerializeField] private Transform enterMarker;
|
||||
public Transform EnterMarker => enterMarker;
|
||||
[SerializeField] private Transform exitMarker;
|
||||
public Transform ExitMarker => exitMarker;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (EnterMarker == null || ExitMarker == null)
|
||||
{
|
||||
Debug.LogError($"Але маркеры не найдены у комнаты {gameObject.name}");
|
||||
}
|
||||
}
|
||||
|
||||
//PIZDEC
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5ba1a19c534f4401aa287d4b68ce470c
|
||||
timeCreated: 1762014278
|
||||
@@ -0,0 +1,199 @@
|
||||
using System.Collections.Generic;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Generator
|
||||
{
|
||||
public class RoomGenerator : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private GeneratorConfig generatorConfig;
|
||||
|
||||
private RoomGeneratorFactory _factory;
|
||||
|
||||
private float _timer;
|
||||
private List<int> _roomIndexesStack;
|
||||
private List<Room> _spawnedRooms;
|
||||
|
||||
private async void Awake()
|
||||
{
|
||||
_factory = new RoomGeneratorFactory(generatorConfig);
|
||||
_spawnedRooms = new List<Room>();
|
||||
_roomIndexesStack = new List<int>();
|
||||
|
||||
_timer = Random.Range(60, 120f);
|
||||
Debug.LogWarning($"КОТЛЫ ГЕНЕРАЛЬСКИЕ{_timer}");
|
||||
|
||||
await _factory.PreloadRooms();
|
||||
|
||||
CreateRoomsStack();
|
||||
await GenerateRoomsAsync();
|
||||
}
|
||||
|
||||
private void CreateRoomsStack()
|
||||
{
|
||||
_roomIndexesStack.Clear();
|
||||
var remainingTime = _timer;
|
||||
float ladderTimer = 0f;
|
||||
int totalRooms = generatorConfig.roomAssetReferences.Length;
|
||||
List<int> availableIndexes = new List<int>();
|
||||
for (int i = 0; i < totalRooms; i++)
|
||||
availableIndexes.Add(i);
|
||||
|
||||
int saveIndex = FindRoomIndexByType(RoomType.Save);
|
||||
if (saveIndex != -1)
|
||||
{
|
||||
var prefab = _factory.GetCachedPrefab(saveIndex);
|
||||
if (prefab != null)
|
||||
{
|
||||
Room saveRoom = prefab.GetComponent<Room>();
|
||||
if (saveRoom != null)
|
||||
{
|
||||
_roomIndexesStack.Add(saveIndex);
|
||||
availableIndexes.Remove(saveIndex);
|
||||
|
||||
Debug.Log($"Первая комната: {saveRoom.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
while (remainingTime > 0 && availableIndexes.Count > 0)
|
||||
{
|
||||
int randomIndex = Random.Range(0, availableIndexes.Count);
|
||||
int chosenOne = availableIndexes[randomIndex];
|
||||
|
||||
var prefab = _factory.GetCachedPrefab(chosenOne);
|
||||
if (prefab == null)
|
||||
continue;
|
||||
|
||||
Room room = prefab.GetComponent<Room>();
|
||||
if (room == null)
|
||||
continue;
|
||||
|
||||
switch (room.RoomType)
|
||||
{
|
||||
case RoomType.Save or RoomType.PickUp:
|
||||
availableIndexes.RemoveAt(randomIndex);
|
||||
continue;
|
||||
|
||||
case RoomType.Basic:
|
||||
float currentRoomTime = room.RoomTimer;
|
||||
if (remainingTime >= currentRoomTime && ladderTimer < 30f)
|
||||
{
|
||||
_roomIndexesStack.Add(chosenOne);
|
||||
remainingTime -= currentRoomTime;
|
||||
ladderTimer += currentRoomTime;
|
||||
Debug.Log($"комната {room.name} время {currentRoomTime} осталось: {remainingTime}");
|
||||
}
|
||||
availableIndexes.RemoveAt(randomIndex);
|
||||
break;
|
||||
|
||||
case RoomType.Ladder:
|
||||
if (ladderTimer >= 30f)
|
||||
{
|
||||
_roomIndexesStack.Add(chosenOne);
|
||||
ladderTimer = 0f;
|
||||
|
||||
