Author SHA1 Message Date
xrust1k 5d075034b5 Я со старой версии запушил снова, ломаться не должно 2025-11-28 12:10:30 +03:00
xrust1k 7f7ba0d9c5 Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 11:52:49 +03:00
xrust1k ab0b41a318 Я боюсь 2025-11-28 11:52:15 +03:00
MrTorex a5ce8522ab мержим 2025-11-28 11:46:04 +03:00
MrTorex 97aea0fde1 Merge branch 'Dev' into movement-dev 2025-11-28 11:42:30 +03:00
MrTorex e9e8e091b2 письки 2025-11-28 11:42:08 +03:00
ThomasCharester 9e1c1177e0 Фикс геймплея? 2025-11-28 11:39:59 +03:00
ThomasCharester 07535982ba Dimka Bakery 2025-11-28 11:09:31 +03:00
MrTorex df0c2b3157 Merge branch 'Dev' into movement-dev 2025-11-28 10:49:11 +03:00
MrTorex d51527b7f3 это спермаггедон 2025-11-28 10:47:28 +03:00
xrust1k 13aca5a86f Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 10:43:47 +03:00
xrust1k 9cc77d5c67 Уровни (Да ничего я не сделал) 2025-11-28 10:42:00 +03:00
ThomasCharester c1a0e94fe3 Merge branch 'Generator' into Dev 2025-11-28 10:28:10 +03:00
ThomasCharester acd9cc1a32 Ахуеть, я сделал генерацию уровней на основе идеи Димки 2025-11-28 10:27:49 +03:00
MrTorex d14f9c2a9f анус рвётся не по-детски 2025-11-28 09:45:49 +03:00
MrTorex 4b6909fe84 Допил наклонов (они такое себе)
Хуже, чем были раньше, но лучше, чем ничего. Плавность переходов имеется, и на том спасибо
2025-11-28 01:15:44 +03:00
MrTorex 766609489d Я ненавижу наклоны (не прорвёмся) 2025-11-28 00:51:20 +03:00
ThomasCharester b7e9a26462 Комнаты, вся хуйня 2025-11-27 23:39:57 +03:00
ThomasCharester 3782a0b568 Фикс отпуска звуков 2025-11-27 23:01:12 +03:00
ThomasCharester 000985ee9b Фикс отпуска звуков 2025-11-27 22:59:50 +03:00
ThomasCharester abde1d5ba9 Merge branch 'Dev' into Generator 2025-11-27 22:36:55 +03:00
ThomasCharester 52b18967a1 Руки игрока 2025-11-27 22:34:34 +03:00
MrTorex d10d2cdca6 прорвёмся (добавлен walljump) 2025-11-27 21:36:19 +03:00
ThomasCharester 79d03528f6 Настройки 2025-11-27 21:30:00 +03:00
MrTorex 01d3b0adec чел не липнет к воздуху 2025-11-27 21:10:23 +03:00
MrTorex b271042137 инишиал титан падать второй мувмент (но пока очень говно) 2025-11-27 20:37:16 +03:00
ThomasCharester 4a547f1348 Шаманим над меню 2025-11-27 13:06:41 +03:00
MrTorex 7130513471 Допил спавнера мобов
Работает как скрипт на emptyGameObject, через сериалайзы задаётся радиус спавна/деспавна и тип моба на спавн
2025-11-27 10:13:02 +03:00
MrTorex ee7cf3946f фикс траблов с мерджем 2025-11-27 09:24:56 +03:00
MrTorex 175567e4dd Merge branch 'Dev' into mobs-dev 2025-11-27 08:55:20 +03:00
MrTorex 97c60c0925 Подготовка к мерджу 2025-11-27 08:49:02 +03:00
MrTorex bd495a644f инишиал спавнер мобов, нуждаюсь в консультации 2025-11-26 18:23:27 +03:00
Pe4enega cea36c0cda Триггеры на вход в комнату 2025-11-25 20:04:36 +03:00
Pe4enega ff8ed96138 Merge branch 'Dev' into Generator 2025-11-24 18:00:18 +03:00
ThomasCharester 95cb51db79 Update OrderService.cs 2025-11-23 15:22:25 +03:00
ThomasCharester 2b9fd70c85 Update AudioService.cs 2025-11-23 15:17:56 +03:00
ThomasCharester cd384239ff Загрузчик не юзлес + больше интерфейса 2025-11-23 15:06:35 +03:00
ThomasCharester f3a83eb909 AudioSourceConfig 2025-11-23 01:39:08 +03:00
ThomasCharester 35f703a8d2 Озвучка при уроне, новая музыка 2025-11-23 01:17:45 +03:00
ThomasCharester e5f4f292c2 Интерфейс, конфиги камер 2025-11-23 00:51:58 +03:00
ThomasCharester efad72b4d9 Меню красивое 2025-11-22 01:24:33 +03:00
ThomasCharester 855108d88b Сцена геймплея, дебажные зоны 2025-11-21 20:41:43 +03:00
ThomasCharester 388773129d CoreGameplay 2025-11-21 20:27:11 +03:00
MrTorex e654a0daf4 Иду делать твиа :( 2025-11-20 10:23:33 +03:00
MrTorex cfe5b39cc9 Добавлены модельки/материалы деда, мобы переделаны под меши 2025-11-20 10:06:45 +03:00
MrTorex c14880457d Merge branch 'mobs-dev' into GraphicsModelsGrossGlossBeuaty 2025-11-20 08:43:00 +03:00
MrTorex 344470978d страдание 2025-11-20 08:41:37 +03:00
MrTorex dab970737a Добавлен конфиг для фога
Завтра будут спавнпоинты + модельки
2025-11-20 08:34:20 +03:00
MrTorex afdd523682 добавлены конфиги для дурнев 2025-11-19 20:11:24 +03:00
MrTorex 575e66425a грязюка 2025-11-19 17:56:53 +03:00
MrTorex c470f63409 я ебаный бездарь 2025-11-19 14:46:16 +03:00
ThomasCharester 5da64a7b3d Меню, дверь, цвет 2025-11-19 14:45:45 +03:00
ThomasCharester c4ab11488b Ещё модели 2025-11-19 12:53:09 +03:00
ThomasCharester cb968d782b Освещение, модели, текстуры 2025-11-18 20:07:45 +03:00
ThomasCharester 522f51be3f Текстуры модели и пр 2025-11-18 15:02:12 +03:00
Pe4enega 01505de4c3 Проверка расстановки 2025-11-18 14:45:43 +03:00
MrTorex 7024e1daf0 темп 2025-11-18 12:27:35 +03:00
MrTorex 020934e07f Инишиал мобы 2025-11-17 14:45:51 +03:00
Pe4enega 52edef92e3 Вроде ок, осталось проверить на практике нормально, когда комнаты будут готовы 2025-11-15 21:31:40 +03:00
ThomasCharester d3fbd4c5c3 Артём хуесос 2025-11-15 19:11:30 +03:00
ThomasCharester 5b09068b0c Merge branch 'SoundManager' into PlayerAnimator 2025-11-15 18:31:13 +03:00
ThomasCharester ddb76a5b93 Игрок теперь играется 2025-11-15 18:30:31 +03:00
Pe4enega c6b097a879 Промежуточный 2025-11-15 17:25:09 +03:00
ThomasCharester 0f708ff4cb Merge branch 'movement-dev' into PlayerAnimator 2025-11-15 17:14:16 +03:00
ThomasCharester 721d5ebf9c Небольшие изменения, реально незначительные 2025-11-15 14:02:16 +03:00
MrTorex 3bb99aaf1e Фикс приколов с камерой 2025-11-15 13:59:32 +03:00
MrTorex a2acea39dc temp 2025-11-15 13:33:44 +03:00
ThomasCharester 5c1fd1510d Merge branch 'SoundManager' into Dev 2025-11-15 01:15:01 +03:00
ThomasCharester e128ee59f9 Чистка мусора 2025-11-15 01:14:11 +03:00
ThomasCharester 5c81bde5db Приемлемое воспроизведение музыки 2025-11-15 01:12:33 +03:00
ThomasCharester 05449642d5 Merge branch 'SoundManager' into Dev 2025-11-14 23:10:31 +03:00
ThomasCharester 3020140360 Мусор - 2025-11-14 23:07:55 +03:00
ThomasCharester e67fea2051 В инфраструктуре начался сущий кошмар 2025-11-14 22:21:51 +03:00
MrTorex d1aad440f5 Осталось пофиксить толка бак с камерай 2025-11-14 15:02:33 +03:00
MrTorex 0e1c274677 Продолжение багфикса 2025-11-14 13:12:49 +03:00
ThomasCharester 346dc97fef Музыка есть 2025-11-13 23:13:41 +03:00
ThomasCharester 557c4c3dee Audio система в процессе 2025-11-13 12:31:43 +03:00
MrTorex dbabd847c1 bugfix no 1 2025-11-12 20:04:06 +03:00
Pe4enega a243ad53d6 Вставка лестниц(не доделана) 2025-11-12 14:26:16 +03:00
MrTorex 874280741c Допил наклонов полноценный 2025-11-11 19:48:37 +03:00
ThomasCharester b13cf8cfc0 Дебажный менеджер музыки 2025-11-11 17:39:04 +03:00
MrTorex 177464cc09 Я ЛЮБЛЮ ПУЛ 2025-11-11 15:00:49 +03:00
MrTorex f8448ba922 just for syncing changes 2025-11-10 22:16:36 +03:00
Pe4enega 85a07065d9 Комнаты ставятся, но криво 2025-11-10 21:08:54 +03:00
ThomasCharester 7bc15cc03d Перекинул энтерстейт 2025-11-03 16:45:41 +03:00
MrTorex 0e188efe59 Инишиал механика наклона при залазании на стены
Нуждается в доработке (как минимум чтобы вращалось в правильную сторону), но вроде-как выглядит прикольно
2025-10-29 15:00:25 +03:00
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@@ -1,41 +1,76 @@
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Scenes; using Code.Gameplay.Player;
using Code.Input;
using Code.StateMachine; using Code.StateMachine;
using Code.UI; using Code.UI;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using Reflex.Extensions;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
namespace Code.App.AppStates namespace Code.App.AppStates
{ {
public class GameOverState : BaseState<AppStateMachineContext> public class GameOverState : BaseState<AppStateMachineContext>
{ {
public GameOverState(AppStateMachineContext context) : base(context) 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() 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(); 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() private void ToMainMenu()
{ {
Context.StateMachine.SwitchState(AppState.MainMenu) Context.StateMachine.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay); .AllowStateTransition(AppState.Gameplay);
} }
private float _scoreCounter;
public override void Tick() public override void Tick()
{ {
damnTimer -= Time.deltaTime; if (!_gameOverPanel) return;
if (damnTimer <= float.Epsilon) ToMainMenu();
_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() 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(); base.ExitState();
} }
} }
@@ -1,95 +1,181 @@
using Code.App.Loading;
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Character.Core;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Code.StateMachine; using Code.StateMachine;
using Code.UI; using Code.UI;
using Code.UI.Panels;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using Reflex.Extensions;
using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
namespace Code.App.AppStates namespace Code.App.AppStates
{ {
public class GameplayState : BaseState<AppStateMachineContext> public class GameplayState : BaseState<AppStateMachineContext>
{ {
private PlayerHealth _playerHealth; private PlayerHealth _playerHealth;
private PlayerMoney _playerMoney; private IPlayerScore _playerScore;
private bool _uiLoaded, _sceneLoaded;
private IOrderService _orderService;
private CharacterProvider _playerCharacter;
public GameplayState(AppStateMachineContext context) : base(context) public GameplayState(AppStateMachineContext context) : base(context)
{ {
} }
public override void EnterState() public override void EnterState()
{ {
_uiLoaded = _sceneLoaded = false;
Context.UIService.LoadingScreen.Show(); Context.UIService.LoadingScreen.Show();
Context.LoadingManager
.RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI)
.RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadAudio);
//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
//_playerHealth.OnDamage += PlayerDamageTaken;
//_playerHealth.OnDeath += EndGame;
_playerMoney = Context.PlayerFactory.CreatePlayerMoney(); Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
Context.InputService.EnableMap(ActionMappings.Gameplay);
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.DevGen);
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 async void AfterSceneLoaded()
{
Context.LoadingManager
.RegisterLoading(LoadingWork.LoadModelResource);
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
await UniTask.WhenAll(
WaitForPlayerArmsToInitialize(),
WaitForPlayerCharacterLoad()
);
_playerHealth = Context.PlayerProvider.Health;
_playerHealth.OnDamage += PlayerDamageTaken;
