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UI3
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a5ce8522ab
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@@ -0,0 +1,6 @@
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{
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"version": "1.0",
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||||
"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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@@ -15,7 +15,7 @@ MonoBehaviour:
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m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
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m_currentHash:
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serializedVersion: 2
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Hash: 00000000000000000000000000000000
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||||
Hash: 1a420e69e59df83cd441acb2d99fa2aa
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m_OptimizeCatalogSize: 0
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m_BuildRemoteCatalog: 0
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m_CatalogRequestsTimeout: 0
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@@ -52,6 +52,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 28a6c7a4124141341ab7c2b7dfd3e95b
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||||
m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 2.prefab
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 29bff8011973e4e519906b9da8fca0fc
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m_Address: Audio/Dispatcher/late3
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m_ReadOnly: 0
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@@ -82,6 +87,16 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 3d195945b1fbf114a88457cba466bc2b
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m_Address: Assets/Resources_moved/Rooms/Room2.prefab
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 4472dd84628855c4085cacaec19efa29
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m_Address: Assets/Resources_moved/Rooms/Room1.prefab
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m_ReadOnly: 0
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||||
m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 48aebfe8826dc0df79d047b5afbf8f5b
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m_Address: Canvas
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m_ReadOnly: 0
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@@ -92,6 +107,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 4f660559d76c3ed42a7c34a0b16487f7
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m_Address: Assets/Resources_moved/Rooms/Room3.prefab
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m_ReadOnly: 0
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||||
m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 735f38402ea347fa381408293503a24e
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m_Address: Audio/Dispatcher/receiving_an_order1
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m_ReadOnly: 0
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@@ -158,6 +178,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: b3471d165fe389f479380f61034bea57
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||||
m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 1.prefab
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||||
m_ReadOnly: 0
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||||
m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
|
||||
- m_GUID: c566fc932edefbbee9e53271eac3c560
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m_Address: MainMenu
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m_ReadOnly: 0
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@@ -168,6 +193,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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||||
m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: d4eaf1439c2788c458127b9ba67e4fbf
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||||
m_Address: Prefabs/Levels/Level1
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||||
m_ReadOnly: 0
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||||
m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: ebe18293a5ef86704b23dad3a1786476
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m_Address: Half-Life01
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m_ReadOnly: 0
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@@ -40,7 +40,7 @@ namespace Code.App.AppStates
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Context.LoadingManager
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.RegisterLoading(LoadingWork.LoadScene)
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.RegisterLoading(LoadingWork.LoadUI)
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// .RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadAudio);
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//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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@@ -56,7 +56,7 @@ namespace Code.App.AppStates
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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@@ -256,7 +256,7 @@ namespace Code.App.AppStates
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{
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var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
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_debugTube = sceneEnvironment.debugTube;
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return sceneEnvironment;
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}
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}
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@@ -123,7 +123,6 @@ namespace Code.App.AppStates