availableIndexes.RemoveAt(randomIndex);
|
||||
Debug.Log($"Лестница ура {room.name}");
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
Debug.Log($"тип комнаты {room.RoomType}");
|
||||
availableIndexes.RemoveAt(randomIndex);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
AddPickupRoom();
|
||||
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
|
||||
}
|
||||
|
||||
private async UniTask GenerateRoomsAsync()
|
||||
{
|
||||
for (int i = 0; i < _roomIndexesStack.Count; i++)
|
||||
{
|
||||
int index = _roomIndexesStack[i];
|
||||
Room room = await _factory.CreateRoomByIndex(index);
|
||||
|
||||
if (i == 0)
|
||||
{
|
||||
room.transform.position = Vector3.zero;
|
||||
room.transform.rotation = Quaternion.identity;
|
||||
}
|
||||
else
|
||||
{
|
||||
Room previousRoom = _spawnedRooms[i - 1];
|
||||
PlaceRoom(room, previousRoom);
|
||||
}
|
||||
|
||||
_spawnedRooms.Add(room);
|
||||
}
|
||||
}
|
||||
|
||||
private int FindRoomIndexByType(RoomType neededType)
|
||||
{
|
||||
int totalRooms = generatorConfig.roomAssetReferences.Length;
|
||||
for (int i = 0; i < totalRooms; i++)
|
||||
{
|
||||
var prefab = _factory.GetCachedPrefab(i);
|
||||
if (prefab == null)
|
||||
continue;
|
||||
|
||||
Room room = prefab.GetComponent<Room>();
|
||||
if (room == null)
|
||||
continue;
|
||||
|
||||
if (room.RoomType == neededType)
|
||||
return i;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
private void AddPickupRoom()
|
||||
{
|
||||
int pickupIndex = FindRoomIndexByType(RoomType.PickUp);
|
||||
if (pickupIndex == -1)
|
||||
{
|
||||
Debug.Log("PickUp комнат не найдено але");
|
||||
return;
|
||||
}
|
||||
|
||||
var prefab = _factory.GetCachedPrefab(pickupIndex);
|
||||
if (prefab == null)
|
||||
return;
|
||||
|
||||
Room pickupRoom = prefab.GetComponent<Room>();
|
||||
if (pickupRoom == null)
|
||||
return;
|
||||
|
||||
if (_roomIndexesStack.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("стек пуст, нет позиции после первой");
|
||||
return;
|
||||
}
|
||||
|
||||
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
|
||||
|
||||
_roomIndexesStack.Insert(insertPos, pickupIndex);
|
||||
Debug.Log($"PickUp комната '{pickupRoom.name}' позиция {insertPos}");
|
||||
}
|
||||
|
||||
|
||||
private void PlaceRoom(Room current, Room previous)
|
||||
{
|
||||
if (current.EnterMarker == null || previous.ExitMarker == null)
|
||||
return;
|
||||
|
||||
Transform enter = current.EnterMarker;
|
||||
Transform exit = previous.ExitMarker;
|
||||
|
||||
Quaternion rotationDiff = Quaternion.FromToRotation(enter.forward, exit.forward);
|
||||
current.transform.rotation = rotationDiff * current.transform.rotation;
|
||||
|
||||
Vector3 offset = enter.localPosition;
|
||||
current.transform.position = exit.position - offset;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 353230beca35458dafc91c6409c25ab3
|
||||
timeCreated: 1762014615
|
||||
@@ -0,0 +1,52 @@
|
||||
using Code.Configs;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Generator
|
||||
{
|
||||
public class RoomGeneratorFactory : IRoomGeneratorFactory
|
||||
{
|
||||
private readonly AssetReference[] _roomAssetReferences;
|
||||
private readonly GameObject[] _cashedRooms;
|
||||
private bool _isInitialized;
|
||||
|
||||
public RoomGeneratorFactory(GeneratorConfig generatorConfig)
|
||||
{
|
||||
_roomAssetReferences = generatorConfig.roomAssetReferences;
|