_playerHealth.OnDeath += EndGame; _playerHealth.OnDeath += EndGame;
Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MovementDev, callBack: OnSceneLoaded); // TODO Фабрика игрока Nada Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadModelResource);
}
private void AfterPlayerLoaded()
{
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
Context.UIService.SwitchPanelTo(UIPanel.Gameplay, callback: PostUILoaded); _playerScore = sceneContainer.Resolve<IPlayerScore>();
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveMoney);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
}
private void OnSceneLoaded()
{
_sceneLoaded = true;
CheckIfLoaded();
}
private void PostUILoaded()
{
((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
_uiLoaded = true;
CheckIfLoaded();
}
private void CheckIfLoaded()
{
if(!_uiLoaded || !_sceneLoaded) return;
Context.UIService.LoadingScreen.Hide(); GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
PlayerInitialize(sceneEnvironment);
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson); CameraInitialize();
Context.InputService.EnableMap(ActionMappings.Gameplay);
GameplayServicesInitialize(sceneContainer);
UIInitialize();
Context.LoadingManager.OnLoadingEnded -= AfterPlayerLoaded;
_tickEnabled = true;
} }
private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
// Debug private void OrderGiven(float time)
private void GiveHealth(InputAction.CallbackContext context) {
_gameplayPanel.ShowTimer();
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Action);
}
private void OrderFailure()
{ {
_playerHealth.GetDamage(-1); _playerHealth.InstaKill();
} }
private void OrderRecieved(float time)
private void LooseHealth(InputAction.CallbackContext context)
{ {
_playerHealth.GetDamage(1); 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 GiveMoney(InputAction.CallbackContext context) private void PlayerDamageTaken(int damage, PlayerHealth health)
{ {
_playerMoney.GiveMoney(100); Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
((GameplayPanel)(Context.UIService.CurrentPanel)).SummonDispatcher();
} }
// DEBUG
private void LooseMoney(InputAction.CallbackContext context) private void InstaKillDEBUG(InputAction.CallbackContext context)
{ {
_playerMoney.LooseMoney(100); _playerHealth.InstaKill();
((GameplayPanel)(Context.UIService.CurrentPanel)).CloseDispatcher();
} }
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() public override void Tick()
{ {
if (!_tickEnabled) return;
_orderService.DecreaseTimer(Time.deltaTime);
} }
private void EndGame() private void EndGame()
@@ -101,16 +187,77 @@ namespace Code.App.AppStates
public override void ExitState() public override void ExitState()
{ {
_playerHealth = null; _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.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.GiveHealth, GiveHealth);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveHealth); Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth); Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney); Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
base.ExitState(); 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>();
return sceneEnvironment;
}
} }
} }
@@ -1,11 +1,16 @@
using Code.App.Loading;
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates; using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Door;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
using Code.Scenes.SceneEnvironments; using Code.Scenes.SceneEnvironments;
using Code.StateMachine; using Code.StateMachine;
using Code.UI; using Code.UI;
using Code.UI.Panels;
using Cysharp.Threading.Tasks;
using Reflex.Extensions; using Reflex.Extensions;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
@@ -14,61 +19,89 @@ namespace Code.App.AppStates
{ {
public class MainMenuState : BaseState<AppStateMachineContext> public class MainMenuState : BaseState<AppStateMachineContext>
{ {
private bool _uiLoaded, _sceneLoaded;
public MainMenuState(AppStateMachineContext context) : base(context) public MainMenuState(AppStateMachineContext context) : base(context)
{ {
} }
public override void EnterState() public override void EnterState()
{ {
_uiLoaded = _sceneLoaded = false; Context.LoadingManager
.RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI)
.RegisterLoading(LoadingWork.LoadAudio);
Context.UIService.LoadingScreen.Show(); // Context.UIService.LoadingScreen.Show();
Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MainMenu, callBack: SceneLoaded);
Context.UIService.SwitchPanelTo(UIPanel.MainMenu, PostUILoaded);
Context.CameraStateMachine.SwitchState(CameraMode.Static); Context.CameraStateMachine.SwitchState(CameraMode.MainMenu);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu);
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 void PostUILoaded() private async UniTaskVoid WaitForLoad()
{ {
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame); await UniTask.WhenAll(
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame); Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
Context.AudioFactory.WarmMenuMusic(),
Context.AudioFactory.WarmAudioTestClips()
);
Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadUI)
.UnregisterLoading(LoadingWork.LoadAudio);
_uiLoaded = true; InitializeAudio();
CheckIfLoaded(); InitializeInput();
} }
private void SceneLoaded() private void AfterSceneLoaded()
{ {
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene() var mainMenuEnvironment = (MainMenuEnvironment)SceneManager.GetActiveScene()
.GetSceneContainer().Resolve<CurrentSceneEnvironment>()); .GetSceneContainer().Resolve<CurrentSceneEnvironment>();
((StaticState)Context.CameraStateMachine.CurrentBaseState).LookTarget =
hui.cameraTarget;
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
InitializeUI(mainMenuEnvironment);
InitializeCamera(mainMenuEnvironment);
_sceneLoaded = true; Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
CheckIfLoaded();
} }
private void CheckIfLoaded() private void InitializeCamera(MainMenuEnvironment mainMenuEnvironment)
{
((Gameplay.Camera.CameraStates.MainMenuState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(mainMenuEnvironment
.cameraPosition);
}
private void InitializeInput()
{ {
if(!_uiLoaded || !_sceneLoaded) return;
Context.UIService.LoadingScreen.Hide();
Context.InputService.EnableMap(ActionMappings.MainMenu); Context.InputService.EnableMap(ActionMappings.MainMenu);
base.EnterState();
} }
private void InitializeAudio()
{
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
}
private void InitializeUI(MainMenuEnvironment mainMenuEnvironment)
{
var menuPanel = (MainMenuPanel)Context.UIService.CurrentPanel;
menuPanel.Initialize(mainMenuEnvironment.uiVariables,
mainMenuEnvironment.startButton,
mainMenuEnvironment.settingButton,
mainMenuEnvironment.exitButton);
menuPanel.startButton.button.onClick.AddListener(StartGame);
menuPanel.exitButton.button.onClick.AddListener(ExitGame);
mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera;
mainMenuEnvironment.settingsCanvas.worldCamera = Context.CameraStateMachine.Camera;
}
public override void Tick() public override void Tick()
{ {
} }
@@ -87,7 +120,9 @@ namespace Code.App.AppStates
public override void ExitState() public override void ExitState()
{ {
Context.InputService.DisableMap(ActionMappings.MainMenu); Context.InputService.DisableMap(ActionMappings.MainMenu);
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
Context.AudioFactory.ReleaseAudioTestClips();
base.ExitState(); base.ExitState();
} }
} }
@@ -1,9 +1,14 @@
using System.Threading.Tasks; using System.Collections.Generic;
using Code.App.Loading;
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Audio;
using Code.Configs; using Code.Configs;
using Code.Constants; using Code.Constants;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Gameplay.Enemies;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Generator;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
using Code.StaticData; using Code.StaticData;
@@ -13,7 +18,6 @@ using Cysharp.Threading.Tasks;
using Reflex.Core; using Reflex.Core;
using Reflex.Injectors; using Reflex.Injectors;
using UnityEngine; using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
namespace Code.App namespace Code.App
@@ -26,12 +30,22 @@ namespace Code.App
InstallInfrastructureUnit(containerBuilder, staticDataService); InstallInfrastructureUnit(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService)); containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
// Перенести нахуй в контейнер геймплея
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory)); containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
containerBuilder.AddSingleton(typeof(EnemyFactory), typeof(IEnemyFactory));
containerBuilder.AddSingleton(typeof(PlayerProvider), typeof(IPlayerProvider));
//
InitializeCamera(containerBuilder, staticDataService); InitializeCamera(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory)); containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService)); containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
containerBuilder.AddSingleton(typeof(AudioFactory), typeof(IAudioFactory));
containerBuilder.AddSingleton(typeof(AudioService), typeof(IAudioService));
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService)); containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
containerBuilder.OnContainerBuilt += Bootstrap; containerBuilder.OnContainerBuilt += Bootstrap;
@@ -63,18 +77,38 @@ namespace Code.App
staticDataService.Load(); staticDataService.Load();
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService)); containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset)); containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig)); containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig)); containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
containerBuilder.AddSingleton(staticDataService.CameraSettingsConfigs, typeof(Dictionary<CameraMode,CameraSettingsConfig>));
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig)); containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig)); containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig)); containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
// containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
// containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[])); containerBuilder.AddSingleton(staticDataService.DrunkenGrandpaConfig, typeof(DrunkenGrandpaConfig));
containerBuilder.AddSingleton(staticDataService.CockroachConfig, typeof(CockroachConfig));
containerBuilder.AddSingleton(staticDataService.FogConfig, typeof(FogConfig));
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
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));
containerBuilder.AddSingleton(staticDataService.GeneratorConfig, typeof(GeneratorConfig));
} }
private bool _onUiLoaded;
private AppStateMachine _appStateMachine; private AppStateMachine _appStateMachine;
private void Bootstrap(Container container) private void Bootstrap(Container container)
{ {
_appStateMachine = container.Resolve<AppStateMachine>(); _appStateMachine = container.Resolve<AppStateMachine>();
@@ -84,20 +118,29 @@ namespace Code.App
CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>(); CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container); AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
cameraStateMachine.Initialize(); cameraStateMachine.Initialize();
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
DontDestroyOnLoad(loadingScreen);
IUIService uiService = container.Resolve<IUIService>();
uiService.Initialize(loadingScreen.GetComponent<LoadingScreen>());
TryStartGame();
}
private void TryStartGame() #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).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),
container.Resolve<IAudioService>().Initialize()
);
loadingManager.UnregisterLoading(LoadingWork.Bootstrap);
// TODO: поменяно для теста
_appStateMachine _appStateMachine
.SwitchState(AppState.MainMenu) .SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay); .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
@@ -0,0 +1,52 @@
using Code.App.Loading;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Generator;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using UnityEngine;
using IPlayerScore = Code.Gameplay.Player.IPlayerScore;
namespace Code.App.SceneInstallers
{
public class GameplaySceneInstaller : MonoBehaviour, IInstaller
{
[SerializeField] private GameplaySceneEnvironment _gameplaySceneEnvironment;
public void InstallBindings(ContainerBuilder containerBuilder)
{
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
containerBuilder.AddScoped(typeof(RoomGenerator));
containerBuilder.OnContainerBuilt += Initialize;
}
private void Initialize(Container container)
{
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
env.TransitVariables(_gameplaySceneEnvironment);
loadingManager
.UnregisterLoading(LoadingWork.LoadScene);
LoadRooms(container,loadingManager);
}
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
{
await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
container.Resolve<RoomGenerator>().Initialize();
loadingManager.UnregisterLoading(LoadingWork.LoadModelResource);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 88584fd4361b46f6a7326440cd95ce69
timeCreated: 1763144580
@@ -1,7 +1,8 @@
using Code.App.Loading;
using Code.Scenes; using Code.Scenes;
using Code.Scenes.SceneEnvironments; using Code.Scenes.SceneEnvironments;
using Reflex.Core; using Reflex.Core;
using UnityEngine; using UnityEngine;
namespace Code.App.SceneInstallers namespace Code.App.SceneInstallers
{ {
@@ -21,6 +22,11 @@ namespace Code.App.SceneInstallers
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>(); MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
env.TransitVariables(_mainMenuEnvironment); env.TransitVariables(_mainMenuEnvironment);
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
loadingManager
.UnregisterLoading(LoadingWork.LoadScene);
} }
} }
} }
@@ -1,5 +1,9 @@
using Code.App.Loading;
using Code.Audio;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Gameplay.Enemies;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Generator;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
using Code.UI; using Code.UI;
@@ -9,11 +13,16 @@ namespace Code.App.StateMachine
{ {
public class AppStateMachineContext public class AppStateMachineContext
{ {
[Inject] public ILoadingManager LoadingManager { get; private set; }
[Inject] public ISceneLoaderService SceneLoaderService { get; private set; } [Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
[Inject] public IInputService InputService { get; private set; } [Inject] public IInputService InputService { get; private set; }
[Inject] public AppStateMachine StateMachine { get; private set; } [Inject] public AppStateMachine StateMachine { get; private set; }
[Inject] public CameraStateMachine CameraStateMachine { get; private set; } [Inject] public CameraStateMachine CameraStateMachine { get; private set; }
[Inject] public IUIService UIService { get; private set; } [Inject] public IUIService UIService { get; private set; }
[Inject] public IPlayerFactory PlayerFactory { get; private set; } [Inject] public IPlayerFactory PlayerFactory { get; private set; }
[Inject] public IPlayerProvider PlayerProvider { get; private set; }
[Inject] public IAudioFactory AudioFactory { get; private set; }
[Inject] public IAudioService AudioService { get; private set; }
[Inject] public IEnemyFactory EnemyFactory { get; private set; }
} }
} }
@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 9ce1e20f4ee9be6709bf9022546bcb07 guid: a1937581573e47844bb593bd62310b89
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}
@@ -0,0 +1,31 @@
namespace Code.Audio
{
public enum SFXSounds
{
Crowbar,
Shot357
}
public enum UISounds
{
Crowbar
}
public enum EnemiesSounds
{
Bastard,
Bravo
}
public enum DispatcherSounds
{
Recieve1,
Recieve2,
TakeDamage1,
TakeDamage2,
TakeDamage3,
TakeDamage4,
Late1,
Late2,
Late3,
Late4,
Late5
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 907b506ceac843ebb509a8e5298af540
timeCreated: 1762888870
@@ -0,0 +1,186 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Code.Configs;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Audio;
using UnityEngine.ResourceManagement.AsyncOperations;
using Object = UnityEngine.Object;
namespace Code.Audio
{
public class AudioFactory : IAudioFactory
{
public AudioMixer AudioMixer { get; private set; }
private AssetReference _audioSourcePrefab;
private AssetReference[] _audioTestClipsReferences;
private AssetReference[] _peacefulSoundtrack;
private AssetReference[] _actionSoundtrack;
private AssetReference[] _menuSoundtrack;
private AssetReference[] _SFX;
private AssetReference[] _enemies;
private AssetReference[] _dispatcher;
private AssetReference[] _character;
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
public List<AudioClip> SFXAudios { get; private set; } = new();
public List<AudioClip> EnemiesAudios { get; private set; } = new();
public List<AudioClip> DispatcherAudios { get; private set; } = new();
public AudioFactory(AudioMixerConfig audioMixerConfig,
SoundtrackListConfig soundtrackListConfig,
SFXListConfig sfxListConfig,
EnemiesSoundListConfig enemiesSoundListConfig,
DispatcherSoundListConfig dispatcherSoundListConfig,
AudioTestClipsConfig audioTestClipsConfig
)
{
AudioMixer = audioMixerConfig.audioMixerAsset;
_audioSourcePrefab = audioMixerConfig.audioSourcePrefab;
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
_menuSoundtrack = soundtrackListConfig.menuSoundtrack;
_SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies;
_dispatcher = dispatcherSoundListConfig.dispatcher;
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
MusicDictionary.Add(MusicType.Menu, new ());
MusicDictionary.Add(MusicType.Peaceful, new ());
MusicDictionary.Add(MusicType.Action, new ());
}
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
callback?.Invoke(await Addressables.LoadAssetAsync<GameObject>(_audioSourcePrefab));
public async UniTask WarmGameplayMusic( )
{
_actionMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_actionSoundtrack, OnActionTrackLoaded, Addressables.MergeMode.Union);
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.Union);
await UniTask.WhenAll(_actionMusicHandle.ToUniTask(), _peacefulMusicHandle.ToUniTask());
}
public void ReleaseActionMusic()
{
MusicDictionary[MusicType.Action].Clear();
_actionMusicHandle.Release();
}
public void ReleasePeacefulMusic()
{
MusicDictionary[MusicType.Peaceful].Clear();
_peacefulMusicHandle.Release();
}
public async UniTask WarmAudioTestClips( )
{
// _audioTestClipCounter = 0;
_audioTestClipsHandle = Addressables.LoadAssetsAsync<AudioClip>(_audioTestClipsReferences, OnAudioTestClipLoaded, Addressables.MergeMode.Union);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
var clips = (await _audioTestClipsHandle.ToUniTask()).ToList();
for (int i = 0; i < clips.Count; i++)
AudioTestClips[(AudioType)i] = clips[i];
}
public void ReleaseAudioTestClips()
{
AudioTestClips.Clear();
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_audioTestClipsHandle.Release();
}
public async UniTask WarmMenuMusic( )
{
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
await _menuMusicHandle.ToUniTask();
}
public void ReleaseMenuMusic()
{
MusicDictionary[MusicType.Menu].Clear();
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_menuMusicHandle.Release();
}
public async UniTask WarmSFX( )
{
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
await _SFXHandle.ToUniTask();
}
public void ReleaseSFX()
{
SFXAudios.Clear();
_SFXHandle.Release();
}
public async UniTask WarmEnemies( )
{
_enemiesHandle = Addressables.LoadAssetsAsync<AudioClip>(_enemies, OnEnemiesLoaded, Addressables.MergeMode.Union);
await _enemiesHandle.ToUniTask();
}
public void ReleaseEnemies()
{
EnemiesAudios.Clear();
_enemiesHandle.Release();
}
public async UniTask WarmDispatcher( )
{
_dispatcherHandle = Addressables.LoadAssetsAsync<AudioClip>(_dispatcher, OnDispatcherLoaded, Addressables.MergeMode.Union);
await _dispatcherHandle.ToUniTask();
}
public void ReleaseDispatcher()
{
DispatcherAudios.Clear();
_dispatcherHandle.Release();
}
private void OnMenuTrackLoaded(AudioClip audioClip)
{
MusicDictionary[MusicType.Menu].Add(audioClip);
}
// private int _audioTestClipCounter;
private void OnAudioTestClipLoaded(AudioClip audioClip)
{
// AudioTestClips[(AudioType)_audioTestClipCounter] = audioClip;_audioTestClipCounter++;
}
private void OnActionTrackLoaded(AudioClip audioClip)
{
MusicDictionary[MusicType.Action].Add(audioClip);
}
private void OnPeacefulTrackLoaded(AudioClip audioClip)
{