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Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
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Context.AudioFactory.ReleaseAudioTestClips();
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Context.AudioFactory.ReleaseMenuMusic();
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base.ExitState();
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}
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}
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@@ -8,6 +8,7 @@ using Code.Gameplay.Camera;
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using Code.Gameplay.Enemies;
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using Code.Gameplay.Orders.Order;
|
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using Code.Gameplay.Player;
|
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using Code.Generator;
|
||||
using Code.Input;
|
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using Code.Scenes;
|
||||
using Code.StaticData;
|
||||
@@ -102,6 +103,8 @@ namespace Code.App
|
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containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
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containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
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||||
|
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containerBuilder.AddSingleton(staticDataService.GeneratorConfig, typeof(GeneratorConfig));
|
||||
}
|
||||
|
||||
private AppStateMachine _appStateMachine;
|
||||
|
||||
@@ -1,8 +1,10 @@
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using Code.App.Loading;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Generator;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Core;
|
||||
using UnityEngine;
|
||||
using IPlayerScore = Code.Gameplay.Player.IPlayerScore;
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||||
@@ -18,6 +20,8 @@ namespace Code.App.SceneInstallers
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containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
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containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
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containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
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containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
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containerBuilder.AddScoped(typeof(RoomGenerator));
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||||
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containerBuilder.OnContainerBuilt += Initialize;
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}
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@@ -32,6 +36,17 @@ namespace Code.App.SceneInstallers
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loadingManager
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.UnregisterLoading(LoadingWork.LoadScene);
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LoadRooms(container,loadingManager);
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}
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private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
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{
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||||
await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
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container.Resolve<RoomGenerator>().Initialize();
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loadingManager.UnregisterLoading(LoadingWork.LoadModelResource);
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}
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||||
}
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||||
}
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||||
@@ -3,6 +3,7 @@ using Code.Audio;
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||||
using Code.Gameplay.Camera;
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using Code.Gameplay.Enemies;
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using Code.Gameplay.Player;
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using Code.Generator;
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using Code.Input;
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using Code.Scenes;
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using Code.UI;
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@@ -22,6 +23,6 @@ namespace Code.App.StateMachine
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||||
[Inject] public IPlayerProvider PlayerProvider { get; private set; }
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||||
[Inject] public IAudioFactory AudioFactory { get; private set; }
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||||
[Inject] public IAudioService AudioService { get; private set; }
|
||||
[Inject] public IEnemyFactory EnemyFactory { get; private set; }
|
||||
[Inject] public IEnemyFactory EnemyFactory { get; private set; }
|
||||
}
|
||||
}
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||||
@@ -22,18 +22,12 @@ namespace Code.Configs
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||||
slideSpeed = 20f, // Скорость слайда
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||||
slideDuration = 0.8f, // Длительность слайда в секундах
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||||
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
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||||
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||||
// Залазание на стены
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||||
public float
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wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
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||||
