118 Commits
Author SHA1 Message Date
MrTorex c41d7f2d99 Фикс слайда, воллрана и т.п. 2025-12-06 14:37:01 +03:00
ThomasCharester 52b0a8a6e5 Фиксы 2025-12-06 13:03:00 +03:00
MrTorex e66cb2b8f6 no ai 2025-12-05 21:55:39 +03:00
ThomasCharester d97be67d94 Merge branch 'Levels2' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Levels2 2025-12-05 14:58:22 +03:00
ThomasCharester cd236a3ba8 Фиксы 2025-12-05 14:58:08 +03:00
xrust1k 2d660252d6 Merge branch 'Levels2' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Levels2 2025-12-05 14:40:47 +03:00
xrust1k f224ed36c5 SaveZone 2025-12-05 14:40:01 +03:00
ThomasCharester d737797f11 Дед стал дедом 2025-12-05 14:32:48 +03:00
ThomasCharester 185b955125 Merge branch 'Levels2' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Levels2 2025-12-05 14:26:11 +03:00
ThomasCharester dd492b8e77 Merge branch 'Levels2' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Levels2 2025-12-05 14:24:25 +03:00
xrust1k 9d0dda506a Level3 2025-12-05 14:24:22 +03:00
ThomasCharester edff0ce0d4 Уровни новые 2025-12-05 14:19:13 +03:00
xrust1k d29053d408 Level8 2025-12-05 14:11:05 +03:00
xrust1k a82cb3ce7d Merge branch 'Levels2' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Levels2 2025-12-05 13:56:09 +03:00
xrust1k 00f99f05ab Level7_2 2025-12-05 13:55:55 +03:00
ThomasCharester 349ac8a771 Merge branch 'Dev' into Levels2 2025-12-05 13:45:06 +03:00
ThomasCharester 1a30853147 Merge branch 'Levels2' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Levels2 2025-12-05 13:44:43 +03:00
ThomasCharester a3e847b63f Свет 2025-12-05 13:44:19 +03:00
xrust1k 616696e366 Merge branch 'Levels2' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Levels2 2025-12-05 13:41:22 +03:00
xrust1k e055f99caf Level7_1 2025-12-05 13:41:01 +03:00
ThomasCharester 2bac10c113 уровни свет 2025-12-05 13:31:49 +03:00
xrust1k f6b892449a Level6 2025-12-05 13:29:00 +03:00
xrust1k 99f17852f4 Level5 2025-12-05 13:22:07 +03:00
xrust1k 7bec2545ba Level4 2025-12-05 13:12:06 +03:00
xrust1k 7868911929 Level2 2025-12-05 13:04:29 +03:00
MrTorex 6f777ba8a3 Merge branch 'Fixes' into Dev 2025-12-05 12:56:15 +03:00
ThomasCharester bffbf2db3b Добавление звуков и приколов 2025-12-05 12:44:59 +03:00
xrust1k fbe22108e6 Level1 2025-12-05 12:40:31 +03:00
MrTorex a997a0682f Слайд и дэш стопаются после коллизий 2025-12-05 11:55:49 +03:00
xrust1k 072d785345 Merge branch 'Levels2' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Levels2 2025-12-05 11:55:06 +03:00
xrust1k 047ea36ab9 Префаб Комнат 2025-12-05 11:54:48 +03:00
ThomasCharester d7cca83268 Merge branch 'Dev' into Levels2 2025-12-05 11:29:34 +03:00
MrTorex 5fc70e1db6 Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-12-05 11:19:28 +03:00
MrTorex f67d3972a9 блядски фог 2025-12-05 11:19:26 +03:00
xrust1k bea394d022 Merge branch 'Levels2' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Levels2 2025-12-05 11:13:55 +03:00
xrust1k 2c6877cb3f FDSKFDSKF 2025-12-05 11:13:07 +03:00
ThomasCharester 019e3a053e Merge branch 'Dev' into Levels2 2025-12-05 11:11:11 +03:00
ThomasCharester 727e9a3c17 Анимация на загр экране 2025-12-05 11:09:38 +03:00
ThomasCharester 48e11dd3b0 Коробка 2025-12-05 10:23:32 +03:00
ThomasCharester 4b98ec0129 Фикс звуков курьера, а модет и поломка 2025-12-05 10:07:48 +03:00
ThomasCharester 304bfc6e1f Патч на аддресаблы 2025-12-05 09:41:27 +03:00
ThomasCharester db6eb219c8 Merge branch 'Dev' into Levels2 2025-12-05 09:14:10 +03:00
MrTorex d2c5c45604 небольшой фиксик (симка) воллрана 2025-12-05 08:37:16 +03:00
ThomasCharester 0fca1a32f9 Удалил важные файлы 2025-12-05 01:18:00 +03:00
ThomasCharester 9103cb0a5a Вставляем доделанный контент 2025-12-05 01:03:28 +03:00
ThomasCharester 4770499d97 Merge remote-tracking branch 'origin/fog-dev' into Levels2 2025-12-04 23:51:41 +03:00
MrTorex f6e8131d22 Добавление задержки для прыжков + секретный переход на юнити 6.3 2025-12-04 23:43:15 +03:00
ThomasCharester 7e1f7cecc2 Merge branch 'Dev' into Levels2 2025-12-04 22:02:16 +03:00
MrTorex 6732aef384 Плавность это круто 2025-12-04 21:44:11 +03:00
MrTorex ecff1e69cd Меняется таргет камеры (и высота коллайдера) при слайде 2025-12-04 21:33:37 +03:00
MrTorex eb4dff803e При касани с землёй прекращается залазание, убрано движение на A/D 2025-12-04 20:09:02 +03:00
xrust1k fea9d3586f Merge branch 'Levels2' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Levels2 2025-12-04 19:11:42 +03:00
xrust1k 79593877a7 !!! 2025-12-04 19:09:17 +03:00
ThomasCharester a5ce6e3165 Merge remote-tracking branch 'origin/movement-dev' into Levels2 2025-12-04 19:03:54 +03:00
ThomasCharester d9a1271262 У меня всё работает 2025-12-04 17:43:29 +03:00
MrTorex 4c16a63abd я ксиька :3 2025-12-04 17:38:45 +03:00
MrTorex b4de41894f Убрано НАХУЙ _Recovery, добавлено движение в воздухе, деду добавлен стан как от дэша, так и от слайда, воллран вынесен в конфиг 2025-12-04 17:34:12 +03:00
MrTorex 77fd9af29d Убран бег (просто заменён на ходьбу с такой же скоростью), прошлый слайд заменён на дэщ, добавлен новый слайд 2025-12-04 17:14:24 +03:00
ThomasCharester a1c2c5fd18 Музыка меня отменила 2025-12-03 20:15:34 +03:00
ThomasCharester 485d54f272 Поудалял важные компоненты 2025-12-03 20:07:36 +03:00
ThomasCharester 0d0787b887 Звуки поражения 2025-12-03 19:32:10 +03:00
ThomasCharester 5d856ae162 Получение урона теперь чуть более заметно (плейсхолдер) 2025-12-03 17:39:26 +03:00
ThomasCharester dd1399e015 Урон курьера 2025-12-03 14:13:45 +03:00
ThomasCharester 2b656412d5 Фикс звуков, только аккуратно
Звуки от 0.01 до 1 ставим, иначе +уши
2025-12-03 14:04:08 +03:00
ThomasCharester 36e6bc3bc2 Звуки шагов в моей голове 2025-12-02 21:50:33 +03:00
ThomasCharester 1e31e1e8b1 Фикс трактора 2025-12-02 19:53:02 +03:00
ThomasCharester 2897eb88bf Звуки шагов, ядерный таракан, монстр дед 2025-12-01 18:36:22 +03:00
ThomasCharester 134adda787 Недочин недопил но переполошил аудио 2025-12-01 14:52:19 +03:00
ThomasCharester 2f56a5758d Мобы на уровнях, анимации 2025-12-01 12:59:15 +03:00
ThomasCharester fb9510a6b2 Починка генерации + небольшой прикол дверей 2025-12-01 00:02:00 +03:00
ThomasCharester aa4a9e69dd Подогреваем коллизии 2025-11-29 00:41:07 +03:00
ThomasCharester 34d7fa3791 Блять 2025-11-28 15:13:03 +03:00
ThomasCharester 26804e08f7 Да, теперь нормально 2025-11-28 15:04:56 +03:00
ThomasCharester e96dcf3e0d Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 15:04:25 +03:00
ThomasCharester 94f0522f89 Да, теперь нормально 2025-11-28 14:51:38 +03:00
xrust1k eefcf6eabc Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 14:48:59 +03:00
xrust1k c85638fda0 Бля ебать рот этих дверей 2025-11-28 14:47:29 +03:00
ThomasCharester 1de117622e Фикс пива 2025-11-28 14:32:37 +03:00
ThomasCharester e2f8984e6f Merge remote-tracking branch 'origin/mobs-and-levels-dev' into Dev 2025-11-28 14:25:02 +03:00
ThomasCharester 32c6e0630a Солнышко 2025-11-28 14:20:51 +03:00
MrTorex 870a4743c6 дрочка лёжа на рельсах 2025-11-28 14:14:55 +03:00
MrTorex 2fc8e249f5 Merge branch 'mobs-and-levels-dev' into Dev 2025-11-28 13:56:35 +03:00
MrTorex 280eb3754c МЕНЯ ТРАХАЛИ ВСЕМ ДЕТДОМОМ 2025-11-28 13:56:02 +03:00
xrust1k 6eff3ef9a9 AAAAAAAAAAAAAAAAAAA 2025-11-28 13:51:32 +03:00
xrust1k 6b4792393a Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 13:33:00 +03:00
xrust1k a547c39db7 Комнаты 2025-11-28 13:26:52 +03:00
ThomasCharester 0cab2eda74 Добавлена механика Initial Room 2025-11-28 13:21:56 +03:00
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
MrTorex d10d2cdca6 прорвёмся (добавлен walljump) 2025-11-27 21:36:19 +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
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
Pe4enega 01505de4c3 Проверка расстановки 2025-11-18 14:45:43 +03:00
Pe4enega 52edef92e3 Вроде ок, осталось проверить на практике нормально, когда комнаты будут готовы 2025-11-15 21:31:40 +03:00
Pe4enega c6b097a879 Промежуточный 2025-11-15 17:25:09 +03:00
Pe4enega a243ad53d6 Вставка лестниц(не доделана) 2025-11-12 14:26:16 +03:00
Pe4enega 85a07065d9 Комнаты ставятся, но криво 2025-11-10 21:08:54 +03:00
884 changed files with 635811 additions and 16361 deletions

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@@ -0,0 +1,6 @@
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@@ -1,6 +1,9 @@
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Input; using Code.Input;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Code.StateMachine; using Code.StateMachine;
using Code.UI; using Code.UI;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
@@ -30,7 +33,11 @@ namespace Code.App.AppStates
Context.InputService.EnableMap(ActionMappings.UI); Context.InputService.EnableMap(ActionMappings.UI);
Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit); Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
GameOver(); Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Death);
Context.AudioService.ApplyStun(5000,0.5f);
GameOver().Forget();
base.EnterState(); base.EnterState();
} }
@@ -45,7 +52,7 @@ namespace Code.App.AppStates
await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver); await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel; _gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
_gameOverPanel.Show();
} }
private void ToMainMenu() private void ToMainMenu()
@@ -71,6 +78,8 @@ namespace Code.App.AppStates
Context.InputService.DisableMap(ActionMappings.UI); Context.InputService.DisableMap(ActionMappings.UI);
Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit); Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
Context.AudioService.GladlyAskToStopMusic(MusicType.Death, time: 0f, callback: Context.AudioFactory.ReleaseDeathMusic);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
base.ExitState(); base.ExitState();
} }
} }
@@ -13,10 +13,12 @@ using Code.StateMachine;
using Code.UI; using Code.UI;
using Code.UI.Panels; using Code.UI.Panels;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using DG.Tweening;
using Reflex.Core; using Reflex.Core;
using Reflex.Extensions; using Reflex.Extensions;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
namespace Code.App.AppStates namespace Code.App.AppStates
@@ -40,28 +42,20 @@ namespace Code.App.AppStates
Context.LoadingManager Context.LoadingManager
.RegisterLoading(LoadingWork.LoadScene) .RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI) .RegisterLoading(LoadingWork.LoadUI)
// .RegisterLoading(LoadingWork.LoadModelResource) .RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadAudio); .RegisterLoading(LoadingWork.LoadAudio);
//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
//_playerHealth.OnDamage += PlayerDamageTaken;
//_playerHealth.OnDeath += EndGame;
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None); Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
Context.InputService.EnableMap(ActionMappings.Gameplay); Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG); 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.Debug4, TakeGamageDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay); Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded; 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().Forget();
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 UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
@@ -70,8 +64,11 @@ namespace Code.App.AppStates
await UniTask.WhenAll( await UniTask.WhenAll(
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay), Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
Context.AudioFactory.WarmGameplayMusic(), Context.AudioFactory.WarmGameplayMusic(),
Context.AudioFactory.WarmSFX(), Context.AudioFactory.WarmDeathMusic(),
Context.AudioFactory.WarmDispatcher() // Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDispatcher(),
Context.AudioFactory.WarmEnemies(),
Context.AudioFactory.WarmCourier()
); );
Context.LoadingManager Context.LoadingManager
@@ -91,6 +88,9 @@ namespace Code.App.AppStates
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded; Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded; Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
Context.PlayerProvider = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerProvider>();
Context.PlayerFactory = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerFactory>();
await UniTask.WhenAll( await UniTask.WhenAll(
WaitForPlayerArmsToInitialize(), WaitForPlayerArmsToInitialize(),
WaitForPlayerCharacterLoad() WaitForPlayerCharacterLoad()
@@ -112,6 +112,8 @@ namespace Code.App.AppStates
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer); GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
_volume = sceneEnvironment.volume;
PlayerInitialize(sceneEnvironment); PlayerInitialize(sceneEnvironment);
CameraInitialize(); CameraInitialize();
@@ -138,13 +140,13 @@ namespace Code.App.AppStates
} }
private void OrderRecieved(float time) private void OrderRecieved(float time)
{ {
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2)); Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2 + 1));
} }
private void OrderDelivered(int score, float time) private void OrderDelivered(int score, float time)
{ {
_gameplayPanel.HideTimer(); _gameplayPanel.HideTimer();
if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2)); if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2 + 1));
_playerScore.UpdateScore(score); _playerScore.UpdateScore(score);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful); Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
@@ -152,22 +154,31 @@ namespace Code.App.AppStates
private void PlayerDamageTaken(int damage, PlayerHealth health) private void PlayerDamageTaken(int damage, PlayerHealth health)
{ {
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4)); Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4 + 1));
Context.AudioService.PlayCourier((CourierSounds)Random.Range((int)CourierSounds.Damage1,(int)CourierSounds.Damage2 + 1));
DamageEffectProcess().Forget();
}
// TODO В конфиг
private async UniTaskVoid DamageEffectProcess()
{
_damagePanel.Show();
Context.AudioService.ApplyStun(200, 0.5f);
DOTween.To(() => _volume.weight, x => _volume.weight = x, 1f, 0.5f);
await UniTask.WaitForSeconds(3f);
DOTween.To(() => _volume.weight, x => _volume.weight = x, 0f, 1f);
Context.AudioService.ApplyStun(5000, 1f);
_damagePanel.Hide();
} }
// DEBUG // DEBUG
private void InstaKillDEBUG(InputAction.CallbackContext context) private void InstaKillDEBUG(InputAction.CallbackContext context)
{ {
_playerHealth.InstaKill(); _playerHealth.InstaKill();
} }
private void RoomPassedDEBUG(InputAction.CallbackContext context) private void TakeGamageDEBUG(InputAction.CallbackContext context)
{ {
_orderService.RoomPassed(); _playerHealth.GetDamage(1);
}
private OrderDispenser _debugTube;
private void Tube(InputAction.CallbackContext context)
{
_debugTube.ThrowOrder();
} }
// DEBUG // DEBUG
private bool _tickEnabled; private bool _tickEnabled;
@@ -201,13 +212,16 @@ namespace Code.App.AppStates
Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher; 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.Action, time: 0f, callback: Context.AudioFactory.ReleaseActionMusic);
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic); Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, time: 0f, callback: Context.AudioFactory.ReleasePeacefulMusic);
Context.AudioFactory.ReleaseCourier();
Context.AudioFactory.ReleaseDispatcher();
Context.AudioFactory.ReleaseEnemies();
// Context.AudioFactory.ReleaseSFX();
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG); Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG); Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
base.ExitState(); base.ExitState();
} }
@@ -224,13 +238,15 @@ namespace Code.App.AppStates
private GameplayPanel _gameplayPanel; private GameplayPanel _gameplayPanel;
private ArmsMeshProvider _armsMesh; private ArmsMeshProvider _armsMesh;
private DamagePanel _damagePanel;
private void UIInitialize() private void UIInitialize()
{ {