MusicDictionary[MusicType.Peaceful].Add(audioClip);
}
private void OnSFXLoaded(AudioClip audioClip)
{
SFXAudios.Add(audioClip);
}
private void OnEnemiesLoaded(AudioClip audioClip)
{
EnemiesAudios.Add(audioClip);
}
private void OnDispatcherLoaded(AudioClip audioClip)
{
DispatcherAudios.Add(audioClip);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5a4b48740d194d4dafa1732f96d71687
timeCreated: 1762626915
@@ -0,0 +1,352 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Code.Configs;
using Code.Constants;
using Cysharp.Threading.Tasks;
using DG.Tweening;
using Reflex.Attributes;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Audio;
using Random = UnityEngine.Random;
namespace Code.Audio
{
public class AudioService : IAudioService
{
private IAudioFactory _audioFactory;
private AudioMixer _mixer;
private AudioSource _actionMusicSource;
private AudioSource _peacefulMusicSource;
private AudioMixerGroup _masterGroup,
// _musicGroup,
_actionMusicGroup,
_menuMusicGroup,
_peacefulMusicGroup,
_SFXGroup,
_creaturesGroup,
_dispatcherGroup,
_courierGroup,
_enemiesGroup;
private readonly AudioSourcePool _audioSourcePool;
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings)
{
_audioFactory = audioFactory;
_audioSourcePool = new(settings);
_settings = settings;
}
// TODO Грязно, убрать снапшоты НАХУЙ
public float GetSetting(AudioType type)
{
float value;
switch (type)
{
case AudioType.SFX:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_SFXGroup.name, out value);
break;
case AudioType.Master:
_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_masterGroup.name, out value);
break;
case AudioType.Creatures:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_creaturesGroup.name, out value);
break;
case AudioType.GameplayMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_peacefulMusicGroup.name, out value);
break;
case AudioType.MenuMusic:
_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_menuMusicGroup.name, out value);
break;
case AudioType.DispatcherSounds:
_snapshots[AudioSnapshotState.Action].audioMixer.GetFloat(_dispatcherGroup.name, out value);
break;
default:
value = 1;
break;
}
value = Mathf.Pow(10f, value / 20);
return value;
}
// TODO Грязно, убрать снапшоты НАХУЙ
public void ChangeSetting(AudioType type, float value)
{
float volume = Mathf.Log10(value) * 20;
switch (type)
{
case AudioType.SFX:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_SFXGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_SFXGroup.name, volume);
break;
case AudioType.Master:
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_masterGroup.name, volume);
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_masterGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_masterGroup.name, volume);
break;
case AudioType.Creatures:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_creaturesGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_creaturesGroup.name, volume);
break;
case AudioType.GameplayMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_peacefulMusicGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_actionMusicGroup.name, volume);
break;
case AudioType.MenuMusic:
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_menuMusicGroup.name, volume);
break;
case AudioType.DispatcherSounds:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_dispatcherGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_dispatcherGroup.name, volume);
break;
}
// _mixer.FindSnapshot("Action").audioMixer.SetFloat("music", volume);
}
public async UniTask Initialize()
{
// _mixer = await _audioFactory.CreateMixer();
_mixer = _audioFactory.AudioMixer;
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
_menuMusicGroup = _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0];
_actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
_peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
_cancellationTokenSources.Add(MusicType.Menu, new());
_cancellationTokenSources.Add(MusicType.Action, new());
_cancellationTokenSources.Add(MusicType.Peaceful, new());
_musicAudioSources.Add(MusicType.Menu, null);
_musicAudioSources.Add(MusicType.Action, null);
_musicAudioSources.Add(MusicType.Peaceful, null);
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
_courierGroup = _mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
_enemiesGroup = _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
_snapshots[AudioSnapshotState.None] = _mixer.FindSnapshot(AudioGroups.NoneSnapshot);
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
}
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
private Dictionary<MusicType, CancellationTokenSource> _cancellationTokenSources = new();
private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType)
{
if (!_musicAudioSources[musicType])
{
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
}
_musicAudioSources[musicType].resource =
_audioFactory.MusicDictionary[musicType][
Random.Range(0, _audioFactory.MusicDictionary[musicType].Count)];
_musicAudioSources[musicType].Play();
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
// _ => !_musicAudioSources[musicType].isPlaying,
// cancellationToken: _cancellationTokenSources[musicType].Token);
await UniTask.NextFrame();
// Debug.Log($"Playing {musicType}");
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
_ => !_musicAudioSources[musicType].isPlaying,
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
// Debug.Log($"Finished {musicType}");
if (isCanceled)
{
// Debug.Log($"Cancelled {musicType}");
_cancellationTokenSources[musicType].Dispose();
_cancellationTokenSources[musicType] = new();
_audioSourcePool.ReleaseSource(_musicAudioSources[musicType]);
_musicAudioSources[musicType] = null;
return;
}
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType);
}
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
{
TransitToSnapshot(audioSnapshotState, time);
await UniTask.WaitForSeconds(time);
_cancellationTokenSources[musicType].Cancel();
callback?.Invoke();
}
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
public void StopMusic()
{
_peacefulMusicSource.Stop();
_actionMusicSource.Stop();
}
public void GladlyAskToStopMusic(Action callback = null)
{
TransitToSnapshot(AudioSnapshotState.None);
_peacefulMusicSource.Stop();
_actionMusicSource.Stop();
callback?.Invoke();
}
public void TransitToSnapshot(AudioSnapshotState state, float time = 1f)
{
_snapshots[state].TransitionTo(time);
}
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
public void PlaySFX(SFXSounds sfxId, Vector3 position)
{
_audioSourcePool.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _SFXGroup);
}
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
{
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup);
}
// 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)
{
OnDispatcherStarted?.Invoke();
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup,
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke());
}
private CancellationTokenSource _testClipCancellationTokenSource = new();
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
// TODO Засунуть в словарь
public void PlayTestClip(AudioType audioType)
{
if(_currentTestClipAudioType == audioType) return;
_testClipCancellationTokenSource.Cancel();
_testClipCancellationTokenSource = new();
_currentTestClipAudioType = audioType;
switch (audioType)
{
case AudioType.SFX:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_SFXGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.Master:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_masterGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.Creatures:
_audioSourcePool.PlayOneShot( _audioFactory.AudioTestClips[audioType],
_creaturesGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.GameplayMusic:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_actionMusicGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.MenuMusic:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_menuMusicGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.DispatcherSounds:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_dispatcherGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
}
}
private AudioSource _testClipAudioSource;
private AudioType _currentTestClipAudioType;
// Эффективно и просто, может не так хитровыебано
private void ReleaseTestAudioClipSource()
{
_testClipAudioSource = null;
}
// TODO Засунуть в словарь
public void PlayTestClipDeprecated(AudioType audioType)
{
if (!_testClipAudioSource) _testClipAudioSource = _audioSourcePool.GetSource();
else if (_currentTestClipAudioType != audioType) _testClipAudioSource.Stop();
else return;
_currentTestClipAudioType = audioType;
switch (audioType)
{
case AudioType.SFX:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_SFXGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.Master:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_masterGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.Creatures:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_creaturesGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.GameplayMusic:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_actionMusicGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.MenuMusic:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_menuMusicGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.DispatcherSounds:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_dispatcherGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bf44cb051308463494bd930f2a3d31e4
timeCreated: 1762625073
@@ -0,0 +1,10 @@
namespace Code.Audio
{
public enum AudioSnapshotState
{
None,
Peaceful,
Action,
Menu
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 29adaf8e912649d9b91c09735e36840a
timeCreated: 1762808301
@@ -0,0 +1,121 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Code.Configs;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.Pool;
using Object = UnityEngine.Object;
namespace Code.Audio
{
public class AudioSourcePool
{
// The pool holds plain GameObjects (you can swap this for any component type).
private IObjectPool<AudioSource> _pool;
private GameObject _sourcePrefab;
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
public AudioSourcePool(Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings) => _settings = settings;
public void Initialize(GameObject sourcePrefab)
{
_sourcePrefab = sourcePrefab;
// Create a pool with the four core callbacks.
