Compare commits
15
Commits
UI2
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No files matched your search
Generated
+13
@@ -0,0 +1,13 @@
|
||||
# Default ignored files
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Rider ignored files
|
||||
/contentModel.xml
|
||||
/projectSettingsUpdater.xml
|
||||
/modules.xml
|
||||
/.idea.CourierOldRe.iml
|
||||
# Editor-based HTTP Client requests
|
||||
/httpRequests/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
|
||||
/dataSources.local.xml
|
||||
Generated
+8
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="UserContentModel">
|
||||
<attachedFolders />
|
||||
<explicitIncludes />
|
||||
<explicitExcludes />
|
||||
</component>
|
||||
</project>
|
||||
Generated
+6
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="VcsDirectoryMappings">
|
||||
<mapping directory="" vcs="Git" />
|
||||
</component>
|
||||
</project>
|
||||
@@ -15,7 +15,7 @@ MonoBehaviour:
|
||||
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
|
||||
m_currentHash:
|
||||
serializedVersion: 2
|
||||
Hash: 44f191e9f235d5420c20a51f93ead7da
|
||||
Hash: 00000000000000000000000000000000
|
||||
m_OptimizeCatalogSize: 0
|
||||
m_BuildRemoteCatalog: 0
|
||||
m_CatalogRequestsTimeout: 0
|
||||
|
||||
@@ -1,25 +1,36 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.App.AppStates
|
||||
{
|
||||
public class GameplayState : BaseState<AppStateMachineContext>
|
||||
{
|
||||
private PlayerHealthPoints _playerHealthPoints;
|
||||
|
||||
public GameplayState(AppStateMachineContext context) : base(context)
|
||||
{
|
||||
}
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Context.SceneLoaderService.LoadScene((int)SceneIds.Gameplay, SceneLoaded);
|
||||
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
|
||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
Context.UIService.SwitchPanelTo(UIPanel.Gameplay);
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
||||
}
|
||||
|
||||
private void SceneLoaded()
|
||||
{
|
||||
Context.UIService.LoadingScreen.Hide();
|
||||
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
@@ -1,7 +1,10 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.App.AppStates
|
||||
{
|
||||
@@ -14,17 +17,36 @@ namespace Code.App.AppStates
|
||||
{
|
||||
Context.SceneLoaderService.LoadScene((int)SceneIds.MainMenu, SceneLoaded);
|
||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
Context.UIService.SwitchPanelTo(UIPanel.MainMenu);
|
||||
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
|
||||
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.Static);
|
||||
}
|
||||
|
||||
private void SceneLoaded()
|
||||
{
|
||||
|
||||
{
|
||||
Context.UIService.LoadingScreen.Hide();
|
||||
|
||||
base.EnterState();
|
||||
}
|
||||
public override void Tick()
|
||||
{ }
|
||||
|
||||
private void StartGame()
|
||||
{
|
||||
Context.StateMachine.SwitchState(AppState.Gameplay)
|
||||
.AllowStateTransition(AppState.MainMenu)
|
||||
.AllowStateTransition(AppState.GameOver);
|
||||
}
|
||||
|
||||
private void ExitGame()
|
||||
{
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
public override void ExitState()
|
||||
{
|
||||
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.StateMachine;
|
||||
@@ -16,6 +17,8 @@ namespace Code.App.AppStates
|
||||
{
|
||||
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
|
||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
||||
}
|
||||
|
||||
private void SceneLoaded()
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Configs;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.StaticData;
|
||||
using Code.UI;
|
||||
using Reflex.Core;
|
||||
using Reflex.Injectors;
|
||||
using UnityEngine;
|
||||
@@ -20,20 +22,35 @@ namespace Code.App
|
||||
InstallInfrastructureUnit(containerBuilder, staticDataService);
|
||||
|
||||
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
||||
|
||||
InitializeCamera(containerBuilder, staticDataService);
|
||||
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
|
||||
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
|
||||
|
||||
containerBuilder.OnContainerBuilt += Bootstrap;
|
||||
}
|
||||
|
||||
private void InitializeCamera(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
|
||||
{
|
||||
// CameraService cameraService = Instantiate(staticDataService.CameraConfig.cameraPrefab);
|
||||
// containerBuilder.AddSingleton(cameraService);
|
||||
// DontDestroyOnLoad(cameraService);
|
||||
|
||||
Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab);
|
||||
DontDestroyOnLoad(camera);
|
||||
containerBuilder.AddSingleton(camera);
|
||||
}
|
||||
|
||||
private void InstallInfrastructureUnit(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
|
||||
{
|
||||
GameObject infrastructureUnit = Instantiate(staticDataService.AppConfig.infrastructureUnitPrefab);
|
||||
DontDestroyOnLoad(infrastructureUnit);
|
||||
|
||||
containerBuilder.AddSingleton(infrastructureUnit);
|
||||
containerBuilder.AddSingleton(infrastructureUnit.GetComponent<ICoroutineRunner>(),
|
||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CoroutineRunner>(),
|
||||
typeof(ICoroutineRunner));
|
||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
|
||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
|
||||
}
|
||||
|
||||
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
|
||||
@@ -43,6 +60,10 @@ namespace Code.App
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
|
||||
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
|
||||
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
|
||||
containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
|
||||
}
|
||||
|
||||
private void Bootstrap(Container container)
|
||||
@@ -52,9 +73,15 @@ namespace Code.App
|
||||
|
||||
AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
|
||||
|
||||
CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
|
||||
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
|
||||
|
||||
cameraStateMachine.Initialize();
|
||||
|
||||
// TODO: поменяно для теста
|
||||
appStateMachine
|
||||
.SwitchState(AppState.MovementDev);
|
||||
.SwitchState(AppState.MainMenu)
|
||||
.AllowStateTransition(AppState.Gameplay);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,7 @@
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.UI;
|
||||
using Reflex.Attributes;
|
||||
|
||||
namespace Code.App.StateMachine
|
||||
@@ -8,5 +10,8 @@ namespace Code.App.StateMachine
|
||||
{
|
||||
[Inject] public ISceneLoaderService SceneLoaderService;
|
||||
[Inject] public IInputService InputService;
|
||||
[Inject] public AppStateMachine StateMachine;
|
||||
[Inject] public CameraStateMachine CameraStateMachine;
|
||||
[Inject] public IUIService UIService;
|
||||
}
|
||||
}
|
||||
@@ -2,9 +2,15 @@ using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/AppConfig", fileName = "AppConfig")]
|
||||
[CreateAssetMenu(menuName = "Config/App", fileName = "AppConfig")]
|
||||
public class AppConfig : ScriptableObject
|
||||
{
|
||||
public GameObject infrastructureUnitPrefab;
|
||||
}
|
||||
[CreateAssetMenu(menuName = "Config/Player", fileName = "PlayerConfig")]
|
||||
public class PlayerConfig : ScriptableObject
|
||||
{
|
||||
public Player playerPrefab;
|
||||
public int maxHealth;
|
||||
}
|
||||
}
|
||||
+7
-4
@@ -1,10 +1,9 @@
|
||||
using Code.Gameplay.Character.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(fileName = "CharacterCameraConfig", menuName = "Config/CharacterCameraConfig")]
|
||||
public class CharacterCameraConfig : ScriptableObject
|
||||
[CreateAssetMenu(fileName = "CameraConfig", menuName = "Config/CameraConfig")]
|
||||
public class CameraConfig : ScriptableObject
|
||||
{
|
||||
public float
|
||||
// Расстояния от персонажа до камеры
|
||||
@@ -29,6 +28,10 @@ namespace Code.Configs
|
||||
maxVerticalAngle = 70f, // Максимальный угол наклона камеры (вверх)
|
||||
defaultVerticalAngle = 10f; // Стандартный угол наклона камеры
|
||||
|
||||
public CameraMode defaultCameraMode = CameraMode.MainMenu; // Текущий режим камеры
|
||||
// Позиция следования по умолчанию
|
||||
public Vector3 defaultFollowPosition = Vector3.zero;
|
||||
|
||||
// Префаб камеры
|
||||
public Camera cameraPrefab;
|
||||
}
|
||||
}
|
||||
File renamed without changes.