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel; _gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService); _gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher; Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher; Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
_damagePanel = _gameplayPanel.DamagePanel;
} }
private void MusicInitialize() private void MusicInitialize()
{ {
@@ -252,11 +268,12 @@ namespace Code.App.AppStates
_orderService.OnOrderDelivered += OrderDelivered; _orderService.OnOrderDelivered += OrderDelivered;
_orderService.OnOrderFailure += OrderFailure; _orderService.OnOrderFailure += OrderFailure;
} }
private Volume _volume;
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer) private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
{ {
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>(); var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
_debugTube = sceneEnvironment.debugTube;
return sceneEnvironment; return sceneEnvironment;
} }
} }
@@ -30,16 +30,14 @@ namespace Code.App.AppStates
.RegisterLoading(LoadingWork.LoadUI) .RegisterLoading(LoadingWork.LoadUI)
.RegisterLoading(LoadingWork.LoadAudio); .RegisterLoading(LoadingWork.LoadAudio);
// Context.UIService.LoadingScreen.Show(); Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
Context.CameraStateMachine.SwitchState(CameraMode.MainMenu); Context.CameraStateMachine.SwitchState(CameraMode.MainMenu);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu); Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded; 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().Forget();
WaitForLoad();
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
} }
private async UniTaskVoid WaitForLoad() private async UniTaskVoid WaitForLoad()
@@ -53,6 +51,9 @@ namespace Code.App.AppStates
.UnregisterLoading(LoadingWork.LoadUI) .UnregisterLoading(LoadingWork.LoadUI)
.UnregisterLoading(LoadingWork.LoadAudio); .UnregisterLoading(LoadingWork.LoadAudio);
InitializeUI((MainMenuEnvironment)SceneManager.GetActiveScene()
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
InitializeAudio(); InitializeAudio();
InitializeInput(); InitializeInput();
@@ -63,8 +64,6 @@ namespace Code.App.AppStates
var mainMenuEnvironment = (MainMenuEnvironment)SceneManager.GetActiveScene() var mainMenuEnvironment = (MainMenuEnvironment)SceneManager.GetActiveScene()
.GetSceneContainer().Resolve<CurrentSceneEnvironment>(); .GetSceneContainer().Resolve<CurrentSceneEnvironment>();
InitializeUI(mainMenuEnvironment);
InitializeCamera(mainMenuEnvironment); InitializeCamera(mainMenuEnvironment);
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded; Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
@@ -83,7 +82,6 @@ namespace Code.App.AppStates
private void InitializeAudio() private void InitializeAudio()
{ {
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu); Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
} }
@@ -120,10 +118,9 @@ 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.AudioService.GladlyAskToStopMusic(MusicType.Menu, time: 0f, callback: Context.AudioFactory.ReleaseMenuMusic);
Context.AudioFactory.ReleaseAudioTestClips(); Context.AudioFactory.ReleaseAudioTestClips();
Context.AudioFactory.ReleaseMenuMusic();
base.ExitState(); base.ExitState();
} }
} }
@@ -8,6 +8,7 @@ using Code.Gameplay.Camera;
using Code.Gameplay.Enemies; using Code.Gameplay.Enemies;
using Code.Gameplay.Orders.Order; 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;
@@ -32,11 +33,7 @@ namespace Code.App
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager)); 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(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));
@@ -70,6 +67,7 @@ namespace Code.App
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>()); containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
} }
// TODO Часть в сцены
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService) private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
{ {
staticDataService = new StaticDataService(); staticDataService = new StaticDataService();
@@ -96,12 +94,17 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig)); containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig)); containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig)); containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
containerBuilder.AddSingleton(staticDataService.CourierSoundListConfig, typeof(CourierSoundListConfig));
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig)); containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig)); containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>)); containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
containerBuilder.AddSingleton(staticDataService.DefaultAudioSettingsConfig, typeof(DefaultAudioSettingsConfig));
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig)); containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig)); containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
containerBuilder.AddSingleton(staticDataService.GeneratorConfig, typeof(GeneratorConfig));
} }
private AppStateMachine _appStateMachine; private AppStateMachine _appStateMachine;
@@ -116,9 +119,7 @@ namespace Code.App
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container); AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
cameraStateMachine.Initialize(); cameraStateMachine.Initialize();
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed BootstrapFinish(container).Forget();
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) private async UniTaskVoid BootstrapFinish(Container container)
{ {
@@ -0,0 +1,42 @@
using UnityEngine;
namespace Code.App.Debug
{
public class Logger : MonoBehaviour
{
//#if !UNITY_EDITOR
static string myLog = "";
private string output;
private string stack;
void OnEnable()
{
Application.logMessageReceived += Log;
}
void OnDisable()
{
Application.logMessageReceived -= Log;
}
public void Log(string logString, string stackTrace, LogType type)
{
output = logString;
stack = stackTrace;
myLog = output + " " + myLog;
if (myLog.Length > 5000)
{
myLog = myLog.Substring(0, 4000);
}
}
void OnGUI()
{
//if (!Application.isEditor) //Do not display in editor ( or you can use the UNITY_EDITOR macro to also disable the rest)
{
myLog = GUI.TextArea(new Rect(10, 10, Screen.width - 10, Screen.height - 10), myLog);
}
}
//#endif
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: dc474668ede54a9aa1e0f29c59f067f5
timeCreated: 1764915992
@@ -1,8 +1,11 @@
using Code.App.Loading; using Code.App.Loading;
using Code.Gameplay.Enemies;
using Code.Gameplay.Orders.Order; using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Generator;
using Code.Scenes; using Code.Scenes;
using Code.Scenes.SceneEnvironments; using Code.Scenes.SceneEnvironments;
using Cysharp.Threading.Tasks;
using Reflex.Core; using Reflex.Core;
using UnityEngine; using UnityEngine;
using IPlayerScore = Code.Gameplay.Player.IPlayerScore; using IPlayerScore = Code.Gameplay.Player.IPlayerScore;
@@ -18,6 +21,11 @@ namespace Code.App.SceneInstallers
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment)); containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore)); containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService)); containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
containerBuilder.AddScoped(typeof(PlayerProvider), typeof(IPlayerProvider));
containerBuilder.AddScoped(typeof(PlayerFactory), typeof(IPlayerFactory));
containerBuilder.AddScoped(typeof(EnemyFactory), typeof(IEnemyFactory));
containerBuilder.AddScoped(typeof(RoomGenerator));
containerBuilder.OnContainerBuilt += Initialize; containerBuilder.OnContainerBuilt += Initialize;
} }
@@ -32,6 +40,17 @@ namespace Code.App.SceneInstallers
loadingManager loadingManager
.UnregisterLoading(LoadingWork.LoadScene); .UnregisterLoading(LoadingWork.LoadScene);
LoadRooms(container,loadingManager).Forget();
}
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
{
await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
container.Resolve<RoomGenerator>().Initialize();
loadingManager.UnregisterLoading(LoadingWork.LoadModelResource);
} }
} }
} }
@@ -3,6 +3,7 @@ using Code.Audio;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Gameplay.Enemies; 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;
@@ -18,10 +19,10 @@ namespace Code.App.StateMachine
[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 IPlayerProvider PlayerProvider { get; private set; }
[Inject] public IAudioFactory AudioFactory { get; private set; } [Inject] public IAudioFactory AudioFactory { get; private set; }
[Inject] public IAudioService AudioService { get; private set; } [Inject] public IAudioService AudioService { get; private set; }
[Inject] public IEnemyFactory EnemyFactory { get; private set; } /*[Inject]*/public IPlayerFactory PlayerFactory { get; set; }
/*[Inject]*/public IPlayerProvider PlayerProvider { get; set; }
// [Inject] public IEnemyFactory EnemyFactory { get; private set; }
} }
} }
@@ -2,17 +2,16 @@ namespace Code.Audio
{ {
public enum SFXSounds public enum SFXSounds
{ {
Crowbar,
Shot357
} }
public enum UISounds public enum UISounds
{ {
Crowbar
} }
public enum EnemiesSounds public enum EnemiesSounds
{ {
Bastard, GrandpaAttack,
Bravo GrandpaStep,
RoachAttack,
RoachStep
} }
public enum DispatcherSounds public enum DispatcherSounds
{ {
@@ -28,4 +27,10 @@ namespace Code.Audio
Late4, Late4,
Late5 Late5
} }
public enum CourierSounds
{
Step,
Damage1,
Damage2
}
} }
@@ -19,24 +19,28 @@ namespace Code.Audio
private AssetReference[] _audioTestClipsReferences; private AssetReference[] _audioTestClipsReferences;
private AssetReference[] _peacefulSoundtrack; private AssetReference[] _peacefulSoundtrack;
private AssetReference[] _actionSoundtrack; private AssetReference[] _actionSoundtrack;
private AssetReference[] _deathSoundtrack;
private AssetReference[] _menuSoundtrack; private AssetReference[] _menuSoundtrack;
private AssetReference[] _SFX; private AssetReference[] _SFX;
private AssetReference[] _enemies; private AssetReference[] _enemies;
private AssetReference[] _dispatcher; private AssetReference[] _dispatcher;
private AssetReference[] _character; private AssetReference[] _courier;
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle; private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle; private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _deathMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle; private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle; private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle; private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle; private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle; private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
private AsyncOperationHandle<IList<AudioClip>> _courierHandle;
public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new(); public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { 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> SFXAudios { get; private set; } = new();
public List<AudioClip> EnemiesAudios { get; private set; } = new(); public List<AudioClip> EnemiesAudios { get; private set; } = new();
public List<AudioClip> CourierAudios { get; private set; } = new();
public List<AudioClip> DispatcherAudios { get; private set; } = new(); public List<AudioClip> DispatcherAudios { get; private set; } = new();
public AudioFactory(AudioMixerConfig audioMixerConfig, public AudioFactory(AudioMixerConfig audioMixerConfig,
@@ -44,7 +48,8 @@ namespace Code.Audio
SFXListConfig sfxListConfig, SFXListConfig sfxListConfig,
EnemiesSoundListConfig enemiesSoundListConfig, EnemiesSoundListConfig enemiesSoundListConfig,
DispatcherSoundListConfig dispatcherSoundListConfig, DispatcherSoundListConfig dispatcherSoundListConfig,
AudioTestClipsConfig audioTestClipsConfig AudioTestClipsConfig audioTestClipsConfig,
CourierSoundListConfig courierSoundListConfig
) )
{ {
AudioMixer = audioMixerConfig.audioMixerAsset; AudioMixer = audioMixerConfig.audioMixerAsset;
@@ -52,15 +57,18 @@ namespace Code.Audio
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack; _peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
_actionSoundtrack = soundtrackListConfig.actionSoundtrack; _actionSoundtrack = soundtrackListConfig.actionSoundtrack;
_deathSoundtrack = soundtrackListConfig.deathSoundtrack;
_menuSoundtrack = soundtrackListConfig.menuSoundtrack; _menuSoundtrack = soundtrackListConfig.menuSoundtrack;
_SFX = sfxListConfig.SFX; _SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies; _enemies = enemiesSoundListConfig.enemies;
_dispatcher = dispatcherSoundListConfig.dispatcher; _dispatcher = dispatcherSoundListConfig.dispatcher;
_courier = courierSoundListConfig.courierSounds;
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips; _audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
MusicDictionary.Add(MusicType.Menu, new ()); MusicDictionary.Add(MusicType.Menu, new ());
MusicDictionary.Add(MusicType.Peaceful, new ()); MusicDictionary.Add(MusicType.Death, new ());
MusicDictionary.Add(MusicType.Action, new ()); MusicDictionary.Add(MusicType.Action, new ());
MusicDictionary.Add(MusicType.Peaceful, new ());
} }
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) => public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
@@ -112,6 +120,29 @@ namespace Code.Audio
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset(); // foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_menuMusicHandle.Release(); _menuMusicHandle.Release();
} }
public async UniTask WarmCourier()
{
// _courierHandle = Addressables.LoadAssetsAsync<AudioClip>(_courier, OnCourierLoaded, Addressables.MergeMode.Union);
foreach (var assetReference in _courier) CourierAudios.Add(await Addressables.LoadAssetAsync<AudioClip>(assetReference));
// await _courierHandle.ToUniTask();
}
public void ReleaseCourier()
{
foreach (var assetReference in CourierAudios) Addressables.Release(assetReference);
CourierAudios.Clear();
// _courierHandle.Release();
}
public async UniTask WarmDeathMusic()
{
_deathMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_deathSoundtrack, OnDeathTrackLoaded, Addressables.MergeMode.Union);
await _deathMusicHandle.ToUniTask();
}
public void ReleaseDeathMusic()
{
MusicDictionary[MusicType.Death].Clear();
_deathMusicHandle.Release();
}
public async UniTask WarmSFX( ) public async UniTask WarmSFX( )
{ {
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union); _SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
@@ -156,6 +187,10 @@ namespace Code.Audio
{ {
MusicDictionary[MusicType.Menu].Add(audioClip); MusicDictionary[MusicType.Menu].Add(audioClip);
} }
private void OnDeathTrackLoaded(AudioClip audioClip)
{
MusicDictionary[MusicType.Death].Add(audioClip);
}
// private int _audioTestClipCounter; // private int _audioTestClipCounter;
private void OnAudioTestClipLoaded(AudioClip audioClip) private void OnAudioTestClipLoaded(AudioClip audioClip)
@@ -182,5 +217,9 @@ namespace Code.Audio
{ {
DispatcherAudios.Add(audioClip); DispatcherAudios.Add(audioClip);
} }
private void OnCourierLoaded(AudioClip audioClip)
{
CourierAudios.Add(audioClip);
}
} }
} }
+85 -177
View File
@@ -22,134 +22,104 @@ namespace Code.Audio
private AudioSource _actionMusicSource; private AudioSource _actionMusicSource;
private AudioSource _peacefulMusicSource; private AudioSource _peacefulMusicSource;
private AudioMixerGroup _masterGroup, private Dictionary<AudioType, AudioMixerGroup> _audioMixerGroups = new();
// _musicGroup,
_actionMusicGroup,
_menuMusicGroup,
_peacefulMusicGroup,
_SFXGroup,
_creaturesGroup,
_dispatcherGroup,
_courierGroup,
_enemiesGroup;
private readonly AudioSourcePool _audioSourcePool; private readonly AudioSourcePool _audioSourcePool;
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new(); // Юнити не может - говнокод поможет.