_pool = new ObjectPool<AudioSource>(
createFunc: CreateItem,
// actionOnGet: OnGet,
actionOnRelease: OnRelease,
actionOnDestroy: OnDestroyItem,
collectionCheck: true, // helps catch double-release mistakes
defaultCapacity: 10,
maxSize: 20
);
}
// Creates a new pooled GameObject the first time (and whenever the pool needs more).
private AudioSource CreateItem()
{
AudioSource audioSource = Object.Instantiate(_sourcePrefab).GetComponent<AudioSource>();
audioSource.name = "PooledAudioSource";
Object.DontDestroyOnLoad(audioSource);
return audioSource;
}
// Called when an item is taken from the pool.
private void OnGet(AudioSource source)
{
//source.gameObject.SetActive(true);
}
// Called when an item is returned to the pool.
private void OnRelease(AudioSource source)
{
source.Stop();
//source.gameObject.SetActive(false);
}
// Called when the pool decides to destroy an item (e.g., above max size).
private void OnDestroyItem(AudioSource source)
{
Object.Destroy(source.gameObject);
}
public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
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 PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = _settings[audioSourceType].spatialBlend;
source.outputAudioMixerGroup = audioMixerGroup;
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
onComplete?.Invoke();
_pool.Release(source);
}
public async UniTaskVoid PlayOneShot(AudioSource audioSource, AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
audioSource.PlayOneShot(clip);
audioSource.spatialBlend = _settings[audioSourceType].spatialBlend;
audioSource.outputAudioMixerGroup = audioMixerGroup;
// TODO Потом сделать. Можно с cancellation, но сейчас лень. Ну правда
await UniTask.WaitUntilValueChanged(audioSource, x => x.isPlaying);
if (!audioSource) return;
_pool.Release(audioSource);
onComplete?.Invoke();
}
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, CancellationTokenSource cancellationToken, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = _settings[audioSourceType].spatialBlend;
source.outputAudioMixerGroup = audioMixerGroup;
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(source, x => x.isPlaying, cancellationToken: cancellationToken.Token).SuppressCancellationThrow();
_pool.Release(source);
if(!isCanceled) onComplete?.Invoke();
else cancellationToken.Dispose();
}
public AudioSource GetSource() => _pool.Get();
public void ReleaseSource(AudioSource source) => _pool.Release(source);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 370b6a43a74744ff9d90a99991b104f7
timeCreated: 1762852042
@@ -0,0 +1,8 @@
namespace Code.Audio
{
public enum AudioSourceType
{
Full3D,
NoBlend
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 260bbb19b55049928b9ab4d55b32fc3f
timeCreated: 1763849966
@@ -0,0 +1,32 @@
using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.Audio;
namespace Code.Audio
{
public interface IAudioFactory
{
AudioMixer AudioMixer { get; }
Dictionary<AudioType, AudioClip> AudioTestClips { get; }
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
List<AudioClip> SFXAudios { get; }
List<AudioClip> EnemiesAudios { get; }
List<AudioClip> DispatcherAudios { get; }
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
UniTask WarmGameplayMusic( );
void ReleaseActionMusic();
void ReleasePeacefulMusic();
UniTask WarmAudioTestClips( );
void ReleaseAudioTestClips();
UniTask WarmMenuMusic( );
void ReleaseMenuMusic();
UniTask WarmSFX( );
void ReleaseSFX();
UniTask WarmEnemies( );
void ReleaseEnemies();
UniTask WarmDispatcher( );
void ReleaseDispatcher();
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ea837e1ca08a4846b7f4ce2df771bf65
timeCreated: 1762804793
@@ -0,0 +1,27 @@
using System;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Code.Audio
{
public interface IAudioService
{
UniTask Initialize();
UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType);
UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null);
void StopMusic();
void GladlyAskToStopMusic(Action callback = null);
void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
void PlaySFX(SFXSounds sfxId, Vector3 position);
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
delegate void OnAudioPlayingDelegate();
event OnAudioPlayingDelegate OnDispatcherStarted;
event OnAudioPlayingDelegate OnDispatcherEnded;
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
void ChangeSetting(AudioType type, float value);
float GetSetting(AudioType type);
void PlayTestClip(AudioType audioType);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 30521fadcce84848ae88363e915bceb4
timeCreated: 1762804728
@@ -0,0 +1,18 @@
namespace Code.Audio
{
public enum MusicType
{
Menu,
Peaceful,
Action
}
public enum AudioType
{
Master,
MenuMusic,
GameplayMusic,
Creatures,
DispatcherSounds,
SFX
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 74ff08d5f1b741f69e37fc06fb07ae8d
timeCreated: 1763151897
@@ -0,0 +1,13 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Audio;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/Mixer", fileName = "AudioMixerConfig")]
public class AudioMixerConfig : ScriptableObject
{
public AudioMixer audioMixerAsset;
public AssetReference audioSourcePrefab;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 353cee8946ca43efbbcda905d7b32ae1
timeCreated: 1762624627
@@ -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 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/AudioTestClips", fileName = "AudioTestClipsConfig")]
public class AudioTestClipsConfig : ScriptableObject
{
public AssetReference[] audioTestClips;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f2f1c08a20a54a708336caf8ca6499e1
timeCreated: 1764263243
@@ -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
@@ -22,18 +22,12 @@ namespace Code.Configs
slideSpeed = 20f, // Скорость слайда slideSpeed = 20f, // Скорость слайда
slideDuration = 0.8f, // Длительность слайда в секундах slideDuration = 0.8f, // Длительность слайда в секундах
slideCooldown = 1.5f; // Время перезарядки слайда в секундах slideCooldown = 1.5f; // Время перезарядки слайда в секундах
// Залазание на стены
public float
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
// Наклон при залазании на стены // Наклон при залазании на стены
public float public float
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах) leanAngle = 25f,
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче) leanThreshold = 0.3f,
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона" leanSmoothSpeed = 10f;
// Гравитация // Гравитация
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/CharacterSoundList", fileName = "CharacterSoundListConfig")]
public class CharacterSoundListConfig : ScriptableObject
{
public AssetReference[] character;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 83304a98bbdc4e7c9c7c643653ae1368
timeCreated: 1762625438
@@ -0,0 +1,29 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/Cockroach", fileName = "CockroachConfig")]
public class CockroachConfig : ScriptableObject
{
public AssetReference cockroachPrefab;
public int damage = 2;
public float attackCooldown = 1.5f;
public float detectionRange = 20f;
public float attackRange = 1.3f;
public float speed = 6f;
public bool isStunnable;
public float stunDuration;
public bool usesIdleMovement = true;
public float idleWanderRadius = 3f;
public float idleMoveDurationMin = 0.3f;
public float idleMoveDurationMax = 1f;
public float idlePauseDurationMin = 0.1f;
public float idlePauseDurationMax = 0.8f;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7bc162d3127949aa950d0738beee99a4
timeCreated: 1763571220
@@ -0,0 +1,12 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/DispatcherSoundList", fileName = "DispatcherSoundListConfig")]
public class DispatcherSoundListConfig : ScriptableObject
{
public AssetReference[] dispatcher;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8a6f6ffb8f5242899791719801791945
timeCreated: 1762625431
@@ -0,0 +1,29 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/DrunkenGrandpa", fileName = "DrunkenGrandpaConfig")]
public class DrunkenGrandpaConfig : ScriptableObject
{
public AssetReference drunkenGrandpaPrefab;
public int damage = 2;
public float attackCooldown = 5f;
public float detectionRange = 10f;
public float attackRange = 1.5f;
public float speed = 3f;
public bool isStunnable = true;
public float stunDuration = 3f;
public bool usesIdleMovement = true;
public float idleWanderRadius = 5f;
public float idleMoveDurationMin = 1f;
public float idleMoveDurationMax = 5f;
public float idlePauseDurationMin = 3f;
public float idlePauseDurationMax = 5f;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4d157e8891074b90957a7434cff0ae71
timeCreated: 1763569096
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/EnemiesSoundList", fileName = "EnemiesSoundListConfig")]
public class EnemiesSoundListConfig : ScriptableObject
{
public AssetReference[] enemies;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e73ac7f7e3cd4db8ada95f63d73c2d1d
timeCreated: 1762625425
@@ -0,0 +1,29 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/Fog", fileName = "FogConfig")]
public class FogConfig : ScriptableObject
{
public AssetReference fogPrefab;
public int damage = int.MaxValue;
public float attackCooldown;
public float detectionRange;
public float attackRange = 5f;
public float speed = 1.5f;
public bool isStunnable;
public float stunDuration;
public bool usesIdleMovement;
public float idleWanderRadius;
public float idleMoveDurationMin;
public float idleMoveDurationMax;
public float idlePauseDurationMin;
public float idlePauseDurationMax;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: aa4dd2a5cce24902a2918488b5751f2f
timeCreated: 1763581410
@@ -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;
using UnityEngine.AddressableAssets;