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
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||||
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
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||||
// Наклон при залазании на стены
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public float
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maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
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wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
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||||
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
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||||
public float
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||||
leanAngle = 25f,
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leanThreshold = 0.3f,
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||||
leanSmoothSpeed = 10f;
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||||
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||||
// Гравитация
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||||
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
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||||
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||||
+59
-128
@@ -1,147 +1,78 @@
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using UnityEngine;
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using KinematicCharacterController;
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||||
namespace Code.Gameplay.Character.Controller.Abilities
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||||
{
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||||
/*
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||||
* Механика наклона персонажа при контакте со стеной
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||||
* Управляет визуальным наклоном модели в зависимости от высоты подъёма по стене
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||||
*/
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||||
public class WallLeanMechanic
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||||
{
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private readonly float _maxLeanAngle;
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private readonly float _leanSharpness;
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private readonly float _heightScale;
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private Transform _characterTransform;
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private Vector3 _lastWallNormal;
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private float _lastWallContactHeight;
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private float _leanFactor;
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private float _leanSign;
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private Vector3 _leanDirection;
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private Vector3 _lastWallContactPoint;
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private bool _isLeaningOnWall;
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private const float WallProximityThreshold = 0.6f;
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private readonly float _leanAngle;
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private readonly float _threshold;
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private readonly float _smoothSpeed;
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public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
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private Transform _model;
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public WallLeanMechanic(
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float leanAngle,
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float threshold,
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float smoothSpeed)
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{
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_maxLeanAngle = maxLeanAngle;
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_leanSharpness = leanSharpness;
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_heightScale = heightScale;
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_leanAngle = leanAngle;
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_threshold = threshold;
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_smoothSpeed = smoothSpeed;
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||||
}
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// Назначаем трансформ визуальной модели один раз
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public void SetCharacterTransform(Transform transform)
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public void SetModel(Transform model) => _model = model;
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public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
|
||||
{
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_characterTransform = transform;
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}
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||||
// Вызывается из OnMovementHit
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public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
|
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{
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// Только если это действительно стена (не пол/потолок)
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var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
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if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
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return;
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_lastWallNormal = wallNormal;