||||
_cashedRooms = new GameObject[_roomAssetReferences.Length];
|
||||
}
|
||||
|
||||
public async UniTask PreloadRooms()
|
||||
{
|
||||
if (_isInitialized)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < _roomAssetReferences.Length; i++)
|
||||
{
|
||||
var reference = _roomAssetReferences[i];
|
||||
var prefab = await reference.LoadAssetAsync<GameObject>().ToUniTask();
|
||||
_cashedRooms[i] = prefab;
|
||||
}
|
||||
|
||||
_isInitialized = true;
|
||||
Debug.Log($"комнат в памяти есть: {_cashedRooms.Length}");
|
||||
}
|
||||
|
||||
public GameObject GetCachedPrefab(int index)
|
||||
{
|
||||
if (index < 0 || index >= _cashedRooms.Length)
|
||||
return null;
|
||||
return _cashedRooms[index];
|
||||
}
|
||||
|
||||
public async UniTask<Room> CreateRoomByIndex(int index)
|
||||
{
|
||||
if (!_isInitialized)
|
||||
await PreloadRooms();
|
||||
|
||||
Room room = Object.Instantiate(_cashedRooms[index]).GetComponent<Room>();
|
||||
return room;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d6e5b72284354ba79ec5b89cf06f1203
|
||||
timeCreated: 1762454256
|
||||
@@ -0,0 +1,10 @@
|
||||
namespace Code.Generator
|
||||
{
|
||||
public enum RoomType
|
||||
{
|
||||
Basic,
|
||||
Ladder,
|
||||
Save,
|
||||
PickUp
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 304fa5ed27cc4bc3aabcfeb272206d89
|
||||
timeCreated: 1762945420
|
||||
@@ -2,6 +2,6 @@ namespace Code.Input
|
||||
{
|
||||
public enum UIActions
|
||||
{
|
||||
|
||||
Continue
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,4 @@
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
@@ -7,10 +8,14 @@ namespace Code.Scenes.SceneEnvironments
|
||||
public class GameplaySceneEnvironment : CurrentSceneEnvironment
|
||||
{
|
||||
[FormerlySerializedAs("sfxTarget")] public Transform debugSfxTarget;
|
||||
public Transform playerSpawnPoint;
|
||||
public OrderDispenser debugTube;
|
||||
|
||||
public void TransitVariables(GameplaySceneEnvironment env)
|
||||
{
|
||||
debugSfxTarget = env.debugSfxTarget;
|
||||
playerSpawnPoint = env.playerSpawnPoint;
|
||||
debugTube = env.debugTube;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,7 @@
|
||||
using Code.Gameplay.Door;
|
||||
using Code.UI.Panels.Etc;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Experimental.GlobalIllumination;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Code.Scenes.SceneEnvironments
|
||||
@@ -6,13 +9,21 @@ namespace Code.Scenes.SceneEnvironments
|
||||
[System.Serializable]
|
||||
public class MainMenuEnvironment : CurrentSceneEnvironment
|
||||
{
|
||||
public Transform cameraTarget;
|
||||
public Transform cameraPosition;
|
||||
public MainMenuUIVariables uiVariables;
|
||||
public MainMenuButton startButton;
|
||||
public MainMenuButton settingButton;
|
||||
public MainMenuButton exitButton;
|
||||
public Canvas menuButtonsCanvas;
|
||||
|
||||
public void TransitVariables(MainMenuEnvironment env)
|
||||
{
|
||||
cameraTarget = env.cameraTarget;
|
||||
cameraPosition = env.cameraPosition;
|
||||
uiVariables = env.uiVariables;
|
||||
startButton = env.startButton;
|
||||
settingButton = env.settingButton;
|
||||
exitButton = env.exitButton;
|
||||
menuButtonsCanvas = env.menuButtonsCanvas;
|
||||
}
|
||||
}
|
||||
}
|
||||
Loaded 100 of 444 files, more files were not shown because too many files have changed in this diff.
Show more
Reference in new issue
Block a user