namespace Code.Configs namespace Code.Configs
{ {
@@ -6,5 +7,8 @@ namespace Code.Configs
public class PlayerConfig : ScriptableObject public class PlayerConfig : ScriptableObject
{ {
public int maxHealth; public int maxHealth;
public AssetReference characterPrefab;
public AssetReference armsMeshPrefab;
} }
} }
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/SFXList", fileName = "SFXListConfig")]
public class SFXListConfig : ScriptableObject
{
public AssetReference[] SFX;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: be49de18297645009c1e2092f382a670
timeCreated: 1762625417
@@ -0,0 +1,13 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/SoundtrackList", fileName = "SoundtrackListConfig")]
public class SoundtrackListConfig : ScriptableObject
{
public AssetReference[] peacefulSoundtrack;
public AssetReference[] actionSoundtrack;
public AssetReference[] menuSoundtrack;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6d4b28e4552d456d99550b6d91467345
timeCreated: 1762624980
@@ -10,4 +10,22 @@ namespace Code.Constants
{ {
public const string LoadingScreen = "LoadingScreen"; public const string LoadingScreen = "LoadingScreen";
} }
public static class AudioGroups
{
public const string MasterGroup = "Master";
public const string SFXGroup = "SFX";
public const string CreaturesGroup = "Creatures";
public const string MusicGroup = "Music";
public const string PeacefulMusicGroup = "Peaceful";
public const string ActionMusicGroup = "Action";
public const string DispatcherMusicGroup = "Dispatcher";
public const string CourierMusicGroup = "Courier";
public const string EnemiesMusicGroup = "Enemies";
public const string PeacefulSnapshot = "Peaceful";
public const string ActionSnapshot = "Action";
public const string NoneSnapshot = "None";
public const string MenuSnapshot = "Menu";
public const string MenuMusicGroup = "Menu";
}
} }
@@ -10,8 +10,9 @@ namespace Code.Gameplay.Camera
*/ */
public enum CameraMode public enum CameraMode
{ {
Bogdan, None,
Static, Static,
MainMenu,
FirstPerson, FirstPerson,
ThirdPerson, ThirdPerson,
Cinematic Cinematic
@@ -9,13 +9,16 @@ namespace Code.Gameplay.Camera
// Текущий режим работы камеры // Текущий режим работы камеры
public override void Initialize() public override void Initialize()
{ {
States.Add(CameraMode.None, new NoneState(StateMachineContext));
States.Add(CameraMode.Static, new StaticState(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.FirstPerson, new FirstPersonState(StateMachineContext));
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(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; protected override bool CheckTransitionAllowed(CameraMode nextState) => true;
@@ -1,3 +1,4 @@
using System.Collections.Generic;
using Code.Configs; using Code.Configs;
using Code.Input; using Code.Input;
using Reflex.Attributes; using Reflex.Attributes;
@@ -9,5 +10,6 @@ namespace Code.Gameplay.Camera
[Inject] public UnityEngine.Camera Camera; [Inject] public UnityEngine.Camera Camera;
[Inject] public CameraConfig Config; [Inject] public CameraConfig Config;
[Inject] public IInputService InputService; [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) protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
{ {
// Вращение вокруг вертикальной оси (горизонтальный поворот) // 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; PlanarDirection = rotationFromInput * PlanarDirection;
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up); var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
@@ -14,14 +14,16 @@ namespace Code.Gameplay.Camera.CameraStates
public override void EnterState() public override void EnterState()
{ {
base.EnterState();
// В FirstPerson режиме дистанция всегда равна 0 // В FirstPerson режиме дистанция всегда равна 0
MinDistance = 0f; MinDistance = 0f;
MaxDistance = 0f; MaxDistance = 0f;
DefaultDistance = 0f; DefaultDistance = 0f;
TargetDistance = 0f; TargetDistance = 0f;
CurrentDistance = 0f; CurrentDistance = 0f;
base.EnterState(); Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
} }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation) 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() public override void EnterState()
{ {
Debug.Log("Static State Enter");
base.EnterState(); base.EnterState();
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov;
} }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation) protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -14,13 +14,13 @@ namespace Code.Gameplay.Camera.CameraStates
public override void EnterState() public override void EnterState()
{ {
base.EnterState();
// Восстанавливаем исходные значения дистанции // Восстанавливаем исходные значения дистанции
MinDistance = OriginalMinDistance; MinDistance = OriginalMinDistance;
MaxDistance = OriginalMaxDistance; MaxDistance = OriginalMaxDistance;
DefaultDistance = OriginalDefaultDistance; DefaultDistance = OriginalDefaultDistance;
TargetDistance = DefaultDistance; TargetDistance = DefaultDistance;
base.EnterState();
} }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation) protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -15,6 +15,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
private readonly float _minWallClimbSpeed; private readonly float _minWallClimbSpeed;
// Пороговый косинус стены // Пороговый косинус стены
public float WallNormalThreshold { get; } 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 // Конструктор механики залазания на стену
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed, float wallDetectionAngleThreshold) 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) // 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) // Проверяем, что это вертикальная или почти вертикальная поверхность (стена)
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp); 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 // Получаем текущую скорость персонажа
var currentVelocity = motor.Velocity; var currentVelocity = motor.Velocity;
// Проекция скорости на направление к стене (отрицательная, если летим в стену) // Проекция скорости на направление к стене (отрицательная, если летим в стену)
var velocityIntoWall = Vector3.Dot(currentVelocity, -hitNormal); var velocityIntoWall = Vector3.Dot(currentVelocity, -hitNormal);
// Если движемся в стену с достаточной скоростью // Если движемся в стену с достаточной скоростью
if (velocityIntoWall > _minWallClimbSpeed) if (velocityIntoWall > _minWallClimbSpeed)
{ {
_wallClimbCooldownTimer = _wallClimbCooldownDuration;
// Преобразуем часть горизонтальной скорости в вертикальную // Преобразуем часть горизонтальной скорости в вертикальную
var verticalBoost = velocityIntoWall * _wallClimbSpeedFactor; var verticalBoost = velocityIntoWall * _wallClimbSpeedFactor;
@@ -49,6 +66,26 @@ namespace Code.Gameplay.Character.Controller.Abilities
// Предотвращаем заземление и повторное применение в этом кадре // Предотвращаем заземление и повторное применение в этом кадре
motor.ForceUnground(); 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;
} }
} }
} }
@@ -1,79 +1,78 @@
using UnityEngine; using UnityEngine;
using KinematicCharacterController;
namespace Code.Gameplay.Character.Controller.Abilities namespace Code.Gameplay.Character.Controller.Abilities
{ {
/*
* Механика наклона персонажа при контакте со стеной
* Управляет визуальным наклоном модели в зависимости от высоты подъёма по стене
*/
public class WallLeanMechanic public class WallLeanMechanic
{ {
private readonly float _maxLeanAngle; private readonly float _leanAngle;
private readonly float _leanSharpness; private readonly float _threshold;
private readonly float _heightScale; private readonly float _smoothSpeed;
private Transform _characterTransform;
private Vector3 _lastWallNormal;
private float _lastWallContactHeight;
private float _leanFactor;
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale) private Transform _model;
public WallLeanMechanic(
float leanAngle,
float threshold,
float smoothSpeed)
{ {
_maxLeanAngle = maxLeanAngle; _leanAngle = leanAngle;
_leanSharpness = leanSharpness; _threshold = threshold;
_heightScale = heightScale; _smoothSpeed = smoothSpeed;
} }
// Назначаем трансформ визуальной модели один раз public void SetModel(Transform model) => _model = model;
public void SetCharacterTransform(Transform transform)
{
_characterTransform = transform;
}
// Вызывается из OnMovementHit public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
public void OnWallContact(Vector3 wallNormal, float contactHeight)
{ {
_lastWallNormal = wallNormal; if (!_model)
_lastWallContactHeight = contactHeight; }
// Обновление каждый кадр
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
{
if (!_characterTransform) return;
var isGrounded = motor.GroundingStatus.IsStableOnGround;
if (!isGrounded)
{ {
var heightDelta = motor.TransientPosition.y - _lastWallContactHeight; _model.localRotation = Quaternion.identity;
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
}
else
{
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
}
ApplyLeanRotation(motor);
}
private void ApplyLeanRotation(KinematicCharacterMotor motor)
{
if (_leanFactor <= 0.01f)
{
_characterTransform.localRotation = Quaternion.identity;
return; return;
} }
var leanDirection = -_lastWallNormal; var targetRotation = Quaternion.identity;
leanDirection = Vector3.ProjectOnPlane(leanDirection, motor.CharacterUp).normalized;
if (leanDirection.sqrMagnitude < 0.01f) return; if (isWallRunning)
{
var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
if (n.sqrMagnitude < 0.001f) n = Vector3.forward;
var leanAngle = _leanFactor * _maxLeanAngle; var bodyRight = Vector3.Cross(Vector3.up, characterForward).normalized;
var leanRotation = Quaternion.AngleAxis(leanAngle, Vector3.Cross(motor.CharacterUp, leanDirection)); var side = Vector3.Dot(n, bodyRight);