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_lastWallContactHeight = contactHeight;
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_lastWallContactPoint = motor.TransientPosition;
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// Пересчитываем направление наклона
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_leanDirection = -_lastWallNormal;
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_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
|
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|
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_leanSign = 1;
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// what the fuck
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if (_leanDirection.x != 0)
|
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if (!_model)
|
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{
|
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switch (_leanDirection.x)
|
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{
|
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case -1 or 1 when motor.CharacterRight.x > 0.1f:
|
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_leanSign = -1;
|
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break;
|
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case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
|
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_leanDirection = new Vector3(0, 0, -1);
|
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break;
|
||||
}
|
||||
}
|
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else
|
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{
|
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switch (_leanDirection.z)
|
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{
|
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case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
|
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_leanSign = -1;
|
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break;
|
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case -1 when motor.CharacterRight.z < -0.1f:
|
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case 1 when motor.CharacterRight.z > 0.1f:
|
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_leanDirection = new Vector3(-1, 0, 0);
|
||||
break;
|
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case -1 when motor.CharacterRight.z > 0.1f:
|
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case 1 when motor.CharacterRight.z < -0.1f:
|
||||
_leanDirection = new Vector3(1, 0, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
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_isLeaningOnWall = true;
|
||||
}
|
||||
|
||||
// Обновление каждый кадр
|
||||
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
||||
{
|
||||
if (!_characterTransform) return;
|
||||
|
||||
var currentPosition = motor.TransientPosition;
|
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|
||||
var isStillNearWall = false;
|
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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;
|
||||
_model.localRotation = Quaternion.identity;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_leanDirection.sqrMagnitude < 0.01f) return;
|
||||
var targetRotation = Quaternion.identity;
|
||||
|
||||
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
|
||||
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
|
||||
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
|
||||
_characterTransform.localRotation = leanRotation;
|
||||
if (isWallRunning)
|
||||
{
|
||||
var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
|
||||
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)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
+256
@@ -0,0 +1,256 @@
|
||||
using Code.Gameplay.Character.Controller.Input;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
public class WallRunningMechanic
|
||||
{
|
||||
public float MaxWallRunTime = 1.75f;
|
||||
public float WallRunSpeed = 8.0f;
|
||||
public float WallRunAcceleration = 25.0f;
|
||||
public float WallRunGravityScale = 0.25f;
|
||||
public float WallDetachImpulse = 7.0f;
|
||||
public float WallContactAngleThreshold = 45.0f;
|
||||
|
||||
private bool _isWallRunning;
|
||||
private float _wallRunTimer;
|
||||
private Vector3 _wallNormal;
|
||||
private Vector3 _wallTangentRight;
|
||||
private Vector3 _wallTangentUp;
|
||||
private Vector3 _wallContactPoint;
|
||||
private Vector3 _lastMoveInputInWallSpace;
|
||||
|
||||
private float _surfaceAngleCos;
|
||||
private bool _canWallRun;
|
||||
public float WallContactHeight { get; private set; }
|
||||
|
||||
public Vector3 WallRunStartForward { get; private set; }
|
||||
|
||||
private KinematicCharacterMotor _motor;
|
||||
private CharacterInputHandler _inputHandler;
|
||||
|
||||
public bool IsWallRunning => _isWallRunning;
|
||||
|
||||
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
|
||||
{
|
||||
_motor = motor;
|
||||
_inputHandler = inputHandler;
|
||||
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_isWallRunning = false;
|
||||
_wallRunTimer = 0f;
|
||||
_wallNormal = Vector3.zero;
|
||||
}
|
||||
|
||||
public void Tick(float deltaTime)
|
||||
{
|
||||
if (_isWallRunning)
|
||||
{
|
||||
_wallRunTimer += deltaTime;
|
||||
if (_wallRunTimer > MaxWallRunTime)
|
||||
{
|
||||
DetachFromWall(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
||||
{
|
||||
if (_isWallRunning) return false;
|
||||
|
||||
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
||||
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
||||
|
||||
if (!isWall) return false;
|
||||
|
||||
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
||||
|
||||
float velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
|
||||
if (velocityIntoWall < 1f) return false;
|
||||
|
||||