private Dictionary<AudioSnapshotState, Dictionary<AudioType, float>> _snapshotsVolumes = new();
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings; private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings) public AudioService(IAudioFactory audioFactory,
Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings,
DefaultAudioSettingsConfig defaultAudioSettingsConfig)
{ {
_audioFactory = audioFactory; _audioFactory = audioFactory;
_audioSourcePool = new(settings); _audioSourcePool = new(settings);
_settings = settings; _settings = settings;
_snapshotsVolumes.Add(AudioSnapshotState.None,defaultAudioSettingsConfig.noneVolume);
_snapshotsVolumes.Add(AudioSnapshotState.Menu,defaultAudioSettingsConfig.menuVolume);
_snapshotsVolumes.Add(AudioSnapshotState.Action,defaultAudioSettingsConfig.actionVolume);
_snapshotsVolumes.Add(AudioSnapshotState.Peaceful,defaultAudioSettingsConfig.peacefulVolume);
} }
// TODO Грязно, убрать снапшоты НАХУЙ
public float GetSetting(AudioType type) public float GetSetting(AudioType type)
{ {
float value; _mixer.GetFloat(_audioMixerGroups[type].name, out 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); value = Mathf.Pow(10f, value / 20);
return value; return value;
} }
// TODO Грязно, убрать снапшоты НАХУЙ
public void ChangeSetting(AudioType type, float value) public void ChangeSetting(AudioType type, float value)
{ {
float volume = Mathf.Log10(value) * 20; float volume = Mathf.Log10(value) * 20;
switch (type) switch (type)
{ {
case AudioType.SFX: case AudioType.DeathMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_SFXGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_SFXGroup.name, volume);
break;
case AudioType.Master: case AudioType.Master:
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_masterGroup.name, volume); _snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_masterGroup.name, volume); _snapshotsVolumes[AudioSnapshotState.Action][type] = value;
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_masterGroup.name, volume); _snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break; break;
case AudioType.Creatures: case AudioType.ActionMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_creaturesGroup.name, volume); _snapshotsVolumes[AudioSnapshotState.Action][type] = value;
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_creaturesGroup.name, volume); _mixer.SetFloat(_audioMixerGroups[type].name, volume);
break; break;
case AudioType.GameplayMusic: case AudioType.PeacefulMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_peacefulMusicGroup.name, volume); _snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_actionMusicGroup.name, volume); _mixer.SetFloat(_audioMixerGroups[type].name, volume);
break; break;
case AudioType.MenuMusic: case AudioType.MenuMusic:
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_menuMusicGroup.name, volume); _snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break; break;
case AudioType.DispatcherSounds: case AudioType.SFX:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_dispatcherGroup.name, volume); case AudioType.Dispatcher:
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_dispatcherGroup.name, volume); case AudioType.Courier:
case AudioType.Enemies:
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break; break;
} }
// _mixer.FindSnapshot("Action").audioMixer.SetFloat("music", volume);
} }
public async UniTask Initialize() public async UniTask Initialize()
{ {
// _mixer = await _audioFactory.CreateMixer();
_mixer = _audioFactory.AudioMixer; _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.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Death, _mixer.FindMatchingGroups(AudioGroups.DeathMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]); _musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]); _musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
_cancellationTokenSources.Add(MusicType.Menu, new()); _cancellationTokenSources.Add(MusicType.Menu, new());
_cancellationTokenSources.Add(MusicType.Death, new());
_cancellationTokenSources.Add(MusicType.Action, new()); _cancellationTokenSources.Add(MusicType.Action, new());
_cancellationTokenSources.Add(MusicType.Peaceful, new()); _cancellationTokenSources.Add(MusicType.Peaceful, new());
_musicAudioSources.Add(MusicType.Menu, null); _musicAudioSources.Add(MusicType.Menu, null);
_musicAudioSources.Add(MusicType.Death, null);
_musicAudioSources.Add(MusicType.Action, null); _musicAudioSources.Add(MusicType.Action, null);
_musicAudioSources.Add(MusicType.Peaceful, null); _musicAudioSources.Add(MusicType.Peaceful, null);
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0]; _audioMixerGroups.Add(AudioType.Master, _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0]);
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0]; _audioMixerGroups.Add(AudioType.SFX, _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0]);
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0]; _audioMixerGroups.Add(AudioType.Dispatcher, _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0]);
_courierGroup = _mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0]; _audioMixerGroups.Add(AudioType.Courier, _mixer.FindMatchingGroups(AudioGroups.CourierGroup)[0]);
_enemiesGroup = _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0]; _audioMixerGroups.Add(AudioType.Enemies, _mixer.FindMatchingGroups(AudioGroups.EnemiesGroup)[0]);
_audioMixerGroups.Add(AudioType.MenuMusic, _musicAudioGroups[MusicType.Menu]);
_audioMixerGroups.Add(AudioType.DeathMusic, _musicAudioGroups[MusicType.Death]);
_audioMixerGroups.Add(AudioType.ActionMusic, _musicAudioGroups[MusicType.Action]);
_audioMixerGroups.Add(AudioType.PeacefulMusic, _musicAudioGroups[MusicType.Peaceful]);
_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); 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, CancellationTokenSource> _cancellationTokenSources = new();
private Dictionary<MusicType, AudioSource> _musicAudioSources = new(); private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new(); private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
@@ -169,19 +139,13 @@ namespace Code.Audio
_musicAudioSources[musicType].Play(); _musicAudioSources[musicType].Play();
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
// _ => !_musicAudioSources[musicType].isPlaying,
// cancellationToken: _cancellationTokenSources[musicType].Token);
await UniTask.NextFrame(); await UniTask.NextFrame();
// Debug.Log($"Playing {musicType}");
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType], var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
_ => !_musicAudioSources[musicType].isPlaying, _ => !_musicAudioSources[musicType].isPlaying,
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow(); cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
// Debug.Log($"Finished {musicType}"); Debug.LogError("Music skipping");
if (isCanceled) if (isCanceled)
{ {
// Debug.Log($"Cancelled {musicType}");
_cancellationTokenSources[musicType].Dispose(); _cancellationTokenSources[musicType].Dispose();
_cancellationTokenSources[musicType] = new(); _cancellationTokenSources[musicType] = new();
@@ -191,13 +155,13 @@ namespace Code.Audio
return; return;
} }
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType); PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType).Forget();
} }
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType, public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null) AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
{ {
TransitToSnapshot(audioSnapshotState, time); //TransitToSnapshot(audioSnapshotState, time);
await UniTask.WaitForSeconds(time); await UniTask.WaitForSeconds(time);
@@ -205,39 +169,56 @@ namespace Code.Audio
callback?.Invoke(); 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() public void StopMusic()
{ {
_peacefulMusicSource.Stop(); _peacefulMusicSource.Stop();
_actionMusicSource.Stop(); _actionMusicSource.Stop();
_cancellationTokenSources[MusicType.Peaceful].Cancel();
_cancellationTokenSources[MusicType.Action].Cancel();
} }
public void GladlyAskToStopMusic(Action callback = null) public void GladlyAskToStopMusic(Action callback = null)
{ {
TransitToSnapshot(AudioSnapshotState.None); // TransitToSnapshot(AudioSnapshotState.None);
_peacefulMusicSource.Stop(); _peacefulMusicSource.Stop();
_actionMusicSource.Stop(); _actionMusicSource.Stop();
callback?.Invoke(); callback?.Invoke();
} }
public void TransitToSnapshot(AudioSnapshotState state, float time = 1f) public void TransitToSnapshot(AudioSnapshotState state, float time = 1)
{ {
_snapshots[state].TransitionTo(time); foreach (var key in _audioMixerGroups.Keys)
_mixer.DOSetFloat(_audioMixerGroups[key].name, Mathf.Log10(_snapshotsVolumes[state][key]) * 20, 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) public void PlaySFX(SFXSounds sfxId, Vector3 position)
{ {
_audioSourcePool.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _SFXGroup); _audioSourcePool
.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _audioMixerGroups[AudioType.SFX]).Forget();
}
public void ApplyStun(float value, float time)
{
_mixer.DOSetFloat("Stun", value, time);
} }
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position) public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
{ {
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup); _audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position,
_audioMixerGroups[AudioType.Enemies]).Forget();
} }
public AudioSource GetSourceOfGroup(AudioType group)
{
AudioSource source = _audioSourcePool.GetSource();
source.outputAudioMixerGroup = _audioMixerGroups[group];
return source;
}
public void ReleaseSourceOfGroup(AudioSource source) => _audioSourcePool.ReleaseSource(source);
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг // Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted; public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded; public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
@@ -245,12 +226,22 @@ namespace Code.Audio
public void PlayDispatcher(DispatcherSounds dispatcherSoundId) public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
{ {
OnDispatcherStarted?.Invoke(); OnDispatcherStarted?.Invoke();
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup, _audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId],
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke()); _audioMixerGroups[AudioType.Dispatcher],
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke()).Forget();
} }
public void PlayCourier(CourierSounds courierSounds)
{
_audioSourcePool.PlayOneShot(_audioFactory.CourierAudios[(int)courierSounds],
_audioMixerGroups[AudioType.Courier],
AudioSourceType.NoBlend).Forget();
}
private CancellationTokenSource _testClipCancellationTokenSource = new(); private CancellationTokenSource _testClipCancellationTokenSource = new();
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master; private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
private AudioType _currentTestClipAudioType;
// TODO Засунуть в словарь // TODO Засунуть в словарь
public void PlayTestClip(AudioType audioType) public void PlayTestClip(AudioType audioType)
{ {
@@ -261,92 +252,9 @@ namespace Code.Audio
_currentTestClipAudioType = audioType; _currentTestClipAudioType = audioType;
switch (audioType)
{
case AudioType.SFX:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType], _audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_SFXGroup, _testClipCancellationTokenSource, _audioMixerGroups[audioType], _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource); AudioSourceType.NoBlend, ResetCurrentTestAudioSource).Forget();
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;
}
} }
} }
} }
@@ -14,6 +14,7 @@ namespace Code.Audio
List<AudioClip> SFXAudios { get; } List<AudioClip> SFXAudios { get; }
List<AudioClip> EnemiesAudios { get; } List<AudioClip> EnemiesAudios { get; }
List<AudioClip> DispatcherAudios { get; } List<AudioClip> DispatcherAudios { get; }
List<AudioClip> CourierAudios { get; }
UniTask LoadAudioSourcePrefab(Action<GameObject> callback); UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
UniTask WarmGameplayMusic( ); UniTask WarmGameplayMusic( );
void ReleaseActionMusic(); void ReleaseActionMusic();
@@ -28,5 +29,9 @@ namespace Code.Audio
void ReleaseEnemies(); void ReleaseEnemies();
UniTask WarmDispatcher( ); UniTask WarmDispatcher( );
void ReleaseDispatcher(); void ReleaseDispatcher();
UniTask WarmCourier();
void ReleaseCourier();
UniTask WarmDeathMusic( );
void ReleaseDeathMusic();
} }
} }
@@ -23,5 +23,9 @@ namespace Code.Audio
void ChangeSetting(AudioType type, float value); void ChangeSetting(AudioType type, float value);
float GetSetting(AudioType type); float GetSetting(AudioType type);
void PlayTestClip(AudioType audioType); void PlayTestClip(AudioType audioType);
AudioSource GetSourceOfGroup(AudioType group);
void ReleaseSourceOfGroup(AudioSource source);
void PlayCourier(CourierSounds range);
void ApplyStun(float value, float time);
} }
} }
@@ -4,15 +4,19 @@ namespace Code.Audio
{ {
Menu, Menu,
Peaceful, Peaceful,
Action Action,
Death
} }
public enum AudioType public enum AudioType
{ {
Master, Master,
MenuMusic, MenuMusic,
GameplayMusic, Dispatcher,
Creatures, SFX,
DispatcherSounds, Courier,
SFX Enemies,
ActionMusic,
PeacefulMusic,
DeathMusic
} }
} }
@@ -5,37 +5,51 @@ namespace Code.Configs
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")] [CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
public class CharacterConfig : ScriptableObject public class CharacterConfig : ScriptableObject
{ {
// Основное движение по земле
public float public float