_characterTransform.localRotation = leanRotation; var front = Vector3.Dot(n, characterForward);
var axis = Vector3.right;
var angle = 0f;
if (side > _threshold)
{
axis = Vector3.forward;
angle = -_leanAngle;
}
else if (side < -_threshold)
{
axis = Vector3.forward;
angle = _leanAngle;
}
else if (front > _threshold)
{
axis = Vector3.right;
angle = -_leanAngle;
}
else if (front < -_threshold)
{
axis = Vector3.right;
angle = _leanAngle;
}
targetRotation = Quaternion.AngleAxis(angle, axis);
}
_model.localRotation = Quaternion.Slerp(
_model.localRotation,
targetRotation,
1f - Mathf.Exp(-_smoothSpeed * Time.deltaTime)
);
} }
} }
} }
@@ -0,0 +1,256 @@
using Code.Gameplay.Character.Controller.Input;
using Code.Gameplay.Character.Core;
using KinematicCharacterController;
using UnityEngine;
namespace Code.Gameplay.Character.Controller.Abilities
{
public class WallRunningMechanic
{
public float MaxWallRunTime = 1.75f;
public float WallRunSpeed = 8.0f;
public float WallRunAcceleration = 25.0f;
public float WallRunGravityScale = 0.25f;
public float WallDetachImpulse = 7.0f;
public float WallContactAngleThreshold = 45.0f;
private bool _isWallRunning;
private float _wallRunTimer;
private Vector3 _wallNormal;
private Vector3 _wallTangentRight;
private Vector3 _wallTangentUp;
private Vector3 _wallContactPoint;
private Vector3 _lastMoveInputInWallSpace;
private float _surfaceAngleCos;
private bool _canWallRun;
public float WallContactHeight { get; private set; }
public Vector3 WallRunStartForward { get; private set; }
private KinematicCharacterMotor _motor;
private CharacterInputHandler _inputHandler;
public bool IsWallRunning => _isWallRunning;
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
{
_motor = motor;
_inputHandler = inputHandler;
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
}
public void Reset()
{
_isWallRunning = false;
_wallRunTimer = 0f;
_wallNormal = Vector3.zero;
}
public void Tick(float deltaTime)
{
if (_isWallRunning)
{
_wallRunTimer += deltaTime;
if (_wallRunTimer > MaxWallRunTime)
{
DetachFromWall(false);
}
}
}
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
{
if (_isWallRunning) return false;
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
if (!isWall) return false;
if (_motor.GroundingStatus.IsStableOnGround) return false;
float velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
if (velocityIntoWall < 1f) return false;
StartWallRun(hitNormal, hitPoint);
return true;
}
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
{
_isWallRunning = true;
_wallRunTimer = 0f;
_wallNormal = wallNormal.normalized;
_wallContactPoint = contactPoint;
WallContactHeight = contactPoint.y;
//_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
_wallTangentUp = -_wallTangentUp;
WallRunStartForward = _motor.CharacterForward;
_motor.ForceUnground();
}
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
{
if (!_isWallRunning) return;
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
Vector3 moveInputWorld = _inputHandler.MoveInputVector;
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
float ad = inputs.MoveAxisRight;
float sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
if (sideDot < 0)
ad = -ad;
Vector3 adMove = _wallTangentUp * (-ad);
Vector3 finalMove = wsMove + adMove;
finalMove = finalMove.normalized * moveInputWorld.magnitude;
Vector3 targetVelocity = finalMove * WallRunSpeed;
currentVelocity = Vector3.Lerp(
currentVelocity,
targetVelocity,
1f - Mathf.Exp(-WallRunAcceleration * deltaTime)
);
currentVelocity += Physics.gravity * (WallRunGravityScale * deltaTime);
float distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
if (Mathf.Abs(distanceToWall) > 0.8f)
{
DetachFromWall(false);
return;
}
if (inputs.JumpPressed)
{
DetachFromWall(true);
}
}
private bool IsWallStillPresent()
{
if (_motor == null) return false;
Vector3 characterCenter = _motor.TransientPosition;
Vector3 characterForward = _motor.CharacterForward;
Vector3 characterRight = _motor.CharacterRight;
Vector3 characterUp = _motor.CharacterUp;
float checkDistance = 0.45f;
Vector3 rayOrigin = characterCenter + characterUp * 0.2f;
Vector3 rayDir = -_wallNormal;
Vector3[] offsets = {
Vector3.zero,
characterUp * 0.3f,
-characterUp * 0.3f,
characterRight * 0.2f,
-characterRight * 0.2f
};
foreach (var offset in offsets)
{
if (Physics.Raycast(rayOrigin + offset, rayDir, out RaycastHit hit, checkDistance,
_motor.CollidableLayers, QueryTriggerInteraction.Ignore))
{
float dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
if (dotWithUp < _surfaceAngleCos)
{
_wallNormal = hit.normal.normalized;
_wallContactPoint = hit.point;
/*_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
*/
return true;
}
}
}
return false;
}
public void DetachFromWall(bool withImpulse)
{
if (!_isWallRunning) return;
_isWallRunning = false;
if (withImpulse && _motor != null)
{
Vector3 detachImpulse = -_wallNormal * WallDetachImpulse;
_motor.BaseVelocity += detachImpulse;
}
}
public Vector3 GetWallNormal() => _wallNormal;
public bool TryGetWallTangents(out Vector3 up, out Vector3 right)
{
if (!_isWallRunning)
{
up = right = Vector3.zero;
return false;
}
up = _wallTangentUp;
right = _wallTangentRight;
return true;
}
public bool CanWallRun()
{
return !_isWallRunning && !_motor.GroundingStatus.IsStableOnGround;
}
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
{
if (!_isWallRunning || _motor == null) return;
_isWallRunning = false;
Vector3 wallAway = _wallNormal;
Vector3 wallUp = _wallTangentUp;
Vector3 playerForward = cameraRotation * Vector3.forward;
Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
Vector3 jumpDirection =
forwardInWallPlane * 0.2f +
wallAway * 0.4f +
wallUp * 0.4f;
jumpDirection = jumpDirection.normalized;
float wallJumpForce = WallDetachImpulse * 2f;
Vector3 jumpImpulse = jumpDirection * wallJumpForce;
_motor.BaseVelocity += jumpImpulse;
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
if (_motor.CharacterController is CustomCharacterController controller)
{
controller.BlockAbilities(0.12f);
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4bef67aa9cf14753a63ea07eecc5ff67
timeCreated: 1764263348
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Controller
* Реализует физическое движение персонажа с использованием Kinematic Character Controller * Реализует физическое движение персонажа с использованием Kinematic Character Controller
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности * Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
* *
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM * Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
*/ */
public class CustomCharacterController : MonoBehaviour, ICharacterController public class CustomCharacterController : MonoBehaviour, ICharacterController
{ {
@@ -28,14 +28,27 @@ namespace Code.Gameplay.Character.Controller
// Подсистемы // Подсистемы
private CharacterInputHandler _inputHandler; private CharacterInputHandler _inputHandler;
private SlideMechanic _slideMechanic; private SlideMechanic _slideMechanic;
private WallClimbMechanic _wallClimbMechanic; // private WallClimbMechanic _wallClimbMechanic;
private WallRunningMechanic _wallRunningMechanic;
private WallLeanMechanic _wallLeanMechanic; private WallLeanMechanic _wallLeanMechanic;
private GroundMovementSystem _groundMovement; private GroundMovementSystem _groundMovement;
private AirMovementSystem _airMovement; private AirMovementSystem _airMovement;
// Инициализация контроллера public bool IsSliding => _slideMechanic.IsSliding;
private void Awake() public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
private float abilityBlockTimer;
private bool isAbilitiesBlocked;
private CharacterInputs _lastInputs;
public void SetPosition(Vector3 position) => motor.SetPosition(position);
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
[Inject]
private void Construct(CharacterConfig characterConfig)
{ {
_characterConfig = characterConfig;
// Инициализация подсистем с параметрами из конфига // Инициализация подсистем с параметрами из конфига
_inputHandler = new CharacterInputHandler( _inputHandler = new CharacterInputHandler(
_characterConfig.sprintAngleThreshold _characterConfig.sprintAngleThreshold
@@ -45,16 +58,25 @@ namespace Code.Gameplay.Character.Controller
_characterConfig.slideDuration, _characterConfig.slideDuration,
_characterConfig.slideCooldown _characterConfig.slideCooldown
); );
_wallClimbMechanic = new WallClimbMechanic( // _wallClimbMechanic = new WallClimbMechanic(
_characterConfig.wallClimbSpeedFactor, // _characterConfig.wallClimbSpeedFactor,
_characterConfig.minWallClimbSpeed, // _characterConfig.minWallClimbSpeed,
_characterConfig.wallDetectionAngleThreshold // _characterConfig.wallDetectionAngleThreshold
); // );
_wallRunningMechanic = new WallRunningMechanic();
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
_wallRunningMechanic.MaxWallRunTime = 1.75f;
_wallRunningMechanic.WallRunSpeed = 15.0f;
_wallRunningMechanic.WallRunAcceleration = 25.0f;
_wallRunningMechanic.WallRunGravityScale = 0.25f;
_wallRunningMechanic.WallDetachImpulse = 7.0f;
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
_wallLeanMechanic = new WallLeanMechanic( _wallLeanMechanic = new WallLeanMechanic(
_characterConfig.maxWallLeanAngle, _characterConfig.leanAngle,
_characterConfig.wallLeanSharpness, _characterConfig.leanThreshold,
_characterConfig.wallLeanHeightScale _characterConfig.leanSmoothSpeed
); );
_groundMovement = new GroundMovementSystem( _groundMovement = new GroundMovementSystem(
_characterConfig.maxStableMoveSpeed, _characterConfig.maxStableMoveSpeed,
_characterConfig.sprintMoveSpeed, _characterConfig.sprintMoveSpeed,
@@ -62,30 +84,29 @@ namespace Code.Gameplay.Character.Controller
_characterConfig.jumpSpeed _characterConfig.jumpSpeed