@@ -0,0 +1,35 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
|
||||
public class CharacterConfig : ScriptableObject
|
||||
{
|
||||
// Основное движение по земле
|
||||
public float
|
||||
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
|
||||
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
|
||||
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
|
||||
jumpSpeed = 10f; // Скорость прыжка
|
||||
|
||||
// Спринт
|
||||
public float
|
||||
sprintMoveSpeed = 12f, // Максимальная скорость спринта
|
||||
sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт
|
||||
|
||||
// Слайд
|
||||
public float
|
||||
slideSpeed = 20f, // Скорость слайда
|
||||
slideDuration = 0.8f, // Длительность слайда в секундах
|
||||
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
|
||||
|
||||
// Залазание на стены
|
||||
public float
|
||||
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
|
||||
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
|
||||
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
|
||||
|
||||
// Гравитация
|
||||
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 10cfaf8e57f64eddb8c2eda147e4739a
|
||||
timeCreated: 1761723608
|
||||
@@ -0,0 +1,10 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Player", fileName = "PlayerConfig")]
|
||||
public class PlayerConfig : ScriptableObject
|
||||
{
|
||||
public int maxHealth;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 425c2ad28dbe4552acd1564f64372558
|
||||
timeCreated: 1761591274
|
||||
@@ -0,0 +1,13 @@
|
||||
using Code.UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/UI", fileName = "UIConfig")]
|
||||
public class UIConfig : ScriptableObject
|
||||
{
|
||||
[FormerlySerializedAs("uiElements")] public UIElement[] uiElementsPrefabs;
|
||||
[FormerlySerializedAs("canvas")] public Canvas canvasPrefab;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: feaa36c74e094e0aa24b3983957a6e4e
|
||||
timeCreated: 1761591380
|
||||
@@ -1,3 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e4901b413afd4d7da914edf2a1e51f8f
|
||||
timeCreated: 1760627936
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0fae52abe6b44ad5bdd6e67876fe940a
|
||||
timeCreated: 1761671702
|
||||
+3
-2
@@ -1,7 +1,8 @@
|
||||
namespace Code.Gameplay.Character.Core
|
||||
namespace Code.Gameplay.Camera
|
||||
{
|
||||
/*
|
||||
* Перечисление режимов работы камеры
|
||||
* MainMenu - статичная камера, смотрит на заданную позицию (то что надо в главном меню)
|
||||
* Static - статичная камера без следования за целью
|
||||
* FirstPerson - камера от первого лица (встроена в модель персонажа)
|
||||
* ThirdPerson - камера от третьего лица (следует за персонажем на расстоянии)
|
||||
@@ -9,7 +10,7 @@ namespace Code.Gameplay.Character.Core
|
||||
*/
|
||||
public enum CameraMode
|
||||
{
|
||||
MainMenu,
|
||||
Bogdan,
|
||||
Static,
|
||||
FirstPerson,
|
||||
ThirdPerson,
|
||||
File renamed without changes.
@@ -0,0 +1,23 @@
|
||||
using Code.Configs;
|
||||
using Code.Gameplay.Camera.CameraStates;
|
||||
using Code.StateMachine;
|
||||
|
||||
namespace Code.Gameplay.Camera
|
||||
{
|
||||
public class CameraStateMachine : AbstractStateMachine<CameraMode, CameraStateMachineContext>
|
||||
{
|
||||
// Текущий режим работы камеры
|
||||
public override void Initialize()
|
||||
{
|
||||
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
|
||||
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
|
||||
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
|
||||
}
|
||||
|
||||
|
||||
protected override bool CheckTransitionAllowed(CameraMode nextState) => true;
|
||||
|
||||
protected override void ResetAllowedTransitions()
|
||||
{ }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b220b02510c34ea08257cc951d949fd7
|
||||
timeCreated: 1761671720
|
||||
@@ -0,0 +1,13 @@
|
||||
using Code.Configs;
|
||||
using Code.Input;
|
||||
using Reflex.Attributes;
|
||||
|
||||
namespace Code.Gameplay.Camera
|
||||
{
|
||||
public class CameraStateMachineContext
|
||||
{
|
||||
[Inject] public UnityEngine.Camera Camera;
|
||||
[Inject] public CameraConfig Config;
|
||||
[Inject] public IInputService InputService;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f18a74bdb8947bebec56115659e5af3
|
||||
timeCreated: 1761671752
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d7399e433dff42a185f62d79b546b059
|
||||
timeCreated: 1761671908
|
||||
@@ -0,0 +1,152 @@
|
||||
using Code.Configs;
|
||||
using Code.Input;
|
||||
using Code.StateMachine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
public abstract class BaseCameraState : BaseState<CameraStateMachineContext>
|
||||
{
|
||||
// DI сервиса ввода
|
||||
private readonly IInputService _inputService;
|
||||
|
||||
// Конфиг камеры
|
||||
private readonly CameraConfig _config;
|
||||
|
||||
// Используемая камера
|
||||
protected UnityEngine.Camera Camera { get; private set; }
|
||||
|
||||
// Трансформ объекта, за которым следует камера
|
||||
protected Transform FollowTransform;
|
||||
|
||||
// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
|
||||
protected Vector3 CurrentFollowPosition;
|
||||
|
||||
// Fallback-позиция для режимов без цели
|
||||
private Vector3 _defaultFollowPosition;
|
||||
|
||||
// Целевой вертикальный угол камеры (наклон вверх/вниз)
|
||||
private float _targetVerticalAngle;
|
||||
|
||||
// Текущая и целевая дистанция камеры от цели
|
||||
protected float CurrentDistance, TargetDistance;
|
||||
|
||||
// Исходные значения дистанции для восстановления
|
||||
protected float OriginalDefaultDistance, OriginalMinDistance, OriginalMaxDistance;
|
||||
|
||||
// Горизонтальное направление камеры (проекция forward на плоскость)
|
||||
private Vector3 PlanarDirection { get; set; }
|
||||
|
||||
// Параметры загружаются из CameraConfig
|
||||
protected float
|
||||
DefaultDistance,
|
||||
MinDistance,
|
||||
MaxDistance,
|
||||
DistanceMovementSpeed,
|
||||
RotationSpeed,
|
||||
RotationSharpness,
|
||||
FollowSharpness,
|
||||
MinVerticalAngle,
|
||||
MaxVerticalAngle,
|
||||
DefaultVerticalAngle;
|
||||
|
||||
// Свойства для доступа к важным данным камеры извне
|
||||
public Vector3 GetPlanarDirection() => PlanarDirection; // Горизонтальное направление камеры
|
||||
public Quaternion GetCameraRotation() => Camera.transform.rotation; // Текущее вращение камеры
|
||||
|
||||
// Конструктор базового состояния
|
||||
protected BaseCameraState(CameraStateMachineContext context) : base(context)
|
||||
{
|
||||
_inputService = context.InputService;
|
||||
_config = context.Config;
|
||||
LoadConfig();
|
||||
}
|
||||
|
||||
// Загрузка конфига для камеры