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности maxStableMoveSpeed = 12f,
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче) stableMovementSharpness = 15f,
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче) orientationSharpness = 10f;
jumpSpeed = 10f; // Скорость прыжка
// Спринт
public float public float
sprintMoveSpeed = 12f, // Максимальная скорость спринта jumpSpeed = 10f,
sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт jumpCooldown = 0.4f;
// Слайд
public float public float
slideSpeed = 20f, // Скорость слайда dashSpeed = 20f,
slideDuration = 0.8f, // Длительность слайда в секундах dashDuration = 0.35f,
slideCooldown = 1.5f; // Время перезарядки слайда в секундах dashCooldown = 1.2f;
// Залазание на стены public AnimationCurve slideVelocityCurve = new(
new Keyframe(0.0f, 1.0f),
new Keyframe(0.3f, 1.4f),
new Keyframe(1.0f, 0.2f)
);
public float public float
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену slideMinVelocityThreshold = 3f,
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену slideInitialSpeed = 16f,
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной" slideCooldown = 1.5f,
slideColliderHeightScale = 0.5f,
slideCameraOffsetY = -0.5f,
slideEnterDuration = 0.2f,
slideExitDuration = 0.25f;
// 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 public Vector3 gravity = new(0f, -30f, 0f);
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации public float
maxAirSpeed = 10f,
airControlSharpness = 8f;
public float
wallRunMaxTime = 1.75f,
wallRunMaxNoMoveTime = 0.3f,
wallRunSpeed = 15f,
wallRunAcceleration = 25f,
wallRunGravityScale = 0.25f,
wallDetachImpulse = 7f,
wallContactAngleThreshold = 45f;
} }
} }
@@ -1,11 +0,0 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/CharacterSoundList", fileName = "CharacterSoundListConfig")]
public class CharacterSoundListConfig : ScriptableObject
{
public AssetReference[] character;
}
}
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/CourierSoundListConfig", fileName = "CourierSoundListConfig")]
public class CourierSoundListConfig : ScriptableObject
{
public AssetReference[] courierSounds;
}
}
@@ -0,0 +1,27 @@
using System.Collections.Generic;
using AYellowpaper.SerializedCollections;
using UnityEngine;
using AudioType = Code.Audio.AudioType;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "DefaultAudioSettingsConfig", menuName = "Audio/DefaultAudioSettings")]
public class DefaultAudioSettingsConfig : ScriptableObject
{
[Header("Menu")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> menuVolume = new();
[Header("Action")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> actionVolume = new();
[Header("Peaceful")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> peacefulVolume = new();
[Header("None")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> noneVolume = new();
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 36d35c52933d4d4ba836f75b05c4810f
timeCreated: 1764754933
@@ -0,0 +1,10 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/MusicPlayer", fileName = "MusicPlayerConfig")]
public class MusicPlayerConfig : ScriptableObject
{
public float threshold = 0.5f;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8708e3c129d241b08563f1a170bd3a44
timeCreated: 1764585060
@@ -8,6 +8,7 @@ namespace Code.Configs
{ {
public AssetReference[] peacefulSoundtrack; public AssetReference[] peacefulSoundtrack;
public AssetReference[] actionSoundtrack; public AssetReference[] actionSoundtrack;
public AssetReference[] deathSoundtrack;
public AssetReference[] menuSoundtrack; public AssetReference[] menuSoundtrack;
} }
} }
@@ -19,13 +19,14 @@ namespace Code.Constants
public const string PeacefulMusicGroup = "Peaceful"; public const string PeacefulMusicGroup = "Peaceful";
public const string ActionMusicGroup = "Action"; public const string ActionMusicGroup = "Action";
public const string DispatcherMusicGroup = "Dispatcher"; public const string DispatcherMusicGroup = "Dispatcher";
public const string CourierMusicGroup = "Courier"; public const string CourierGroup = "Courier";
public const string EnemiesMusicGroup = "Enemies"; public const string EnemiesGroup = "Enemies";
public const string PeacefulSnapshot = "Peaceful"; public const string PeacefulSnapshot = "Peaceful";
public const string ActionSnapshot = "Action"; public const string ActionSnapshot = "Action";
public const string NoneSnapshot = "None"; public const string NoneSnapshot = "None";
public const string MenuSnapshot = "Menu"; public const string MenuSnapshot = "Menu";
public const string MenuMusicGroup = "Menu"; public const string MenuMusicGroup = "Menu";
public const string DeathMusicGroup = "Death";
} }
} }
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bb5ad0cc3a72448a93ee2adb560c35ad
timeCreated: 1764345160
@@ -0,0 +1,12 @@
using UnityEngine;
namespace Code.DebugAndTest
{
public class TriggerTest : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
Debug.Log(gameObject.name + " found " + other.name);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6bb3c649d82049079d00b843a76aced8
timeCreated: 1764345168
@@ -24,6 +24,8 @@ namespace Code.Gameplay.Camera.CameraStates
CurrentDistance = 0f; CurrentDistance = 0f;
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov; Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
Cursor.lockState = CursorLockMode.Locked;
} }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation) protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -11,6 +11,7 @@ namespace Code.Gameplay.Camera.CameraStates
base.EnterState(); base.EnterState();
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov; Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov;
Cursor.lockState = CursorLockMode.None;
} }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation) protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -12,6 +12,7 @@ namespace Code.Gameplay.Camera.CameraStates
base.EnterState(); base.EnterState();
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov; Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov;
Cursor.lockState = CursorLockMode.None;
} }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation) protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -0,0 +1,82 @@
using UnityEngine;
using Code.Gameplay.Camera;
using KinematicCharacterController;
namespace Code.Gameplay.Character.Controller.Abilities
{
public class DashMechanic
{
private readonly float _dashSpeed;
private readonly float _dashDuration;
private readonly float _dashCooldown;
private float _dashTimer;
private float _dashCooldownTimer;
private Vector3 _dashDirection;
private bool _dashRequested;
public bool IsDashing { get; private set; }
public DashMechanic(float dashSpeed, float dashDuration, float dashCooldown)
{
_dashSpeed = dashSpeed;
_dashDuration = dashDuration;
_dashCooldown = dashCooldown;
}
public void TickCooldown(float deltaTime)
{
if (_dashCooldownTimer > 0f) _dashCooldownTimer -= deltaTime;
}
public void RequestDash(bool dashPressed)
{
if (dashPressed && !_dashRequested && _dashCooldownTimer <= 0f)
_dashRequested = true;
}
public void TryStartDash(KinematicCharacterMotor motor,
CameraMode currentCameraMode,
Quaternion firstPersonCameraRotation,
Vector3 lookInputVector)
{
if (!_dashRequested || !motor.GroundingStatus.IsStableOnGround || _dashCooldownTimer > 0f)
{
_dashRequested = false;
return;
}
IsDashing = true;
_dashTimer = _dashDuration;
var dir = currentCameraMode == CameraMode.FirstPerson
? firstPersonCameraRotation * Vector3.forward
: lookInputVector;
_dashDirection = Vector3.ProjectOnPlane(dir, motor.CharacterUp).normalized;
if (_dashDirection.sqrMagnitude < 0.01f) _dashDirection = motor.CharacterForward;
_dashCooldownTimer = _dashCooldown;
_dashRequested = false;
}
public void HandleDash(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
{
_dashTimer -= deltaTime;
if (_dashTimer <= 0f || !motor.GroundingStatus.IsStableOnGround)
{
EndDash();
return;
}
currentVelocity = _dashDirection * _dashSpeed;
currentVelocity += motor.CharacterUp * 1.5f;
}
public void EndDash()
{
IsDashing = false;
_dashTimer = 0f;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6d62efb53e0c4d49be9fc658484e2575
timeCreated: 1764856437
@@ -1,122 +1,89 @@
using UnityEngine;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using KinematicCharacterController; using KinematicCharacterController;
using UnityEngine;
namespace Code.Gameplay.Character.Controller.Abilities namespace Code.Gameplay.Character.Controller.Abilities
{ {
/*
* Механика слайда для персонажа
* Отвечает за управление состоянием, таймерами и скоростью слайда
*/
public class SlideMechanic public class SlideMechanic
{ {
// Скорость слайда private readonly AnimationCurve _velocityCurve;
private readonly float _slideSpeed; private readonly float _minVelocityThreshold;
// Длительность слайда в секундах private readonly float _cooldown;
private readonly float _slideDuration;
// Время перезарядки слайда
private readonly float _slideCooldown;
// Таймер слайда private float _slideTime;
private float _slideTimer; private float _cooldownTimer;
// Таймер перезарядки слайда
private float _slideCooldownTimer;
// Направление слайда
private Vector3 _slideDirection; private Vector3 _slideDirection;
// Флаг запроса слайда
private bool _slideRequested; private bool _slideRequested;
private float _initialSpeed;
// Свойство-флаг, активен ли слайд
public bool IsSliding { get; private set; } public bool IsSliding { get; private set; }
// Конструктор механики слайда public SlideMechanic(AnimationCurve velocityCurve, float slideInitialSpeed, float minVelocityThreshold, float cooldown)
public SlideMechanic(float slideSpeed, float slideDuration, float slideCooldown)
{ {
_slideSpeed = slideSpeed; _velocityCurve = velocityCurve;
_slideDuration = slideDuration; _initialSpeed = slideInitialSpeed;
_slideCooldown = slideCooldown; _minVelocityThreshold = minVelocityThreshold;
_cooldown = cooldown;
} }
// Обновляем таймер перезарядки слайда
public void TickCooldown(float deltaTime) public void TickCooldown(float deltaTime)
{ {
if (_slideCooldownTimer > 0f) if (_cooldownTimer > 0f) _cooldownTimer -= deltaTime;
{
_slideCooldownTimer -= deltaTime;
}
} }
// Обработка слайда
public void RequestSlide(bool slidePressed) public void RequestSlide(bool slidePressed)
{ {
if (slidePressed && !_slideRequested && _slideCooldownTimer <= 0f) if (slidePressed && !_slideRequested && _cooldownTimer <= 0f)
{
_slideRequested = true; _slideRequested = true;
} }
}
// Начало слайда
public void TryStartSlide(KinematicCharacterMotor motor, public void TryStartSlide(KinematicCharacterMotor motor,
CameraMode currentCameraMode, CameraMode currentCameraMode,
Quaternion firstPersonCameraRotation, Quaternion firstPersonCameraRotation,
Vector3 lookInputVector) Vector3 lookInputVector)
{ {
// Проверяем условия для старта слайда if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _cooldownTimer > 0f)
if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _slideCooldownTimer > 0f)
{ {
_slideRequested = false; _slideRequested = false;
return; return;
} }
IsSliding = true; IsSliding = true;
_slideTimer = _slideDuration; _slideTime = 0f;
// НАПРАВЛЕНИЕ СЛАЙДА - ВСЕГДА ВПЕРЕД ПО КАМЕРЕ var dir = currentCameraMode == CameraMode.FirstPerson
// Используем направление камеры, но проецируем на горизонтальную плоскость ? firstPersonCameraRotation * Vector3.forward
var slideDir = currentCameraMode == CameraMode.FirstPerson ? : lookInputVector;
firstPersonCameraRotation * Vector3.forward :
lookInputVector;
// Проецируем на горизонтальную плоскость и нормализуем _slideDirection = Vector3.ProjectOnPlane(dir, motor.CharacterUp).normalized;
_slideDirection = Vector3.ProjectOnPlane(slideDir, motor.CharacterUp).normalized; if (_slideDirection.sqrMagnitude < 0.01f) _slideDirection = motor.CharacterForward;
// Если направление нулевое (персонаж стоит на месте), используем направление вперед _cooldownTimer = _cooldown;
if (_slideDirection.sqrMagnitude < 0.01f)
{
_slideDirection = motor.CharacterForward;
}
// Устанавливаем перезарядку
_slideCooldownTimer = _slideCooldown;
_slideRequested = false; _slideRequested = false;
} }
// Обработка слайда
public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor) public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
{ {
// Уменьшаем таймер слайда if (!IsSliding) return;
_slideTimer -= deltaTime;
// Если время слайда вышло, персонаж в воздухе - заканчиваем слайд _slideTime += deltaTime;
if (_slideTimer <= 0f || !motor.GroundingStatus.IsStableOnGround)
{ var t = Mathf.Clamp01(_slideTime / 2.5f);
var speedMult = _velocityCurve.Evaluate(t);
var targetSpeed = _initialSpeed * speedMult;
currentVelocity = _slideDirection * targetSpeed;
currentVelocity += motor.CharacterUp * 1f;
if (targetSpeed < _minVelocityThreshold || !motor.GroundingStatus.IsStableOnGround)
EndSlide(); EndSlide();
return;
} }
// Устанавливаем скорость слайда вперед
// Используем прямую установку скорости вместо сложных вычислений
currentVelocity = _slideDirection * _slideSpeed;
// Добавляем небольшую вертикальную компоненту для лучшего скольжения по неровностям
currentVelocity += motor.CharacterUp * 2f;
}
// Завершение слайда
public void EndSlide() public void EndSlide()
{ {
IsSliding = false; IsSliding = false;
_slideTimer = 0f; _slideTime = 0f;
} }
} }
} }
@@ -1,147 +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 Transform _model;
private Vector3 _lastWallNormal;
private float _lastWallContactHeight;
private float _leanFactor;
private float _leanSign;
private Vector3 _leanDirection;
private Vector3 _lastWallContactPoint; public WallLeanMechanic(
private bool _isLeaningOnWall; float leanAngle,
private const float WallProximityThreshold = 0.6f; float threshold,
float smoothSpeed)