); );
_airMovement = new AirMovementSystem(_characterConfig.gravity); _airMovement = new AirMovementSystem(_characterConfig.gravity);
motor.CharacterController = this; // Регистрация этого контроллера в движке
_inputHandler.FirstPersonCameraRotation =
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
_wallLeanMechanic.SetModel(characterTransform);
_wallRunningMechanic.Initialize(motor, _inputHandler);
} }
// Текущий режим камеры для адаптации поведения // Текущий режим камеры для адаптации поведения
private CameraMode _currentCameraMode = CameraMode.FirstPerson; 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) public void SetInputs(ref CharacterInputs inputs)
{ {
// Обновляем таймер перезарядки слайда _lastInputs = inputs;
// Обновляем таймеры механик
_slideMechanic.TickCooldown(Time.deltaTime); _slideMechanic.TickCooldown(Time.deltaTime);
// _wallClimbMechanic.TickCooldown(Time.deltaTime);
_wallRunningMechanic.Tick(Time.deltaTime);
// Если активен слайд - игнорируем весь остальной ввод // Если активен слайд - игнорируем весь остальной ввод
if (_slideMechanic.IsSliding) if (_slideMechanic.IsSliding)
{ {
// Во время слайда не обрабатываем движение, прыжки и спринт
_inputHandler.MoveInputVector = Vector3.zero; _inputHandler.MoveInputVector = Vector3.zero;
_inputHandler.LookInputVector = Vector3.one; _inputHandler.LookInputVector = Vector3.one;
_inputHandler.IsSprinting = false; _inputHandler.IsSprinting = false;
@@ -93,8 +114,21 @@ namespace Code.Gameplay.Character.Controller
return; return;
} }
// Сохраняем текущий режим камеры
_currentCameraMode = inputs.CameraMode; _currentCameraMode = inputs.CameraMode;
if (isAbilitiesBlocked)
{
abilityBlockTimer -= Time.deltaTime;
if (abilityBlockTimer <= 0)
{
isAbilitiesBlocked = false;
}
else
{
inputs.SprintPressed = false;
inputs.SlidePressed = false;
}
}
// Обработка слайда // Обработка слайда
_slideMechanic.RequestSlide(inputs.SlidePressed); _slideMechanic.RequestSlide(inputs.SlidePressed);
@@ -102,141 +136,138 @@ namespace Code.Gameplay.Character.Controller
// Обработка остального ввода // Обработка остального ввода
_inputHandler.ProcessInputs(ref inputs, motor); _inputHandler.ProcessInputs(ref inputs, motor);
// Передаём запрос прыжка напрямую в систему движения по земле // Передаём запрос прыжка
_groundMovement.RequestJump(inputs.JumpPressed); _groundMovement.RequestJump(inputs.JumpPressed);
} }
// Обновление вращения персонажа на основе входных данных
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
{ {
// ВО ВРЕМЯ СЛАЙДА НЕ ОБНОВЛЯЕМ ВРАЩЕНИЕ - ПЕРСОНАЖ СМОТРИТ ПРЯМО
if (_slideMechanic.IsSliding) return; if (_slideMechanic.IsSliding) return;
switch (_currentCameraMode) switch (_currentCameraMode)
{ {
// В FirstPerson режиме применяем вращение камеры напрямую к персонажу (только горизонталь)
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation: case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
// Немедленно применяем горизонтальное вращение камеры к персонажу
currentRotation = _inputHandler.FirstPersonCameraRotation; currentRotation = _inputHandler.FirstPersonCameraRotation;
break; break;
// В ThirdPerson режиме плавно поворачиваем персонаж в направлении движения
case CameraMode.ThirdPerson: case CameraMode.ThirdPerson:
{ {
// Вращение применяется только если есть направление движения и разрешена резкость вращения
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0) if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
{ {
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
var smoothedLookInputDirection = Vector3.Slerp( var smoothedLookInputDirection = Vector3.Slerp(
motor.CharacterForward, motor.CharacterForward,
_inputHandler.LookInputVector, _inputHandler.LookInputVector,
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime) 1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
).normalized; ).normalized;
// Установка нового вращения смотря в сглаженном направлении
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp); currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
} }
break; break;
} }
// Заготовка на будущее (если понадобится)
case CameraMode.Static: case CameraMode.Static:
case CameraMode.Cinematic: case CameraMode.Cinematic:
case CameraMode.Bogdan: // Скорее всего юзлес, но пускай будет
default: default:
break; break;
} }
} }
// Обновление скорости движения персонажа
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
{ {
// Если во время слайда запрошен прыжок — прерываем слайд
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested) if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
{ {
_slideMechanic.EndSlide(); _slideMechanic.EndSlide();
} }
// Проверяем запрос слайда и запускаем его если можно
if (!_slideMechanic.IsSliding) if (!_slideMechanic.IsSliding)
{ {
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
_inputHandler.LookInputVector); _inputHandler.LookInputVector);
} }
// Если активен слайд - обрабатываем отдельно
else else
{ {
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor); _slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
return; return;
} }
// === WALL RUNNING: обработка состояния ===
if (_wallRunningMechanic.IsWallRunning)
{
// 🔄 Передаём актуальные данные для walljump
if (_groundMovement.JumpRequested) // или _lastInputs.JumpPressed — зависит от логики
{
_wallRunningMechanic.PerformWallJump(_lastInputs, _inputHandler.FirstPersonCameraRotation);
_groundMovement.CancelJumpRequest(); // сброс, чтобы не сработало дважды
}
else
{
_wallRunningMechanic.HandleWallRun(ref currentVelocity, _lastInputs, deltaTime);
}
return;
}
// Если персонаж находится на земле // Если персонаж находится на земле
if (motor.GroundingStatus.IsStableOnGround) if (motor.GroundingStatus.IsStableOnGround)
{ {
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime); _groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
} }
// Если персонаж не находится на земле // Если персонаж не на земле — стандартное воздушное движение
else else
{ {
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime); _airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
_groundMovement.CancelJumpRequest(); _groundMovement.CancelJumpRequest();
} }
} }
public void BlockAbilities(float duration)
{
isAbilitiesBlocked = true;
abilityBlockTimer = duration;
}
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
public void BeforeCharacterUpdate(float deltaTime) public void BeforeCharacterUpdate(float deltaTime)
{ {
} }
// Метод вызывается после обработки столкновения с землей
public void PostGroundingUpdate(float deltaTime) public void PostGroundingUpdate(float deltaTime)
{ {
// Если во время слайда персонаж оторвался от земли - заканчиваем слайд
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround) if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
{ {
_slideMechanic.EndSlide(); _slideMechanic.EndSlide();
} }
} }
// Метод вызывается после обновления персонажа
public void AfterCharacterUpdate(float deltaTime) public void AfterCharacterUpdate(float deltaTime)
{ {
_wallLeanMechanic.UpdateLean(motor, deltaTime); _wallLeanMechanic.Update(
_wallRunningMechanic.IsWallRunning,
_wallRunningMechanic.GetWallNormal(),
motor.CharacterForward
);
} }
// Проверка валидности коллайдера для обработки столкновений
public bool IsColliderValidForCollisions(Collider coll) public bool IsColliderValidForCollisions(Collider coll)
{ {
return true; // Все коллайдеры считаются валидными для столкновений return true;
} }
// Обработка столкновения с землей (вызывается при приземлении)
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport) ref HitStabilityReport hitStabilityReport)
{ {
} }
// Обработка столкновения при движении (вызывается при ударе о препятствие)
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport) ref HitStabilityReport hitStabilityReport)
{ {
_wallClimbMechanic.OnMovementHit(motor, hitNormal); if (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint))
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
if (Mathf.Abs(dotWithUp) <= _wallClimbMechanic.WallNormalThreshold)
{ {
_wallLeanMechanic.OnWallContact(hitNormal, motor.TransientPosition.y);
} }
} }
// Обработка отчета о стабильности столкновения
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
Vector3 atCharacterPosition, Vector3 atCharacterPosition,
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
{ {
} }
// Обработка дискретных столкновений (для триггеров и специальных коллайдеров)
public void OnDiscreteCollisionDetected(Collider hitCollider) public void OnDiscreteCollisionDetected(Collider hitCollider)
{ {
} }
@@ -113,7 +113,7 @@ namespace Code.Gameplay.Character.Controller.Input
var cameraForward = cameraRotation * Vector3.forward; var cameraForward = cameraRotation * Vector3.forward;
// Проецируем на горизонтальную плоскость // 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 // Если проекция вырождена, используем текущее направление персонажа
if (horizontalForward.sqrMagnitude < 0.01f) 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 +1,23 @@
using UnityEngine;
namespace Code.Gameplay.Door
{
public class Door : MonoBehaviour
{
[SerializeField] private Transform hingeJointAnchor;
[SerializeField] private HingeJoint hingeJoint;
[SerializeField] private Rigidbody rigidbody;
public void TranslationMode(bool on)
{
if (on)
{
rigidbody.isKinematic = true;
return;
}
rigidbody.isKinematic = false;
hingeJoint.autoConfigureConnectedAnchor = false;
hingeJoint.connectedAnchor = hingeJointAnchor.position;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bc9fc6ce2cc24b68b2b330e4fd029b80
timeCreated: 1764304430
@@ -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: 3b36108558824d748620db29707cd2b1
timeCreated: 1763228467
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