|
||||
private void LoadConfig()
|
||||
{
|
||||
// Загрузка значений из конфигов
|
||||
DefaultDistance = _config.defaultDistance;
|
||||
MinDistance = _config.minDistance;
|
||||
MaxDistance = _config.maxDistance;
|
||||
DistanceMovementSpeed = _config.distanceMovementSpeed;
|
||||
RotationSpeed = _config.rotationSpeed;
|
||||
RotationSharpness = _config.rotationSharpness;
|
||||
FollowSharpness = _config.followSharpness;
|
||||
MinVerticalAngle = _config.minVerticalAngle;
|
||||
MaxVerticalAngle = _config.maxVerticalAngle;
|
||||
DefaultVerticalAngle = _config.defaultVerticalAngle;
|
||||
_defaultFollowPosition = _config.defaultFollowPosition;
|
||||
|
||||
// Обеспечиваем корректные значения дистанции и угла
|
||||
DefaultDistance = Mathf.Clamp(DefaultDistance, MinDistance, MaxDistance);
|
||||
DefaultVerticalAngle = Mathf.Clamp(DefaultVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
|
||||
|
||||
// Сохраняем оригинальные значения для восстановления
|
||||
OriginalDefaultDistance = DefaultDistance;
|
||||
OriginalMinDistance = MinDistance;
|
||||
OriginalMaxDistance = MaxDistance;
|
||||
|
||||
CurrentDistance = DefaultDistance;
|
||||
TargetDistance = CurrentDistance;
|
||||
_targetVerticalAngle = DefaultVerticalAngle;
|
||||
PlanarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
|
||||
CurrentFollowPosition = _defaultFollowPosition;
|
||||
}
|
||||
|
||||
// Переход в состояние
|
||||
public override void EnterState()
|
||||
{
|
||||
Camera = Context.Camera;
|
||||
}
|
||||
|
||||
public override void LateTick()
|
||||
{
|
||||
// Обновляем камеру только если есть цель для следования
|
||||
if (FollowTransform)
|
||||
{
|
||||
UpdateWithInput(Time.deltaTime, _inputService.ZoomInput, _inputService.LookInput);
|
||||
}
|
||||
}
|
||||
|
||||
// Абстрактные методы для специфики режима
|
||||
protected abstract void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation);
|
||||
|
||||
// Обработка вращения камеры на основе пользовательского ввода
|
||||
// Теперь виртуальный, чтобы статический режим мог работать как хочет
|
||||
protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
||||
{
|
||||
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
||||
var rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
|
||||
PlanarDirection = rotationFromInput * PlanarDirection;
|
||||
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
||||
|
||||
// Вращение вокруг горизонтальной оси (вертикальный наклон)
|
||||
_targetVerticalAngle -= rotationInput.y * RotationSpeed;
|
||||
_targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
|
||||
var verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
|
||||
|
||||
// Интерполяция к целевому вращению для плавности
|
||||
targetRotation = Quaternion.Slerp(Camera.transform.rotation, planarRotation * verticalRotation, deltaTime * RotationSharpness);
|
||||
|
||||
// Применение финального вращения
|
||||
Camera.transform.rotation = targetRotation;
|
||||
}
|
||||
|
||||
// Основной метод обновления камеры, вызываемый извне каждый кадр
|
||||
private void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
|
||||
{
|
||||
// Обработка ввода и позиционирования
|
||||
HandleRotationInput(deltaTime, rotationInput, out var targetRotation);
|
||||
HandlePosition(deltaTime, zoomInput, targetRotation);
|
||||
}
|
||||
|
||||
// Установка цели для следования камеры
|
||||
public void SetFollowTransform(Transform t)
|
||||
{
|
||||
FollowTransform = t;
|
||||
CurrentFollowPosition = t ? t.position : _defaultFollowPosition;
|
||||
if (t) PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 92ff312b40a647b392af24877e699bd5
|
||||
timeCreated: 1761685916
|
||||
@@ -0,0 +1,43 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
/*
|
||||
* Состояние камеры от первого лица
|
||||
* Камера размещается непосредственно на позиции цели (например, на уровне глаз персонажа)
|
||||
* Дистанция до цели принудительно устанавливается в 0
|
||||
* Вращение управляется мышью, позиция следует за целью без отступа
|
||||
*/
|
||||
public class FirstPersonState : BaseCameraState, ICameraState
|
||||
{
|
||||
public FirstPersonState(CameraStateMachineContext context) : base(context) { }
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
// В FirstPerson режиме дистанция всегда равна 0
|
||||
MinDistance = 0f;
|
||||
MaxDistance = 0f;
|
||||
DefaultDistance = 0f;
|
||||
TargetDistance = 0f;
|
||||
CurrentDistance = 0f;
|
||||
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
{
|
||||
// Плавное следование за целью с использованием экспоненциального сглаживания
|
||||
CurrentFollowPosition = Vector3.Lerp(CurrentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-FollowSharpness * deltaTime));
|
||||
|
||||
// В FirstPerson режиме камера находится прямо на позиции цели
|
||||
var targetPosition = CurrentFollowPosition;
|
||||
|
||||
// Установка финальной позиции камеры
|
||||
Camera.transform.position = targetPosition;
|
||||
}
|
||||
public CameraMode GetCameraMode()
|
||||
{
|
||||
return CameraMode.FirstPerson;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8bd4b9c56b1e435d8699160bc950994c
|
||||
timeCreated: 1761672032
|
||||
@@ -0,0 +1,7 @@
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
public interface ICameraState
|
||||
{
|
||||
CameraMode GetCameraMode();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f25670e547242e8a91e19894cf6889c
|
||||
timeCreated: 1761687204
|
||||
@@ -0,0 +1,30 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
public class StaticState : BaseCameraState, ICameraState
|
||||
{
|
||||
public Transform LookTarget;
|
||||
public StaticState(CameraStateMachineContext context) : base(context) { }
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Debug.Log("Static State Enter");
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
{
|
||||
Camera.transform.position = FollowTransform.position;
|
||||
}
|
||||
|
||||
public CameraMode GetCameraMode() => CameraMode.Static;
|
||||
|
||||
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
|
||||
out Quaternion targetRotation)
|
||||
{
|
||||
if(LookTarget) Camera.transform.LookAt(LookTarget);
|
||||
targetRotation = Camera.transform.rotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ddbcc6a073b744a08ce31c0607c1e9e9
|
||||
timeCreated: 1761671944
|
||||
@@ -0,0 +1,58 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
/*
|
||||
* Состояние камеры от третьего лица
|
||||
* Камера следует за персонажем на заданном расстоянии
|
||||
* Поддерживает зум, плавное следование и вращение с учётом угла наклона
|
||||
* Дистанция и углы настраиваются через конфигурацию