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
{ {
_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(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
{ {
// Только если это действительно стена (не пол/потолок) if (!_model)
var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
return;
_lastWallNormal = wallNormal;
_lastWallContactHeight = contactHeight;
_lastWallContactPoint = motor.TransientPosition;
// Пересчитываем направление наклона
_leanDirection = -_lastWallNormal;
_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
_leanSign = 1;
// what the fuck
if (_leanDirection.x != 0)
{ {
switch (_leanDirection.x) _model.localRotation = Quaternion.identity;
{
case -1 or 1 when motor.CharacterRight.x > 0.1f:
_leanSign = -1;
break;
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
_leanDirection = new Vector3(0, 0, -1);
break;
}
}
else
{
switch (_leanDirection.z)
{
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
_leanSign = -1;
break;
case -1 when motor.CharacterRight.z < -0.1f:
case 1 when motor.CharacterRight.z > 0.1f:
_leanDirection = new Vector3(-1, 0, 0);
break;
case -1 when motor.CharacterRight.z > 0.1f:
case 1 when motor.CharacterRight.z < -0.1f:
_leanDirection = new Vector3(1, 0, 0);
break;
}
}
_isLeaningOnWall = true;
}
// Обновление каждый кадр
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
{
if (!_characterTransform) return;
var currentPosition = motor.TransientPosition;
var isStillNearWall = false;
if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
{
var toWall = currentPosition - _lastWallContactPoint;
var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
}
if (_isLeaningOnWall)
{
var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
if (!isStillNearWall || isBelowContactHeight)
{
_isLeaningOnWall = false;
}
else
{
var heightDelta = currentPosition.y - _lastWallContactHeight;
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
}
}
if (!_isLeaningOnWall)
{
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
}
ApplyLeanRotation(motor);
}
private void ApplyLeanRotation(KinematicCharacterMotor motor)
{
if (_leanFactor <= 0.01f)
{
_characterTransform.localRotation = Quaternion.identity;
return; return;
} }
if (_leanDirection.sqrMagnitude < 0.01f) return; var targetRotation = Quaternion.identity;
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle; if (isWallRunning)
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection); {
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis); var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
_characterTransform.localRotation = leanRotation; if (n.sqrMagnitude < 0.001f) n = Vector3.forward;
var bodyRight = Vector3.Cross(Vector3.up, characterForward).normalized;
var side = Vector3.Dot(n, bodyRight);
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 +1,244 @@
using Code.Gameplay.Character.Core;
using KinematicCharacterController;
using UnityEngine;
namespace Code.Gameplay.Character.Controller.Abilities
{
public class WallRunningMechanic
{
private readonly float _maxWallRunTime;
private readonly float _maxWallRunNoMoveTime;
private readonly float _wallRunSpeed;
private readonly float _wallRunAcceleration;
private readonly float _wallRunGravityScale;
private readonly float _wallDetachImpulse;
private readonly float _wallContactAngleThreshold;
private float _wallRunTimer;
private float _wallRunNoMoveTimer;
private Vector3 _wallNormal;
private Vector3 _wallTangentRight;
private Vector3 _wallContactPoint;
private Vector3 _lastMoveInputInWallSpace;
private float _surfaceAngleCos;
private bool _canWallRun;
private KinematicCharacterMotor _motor;
public bool IsWallRunning { get; private set; }
public WallRunningMechanic(
float maxWallRunTime,
float maxWallRunNoMoveTime,
float wallRunSpeed,
float wallRunAcceleration,
float wallRunGravityScale,
float wallDetachImpulse,
float wallContactAngleThreshold)
{
_maxWallRunTime = maxWallRunTime;
_maxWallRunNoMoveTime = maxWallRunNoMoveTime;
_wallRunSpeed = wallRunSpeed;
_wallRunAcceleration = wallRunAcceleration;
_wallRunGravityScale = wallRunGravityScale;
_wallDetachImpulse = wallDetachImpulse;
_wallContactAngleThreshold = wallContactAngleThreshold;
}
public void Initialize(KinematicCharacterMotor motor)
{
_motor = motor;
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
}
public void Tick(float deltaTime)
{
if (!IsWallRunning) return;
_wallRunTimer += deltaTime;
_wallRunNoMoveTimer += deltaTime;
if (!(_wallRunTimer > _maxWallRunTime) && !(_wallRunNoMoveTimer > _maxWallRunNoMoveTime)) return;
DetachFromWall(false);
_wallRunNoMoveTimer = 0;
}
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
{
if (IsWallRunning) return false;
if (_motor.CharacterController is not CustomCharacterController { IsAbilitiesBlocked: false }) return false;
var dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
var isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
if (!isWall) return false;
if (_motor.GroundingStatus.IsStableOnGround) return false;
var 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;
var forwardInWallPlane = Vector3.ProjectOnPlane(_motor.CharacterForward, _wallNormal).normalized;
if (forwardInWallPlane.sqrMagnitude < 0.01f)
{
var candidateRight = Vector3.Cross(_wallNormal, _motor.CharacterUp);
candidateRight = Vector3.ProjectOnPlane(candidateRight, _wallNormal).normalized;
if (candidateRight.sqrMagnitude < 0.01f)
{
candidateRight = Vector3.Cross(_wallNormal, Vector3.up);
candidateRight = Vector3.ProjectOnPlane(candidateRight, _wallNormal).normalized;
}
if (candidateRight.sqrMagnitude < 0.01f)
{
candidateRight = Vector3.Cross(_wallNormal, Vector3.right).normalized;
}
var dotWithRight = Vector3.Dot(_motor.CharacterRight, _wallNormal);
forwardInWallPlane = dotWithRight < 0 ? candidateRight : -candidateRight;
}
_wallTangentRight = forwardInWallPlane.normalized;
_motor.ForceUnground();
}
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
{
if (!IsWallRunning) return;
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
var forwardInput = inputs.MoveAxisForward;
if (forwardInput != 0) _wallRunNoMoveTimer = 0f;
var moveDirection = _wallTangentRight * forwardInput;
var targetSpeed = moveDirection.sqrMagnitude > 0.01f ? _wallRunSpeed : currentVelocity.magnitude;
var targetVelocity = moveDirection.normalized * targetSpeed;
currentVelocity = Vector3.Lerp(
currentVelocity,
targetVelocity,
1f - Mathf.Exp(-_wallRunAcceleration * deltaTime)
);
currentVelocity += Physics.gravity * (_wallRunGravityScale * deltaTime);
var 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) return false;
if (_motor.GroundingStatus.IsStableOnGround) return false;
var characterCenter = _motor.TransientPosition;
var characterRight = _motor.CharacterRight;
var characterUp = _motor.CharacterUp;
const float checkDistance = 0.45f;
var rayOrigin = characterCenter + characterUp * 0.2f;
var 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 var hit, checkDistance,
_motor.CollidableLayers, QueryTriggerInteraction.Ignore)) continue;
var dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
if (!(dotWithUp < _surfaceAngleCos)) continue;
_wallNormal = hit.normal.normalized;
_wallContactPoint = hit.point;
return true;
}
return false;
}
private void DetachFromWall(bool withImpulse)
{
if (!IsWallRunning) return;
IsWallRunning = false;
if (!withImpulse || !_motor) return;
var detachImpulse = -_wallNormal * _wallDetachImpulse;
_motor.BaseVelocity += detachImpulse;
}
public Vector3 GetWallNormal() => _wallNormal;
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
{
if (!IsWallRunning || !_motor) return;
if (_motor.CharacterController is not CustomCharacterController { IsAbilitiesBlocked: false } controller)
return;
IsWallRunning = false;
var wallAway = _wallNormal;
var wallUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
var playerForward = cameraRotation * Vector3.forward;
var forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
var jumpDirection =
forwardInWallPlane * 0.2f +
wallAway * 0.6f +
wallUp * 0.2f;
jumpDirection = jumpDirection.normalized;
var wallJumpForce = _wallDetachImpulse * 2f;
var jumpImpulse = jumpDirection * wallJumpForce;
_motor.BaseVelocity += jumpImpulse;
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
controller.TriggerJump();
controller.BlockAbilities(0.12f);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4bef67aa9cf14753a63ea07eecc5ff67
timeCreated: 1764263348
@@ -25,178 +25,181 @@ namespace Code.Gameplay.Character.Controller
[SerializeField] private Transform characterTransform; // Трансформ персонажа (с точкой отслеживания камеры) [SerializeField] private Transform characterTransform; // Трансформ персонажа (с точкой отслеживания камеры)
[SerializeField] private CapsuleCollider _capsuleCollider;
[SerializeField] private Transform _cameraFollowPoint;
private Vector3 _originalColliderCenter;
private float _originalColliderHeight;
private Vector3 _originalFollowPointLocalPosition;
private bool _isEnteringSlide;
private bool _isExitingSlide;
private float _slideTransitionTime;
private float _slideTransitionDuration;
private float _currentColliderHeight;
private Vector3 _currentColliderCenter;
private Vector3 _currentFollowPointLocalPosition;
private bool _wasSlidingLastFrame;
private float _jumpCooldownTimer;
private float JumpCooldownDuration => _characterConfig.jumpCooldown;
public bool CanJump => _jumpCooldownTimer <= 0f;
// Подсистемы // Подсистемы
private CharacterInputHandler _inputHandler; private CharacterInputHandler _inputHandler;
private DashMechanic _dashMechanic;
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;
public bool IsSliding => _slideMechanic.IsSliding; public bool IsSliding => _slideMechanic.IsSliding;
public bool IsDashing => _dashMechanic.IsDashing;
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
private float abilityBlockTimer; private float abilityBlockTimer;
private bool isAbilitiesBlocked; public bool IsAbilitiesBlocked { get; private set; }
private CharacterInputs _lastInputs;
public void SetPosition(Vector3 position) => motor.SetPosition(position); public void SetPosition(Vector3 position) => motor.SetPosition(position);
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation); public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
// Инициализация контроллера
// private void Awake()
// {
// // Инициализация подсистем с параметрами из конфига
// _inputHandler = new CharacterInputHandler(
// _characterConfig.sprintAngleThreshold
// );
// _slideMechanic = new SlideMechanic(
// _characterConfig.slideSpeed,
// _characterConfig.slideDuration,
// _characterConfig.slideCooldown
// );
// _wallClimbMechanic = new WallClimbMechanic(
// _characterConfig.wallClimbSpeedFactor,
// _characterConfig.minWallClimbSpeed,
// _characterConfig.wallDetectionAngleThreshold
// );
// _wallLeanMechanic = new WallLeanMechanic(
// _characterConfig.maxWallLeanAngle,
// _characterConfig.wallLeanSharpness,
// _characterConfig.wallLeanHeightScale
// );
// _groundMovement = new GroundMovementSystem(
// _characterConfig.maxStableMoveSpeed,
// _characterConfig.sprintMoveSpeed,
// _characterConfig.stableMovementSharpness,
// _characterConfig.jumpSpeed
// );
// _airMovement = new AirMovementSystem(_characterConfig.gravity);
// }
[Inject] [Inject]
private void Construct(CharacterConfig characterConfig) private void Construct(CharacterConfig characterConfig)
{ {
_characterConfig = characterConfig; _characterConfig = characterConfig;
// Инициализация подсистем с параметрами из конфига // Инициализация подсистем с параметрами из конфига
_inputHandler = new CharacterInputHandler( _inputHandler = new CharacterInputHandler();
_characterConfig.sprintAngleThreshold _dashMechanic = new DashMechanic(
_characterConfig.dashSpeed,
_characterConfig.dashDuration,
_characterConfig.dashCooldown
); );
_slideMechanic = new SlideMechanic( _slideMechanic = new SlideMechanic(
_characterConfig.slideSpeed, _characterConfig.slideVelocityCurve,
_characterConfig.slideDuration, _characterConfig.slideInitialSpeed,
_characterConfig.slideMinVelocityThreshold,
_characterConfig.slideCooldown _characterConfig.slideCooldown
); );
_wallClimbMechanic = new WallClimbMechanic( _wallRunningMechanic = new WallRunningMechanic(
_characterConfig.wallClimbSpeedFactor, _characterConfig.wallRunMaxTime,
_characterConfig.minWallClimbSpeed, _characterConfig.wallRunMaxNoMoveTime,
_characterConfig.wallDetectionAngleThreshold _characterConfig.wallRunSpeed,
_characterConfig.wallRunAcceleration,
_characterConfig.wallRunGravityScale,
_characterConfig.wallDetachImpulse,
_characterConfig.wallContactAngleThreshold
); );
_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.stableMovementSharpness, _characterConfig.stableMovementSharpness,
_characterConfig.jumpSpeed _characterConfig.jumpSpeed
); );
_airMovement = new AirMovementSystem(_characterConfig.gravity); _airMovement = new AirMovementSystem(
_characterConfig.gravity,
_characterConfig.maxAirSpeed,
_characterConfig.airControlSharpness
);
motor.CharacterController = this; // Регистрация этого контроллера в движке motor.CharacterController = this; // Регистрация этого контроллера в движке
_inputHandler.FirstPersonCameraRotation = _inputHandler.FirstPersonCameraRotation =
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
_wallLeanMechanic.SetCharacterTransform(characterTransform); _wallLeanMechanic.SetModel(characterTransform);
_wallRunningMechanic.Initialize(motor);
_originalColliderCenter = _capsuleCollider.center;
_originalColliderHeight = _capsuleCollider.height;
_originalFollowPointLocalPosition = _cameraFollowPoint.localPosition;
_currentColliderHeight = _originalColliderHeight;
_currentColliderCenter = _originalColliderCenter;
_currentFollowPointLocalPosition = _originalFollowPointLocalPosition;