StartWallRun(hitNormal, hitPoint);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
|
||||
{
|
||||
_isWallRunning = true;
|
||||
_wallRunTimer = 0f;
|
||||
_wallNormal = wallNormal.normalized;
|
||||
_wallContactPoint = contactPoint;
|
||||
WallContactHeight = contactPoint.y;
|
||||
|
||||
//_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
||||
|
||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
||||
|
||||
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
|
||||
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
|
||||
_wallTangentUp = -_wallTangentUp;
|
||||
|
||||
WallRunStartForward = _motor.CharacterForward;
|
||||
_motor.ForceUnground();
|
||||
}
|
||||
|
||||
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
||||
{
|
||||
if (!_isWallRunning) return;
|
||||
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
||||
|
||||
Vector3 moveInputWorld = _inputHandler.MoveInputVector;
|
||||
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
|
||||
|
||||
Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
|
||||
|
||||
float ad = inputs.MoveAxisRight;
|
||||
|
||||
float sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
|
||||
if (sideDot < 0)
|
||||
ad = -ad;
|
||||
|
||||
Vector3 adMove = _wallTangentUp * (-ad);
|
||||
|
||||
Vector3 finalMove = wsMove + adMove;
|
||||
finalMove = finalMove.normalized * moveInputWorld.magnitude;
|
||||
|
||||
Vector3 targetVelocity = finalMove * WallRunSpeed;
|
||||
|
||||
currentVelocity = Vector3.Lerp(
|
||||
currentVelocity,
|
||||
targetVelocity,
|
||||
1f - Mathf.Exp(-WallRunAcceleration * deltaTime)
|
||||
);
|
||||
|
||||
currentVelocity += Physics.gravity * (WallRunGravityScale * deltaTime);
|
||||
|
||||
float distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
|
||||
if (Mathf.Abs(distanceToWall) > 0.8f)
|
||||
{
|
||||
DetachFromWall(false);
|
||||
return;
|
||||
}
|
||||
|
||||
if (inputs.JumpPressed)
|
||||
{
|
||||
DetachFromWall(true);
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsWallStillPresent()
|
||||
{
|
||||
if (_motor == null) return false;
|
||||
|
||||
Vector3 characterCenter = _motor.TransientPosition;
|
||||
Vector3 characterForward = _motor.CharacterForward;
|
||||
Vector3 characterRight = _motor.CharacterRight;
|
||||
Vector3 characterUp = _motor.CharacterUp;
|
||||
|
||||
float checkDistance = 0.45f;
|
||||
Vector3 rayOrigin = characterCenter + characterUp * 0.2f;
|
||||
Vector3 rayDir = -_wallNormal;
|
||||
|
||||
Vector3[] offsets = {
|
||||
Vector3.zero,
|
||||
characterUp * 0.3f,
|
||||
-characterUp * 0.3f,
|
||||
characterRight * 0.2f,
|
||||
-characterRight * 0.2f
|
||||
};
|
||||
|
||||
foreach (var offset in offsets)
|
||||
{
|
||||
if (Physics.Raycast(rayOrigin + offset, rayDir, out RaycastHit hit, checkDistance,
|
||||
_motor.CollidableLayers, QueryTriggerInteraction.Ignore))
|
||||
{
|
||||
float dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
|
||||
if (dotWithUp < _surfaceAngleCos)
|
||||
{
|
||||
_wallNormal = hit.normal.normalized;
|
||||
_wallContactPoint = hit.point;
|
||||
|
||||
/*_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
||||
*/
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void DetachFromWall(bool withImpulse)
|
||||
{
|
||||
if (!_isWallRunning) return;
|
||||
|
||||
_isWallRunning = false;
|
||||
|
||||
if (withImpulse && _motor != null)
|
||||
{
|
||||
Vector3 detachImpulse = -_wallNormal * WallDetachImpulse;
|
||||
_motor.BaseVelocity += detachImpulse;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 GetWallNormal() => _wallNormal;
|
||||
public bool TryGetWallTangents(out Vector3 up, out Vector3 right)
|
||||
{
|
||||
if (!_isWallRunning)
|
||||
{
|
||||
up = right = Vector3.zero;
|
||||
return false;
|
||||
}
|
||||
up = _wallTangentUp;
|
||||
right = _wallTangentRight;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanWallRun()
|
||||
{
|
||||
return !_isWallRunning && !_motor.GroundingStatus.IsStableOnGround;
|
||||
}
|
||||
|
||||
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
|
||||
{
|
||||
if (!_isWallRunning || _motor == null) return;
|
||||
|
||||
_isWallRunning = false;
|
||||
|
||||
Vector3 wallAway = _wallNormal;
|
||||
Vector3 wallUp = _wallTangentUp;
|
||||
|
||||
Vector3 playerForward = cameraRotation * Vector3.forward;
|
||||
|
||||
Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
|
||||
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
|
||||
|
||||
Vector3 jumpDirection =
|
||||
forwardInWallPlane * 0.2f +
|
||||
wallAway * 0.4f +
|
||||
wallUp * 0.4f;
|
||||
|
||||
jumpDirection = jumpDirection.normalized;
|
||||
|
||||
float wallJumpForce = WallDetachImpulse * 2f;
|
||||
|
||||
Vector3 jumpImpulse = jumpDirection * wallJumpForce;
|
||||
|
||||
_motor.BaseVelocity += jumpImpulse;
|
||||
|
||||
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
|
||||
|
||||
if (_motor.CharacterController is CustomCharacterController controller)
|
||||
{
|
||||
controller.BlockAbilities(0.12f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4bef67aa9cf14753a63ea07eecc5ff67
|
||||
timeCreated: 1764263348
|
||||
+59
-91
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Controller
|
||||
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
|
||||
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
|
||||
*
|
||||
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
||||
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
||||
*/
|
||||
public class CustomCharacterController : MonoBehaviour, ICharacterController
|
||||
{
|
||||
@@ -28,49 +28,23 @@ namespace Code.Gameplay.Character.Controller
|
||||
// Подсистемы
|
||||
private CharacterInputHandler _inputHandler;
|
||||
private SlideMechanic _slideMechanic;
|
||||
private WallClimbMechanic _wallClimbMechanic;
|
||||
// private WallClimbMechanic _wallClimbMechanic;
|
||||
private WallRunningMechanic _wallRunningMechanic;
|
||||
private WallLeanMechanic _wallLeanMechanic;
|
||||