|
||||
*/
|
||||
public class ThirdPersonState : BaseCameraState, ICameraState
|
||||
{
|
||||
public ThirdPersonState(CameraStateMachineContext context) : base(context) { }
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
// Восстанавливаем исходные значения дистанции
|
||||
MinDistance = OriginalMinDistance;
|
||||
MaxDistance = OriginalMaxDistance;
|
||||
DefaultDistance = OriginalDefaultDistance;
|
||||
TargetDistance = DefaultDistance;
|
||||
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
{
|
||||
// Обновление целевой дистанции на основе ввода зума
|
||||
TargetDistance += zoomInput * DistanceMovementSpeed;
|
||||
TargetDistance = Mathf.Clamp(TargetDistance, MinDistance, MaxDistance);
|
||||
|
||||
// Плавное следование за целью с использованием экспоненциального сглаживания
|
||||
CurrentFollowPosition = Vector3.Lerp(
|
||||
CurrentFollowPosition,
|
||||
FollowTransform.position,
|
||||
1f - Mathf.Exp(-FollowSharpness * deltaTime)
|
||||
);
|
||||
|
||||
// В ThirdPerson режиме камера отодвинута на расстояние от цели
|
||||
var targetPosition = CurrentFollowPosition - targetRotation * Vector3.forward * CurrentDistance;
|
||||
|
||||
// Плавное изменение текущей дистанции к целевой
|
||||
CurrentDistance = Mathf.Lerp(
|
||||
CurrentDistance,
|
||||
TargetDistance,
|
||||
1f - Mathf.Exp(-DistanceMovementSpeed * deltaTime)
|
||||
);
|
||||
|
||||
// Установка финальной позиции камеры
|
||||
Camera.transform.position = targetPosition;
|
||||
}
|
||||
|
||||
public CameraMode GetCameraMode()
|
||||
{
|
||||
return CameraMode.ThirdPerson;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ec6778ceb9854ff8af7cba4f6285c370
|
||||
timeCreated: 1761672071
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b36ec6a31fb74d608232394fd5df657c
|
||||
timeCreated: 1761570832
|
||||
@@ -1,223 +0,0 @@
|
||||
using System;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using Code.StaticData;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Camera
|
||||
{
|
||||
/*
|
||||
* Скрипт, отвечающий за поведение камеры при передвижении
|
||||
* Поддерживает как 3rd-person, так и 1st-person режимы камеры
|
||||
* Реализует плавное следование за персонажем, вращение и зум камеры
|
||||
*
|
||||
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
||||
*/
|
||||
public class CharacterCamera : MonoBehaviour
|
||||
{
|
||||
// Значения теперь берутся из конфига
|
||||
private float
|
||||
// Расстояния от персонажа до камеры
|
||||
_defaultDistance, // Стандартное расстояние камеры от цели
|
||||
_minDistance, // Минимальное расстояние при зуме
|
||||
_maxDistance, // Максимальное расстояние при зуме
|
||||
|
||||
// Скорость зума камеры
|
||||
_distanceMovementSpeed, // Множитель скорости изменения дистанции при зуме
|
||||
|
||||
// Скорость поворота камеры
|
||||
_rotationSpeed, // Множитель скорости вращения камеры
|
||||
|
||||
// Скорость интерполяции текущее -> целевое вращение
|
||||
_rotationSharpness, // Коэффициент плавности вращения камеры (чем выше - тем резче)
|
||||
|
||||
// Резкость следования камеры за целью
|
||||
_followSharpness, // Коэффициент плавности следования за движущейся целью (чем выше - тем резче)
|
||||
|
||||
// Углы наклона камеры
|
||||
_minVerticalAngle, // Минимальный угол наклона камеры (вниз)
|
||||
_maxVerticalAngle, // Максимальный угол наклона камеры (вверх)
|
||||
_defaultVerticalAngle; // Стандартный угол наклона камеры
|
||||
|
||||
// Трансформ объекта, за которым следует камера (для 1st-person: уровень глаз)
|
||||
private Transform _followTransform;
|
||||
|
||||
// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
|
||||
private Vector3 _currentFollowPosition;
|
||||
|
||||
// Позиция следования по умолчанию (для меню)
|
||||
private readonly Vector3 _defaultFollowPosition = Vector3.zero;
|
||||
|
||||
// Целевой вертикальный угол камеры (наклон вверх/вниз)
|
||||
private float _targetVerticalAngle;
|
||||
|
||||
// Текущая и целевая дистанция камеры от цели
|
||||
private float _currentDistance, _targetDistance;
|
||||
|
||||
// Исходные значения дистанции для восстановления после FirstPerson режима
|
||||
private float _originalDefaultDistance, _originalMinDistance, _originalMaxDistance;
|
||||
|
||||
// Свойства для доступа к важным данным камеры извне
|
||||
public Vector3 PlanarDirection { get; private set; } // Горизонтальное направление камеры
|
||||
|
||||
public CameraMode CurrentMode { get; private set; }
|
||||
|
||||
[Inject] private IStaticDataService _staticDataService;
|
||||
|
||||
// Загрузка конфига для камеры
|
||||
private void LoadConfig()
|
||||
{
|
||||
var config = _staticDataService.CharacterCameraConfig;
|
||||
|
||||
// Загрузка значений из конфигов
|
||||
_defaultDistance = config.defaultDistance;
|
||||
_minDistance = config.minDistance;
|
||||
_maxDistance = config.maxDistance;
|
||||
_distanceMovementSpeed = config.distanceMovementSpeed;
|
||||
_rotationSpeed = config.rotationSpeed;
|
||||
_rotationSharpness = config.rotationSharpness;
|
||||
_followSharpness = config.followSharpness;
|
||||
_minVerticalAngle = config.minVerticalAngle;
|
||||
_maxVerticalAngle = config.maxVerticalAngle;
|
||||
_defaultVerticalAngle = config.defaultVerticalAngle;
|
||||
CurrentMode = config.defaultCameraMode;
|
||||
|
||||
// Обеспечиваем корректные значения дистанции и угла
|
||||
_defaultDistance = Mathf.Clamp(_defaultDistance, _minDistance, _maxDistance);
|
||||
_defaultVerticalAngle = Mathf.Clamp(_defaultVerticalAngle, _minVerticalAngle, _maxVerticalAngle);
|
||||
|
||||
// Сохраняем оригинальные значения для восстановления
|
||||
_originalDefaultDistance = _defaultDistance;
|
||||
_originalMinDistance = _minDistance;
|
||||
_originalMaxDistance = _maxDistance;
|
||||
|
||||
_currentDistance = _defaultDistance;
|
||||
_targetDistance = _currentDistance;
|
||||
_targetVerticalAngle = _defaultVerticalAngle;
|
||||
PlanarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
|
||||
|
||||
_currentFollowPosition = _defaultFollowPosition;
|
||||
}
|
||||
|
||||
// Инициализация камеры при создании
|
||||
private void Awake()
|
||||
{
|
||||
LoadConfig();
|
||||
}
|
||||
|
||||
// Установка цели для следования камеры
|
||||
public void SetFollowTransform(Transform t)
|
||||
{
|
||||
_followTransform = t;
|
||||
_currentFollowPosition = t.position;
|
||||
PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
|
||||
}
|
||||
|
||||
// Обработка вращения камеры на основе пользовательского ввода
|
||||
private void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
||||
{
|
||||
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