} }
// 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;
_dashMechanic.TickCooldown(Time.deltaTime);
_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 (_dashMechanic.IsDashing || _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;
_groundMovement.RequestJump(inputs.JumpPressed); _groundMovement.RequestJump(inputs.JumpPressed);
return; return;
} }
// Сохраняем текущий режим камеры
_currentCameraMode = inputs.CameraMode; _currentCameraMode = inputs.CameraMode;
if (isAbilitiesBlocked) if (IsAbilitiesBlocked)
{ {
abilityBlockTimer -= Time.deltaTime; abilityBlockTimer -= Time.deltaTime;
if (abilityBlockTimer <= 0) if (abilityBlockTimer <= 0)
{ {
isAbilitiesBlocked = false; IsAbilitiesBlocked = false;
} }
else else
{ {
inputs.SprintPressed = false; inputs.DashPressed = false;
inputs.SlidePressed = false; inputs.SlidePressed = false;
} }
} }
// Обработка слайда _dashMechanic.RequestDash(inputs.DashPressed);
_slideMechanic.RequestSlide(inputs.SlidePressed); _slideMechanic.RequestSlide(inputs.SlidePressed);
// 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); var jumpInput = inputs.JumpPressed;
if (jumpInput && CanJump)
{
_groundMovement.RequestJump(true);
}
else
{
_groundMovement.RequestJump(false);
}
} }
// Обновление вращения персонажа на основе входных данных
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
{ {
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) 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:
default: default:
@@ -204,25 +207,60 @@ namespace Code.Gameplay.Character.Controller
} }
} }
// 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 (_dashMechanic.IsDashing && _groundMovement.JumpRequested)
_dashMechanic.EndDash();
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested) if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
{
_slideMechanic.EndSlide(); _slideMechanic.EndSlide();
}
// Проверяем запрос слайда и запускаем его если можно if (!_dashMechanic.IsDashing)
if (!_slideMechanic.IsSliding) _dashMechanic.TryStartDash(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
{
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
_inputHandler.LookInputVector);
}
// Если активен слайд - обрабатываем отдельно
else else
{
_dashMechanic.HandleDash(ref currentVelocity, deltaTime, motor);
return;
}
var wasSliding = _wasSlidingLastFrame;
var isSlidingNow = _slideMechanic.IsSliding;
if (!isSlidingNow)
{
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
isSlidingNow = _slideMechanic.IsSliding;
}
switch (isSlidingNow)
{
case true when !wasSliding:
EnterSlideState();
break;
case false when wasSliding:
ExitSlideState();
break;
}
if (isSlidingNow)
{ {
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor); _slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
}
_wasSlidingLastFrame = isSlidingNow;
// === 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; return;
} }
@@ -231,75 +269,186 @@ namespace Code.Gameplay.Character.Controller
{ {
_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, _inputHandler, motor, deltaTime);
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
_groundMovement.CancelJumpRequest(); _groundMovement.CancelJumpRequest();
} }
} }
public void BlockAbilities(float duration) public void BlockAbilities(float duration)
{ {
isAbilitiesBlocked = true; IsAbilitiesBlocked = true;
abilityBlockTimer = duration; abilityBlockTimer = duration;
} }
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки) private void EnterSlideState()
{
_isEnteringSlide = true;
_isExitingSlide = false;
_slideTransitionTime = 0f;
_slideTransitionDuration = _characterConfig.slideEnterDuration;
}
private void ExitSlideState()
{
_isExitingSlide = true;
_isEnteringSlide = false;
_slideTransitionTime = 0f;
_slideTransitionDuration = _characterConfig.slideExitDuration;
}
private void UpdateSlideTransition(float deltaTime)
{
if (!_isEnteringSlide && !_isExitingSlide) return;
_slideTransitionTime += deltaTime;
var t = Mathf.Clamp01(_slideTransitionTime / _slideTransitionDuration);
t = Mathf.SmoothStep(0f, 1f, t);
if (_isEnteringSlide)
{
var targetHeight = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
var targetCenterY = targetHeight * 0.5f - _originalColliderHeight * 0.5f;
var targetCenter = _originalColliderCenter + Vector3.up * targetCenterY;
var targetFollowPos = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
_currentColliderHeight = Mathf.Lerp(_originalColliderHeight, targetHeight, t);
_currentColliderCenter = Vector3.Lerp(_originalColliderCenter, targetCenter, t);
_currentFollowPointLocalPosition = Vector3.Lerp(_originalFollowPointLocalPosition, targetFollowPos, t);
}
else if (_isExitingSlide)
{
_currentColliderHeight = Mathf.Lerp(_originalColliderHeight * _characterConfig.slideColliderHeightScale, _originalColliderHeight, t);
var prevHeight = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
var prevCenterY = prevHeight * 0.5f - _originalColliderHeight * 0.5f;
var prevCenter = _originalColliderCenter + Vector3.up * prevCenterY;
var prevFollowPos = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
_currentColliderCenter = Vector3.Lerp(prevCenter, _originalColliderCenter, t);
_currentFollowPointLocalPosition = Vector3.Lerp(prevFollowPos, _originalFollowPointLocalPosition, t);
}
if (_capsuleCollider)
{
_capsuleCollider.height = _currentColliderHeight;
_capsuleCollider.center = _currentColliderCenter;
}
if (_cameraFollowPoint)
{
_cameraFollowPoint.localPosition = _currentFollowPointLocalPosition;
}
if (!(t >= 1f)) return;
if (_isEnteringSlide)
{
_isEnteringSlide = false;
if (_capsuleCollider)
{
_capsuleCollider.height = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
var h = _capsuleCollider.height;
_capsuleCollider.center = _originalColliderCenter + Vector3.up * (h * 0.5f - _originalColliderHeight * 0.5f);
}
if (_cameraFollowPoint)
{
_cameraFollowPoint.localPosition = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
}
}
else if (_isExitingSlide)
{
_isExitingSlide = false;
if (_capsuleCollider)
{
_capsuleCollider.height = _originalColliderHeight;
_capsuleCollider.center = _originalColliderCenter;
}
if (_cameraFollowPoint)
{
_cameraFollowPoint.localPosition = _originalFollowPointLocalPosition;
}
}
_currentColliderHeight = _capsuleCollider ? _capsuleCollider.height : _originalColliderHeight;
_currentColliderCenter = _capsuleCollider ? _capsuleCollider.center : _originalColliderCenter;
_currentFollowPointLocalPosition = _cameraFollowPoint ? _cameraFollowPoint.localPosition : _originalFollowPointLocalPosition;
}
public void TriggerJump()
{
_jumpCooldownTimer = JumpCooldownDuration;
}
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 (_dashMechanic.IsDashing && !motor.GroundingStatus.IsStableOnGround)
_dashMechanic.EndDash();
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround) if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
{
_slideMechanic.EndSlide(); _slideMechanic.EndSlide();
} }
if (motor.GroundingStatus.IsStableOnGround)
{
_wallClimbMechanic.ResetWallClimbSession();
}
}
// Метод вызывается после обновления персонажа
public void AfterCharacterUpdate(float deltaTime) public void AfterCharacterUpdate(float deltaTime)
{ {
_wallLeanMechanic.UpdateLean(motor, deltaTime); UpdateSlideTransition(deltaTime);
_jumpCooldownTimer -= deltaTime;
if (_jumpCooldownTimer < 0f) _jumpCooldownTimer = 0f;
_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)
{ {
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal)) if (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint)) return;
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
var horizontalVelocity = Vector3.ProjectOnPlane(motor.Velocity, motor.CharacterUp).normalized;
var velocitySqrMag = horizontalVelocity.sqrMagnitude;
if (!(velocitySqrMag > 0.01f)) return;
var dot = Vector3.Dot(horizontalVelocity, hitNormal);
const float impactThreshold = -0.3f;
if (!(dot < impactThreshold)) return;
if (_dashMechanic.IsDashing)
_dashMechanic.EndDash();
if (_slideMechanic.IsSliding)
_slideMechanic.EndSlide();
} }
// 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)
{ {
} }
@@ -11,40 +11,23 @@ namespace Code.Gameplay.Character.Controller.Input
*/ */
public class CharacterInputHandler public class CharacterInputHandler
{ {
// Косинус порогового угла для спринта (предвычислен)
private readonly float _sprintAngleThresholdCos;
// Векторы движения и направления взгляда // Векторы движения и направления взгляда
public Vector3 MoveInputVector { get; set; } public Vector3 MoveInputVector { get; set; }
public Vector3 LookInputVector { get; set; } public Vector3 LookInputVector { get; set; }
// Флаг-свойство указывающий, что активен режим спринта
public bool IsSprinting { get; set; }
// Вращение камеры в FirstPerson режиме для синхронизации (только горизонтальная компонента) // Вращение камеры в FirstPerson режиме для синхронизации (только горизонтальная компонента)
public Quaternion FirstPersonCameraRotation { get; set; } public Quaternion FirstPersonCameraRotation { get; set; }
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу // Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
public bool ShouldApplyCameraRotation { get; private set; } 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 // Обработка и преобразование входных данных от персонажа
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor) public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
{ {
// Сохраняем текущий режим камеры // Сохраняем текущий режим камеры
var currentCameraMode = inputs.CameraMode; var currentCameraMode = inputs.CameraMode;
// Обработка спринта
IsSprinting = inputs.SprintPressed && inputs.MoveAxisForward > _sprintAngleThresholdCos; // Спринт только при движении на заданный в конфиге угол
// Нормализация вектора движения и ограничение его величины до 1 // Нормализация вектора движения и ограничение его величины до 1
var moveInputVector = var moveInputVector =
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f); Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f);
@@ -1,26 +1,38 @@
using UnityEngine; using UnityEngine;
using Code.Gameplay.Character.Controller.Input;
using KinematicCharacterController;
namespace Code.Gameplay.Character.Controller.Movement namespace Code.Gameplay.Character.Controller.Movement
{ {
/*
* Система движения персонажа в воздухе
*/
public class AirMovementSystem public class AirMovementSystem
{ {
// Вектор, отвечающий за применение гравитации
private readonly Vector3 _gravity; private readonly Vector3 _gravity;
private readonly float _maxAirSpeed;
private readonly float _airControlSharpness;
// Конструктор системы движения в воздухе public AirMovementSystem(Vector3 gravity, float maxAirSpeed, float airControlSharpness)
public AirMovementSystem(Vector3 gravity)
{ {
_gravity = gravity; _gravity = gravity;
_maxAirSpeed = maxAirSpeed;
_airControlSharpness = airControlSharpness;
} }
// Обновление скорости движения персонажа в воздухе public void UpdateVelocity(ref Vector3 currentVelocity, CharacterInputHandler inputHandler, KinematicCharacterMotor motor, float deltaTime)
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
{ {
// Применяем гравитацию
currentVelocity += _gravity * deltaTime; currentVelocity += _gravity * deltaTime;
var horizontalVelocity = Vector3.ProjectOnPlane(currentVelocity, motor.CharacterUp);
var verticalVelocity = Vector3.Dot(currentVelocity, motor.CharacterUp) * motor.CharacterUp;
var desiredHorizontalMovement = Vector3.ProjectOnPlane(inputHandler.MoveInputVector, motor.CharacterUp).normalized * _maxAirSpeed;
horizontalVelocity = Vector3.Lerp(
horizontalVelocity,
desiredHorizontalMovement,
1f - Mathf.Exp(-_airControlSharpness * deltaTime)
);
currentVelocity = horizontalVelocity + verticalVelocity;
} }
} }
} }
@@ -11,8 +11,6 @@ namespace Code.Gameplay.Character.Controller.Movement
{ {
// Максимальная скорость движения по устойчивой поверхности // Максимальная скорость движения по устойчивой поверхности
private readonly float _maxStableMoveSpeed; private readonly float _maxStableMoveSpeed;
// Максимальная скорость спринта
private readonly float _sprintMoveSpeed;
// Резкость изменения скорости движения (чем выше - тем резче) // Резкость изменения скорости движения (чем выше - тем резче)
private readonly float _stableMovementSharpness; private readonly float _stableMovementSharpness;
// Скорость прыжка // Скорость прыжка
@@ -22,10 +20,9 @@ namespace Code.Gameplay.Character.Controller.Movement
public bool JumpRequested { get; private set; } public bool JumpRequested { get; private set; }
// Конструктор системы движения на земле // Конструктор системы движения на земле
public GroundMovementSystem(float maxStableMoveSpeed, float sprintMoveSpeed, float stableMovementSharpness, float jumpSpeed) public GroundMovementSystem(float maxStableMoveSpeed, float stableMovementSharpness, float jumpSpeed)
{ {
_maxStableMoveSpeed = maxStableMoveSpeed; _maxStableMoveSpeed = maxStableMoveSpeed;
_sprintMoveSpeed = sprintMoveSpeed;
_stableMovementSharpness = stableMovementSharpness; _stableMovementSharpness = stableMovementSharpness;
_jumpSpeed = jumpSpeed; _jumpSpeed = jumpSpeed;
} }
@@ -66,8 +63,7 @@ namespace Code.Gameplay.Character.Controller.Movement
inputHandler.MoveInputVector.magnitude; inputHandler.MoveInputVector.magnitude;
// Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта // Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта
var targetSpeed = inputHandler.IsSprinting ? _sprintMoveSpeed : _maxStableMoveSpeed; var targetMovementVelocity = reorientedInput * _maxStableMoveSpeed;
var targetMovementVelocity = reorientedInput * targetSpeed;
// Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием // Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием
currentVelocity = Vector3.Lerp( currentVelocity = Vector3.Lerp(
@@ -80,8 +76,13 @@ namespace Code.Gameplay.Character.Controller.Movement
if (JumpRequested) if (JumpRequested)
{ {
currentVelocity += motor.CharacterUp * _jumpSpeed - Vector3.Project(currentVelocity, motor.CharacterUp); currentVelocity += motor.CharacterUp * _jumpSpeed - Vector3.Project(currentVelocity, motor.CharacterUp);
JumpRequested = false; // Сброс сразу после применения JumpRequested = false;
motor.ForceUnground(); motor.ForceUnground();
if (motor.CharacterController is CustomCharacterController controller)
{
controller.TriggerJump();
}
} }
} }
} }
@@ -45,8 +45,8 @@ namespace Code.Gameplay.Character.Core
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down) inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right) inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space) inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
inputs.SprintPressed = _inputService.SprintPressed; // Спринт (Shift)
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl) inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
inputs.DashPressed = _inputService.DashPressed; // Слайд (Ctrl)
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode(); inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
// Передаем информацию о камере для адаптивного поведения // Передаем информацию о камере для адаптивного поведения
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Core
public CameraMode CameraMode; // Текущий режим камеры для адаптации поведения public CameraMode CameraMode; // Текущий режим камеры для адаптации поведения
public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости
public bool JumpPressed; // Флаг указывающий, нажата ли кнопка прыжка public bool JumpPressed; // Флаг указывающий, нажата ли кнопка прыжка
public bool SprintPressed; // Флаг указывающий, нажата ли кнопка спринта public bool DashPressed;
public bool SlidePressed; // Флаг указывающий, нажата ли кнопка слайда public bool SlidePressed; // Флаг указывающий, нажата ли кнопка слайда
} }
} }
@@ -38,7 +38,7 @@ namespace Code.Gameplay.Character.Core
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down) inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right) inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space) inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift) inputs.DashPressed = _inputService.DashPressed;
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl) inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode(); inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
@@ -0,0 +1,37 @@
using DG.Tweening;
using UnityEngine;
namespace Code.Gameplay.Door
{
public class Door : MonoBehaviour
{
[SerializeField] private Transform doorPolotno;
private Vector3 _doorInitialPosition;
private Quaternion _doorInitialRotation;
[SerializeField] private Transform hingeJointAnchor;
[SerializeField] private HingeJoint hingeJoint;
[SerializeField] private Rigidbody rigidbody;
public void TranslationMode(bool on)
{
if (on)
{
rigidbody.isKinematic = true;
return;
}
_doorInitialPosition = doorPolotno.position;
_doorInitialRotation = doorPolotno.rotation;
rigidbody.isKinematic = false;
hingeJoint.autoConfigureConnectedAnchor = false;
hingeJoint.connectedAnchor = hingeJointAnchor.position;
}
public void CloseTheDoor()
{
TranslationMode(true);
doorPolotno.DORotate(_doorInitialRotation.eulerAngles, 0.5f);
doorPolotno.DOMove(_doorInitialPosition, 0.5f);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bc9fc6ce2cc24b68b2b330e4fd029b80
timeCreated: 1764304430
@@ -0,0 +1,53 @@
using System;
using DG.Tweening;
using UnityEngine;
namespace Code.Gameplay.Door
{
public class DoorDebug : MonoBehaviour
{
[SerializeField] private Transform doorSelf;
[SerializeField] private Transform doorPolotno;
private Vector3 _doorInitialPosition;
private Quaternion _doorInitialRotation;
[SerializeField] private Transform hingeJointAnchor;
[SerializeField] private HingeJoint hingeJoint;
[SerializeField] private Rigidbody rigidbody;
[SerializeField] private bool debug;
[SerializeField] private bool closed;
private void Start()
{
_doorInitialPosition = doorPolotno.position;
_doorInitialRotation = doorPolotno.rotation;
}
private void Update()
{
if(debug && !closed)
{
CloseTheDoor();
}
}
public void TranslationMode(bool on)
{
if (on)
{
rigidbody.isKinematic = true;
return;
}
_doorInitialPosition = doorPolotno.position;
_doorInitialRotation = doorPolotno.rotation;
rigidbody.isKinematic = false;
hingeJoint.autoConfigureConnectedAnchor = false;
hingeJoint.connectedAnchor = hingeJointAnchor.position;
}
public void CloseTheDoor()
{
// TranslationMode(true);
doorPolotno.DORotate(_doorInitialRotation.eulerAngles, 0.5f);
doorPolotno.DOMove(_doorInitialPosition, 0.5f);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ed06ed70c7924ca9bc59f33ee7e6cdfa
timeCreated: 1764533216
@@ -0,0 +1,7 @@
namespace Code.Gameplay.Door
{
public class DoorPooler
{
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: acfad6f51f224b51abb761fc22e4356f
timeCreated: 1764521809
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f17ace0fa75741f2a730ff21181c6e8c
timeCreated: 1764575680
@@ -0,0 +1,23 @@
using UnityEngine;
using UnityEngine.AI;
namespace Code.Gameplay.Enemies.Animators
{
public class EnemyAnimator : MonoBehaviour
{
private static readonly int Velocity = Animator.StringToHash("Velocity");
[SerializeField] private Animator animator;
[SerializeField] private NavMeshAgent agent;
private void SetVelocity(float velocity)
{
animator.SetFloat(Velocity, velocity);
}
private void Update()
{
if(agent) SetVelocity(agent.velocity.magnitude);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 936125a7ed844674b0e0586a484253ce
timeCreated: 1764575708
@@ -1,8 +1,10 @@
using Code.Audio;
using UnityEngine; using UnityEngine;
using UnityEngine.AI; using UnityEngine.AI;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Gameplay.Character.Controller; using Code.Gameplay.Character.Controller;
using Code.Gameplay.Character.Core; using Code.Gameplay.Character.Core;
using Code.Gameplay.Enemies.Animators;
using Reflex.Attributes; using Reflex.Attributes;
using Reflex.Core; using Reflex.Core;
using Reflex.Injectors; using Reflex.Injectors;
@@ -13,6 +15,7 @@ namespace Code.Gameplay.Enemies
{ {
[SerializeField] protected NavMeshAgent agent; [SerializeField] protected NavMeshAgent agent;
[SerializeField] protected Collider enemyCollider; [SerializeField] protected Collider enemyCollider;
[Inject] protected IAudioService audioService;
protected int Damage; protected int Damage;
protected float AttackCooldown; protected float AttackCooldown;
@@ -35,7 +38,7 @@ namespace Code.Gameplay.Enemies
private bool _isStunned; private bool _isStunned;
private float _currentStunTimer; private float _currentStunTimer;
private bool _canAttack = true; protected bool _canAttack = true;
private float _attackCooldownTimer; private float _attackCooldownTimer;
private enum IdleState { Moving, Paused } private enum IdleState { Moving, Paused }
@@ -50,10 +53,11 @@ namespace Code.Gameplay.Enemies
protected virtual void Awake() protected virtual void Awake()
{ {
if (_playerProvider == null) // // TODO Мешает
{ // if (_playerProvider == null)
AttributeInjector.Inject(this, Container.ProjectContainer); // {
} // AttributeInjector.Inject(this, Container.ProjectContainer);
// }
} }
protected virtual void Update() protected virtual void Update()
@@ -164,19 +168,19 @@ namespace Code.Gameplay.Enemies
protected virtual void HandleAttackCooldown() protected virtual void HandleAttackCooldown()
{ {
if (!_canAttack) if (_canAttack) return;
{
_attackCooldownTimer -= Time.deltaTime; _attackCooldownTimer -= Time.deltaTime;
if (_attackCooldownTimer <= 0) if (_attackCooldownTimer <= 0)
{ {
_canAttack = true; _canAttack = true;
} }
} }
}
protected virtual void DealDamage() protected virtual void DealDamage()
{ {
if (!_canAttack || PlayerHealth == null) return; if (PlayerHealth == null) return;
PlayerHealth.GetDamage(Damage); PlayerHealth.GetDamage(Damage);
ApplyEffectsToPlayer(); ApplyEffectsToPlayer();
@@ -184,11 +188,10 @@ namespace Code.Gameplay.Enemies
_canAttack = false; _canAttack = false;
_attackCooldownTimer = AttackCooldown; _attackCooldownTimer = AttackCooldown;
} }
protected virtual void ApplyEffectsToPlayer() protected virtual void ApplyEffectsToPlayer()
{ {
if (PlayerController) if (PlayerController)
PlayerController.BlockAbilities(3f); PlayerController.BlockAbilities(3f); // TODO в конфиг
} }
private void OnDrawGizmosSelected() private void OnDrawGizmosSelected()
@@ -1,3 +1,4 @@
using Code.Audio;
using Code.Configs; using Code.Configs;
using Reflex.Attributes; using Reflex.Attributes;
using UnityEngine; using UnityEngine;
@@ -35,7 +36,7 @@ namespace Code.Gameplay.Enemies
{ {
base.Awake(); base.Awake();
if (agent == null) return; if (!agent) return;
var walkableArea = NavMesh.GetAreaFromName("Cockroach"); var walkableArea = NavMesh.GetAreaFromName("Cockroach");
agent.areaMask = 1 << walkableArea; agent.areaMask = 1 << walkableArea;
@@ -43,12 +44,14 @@ namespace Code.Gameplay.Enemies
protected override void HandleAttack() protected override void HandleAttack()
{ {
if (!Player) return; if (!Player || !_canAttack) return;
var distance = Vector3.Distance(transform.position, Player.transform.position); var distance = Vector3.Distance(transform.position, Player.transform.position);
if (!(distance <= AttackRange)) return; if (!(distance <= AttackRange)) return;
audioService.PlayEnemy(EnemiesSounds.RoachAttack, agent.transform.position);
DealDamage(); DealDamage();
} }
} }
@@ -1,4 +1,6 @@
using Code.Audio;
using Code.Configs; using Code.Configs;
using Code.Gameplay.Enemies.Animators;
using Reflex.Attributes; using Reflex.Attributes;
using UnityEngine; using UnityEngine;
using UnityEngine.AI; using UnityEngine.AI;
@@ -40,16 +42,17 @@ namespace Code.Gameplay.Enemies
var walkableArea = NavMesh.GetAreaFromName("Walkable"); var walkableArea = NavMesh.GetAreaFromName("Walkable");
agent.areaMask = 1 << walkableArea; agent.areaMask = 1 << walkableArea;
} }
protected override void HandleAttack() protected override void HandleAttack()
{ {
if (!Player) return; if (!Player || !_canAttack) return;
var distance = Vector3.Distance(transform.position, Player.transform.position); var distance = Vector3.Distance(transform.position, Player.transform.position);
if (!(distance <= AttackRange)) return; if (!(distance <= AttackRange)) return;
if (Player.CustomCharacterController.IsSliding) audioService.PlayEnemy(EnemiesSounds.GrandpaAttack,agent.transform.position);
if (Player.CustomCharacterController.IsDashing || Player.CustomCharacterController.IsSliding)
ApplyStun(); ApplyStun();
else else
DealDamage(); DealDamage();
@@ -0,0 +1,36 @@
using Code.Audio;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Gameplay.Enemies
{
public class EnemyAudio : MonoBehaviour
{
private IAudioService _audioService;
private IAudioFactory _audioFactory;
[SerializeField] private AudioSource _audioSource;
[SerializeField] private EnemiesSounds stepId;
[Inject]
private void Construct(IAudioService audioService, IAudioFactory audioFactory)
{
_audioService = audioService;
_audioSource = audioService.GetSourceOfGroup(Audio.AudioType.Enemies);
_audioSource.transform.position = transform.position;
_audioSource.spatialBlend = 1f;
_audioFactory = audioFactory;
}
public void PlayStep()
{
if (_audioFactory.EnemiesAudios.Count == 0) return;
_audioSource.transform.position = transform.position;
_audioSource.PlayOneShot(_audioFactory.EnemiesAudios[(int)stepId]);
}
private void OnDestroy()
{
_audioService.ReleaseSourceOfGroup(_audioSource);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 91cb250df1b24fc4825ee791a12dda11
timeCreated: 1764695102
@@ -3,9 +3,11 @@ using Code.Configs;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Reflex.Attributes; using Reflex.Attributes;
using Reflex.Core; using Reflex.Core;
using Reflex.Extensions;
using Reflex.Injectors; using Reflex.Injectors;
using UnityEngine; using UnityEngine;
using UnityEngine.AddressableAssets; using UnityEngine.AddressableAssets;
using UnityEngine.SceneManagement;
namespace Code.Gameplay.Enemies namespace Code.Gameplay.Enemies
{ {
@@ -27,14 +29,14 @@ namespace Code.Gameplay.Enemies
) )
.ToUniTask(); .ToUniTask();
AttributeInjector.Inject(enemyObj, Container.ProjectContainer); GameObjectInjector.InjectRecursive(enemyObj, SceneManager.GetActiveScene().GetSceneContainer());
return enemyObj.GetComponent<BaseEnemy>(); return enemyObj.GetComponent<BaseEnemy>();
} }
public void ReleaseEnemy(BaseEnemy enemy) public void ReleaseEnemy(BaseEnemy enemy)
{ {
if (enemy == null) return; if (!enemy) return;
enemy.gameObject.SetActive(false); enemy.gameObject.SetActive(false);
@@ -1,8 +1,6 @@
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Reflex.Attributes; using Reflex.Attributes;
using Reflex.Core;
using Reflex.Injectors;
using UnityEngine; using UnityEngine;
namespace Code.Gameplay.Enemies namespace Code.Gameplay.Enemies
@@ -20,13 +18,14 @@ namespace Code.Gameplay.Enemies
private bool _isSpawning; private bool _isSpawning;
private bool _isPlayerInRange; private bool _isPlayerInRange;
private void Awake() // GameObjectSelfInjector существует
{ // private void Awake()
if (_playerProvider == null || _enemyFactory == null) // {
{ // if (_playerProvider == null || _enemyFactory == null)
AttributeInjector.Inject(this, Container.ProjectContainer); // {
} // AttributeInjector.Inject(this, Container.ProjectContainer);
} // }
// }
private void Update() private void Update()
{ {
@@ -64,9 +63,16 @@ namespace Code.Gameplay.Enemies
_isSpawning = false; _isSpawning = false;
} }
private void OnDestroy()