private GroundMovementSystem _groundMovement;
|
||||
private AirMovementSystem _airMovement;
|
||||
|
||||
public bool IsSliding => _slideMechanic.IsSliding;
|
||||
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
||||
|
||||
private float abilityBlockTimer;
|
||||
private bool isAbilitiesBlocked;
|
||||
|
||||
private CharacterInputs _lastInputs;
|
||||
|
||||
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
||||
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
|
||||
|
||||
// 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]
|
||||
private void Construct(CharacterConfig characterConfig)
|
||||
{
|
||||
@@ -84,16 +58,25 @@ namespace Code.Gameplay.Character.Controller
|
||||
_characterConfig.slideDuration,
|
||||
_characterConfig.slideCooldown
|
||||
);
|
||||
_wallClimbMechanic = new WallClimbMechanic(
|
||||
_characterConfig.wallClimbSpeedFactor,
|
||||
_characterConfig.minWallClimbSpeed,
|
||||
_characterConfig.wallDetectionAngleThreshold
|
||||
);
|
||||
// _wallClimbMechanic = new WallClimbMechanic(
|
||||
// _characterConfig.wallClimbSpeedFactor,
|
||||
// _characterConfig.minWallClimbSpeed,
|
||||
// _characterConfig.wallDetectionAngleThreshold
|
||||
// );
|
||||
_wallRunningMechanic = new WallRunningMechanic();
|
||||
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
|
||||
_wallRunningMechanic.MaxWallRunTime = 1.75f;
|
||||
_wallRunningMechanic.WallRunSpeed = 15.0f;
|
||||
_wallRunningMechanic.WallRunAcceleration = 25.0f;
|
||||
_wallRunningMechanic.WallRunGravityScale = 0.25f;
|
||||
_wallRunningMechanic.WallDetachImpulse = 7.0f;
|
||||
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
|
||||
|
||||
_wallLeanMechanic = new WallLeanMechanic(
|
||||
_characterConfig.maxWallLeanAngle,
|
||||
_characterConfig.wallLeanSharpness,
|
||||
_characterConfig.wallLeanHeightScale
|
||||
);
|
||||
_characterConfig.leanAngle,
|
||||
_characterConfig.leanThreshold,
|
||||
_characterConfig.leanSmoothSpeed
|
||||
);
|
||||
_groundMovement = new GroundMovementSystem(
|
||||
_characterConfig.maxStableMoveSpeed,
|
||||
_characterConfig.sprintMoveSpeed,
|
||||
@@ -106,31 +89,24 @@ namespace Code.Gameplay.Character.Controller
|
||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
_inputHandler.FirstPersonCameraRotation =
|
||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||
_wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||
_wallLeanMechanic.SetModel(characterTransform);
|
||||
_wallRunningMechanic.Initialize(motor, _inputHandler);
|
||||
}
|
||||
|
||||
// Текущий режим камеры для адаптации поведения
|
||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
||||
|
||||
// Инициализация контроллера
|
||||
// private void Start()
|
||||
// {
|
||||
// motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
// _inputHandler.FirstPersonCameraRotation =
|
||||
// motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||
// _wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||
// }
|
||||
|
||||
// Обработка и преобразование входных данных от персонажа
|
||||
public void SetInputs(ref CharacterInputs inputs)
|
||||
{
|
||||
// Обновляем таймер перезарядки слайда
|
||||
_lastInputs = inputs;
|
||||
// Обновляем таймеры механик
|
||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||
_wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||
// _wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||
_wallRunningMechanic.Tick(Time.deltaTime);
|
||||
|
||||
// Если активен слайд - игнорируем весь остальной ввод
|
||||
if (_slideMechanic.IsSliding)
|
||||
{
|
||||
// Во время слайда не обрабатываем движение, прыжки и спринт
|
||||
_inputHandler.MoveInputVector = Vector3.zero;
|
||||
_inputHandler.LookInputVector = Vector3.one;
|
||||
_inputHandler.IsSprinting = false;
|
||||
@@ -138,7 +114,6 @@ namespace Code.Gameplay.Character.Controller
|
||||
return;
|
||||
}
|
||||
|
||||
// Сохраняем текущий режим камеры
|
||||
_currentCameraMode = inputs.CameraMode;
|
||||
|
||||
if (isAbilitiesBlocked)
|
||||
@@ -161,42 +136,33 @@ namespace Code.Gameplay.Character.Controller
|
||||
// Обработка остального ввода
|
||||
_inputHandler.ProcessInputs(ref inputs, motor);
|
||||
|
||||
// Передаём запрос прыжка напрямую в систему движения по земле
|
||||
// Передаём запрос прыжка
|
||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||
}
|
||||
|
||||
// Обновление вращения персонажа на основе входных данных
|
||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||
{
|
||||
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
|
||||
if (_slideMechanic.IsSliding) return;
|
||||
|
||||
switch (_currentCameraMode)
|
||||
{
|
||||
// В FirstPerson режиме применяем вращение камеры напрямую к персонажу (только горизонталь)
|
||||
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
|
||||
// Немедленно применяем горизонтальное вращение камеры к персонажу
|
||||
currentRotation = _inputHandler.FirstPersonCameraRotation;
|
||||
break;
|
||||
// В ThirdPerson режиме плавно поворачиваем персонаж в направлении движения
|
||||
case CameraMode.ThirdPerson:
|
||||
{
|
||||
// Вращение применяется только если есть направление движения и разрешена резкость вращения
|
||||
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
||||
{
|
||||
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
|
||||
var smoothedLookInputDirection = Vector3.Slerp(
|
||||
motor.CharacterForward,
|
||||
_inputHandler.LookInputVector,
|
||||
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
||||
).normalized;
|
||||
|
||||
// Установка нового вращения смотря в сглаженном направлении
|
||||
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
// Заготовка на будущее (если понадобится)
|
||||
case CameraMode.Static:
|
||||
case CameraMode.Cinematic:
|
||||
default:
|
||||
@@ -204,38 +170,49 @@ namespace Code.Gameplay.Character.Controller
|
||||
}
|
||||
}
|
||||
|
||||
// Обновление скорости движения персонажа
|
||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||