||||
var rotationFromInput = Quaternion.Euler(_followTransform.up * (rotationInput.x * _rotationSpeed));
|
||||
PlanarDirection = rotationFromInput * PlanarDirection;
|
||||
var planarRotation = Quaternion.LookRotation(PlanarDirection, _followTransform.up);
|
||||
|
||||
// Вращение вокруг горизонтальной оси (вертикальный наклон)
|
||||
_targetVerticalAngle -= rotationInput.y * _rotationSpeed;
|
||||
_targetVerticalAngle = Math.Clamp(_targetVerticalAngle, _minVerticalAngle, _maxVerticalAngle);
|
||||
var verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
|
||||
|
||||
// Интерполяция к целевому вращению для плавности
|
||||
targetRotation = Quaternion.Slerp(transform.rotation, planarRotation * verticalRotation, deltaTime * _rotationSharpness);
|
||||
|
||||
// Применение финального вращения
|
||||
transform.rotation = targetRotation;
|
||||
}
|
||||
|
||||
// Обработка позиционирования камеры и зума с учетом текущего режима
|
||||
private void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
{
|
||||
// В FirstPerson режиме зум отключается
|
||||
if (CurrentMode != CameraMode.FirstPerson)
|
||||
{
|
||||
// Обновление целевой дистанции на основе ввода зума
|
||||
_targetDistance += zoomInput * _distanceMovementSpeed;
|
||||
_targetDistance = Mathf.Clamp(_targetDistance, _minDistance, _maxDistance);
|
||||
}
|
||||
|
||||
// Плавное следование за целью с использованием экспоненциального сглаживания
|
||||
_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, _followTransform.position, 1f - Mathf.Exp(-_followSharpness * deltaTime));
|
||||
|
||||
// Вычисление целевой позиции камеры с учетом текущего режима
|
||||
Vector3 targetPosition;
|
||||
if (CurrentMode == CameraMode.FirstPerson)
|
||||
{
|
||||
// В FirstPerson режиме камера находится прямо на позиции цели
|
||||
targetPosition = _currentFollowPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
// В ThirdPerson режиме камера отодвинута на расстояние от цели
|
||||
targetPosition = _currentFollowPosition - targetRotation * Vector3.forward * _currentDistance;
|
||||
}
|
||||
|
||||
// Плавное изменение текущей дистанции к целевой (только для ThirdPerson)
|
||||
if (CurrentMode != CameraMode.FirstPerson)
|
||||
{
|
||||
_currentDistance = Mathf.Lerp(_currentDistance, _targetDistance, 1f - Mathf.Exp(-_distanceMovementSpeed * deltaTime));
|
||||
}
|
||||
|
||||
// Установка финальной позиции камеры
|
||||
transform.position = targetPosition;
|
||||
}
|
||||
|
||||
// Основной метод обновления камеры, вызываемый извне каждый кадр
|
||||
public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
|
||||
{
|
||||
// Проверка наличия цели для следования и проверка на режим главного меню
|
||||
if (!_followTransform || CurrentMode == CameraMode.MainMenu) return;
|
||||
|
||||
// Обработка ввода и позиционирования
|
||||
HandleRotationInput(deltaTime, rotationInput, out var targetRotation);
|
||||
HandlePosition(deltaTime, zoomInput, targetRotation);
|
||||
}
|
||||
|
||||
// Смена режима камеры
|
||||
public void SetCameraMode(CameraMode newMode)
|
||||
{
|
||||
if (CurrentMode == newMode) return;
|
||||
CurrentMode = newMode;
|
||||
|
||||
// Применяем настройки специфичные для режима
|
||||
ApplyModeSpecificSettings();
|
||||
}
|
||||
|
||||
// Применение настроек специфичных для текущего режима
|
||||
private void ApplyModeSpecificSettings()
|
||||
{
|
||||
switch (CurrentMode)
|
||||
{
|
||||
case CameraMode.FirstPerson:
|
||||
// В FirstPerson режиме дистанция всегда равна 0
|
||||
_minDistance = 0f;
|
||||
_maxDistance = 0f;
|
||||
_defaultDistance = 0f;
|
||||
_targetDistance = 0f;
|
||||
_currentDistance = 0f;
|
||||
break;
|
||||
case CameraMode.ThirdPerson:
|
||||
// Восстанавливаем исходные значения дистанции
|
||||
_minDistance = _originalMinDistance;
|
||||
_maxDistance = _originalMaxDistance;
|
||||
_defaultDistance = _originalDefaultDistance;
|
||||
_targetDistance = _defaultDistance;
|
||||
break;
|
||||
// Заготовка на будущее (если понадобится)
|
||||
case CameraMode.MainMenu:
|
||||
case CameraMode.Static:
|
||||
case CameraMode.Cinematic:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f1d98e6c5419411098391c07861e627e
|
||||
timeCreated: 1760627986
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
using Code.Gameplay.Camera;
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
using Code.Gameplay.Character.Core;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
|
||||
+6
-2
@@ -13,12 +13,16 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
private readonly float _wallClimbSpeedFactor;
|
||||
// Минимальная горизонтальная скорость для начала залазания на стену
|
||||
private readonly float _minWallClimbSpeed;
|
||||
// Пороговый косинус стены
|
||||
private readonly float _wallNormalThreshold;
|
||||
|
||||
// Конструктор механики залазания на стену
|
||||
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed)
|
||||
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed, float wallDetectionAngleThreshold)
|
||||
{
|
||||
_wallClimbSpeedFactor = wallClimbSpeedFactor;
|
||||
_minWallClimbSpeed = minWallClimbSpeed;
|
||||
// Преобразуем угол в косинус порога: если |dot| > cos(threshold), то это НЕ стена
|
||||
_wallNormalThreshold = Mathf.Cos(Mathf.Deg2Rad * wallDetectionAngleThreshold);
|
||||
}
|
||||
|
||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||
@@ -26,7 +30,7 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
// Проверяем, что это вертикальная или почти вертикальная поверхность (стена)
|
||||
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
||||
if (Mathf.Abs(dotWithUp) > 0.1f) return; // Не стена — это пол или потолок
|
||||
if (Mathf.Abs(dotWithUp) > _wallNormalThreshold) return; // Не стена — это пол или потолок
|
||||
|
||||
// Получаем текущую скорость персонажа
|
||||
var currentVelocity = motor.Velocity;
|
||||
|
||||
+37
-31
@@ -1,8 +1,11 @@
|
||||
using Code.Configs;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Character.Controller.Abilities;
|
||||
using Code.Gameplay.Character.Controller.Input;
|
||||
using Code.Gameplay.Character.Controller.Movement;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using KinematicCharacterController;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller
|
||||
@@ -16,44 +19,46 @@ namespace Code.Gameplay.Character.Controller
|
||||
*/
|
||||
public class CustomCharacterController : MonoBehaviour, ICharacterController
|
||||
{
|
||||
[Inject] private CharacterConfig _characterConfig; // Конфиг персонажа через DI
|
||||
|
||||
[SerializeField]
|
||||
private KinematicCharacterMotor motor; // Движок физического перемещения персонажа