{
Despawn();
}
private void Despawn() private void Despawn()
{ {
if (_spawnedEnemy == null) return; if (!_spawnedEnemy) return;
if (despawnRadius <= 0f) return;
_enemyFactory.ReleaseEnemy(_spawnedEnemy); _enemyFactory.ReleaseEnemy(_spawnedEnemy);
_spawnedEnemy = null; _spawnedEnemy = null;
@@ -33,7 +33,7 @@ namespace Code.Gameplay.Orders.Order
} }
public void OnTriggerEnter(Collider other) public void OnTriggerEnter(Collider other)
{ {
if (!_pickupMode) return; if (!_pickupMode || !other.CompareTag("Player")) return;
_orderService.OrderRecieved(); _orderService.OrderRecieved();
Destroy(gameObject); Destroy(gameObject);
@@ -14,18 +14,20 @@ namespace Code.Gameplay.Orders.Order
hatch.DORotate(new Vector3(-130f, 0, 0), 0.2f); hatch.DORotate(new Vector3(-130f, 0, 0), 0.2f);
order.rigidbody.isKinematic = false; order.rigidbody.isKinematic = false;
order.rigidbody.AddForce(-transform.forward * 10f, ForceMode.Impulse); order.rigidbody.AddForce(-transform.forward * 1f, ForceMode.Impulse);
order.SwitchMode();
} }
// DEBUG TODO ДИМКА УДАЛИ И ПРОПИШИ В СВОЕЙ ЛОГИКЕ // DEBUG TODO ДИМКА УДАЛИ И ПРОПИШИ В СВОЕЙ ЛОГИКЕ
public void OnTriggerEnter(Collider other) // public void OnTriggerEnter(Collider other)
{ // {
if(_activated) return; // if(_activated) return;
_activated = true; // _activated = true;
//
ThrowOrder(); // ThrowOrder();
order.SwitchMode(); // order.SwitchMode();
} // }
// DEBUG // DEBUG
} }
} }
@@ -6,10 +6,13 @@ namespace Code.Gameplay.Orders.Order
public class OrderGiveTrigger : MonoBehaviour public class OrderGiveTrigger : MonoBehaviour
{ {
[Inject] private IOrderService _orderService; [Inject] private IOrderService _orderService;
[SerializeField] private Door.Door door;
private bool _playerEntered; private bool _playerEntered;
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
if (_playerEntered) return; if (_playerEntered || _orderService.OrderState == OrderState.Recieved) return;
door.TranslationMode(false);
_playerEntered = true; _playerEntered = true;
_orderService.OrderGive(); _orderService.OrderGive();
@@ -0,0 +1,17 @@
using UnityEngine;
namespace Code.Gameplay.Orders.Order
{
public class RoomDispenserTrigger : MonoBehaviour
{
[SerializeField] private OrderDispenser orderDispenser;
private bool _playerEntered;
private void OnTriggerEnter(Collider other)
{
if (_playerEntered ) return;
orderDispenser.ThrowOrder();
_playerEntered = true;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 630780fe69aa45eda7d4bcf966516c7d
timeCreated: 1764313014
@@ -0,0 +1,32 @@
using Code.Audio;
using Reflex.Attributes;
using UnityEngine;
using AudioType = Code.Audio.AudioType;
namespace Code.Gameplay.Player
{
public class PlayerAudio : MonoBehaviour
{
private IAudioService _audioService;
private IAudioFactory _audioFactory;
private AudioSource _audioSource;
[Inject]
private void Construct(IAudioService audioService, IAudioFactory audioFactory)
{
_audioService = audioService;
_audioSource = audioService.GetSourceOfGroup(AudioType.Courier);
_audioFactory = audioFactory;
}
public void PlayStep()
{
_audioSource.PlayOneShot(_audioFactory.CourierAudios[(int)CourierSounds.Step]);
}
private void OnDestroy()
{
_audioService.ReleaseSourceOfGroup(_audioSource);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 64f99dccce9d41df98accae0f355dbca
timeCreated: 1764584350
@@ -42,7 +42,13 @@ namespace Code.Gameplay.Player
Addressables.ReleaseInstance(characterProvider.gameObject); Addressables.ReleaseInstance(characterProvider.gameObject);
} }
public async UniTask<ArmsMeshProvider> CreateArms(Transform papochka) => (await Addressables.InstantiateAsync(_playerConfig.armsMeshPrefab, papochka).ToUniTask()).GetComponent<ArmsMeshProvider>(); public async UniTask<ArmsMeshProvider> CreateArms(Transform papochka)
{
var armsMesh = (await Addressables.InstantiateAsync(_playerConfig.armsMeshPrefab, papochka).ToUniTask());
GameObjectInjector.InjectRecursive(armsMesh, Container.ProjectContainer);
return armsMesh.GetComponent<ArmsMeshProvider>();
}
public void ReleaseArms(ArmsMeshProvider arms) => Addressables.ReleaseInstance(arms.gameObject); public void ReleaseArms(ArmsMeshProvider arms) => Addressables.ReleaseInstance(arms.gameObject);
} }
} }
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b32d6ce440f44fd3abadaa489a44890c
timeCreated: 1762797763
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Generator
{
[CreateAssetMenu(menuName = "Config/GeneratorConfig", fileName = "GeneratorConfig")]
public class GeneratorConfig : ScriptableObject
{
public AssetReference[] roomAssetReferences;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1a7c77305de54155b5b94b607531ee3c
timeCreated: 1762453750
@@ -0,0 +1,17 @@
using Code.Gameplay.Orders.Order;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Code.Generator
{
public interface IRoomGeneratorFactory
{
UniTask PreloadRooms(IOrderService orderService);
GameObject GetCachedPrefab(int index, RoomType roomType);
Room CreateRoomByIndex(int index, RoomType roomType);
void ReleaseRooms();
GameObject GetRandomCachedPrefabOfType(RoomType roomType, out int index);
int GetRandomIndexOfType(RoomType roomType);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f3fca4115e714519b869eb72d856e89f
timeCreated: 1762453657
@@ -0,0 +1,9 @@
using UnityEngine;
namespace Code.Generator
{
public class InitialRoom : Room
{
public Transform playerSpawn;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4245aa5c87c7455ebad11edaad3b649e
timeCreated: 1764324045
@@ -0,0 +1,32 @@
using System;
using Code.Gameplay.Door;
using Code.Gameplay.Orders.Order;
using Code.UI;
using UnityEngine;
namespace Code.Generator
{
// Для написания нормальной системы комнат нужен другой подход в корне, это уже не исправить, только залатать большие дыры
public class Room : MonoBehaviour
{
[SerializeField] protected RoomType roomType;
public RoomType RoomType => roomType;
[SerializeField] protected float roomTimer;
public float RoomTimer => roomTimer;
[SerializeField] protected Transform enterMarker;
public Transform EnterMarker => enterMarker;
[SerializeField] protected Transform exitMarker;
[SerializeField] protected Transform doorSlot;
public Transform ExitMarker => exitMarker;
[SerializeField] protected Door door;
public void Initialize(IOrderService orderService)
{
door.TranslationMode(false);
if(roomTrigger) roomTrigger.OrderService = orderService;
}
public void Seal() => door.CloseTheDoor();
[SerializeField] public RoomTrigger roomTrigger;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5ba1a19c534f4401aa287d4b68ce470c
timeCreated: 1762014278
@@ -0,0 +1,276 @@
using System.Collections.Generic;
using Code.Gameplay.Orders.Order;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Generator
{
public class RoomGenerator
{
[Inject] private IOrderService _orderService;
[Inject] private GeneratorConfig generatorConfig;
[Inject] private IRoomGeneratorFactory _factory;
private List<RoomIndex> _roomIndexesStack;
private struct RoomIndex
{
public RoomType RoomType;
public int Index;
public RoomIndex(RoomType roomType, int index)
{
RoomType = roomType;
Index = index;
}
}
private List<Room> _spawnedRooms;
private int _nextRoomStackIndex;
public void Initialize()
{
_spawnedRooms = new List<Room>();
_roomIndexesStack = new();
_orderService.OnOrderGiven += CreateRoomsStack;
CreateInitialRoom();
}
private void OnPlayerEntered()
{
SpawnNextRoom();
if (_spawnedRooms.Count > 3)
{
Room roomToRemove = _spawnedRooms[0];
_spawnedRooms.RemoveAt(0);
Object.Destroy(roomToRemove.gameObject);
}
}
private void CreateRoomsStack(float timer)
{
_nextRoomStackIndex = 0;
_roomIndexesStack.Clear();
var remainingTime = timer;
while (remainingTime > 0)
{
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.Basic, out int roomIndex);
Room room = prefab.GetComponent<Room>();
_roomIndexesStack.Add(new(RoomType.Basic, roomIndex));
remainingTime -= room.RoomTimer;
}
AddPickupRoom();
AddSaveRoom();
SpawnNextRoom();
}
private void AddSaveRoom()
{
int saveRoomIndex = _factory.GetRandomIndexOfType(RoomType.Save);
_roomIndexesStack.Add(new(RoomType.Save, saveRoomIndex));
}
private void AddPickupRoom()
{
int pickupIndex = _factory.GetRandomIndexOfType(RoomType.PickUp);
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
_roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
}
[Inject] private CurrentSceneEnvironment _currentSceneEnvironment;
private void CreateInitialRoom()
{
GameplaySceneEnvironment gameplaySceneEnvironment = (GameplaySceneEnvironment)_currentSceneEnvironment;
int roomIndex = _factory.GetRandomIndexOfType(RoomType.Initial);
InitialRoom instantiated = _factory.CreateRoomByIndex(roomIndex, RoomType.Initial).GetComponent<InitialRoom>();
_spawnedRooms.Add(instantiated);
instantiated.transform.position = Vector3.zero;
instantiated.transform.rotation = Quaternion.identity;
gameplaySceneEnvironment.playerSpawnPoint = instantiated.playerSpawn;
instantiated.Initialize(_orderService);
}
private void SpawnNextRoom()
{
if (_nextRoomStackIndex >= _roomIndexesStack.Count)
return;
RoomIndex index = _roomIndexesStack[_nextRoomStackIndex];
Room room = _factory.CreateRoomByIndex(index.Index, index.RoomType);
if (_spawnedRooms.Count == 0)
{
room.transform.position = Vector3.zero;
room.transform.rotation = Quaternion.identity;
}
else
{
Room previousRoom = _spawnedRooms[_spawnedRooms.Count - 1];
PlaceRoom(room, previousRoom);
}
// Отписываться можно, но Хатико никогда не дождётся вызова уничтоженного объекта.
room.roomTrigger.OnEnter += OnPlayerEntered;
room.roomTrigger.OnExit += _spawnedRooms[^1].Seal;
_spawnedRooms.Add(room);
_nextRoomStackIndex++;
}
private void PlaceRoom(Room current, Room previous)
{
if (current.EnterMarker == null || previous.ExitMarker == null)
return;
Vector3 segmentOriginPosition = previous.ExitMarker.transform.position;
Transform randomDoorOrigin = current.EnterMarker;
Vector3 randomDoorOriginPosition = randomDoorOrigin.localPosition * current.transform.localScale.x;
Quaternion randomDoorOriginRotation = randomDoorOrigin.localRotation;
float segmentOriginYRotation;
float entityRotation = previous.ExitMarker.transform.rotation.eulerAngles.y;
if (entityRotation > 305f) entityRotation -= 360f;
else if (entityRotation < -45f) entityRotation += 360f;
if (entityRotation > 135f)
segmentOriginYRotation = entityRotation - randomDoorOriginRotation.eulerAngles.y + 180f;
else
segmentOriginYRotation = entityRotation - randomDoorOriginRotation.eulerAngles.y - 180f;
if (segmentOriginYRotation < -45f) segmentOriginYRotation += 360f;
else if (segmentOriginYRotation > 305f) segmentOriginYRotation -= 360f;
else if (segmentOriginYRotation < -305f) segmentOriginYRotation += 720f;
if (segmentOriginYRotation is > -45f and < 45f)
{
segmentOriginPosition.x -= randomDoorOriginPosition.x;
segmentOriginPosition.z -= randomDoorOriginPosition.z;
}
else if (segmentOriginYRotation is >= 45f and < 135f)
{
segmentOriginPosition.x -= randomDoorOriginPosition.z;
segmentOriginPosition.z += randomDoorOriginPosition.x;
}
else if (segmentOriginYRotation is >= 135f and < 225f)
{
segmentOriginPosition.x += randomDoorOriginPosition.x;
segmentOriginPosition.z += randomDoorOriginPosition.z;
}
else if (segmentOriginYRotation is >= 225f and < 305f)
{
segmentOriginPosition.x += randomDoorOriginPosition.z;
segmentOriginPosition.z -= randomDoorOriginPosition.x;
}
segmentOriginPosition.y -= randomDoorOriginPosition.y;
current.transform.position = segmentOriginPosition;
current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0);
current.Initialize(_orderService);
}
}
}
// private void CreateRoomsStackDimka()
// {
// _roomIndexesStack.Clear();
// var remainingTime = _orderService.DeliveryTimer;
// float ladderTimer = 0f;
// int totalRooms = generatorConfig.roomAssetReferences.Length;
// List<int> availableIndexes = new List<int>();
// for (int i = 0; i < totalRooms; i++)
// availableIndexes.Add(i);
//
// int saveIndex = FindRoomIndexByType(RoomType.Save);
// if (saveIndex != -1)
// {
// var prefab = _factory.GetCachedPrefab(saveIndex);
// if (prefab != null)
// {
// Room saveRoom = prefab.GetComponent<Room>();
// if (saveRoom != null)
// {
// _roomIndexesStack.Add(saveIndex);
// availableIndexes.Remove(saveIndex);
//
// Debug.Log($"Первая комната: {saveRoom.name}");
// }
// }
// }
//
// while (remainingTime > 0 && availableIndexes.Count > 0)
// {
// int randomIndex = Random.Range(0, availableIndexes.Count);
// int chosenOne = availableIndexes[randomIndex];
//
// var prefab = _factory.GetCachedPrefab(chosenOne);
// if (prefab == null)
// continue;
//
// Room room = prefab.GetComponent<Room>();
// if (room == null)
// continue;
//
// switch (room.RoomType)
// {
// case RoomType.Save or RoomType.PickUp:
// availableIndexes.RemoveAt(randomIndex);
// continue;
//
// case RoomType.Basic:
// float currentRoomTime = room.RoomTimer;
// if (remainingTime >= currentRoomTime && ladderTimer < 30f)
// {
// _roomIndexesStack.Add(chosenOne);
// remainingTime -= currentRoomTime;
// ladderTimer += currentRoomTime;
// Debug.Log($"комната {room.name} время {currentRoomTime} осталось: {remainingTime}");
// }
//
// availableIndexes.RemoveAt(randomIndex);
// break;
//
// case RoomType.Ladder:
// if (ladderTimer >= 30f)
// {
// _roomIndexesStack.Add(chosenOne);
// ladderTimer = 0f;
//
// availableIndexes.RemoveAt(randomIndex);
// Debug.Log($"Лестница ура {room.name}");
// }
//
// break;
//
// default:
// Debug.Log($"тип комнаты {room.RoomType}");
// availableIndexes.RemoveAt(randomIndex);
// break;
// }
// }
//
// AddPickupRoom();
// Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
// }
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 353230beca35458dafc91c6409c25ab3
timeCreated: 1762014615
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