|
||||
|
||||
[SerializeField]
|
||||
private float
|
||||
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
|
||||
sprintMoveSpeed = 12f, // Максимальная скорость спринта
|
||||
slideSpeed = 20f, // Скорость слайда
|
||||
slideDuration = 0.8f, // Длительность слайда в секундах
|
||||
slideCooldown = 1.5f, // Время перезарядки слайда
|
||||
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
|
||||
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
|
||||
jumpSpeed = 10f, // Скорость прыжка
|
||||
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
|
||||
minWallClimbSpeed = 9f; // Минимальная горизонтальная скорость для начала залазания на стену
|
||||
|
||||
[SerializeField]
|
||||
private Vector3 gravity = new(0, -30f, 0); // Вектор, отвечающий за применение гравитации
|
||||
|
||||
// Подсистемы
|
||||
private readonly CharacterInputHandler _inputHandler;
|
||||
private readonly SlideMechanic _slideMechanic;
|
||||
private readonly WallClimbMechanic _wallClimbMechanic;
|
||||
private readonly GroundMovementSystem _groundMovement;
|
||||
private readonly AirMovementSystem _airMovement;
|
||||
private CharacterInputHandler _inputHandler;
|
||||
private SlideMechanic _slideMechanic;
|
||||
private WallClimbMechanic _wallClimbMechanic;
|
||||
private GroundMovementSystem _groundMovement;
|
||||
private AirMovementSystem _airMovement;
|
||||
|
||||
// Конструктор без параметров, инициализирующий контроллер
|
||||
public CustomCharacterController()
|
||||
// Инициализация контроллера
|
||||
private void Awake()
|
||||
{
|
||||
_inputHandler = new CharacterInputHandler();
|
||||
_slideMechanic = new SlideMechanic(slideSpeed, slideDuration, slideCooldown);
|
||||
_wallClimbMechanic = new WallClimbMechanic(wallClimbSpeedFactor, minWallClimbSpeed);
|
||||
_groundMovement = new GroundMovementSystem(maxStableMoveSpeed, sprintMoveSpeed, stableMovementSharpness, jumpSpeed);
|
||||
_airMovement = new AirMovementSystem(gravity);
|
||||
// Инициализация подсистем с параметрами из конфига
|
||||
_inputHandler = new CharacterInputHandler(
|
||||
_characterConfig.sprintAngleThreshold
|
||||
);
|
||||
_slideMechanic = new SlideMechanic(
|
||||
_characterConfig.slideSpeed,
|
||||
_characterConfig.slideDuration,
|
||||
_characterConfig.slideCooldown
|
||||
);
|
||||
_wallClimbMechanic = new WallClimbMechanic(
|
||||
_characterConfig.wallClimbSpeedFactor,
|
||||
_characterConfig.minWallClimbSpeed,
|
||||
_characterConfig.wallDetectionAngleThreshold
|
||||
);
|
||||
_groundMovement = new GroundMovementSystem(
|
||||
_characterConfig.maxStableMoveSpeed,
|
||||
_characterConfig.sprintMoveSpeed,
|
||||
_characterConfig.stableMovementSharpness,
|
||||
_characterConfig.jumpSpeed
|
||||
);
|
||||
_airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||
}
|
||||
|
||||
// Текущий режим камеры для адаптации поведения
|
||||
private CameraMode _currentCameraMode = CameraMode.ThirdPerson;
|
||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
||||
|
||||
// Инициализация контроллера
|
||||
private void Start()
|
||||
@@ -109,13 +114,13 @@ namespace Code.Gameplay.Character.Controller
|
||||
case CameraMode.ThirdPerson:
|
||||
{
|
||||
// Вращение применяется только если есть направление движения и разрешена резкость вращения
|
||||
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && orientationSharpness > 0)
|
||||
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
||||
{
|
||||
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
|
||||
var smoothedLookInputDirection = Vector3.Slerp(
|
||||
motor.CharacterForward,
|
||||
_inputHandler.LookInputVector,
|
||||
1f - Mathf.Exp(-orientationSharpness * deltaTime)
|
||||
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
||||
).normalized;
|
||||
|
||||
// Установка нового вращения смотря в сглаженном направлении
|
||||
@@ -127,6 +132,7 @@ namespace Code.Gameplay.Character.Controller
|
||||
// Заготовка на будущее (если понадобится)
|
||||
case CameraMode.Static:
|
||||
case CameraMode.Cinematic:
|
||||
case CameraMode.Bogdan: // Скорее всего юзлес, но пускай будет
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
+15
-2
@@ -1,3 +1,4 @@
|
||||
using Code.Gameplay.Camera;
|
||||
using UnityEngine;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using KinematicCharacterController;
|
||||
@@ -10,6 +11,9 @@ namespace Code.Gameplay.Character.Controller.Input
|
||||
*/
|
||||
public class CharacterInputHandler
|
||||
{
|
||||
// Косинус порогового угла для спринта (предвычислен)
|
||||
private readonly float _sprintAngleThresholdCos;
|
||||
|
||||
// Векторы движения и направления взгляда
|
||||
public Vector3 MoveInputVector { get; set; }
|
||||
public Vector3 LookInputVector { get; set; }
|
||||
@@ -22,7 +26,16 @@ namespace Code.Gameplay.Character.Controller.Input
|
||||
|
||||
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
|
||||
public bool ShouldApplyCameraRotation { get; private set; }
|
||||
|
||||
|
||||
// Конструктор с пороговым углом
|
||||
public CharacterInputHandler(float sprintAngleThreshold)
|
||||
{
|
||||
// Предвычисляем косинус порогового угла для эффективности
|
||||
// Угол в градусах → радианы → косинус
|
||||
// Чем меньше угол — тем строже условие
|
||||
_sprintAngleThresholdCos = Mathf.Cos(Mathf.Deg2Rad * sprintAngleThreshold);
|
||||
}
|
||||
|
||||
// Обработка и преобразование входных данных от персонажа
|
||||
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
|
||||
{
|
||||
@@ -30,7 +43,7 @@ namespace Code.Gameplay.Character.Controller.Input
|
||||
var currentCameraMode = inputs.CameraMode;
|
||||
|
||||
// Обработка спринта
|
||||
IsSprinting = inputs is { SprintPressed: true, MoveAxisForward: > 0.1f }; // Спринт только при движении вперёд
|
||||
IsSprinting = inputs.SprintPressed && inputs.MoveAxisForward > _sprintAngleThresholdCos; // Спринт только при движении на заданный в конфиге угол
|
||||
|
||||
// Нормализация вектора движения и ограничение его величины до 1
|
||||
var moveInputVector =
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Code.Gameplay.Character.Camera;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Camera.CameraStates;
|
||||
using Code.Gameplay.Character.Controller;
|
||||
using Code.Input;
|
||||
using Reflex.Attributes;
|
||||
@@ -14,7 +15,7 @@ namespace Code.Gameplay.Character.Core
|
||||
*/
|
||||
public class Character : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private CharacterCamera characterCamera; // Компонент камеры персонажа
|
||||
[Inject] private CameraStateMachine _cameraStateMachine; // Стейт-машина камеры (нужна для транзакций и т.п.)
|
||||
[SerializeField] private CustomCharacterController customCharacterController; // Компонент управления персонажем
|
||||
[SerializeField] private Transform cameraFollowPoint; // Точка следования камеры (уровень глаз для FirstPerson)
|
||||
|
||||
@@ -27,24 +28,12 @@ namespace Code.Gameplay.Character.Core
|
||||
private void Start()
|
||||
{
|
||||
// Настройка камеры для следования за точкой камеры
|
||||
characterCamera.SetFollowTransform(cameraFollowPoint);
|
||||
((BaseCameraState)_cameraStateMachine.CurrentBaseState).SetFollowTransform(cameraFollowPoint);
|
||||
|
||||
// Включение Gameplay мапа ввода
|
||||
_inputService.EnableMap(ActionMappings.Gameplay);
|
||||
}
|
||||
|
||||
// Обработка ввода для камеры (вращение и зум)
|
||||
private void HandleCameraInput()
|
||||
{
|
||||
// Получаем данные ввода из Input System
|
||||
var lookInput = _inputService.LookInput;
|
||||
var scrollInput = _inputService.ZoomInput;
|
||||
|
||||
// Передаем данные в камеру
|
||||
characterCamera.UpdateWithInput(Time.deltaTime, scrollInput,
|
||||
new Vector3(lookInput.x, lookInput.y, 0));
|
||||
}
|
||||
|
||||
// Обработка ввода для движения персонажа
|
||||
private void HandleCharacterInput()
|
||||
{
|
||||
@@ -58,11 +47,11 @@ namespace Code.Gameplay.Character.Core
|
||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||
inputs.SprintPressed = _inputService.SprintPressed; // Спринт (Shift)
|
||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||
|
||||
// Передаем информацию о камере для адаптивного поведения
|
||||
inputs.CameraRotation = characterCamera.transform.rotation;
|
||||
inputs.CameraMode = characterCamera.CurrentMode;
|
||||
inputs.CameraPlanarDirection = characterCamera.PlanarDirection;
|
||||
inputs.CameraRotation = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetCameraRotation();
|
||||
inputs.CameraPlanarDirection = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetPlanarDirection();
|
||||
|
||||
// Передаем ввод в контроллер персонажа
|
||||
customCharacterController.SetInputs(ref inputs);
|
||||
@@ -87,16 +76,18 @@ namespace Code.Gameplay.Character.Core
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Метод для переключения режимов камеры
|
||||
private void ToggleCameraMode()
|
||||
{
|
||||
var currentMode = characterCamera.CurrentMode;
|
||||
var currentMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||
var newMode = currentMode == CameraMode.FirstPerson ? CameraMode.ThirdPerson : CameraMode.FirstPerson;
|
||||
|
||||
characterCamera.SetCameraMode(newMode);
|
||||
|
||||
_cameraStateMachine.SwitchState(newMode);
|
||||
((BaseCameraState)_cameraStateMachine.CurrentBaseState).SetFollowTransform(cameraFollowPoint);
|
||||
}
|
||||
|
||||
|
||||
// Обновление логики каждый кадр
|
||||
private void Update()
|
||||
{
|
||||
@@ -106,12 +97,5 @@ namespace Code.Gameplay.Character.Core
|
||||
// Обработка переключения режима камеры
|
||||
HandleCameraModeInput();
|
||||
}
|
||||
|
||||
// Обновление после всех вычислений (идеально для камеры)
|
||||
private void LateUpdate()
|
||||
{
|
||||
// Обработка ввода для камеры в LateUpdate (после движения персонажа)
|
||||
HandleCameraInput();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,4 @@
|
||||
using Code.Gameplay.Camera;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Core
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 58441fe5bc46071fab2546105689c70b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,18 @@
|
||||
using UnityEngine;
|
||||
using Code.Configs;
|
||||
using Reflex.Attributes;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerFactory
|
||||
{
|
||||
[Inject] PlayerConfig _playerConfig;
|
||||
|
||||
public PlayerHealthPoints CreatePlayerHP(int count = -1)
|
||||
{
|
||||
if (count < 0) count = _playerConfig.maxHealth;
|
||||
|
||||
return new PlayerHealthPoints(count);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 77dd77e7e8714974a7c8bc83772e52fa
|
||||
timeCreated: 1761060390
|
||||
@@ -0,0 +1,27 @@
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerHealthPoints
|
||||
{
|
||||
public delegate void OnDeathDelegate();
|
||||
|
||||
public event OnDeathDelegate OnDeath;
|
||||
|
||||
public delegate void OnDamageDelegate(int damage);
|
||||
|
||||
public event OnDamageDelegate OnDamage;
|
||||
|
||||
private int _healthPoints;
|
||||
|
||||
public int HealthPoints => _healthPoints;
|
||||
|
||||
public void GetDamage(int count)
|
||||
{
|
||||
_healthPoints -= count;
|
||||
OnDamage?.Invoke(count);
|
||||
|
||||
if (_healthPoints <= 0) OnDeath?.Invoke();
|
||||
}
|
||||
|
||||
public PlayerHealthPoints(int healthPoints = 1) => _healthPoints = healthPoints;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 105512e4d3af4b36932a0d569b87c68e
|
||||
timeCreated: 1761059874
|
||||
@@ -0,0 +1,27 @@
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerHealth
|
||||
{
|
||||
public delegate void OnDeathDelegate();
|
||||
|
||||
public event OnDeathDelegate OnDeath;
|
||||
|
||||
public delegate void OnDamageDelegate(int damage);
|
||||
|
||||
public event OnDamageDelegate OnDamage;
|
||||
|
||||
private int _healthPoints;
|
||||
|
||||
public int HealthPoints => _healthPoints;
|
||||
|
||||
public void GetDamage(int count)
|
||||
{
|
||||
_healthPoints -= count;
|
||||
OnDamage?.Invoke(count);
|
||||
|
||||
if (_healthPoints <= 0) OnDeath?.Invoke();
|
||||
}
|
||||
|
||||
public PlayerHealth(int healthPoints = 1) => _healthPoints = healthPoints;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3873d746bf1595618802b853c6920616
|
||||
@@ -0,0 +1,9 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Scenes
|
||||
{
|
||||
public abstract class SceneEnvironment : MonoBehaviour
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e67772183eee40b0bd3ca806dae98f20
|
||||
timeCreated: 1761736090
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1364bdc4fb54b40843a614990de89ad
|
||||
timeCreated: 1761736163
|
||||
@@ -0,0 +1,9 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Scenes.SceneEnvironments
|
||||
{
|
||||
public class MainMenuEnvironment : SceneEnvironment
|
||||
{
|
||||
public Transform CameraTarget;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e7be1a504f64b20ac431e6e231c1f70
|
||||
timeCreated: 1761736177
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -7,6 +8,7 @@ namespace Code.StateMachine
|
||||
: MonoBehaviour
|
||||
where TStateMachineContext : new()
|
||||
{
|
||||
public TStateEnum CurrentState { get; private set; }
|
||||
public BaseState<TStateMachineContext> CurrentBaseState { get; private set; }
|
||||
private BaseState<TStateMachineContext> _previousBaseState;
|
||||
|
||||
@@ -20,6 +22,10 @@ namespace Code.StateMachine
|
||||
CurrentBaseState.Tick();
|
||||
}
|
||||
|
||||
protected void LateUpdate()
|
||||
{
|
||||
CurrentBaseState.LateTick();
|
||||
}
|
||||
public abstract void Initialize();
|
||||
|
||||
// Костыли 2 шт. для флагового енама в шаблонах
|
||||
@@ -53,6 +59,8 @@ namespace Code.StateMachine
|
||||
CurrentBaseState.EnterState();
|
||||
}
|
||||
|
||||
CurrentState = nextState;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
|
||||
@@ -17,6 +17,7 @@ namespace Code.StateMachine
|
||||
public virtual void EnterState() => OnEntered?.Invoke();
|
||||
|
||||
public virtual void Tick(){}
|
||||
public virtual void LateTick(){}
|
||||
|
||||
public virtual void ExitState() => OnExited?.Invoke();
|
||||
}
|
||||
|
||||
@@ -8,6 +8,9 @@ namespace Code.StaticData
|
||||
void Load();
|
||||
InputConfig InputConfig { get; }
|
||||
AppConfig AppConfig { get; }
|
||||
CameraConfig CameraConfig { get; }
|
||||
CharacterConfig CharacterConfig { get; }
|
||||
UIConfig UIConfig { get; }
|
||||
CharacterCameraConfig CharacterCameraConfig { get; }
|
||||
}
|
||||
}
|
||||
@@ -8,13 +8,18 @@ namespace Code.StaticData
|
||||
{
|
||||
public AppConfig AppConfig { get; private set; }
|
||||
public InputConfig InputConfig { get; private set; }
|
||||
public CameraConfig CameraConfig { get; private set; }
|
||||
public CharacterConfig CharacterConfig { get; private set; }
|
||||
public UIConfig UIConfig { get; private set; }
|
||||
public CharacterCameraConfig CharacterCameraConfig { get; private set; }
|
||||
|
||||
public void Load()
|
||||
{
|
||||
InputConfig = Resources.Load<InputConfig>(string.Format(StringPaths.ConfigSingle, "App", "InputConfig"));
|
||||
AppConfig = Resources.Load<AppConfig>(string.Format(StringPaths.ConfigSingle, "App", "AppConfig"));
|
||||
CharacterCameraConfig = Resources.Load<CharacterCameraConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterCameraConfig"));
|
||||
CameraConfig = Resources.Load<CameraConfig>(string.Format(StringPaths.ConfigSingle, "App", "CameraConfig"));
|
||||
CharacterConfig = Resources.Load<CharacterConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterConfig"));
|
||||
UIConfig = Resources.Load<UIConfig>(string.Format(StringPaths.ConfigSingle, "App", "UIConfig"));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aca6d2360b0a4b35b124f6d6ffa10039
|
||||
timeCreated: 1761577505
|
||||
@@ -0,0 +1,11 @@
|
||||
namespace Code.UI
|
||||
{
|
||||
public interface IUIService
|
||||
{
|
||||
void EnablePanel();
|
||||
void DisablePanel();
|
||||
void SwitchPanelTo(UIPanel uiPanel);
|
||||
UIElement CurrentPanel { get; }
|
||||
LoadingPanel LoadingScreen { get; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5d5cb971e8da41a5885f37d1334ab26a
|
||||
timeCreated: 1761591248
|
||||
@@ -0,0 +1,16 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.UI
|
||||
{
|
||||
public class LoadingPanel : UIElement
|
||||
{
|
||||
public void Hide()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
public void Show()
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
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fileFormatVersion: 2
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guid: 8b4a0cb6cea947c6b085269973968c12
|
||||
timeCreated: 1761594685
|
||||
@@ -0,0 +1,11 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Code.UI
|
||||
{
|
||||
public class MainMenuPanel : UIElement
|
||||
{
|
||||
public Button startButton;
|
||||
public Button exitButton;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3257edb60d20461a92f3e5dd2c4afee4
|
||||
timeCreated: 1761596135
|
||||
@@ -0,0 +1,8 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.UI
|
||||
{
|
||||
public class UIElement : MonoBehaviour
|
||||
{
|
||||
}
|
||||
}
|
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@@ -0,0 +1,3 @@
|
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fileFormatVersion: 2
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guid: b9af80648f8048e397791a856c682cce
|
||||
timeCreated: 1761590528
|
||||
@@ -0,0 +1,9 @@
|
||||
namespace Code.UI
|
||||
{
|
||||
public enum UIPanel
|
||||
{
|
||||
Loading,
|
||||
MainMenu,
|
||||
Gameplay
|
||||
}
|
||||
}
|
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: d93383e80e824e0db25252a7863af280
|
||||
timeCreated: 1761578163
|
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@@ -0,0 +1,32 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.UI
|
||||
{
|
||||
public class UIService : IUIService
|
||||
{
|
||||
private UIElement[] _uiPanelsPrefabs;
|
||||
private Canvas _canvas;
|
||||
public UIElement CurrentPanel { get; private set; }
|
||||
public LoadingPanel LoadingScreen { get; private set; }
|
||||
|
||||
public UIService(UIElement[] uiPanelsPrefabs, Canvas canvas)
|
||||
{
|
||||
_canvas = Object.Instantiate(canvas);
|
||||
Object.DontDestroyOnLoad(_canvas);
|
||||
|
||||
_uiPanelsPrefabs = uiPanelsPrefabs;
|
||||
|
||||
LoadingScreen = (LoadingPanel) Object.Instantiate(_uiPanelsPrefabs[(int)UIPanel.Loading], _canvas.transform);
|
||||
}
|
||||
|
||||
public void EnablePanel() => CurrentPanel.gameObject.SetActive(true);
|
||||
public void DisablePanel() => CurrentPanel.gameObject.SetActive(false);
|
||||
|
||||
public void SwitchPanelTo(UIPanel uiPanel)
|
||||
{
|
||||
Object.Destroy(CurrentPanel);
|
||||
|
||||
CurrentPanel = Object.Instantiate(_uiPanelsPrefabs[(int)uiPanel], _canvas.transform);
|
||||
}
|
||||
}
|
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@@ -23,3 +23,5 @@ MonoBehaviour:
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|
||||
guid: 48aebfe8826dc0df79d047b5afbf8f5b
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4d6f311c3554de004be43f9eff7027c9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
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