{
|
||||
// Если во время слайда запрошен прыжок — прерываем слайд
|
||||
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
|
||||
// Проверяем запрос слайда и запускаем его если можно
|
||||
if (!_slideMechanic.IsSliding)
|
||||
{
|
||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
||||
_inputHandler.LookInputVector);
|
||||
}
|
||||
// Если активен слайд - обрабатываем отдельно
|
||||
else
|
||||
{
|
||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||
return;
|
||||
}
|
||||
|
||||
// === WALL RUNNING: обработка состояния ===
|
||||
if (_wallRunningMechanic.IsWallRunning)
|
||||
{
|
||||
// 🔄 Передаём актуальные данные для walljump
|
||||
if (_groundMovement.JumpRequested) // или _lastInputs.JumpPressed — зависит от логики
|
||||
{
|
||||
_wallRunningMechanic.PerformWallJump(_lastInputs, _inputHandler.FirstPersonCameraRotation);
|
||||
_groundMovement.CancelJumpRequest(); // сброс, чтобы не сработало дважды
|
||||
}
|
||||
else
|
||||
{
|
||||
_wallRunningMechanic.HandleWallRun(ref currentVelocity, _lastInputs, deltaTime);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Если персонаж находится на земле
|
||||
if (motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||
}
|
||||
// Если персонаж не находится на земле
|
||||
// Если персонаж не на земле — стандартное воздушное движение
|
||||
else
|
||||
{
|
||||
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
||||
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
|
||||
_groundMovement.CancelJumpRequest();
|
||||
}
|
||||
}
|
||||
@@ -246,60 +223,51 @@ namespace Code.Gameplay.Character.Controller
|
||||
abilityBlockTimer = duration;
|
||||
}
|
||||
|
||||
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
|
||||
public void BeforeCharacterUpdate(float deltaTime)
|
||||
{
|
||||
}
|
||||
|
||||
// Метод вызывается после обработки столкновения с землей
|
||||
public void PostGroundingUpdate(float deltaTime)
|
||||
{
|
||||
// Если во время слайда персонаж оторвался от земли - заканчиваем слайд
|
||||
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
|
||||
if (motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_wallClimbMechanic.ResetWallClimbSession();
|
||||
}
|
||||
}
|
||||
|
||||
// Метод вызывается после обновления персонажа
|
||||
public void AfterCharacterUpdate(float deltaTime)
|
||||
{
|
||||
_wallLeanMechanic.UpdateLean(motor, deltaTime);
|
||||
_wallLeanMechanic.Update(
|
||||
_wallRunningMechanic.IsWallRunning,
|
||||
_wallRunningMechanic.GetWallNormal(),
|
||||
motor.CharacterForward
|
||||
);
|
||||
}
|
||||
|
||||
// Проверка валидности коллайдера для обработки столкновений
|
||||
public bool IsColliderValidForCollisions(Collider coll)
|
||||
{
|
||||
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,
|
||||
ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
}
|
||||
|
||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
|
||||
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
|
||||
if (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint))
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
// Обработка отчета о стабильности столкновения
|
||||
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
Vector3 atCharacterPosition,
|
||||
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
}
|
||||
|
||||
// Обработка дискретных столкновений (для триггеров и специальных коллайдеров)
|
||||
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Door
|
||||
{
|
||||
public class Door : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Transform hingeJointAnchor;
|
||||
[SerializeField] private HingeJoint hingeJoint;
|
||||
[SerializeField] private Rigidbody rigidbody;
|
||||
|
||||
public void TranslationMode(bool on)
|
||||
{
|
||||
if (on)
|
||||
{
|
||||
rigidbody.isKinematic = true;
|
||||
return;
|
||||
}
|
||||
rigidbody.isKinematic = false;
|
||||
hingeJoint.autoConfigureConnectedAnchor = false;
|
||||
hingeJoint.connectedAnchor = hingeJointAnchor.position;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc9fc6ce2cc24b68b2b330e4fd029b80
|
||||
timeCreated: 1764304430
|
||||
@@ -33,7 +33,7 @@ namespace Code.Gameplay.Orders.Order
|
||||
}
|
||||
public void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!_pickupMode) return;
|
||||
if (!_pickupMode || !other.CompareTag("Player")) return;
|
||||
|
||||
_orderService.OrderRecieved();
|
||||
Destroy(gameObject);
|
||||
|
||||
@@ -14,18 +14,20 @@ namespace Code.Gameplay.Orders.Order
|
||||
hatch.DORotate(new Vector3(-130f, 0, 0), 0.2f);
|
||||
|
||||
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
|
||||
public void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if(_activated) return;
|
||||
_activated = true;
|
||||
|
||||
ThrowOrder();
|
||||
order.SwitchMode();
|
||||
}
|
||||
// public void OnTriggerEnter(Collider other)
|
||||
// {
|
||||
// if(_activated) return;
|
||||
// _activated = true;
|
||||
//
|
||||
// ThrowOrder();
|
||||
// order.SwitchMode();
|
||||
// }
|
||||
// DEBUG
|
||||
}
|
||||
}
|
||||
@@ -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 || !other.CompareTag("Player")) return;
|
||||
orderDispenser.ThrowOrder();
|
||||
_playerEntered = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 630780fe69aa45eda7d4bcf966516c7d
|
||||
timeCreated: 1764313014
|
||||
@@ -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 +1,16 @@
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f3fca4115e714519b869eb72d856e89f
|
||||
timeCreated: 1762453657
|
||||
@@ -0,0 +1,33 @@
|
||||
using System;
|
||||
using Code.Gameplay.Door;
|
||||
using Code.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Generator
|
||||
{
|
||||
[RequireComponent(typeof(Transform))]
|
||||
public class Room : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private RoomType roomType;
|
||||
public RoomType RoomType => roomType;
|
||||
[SerializeField] private float roomTimer;
|
||||
public float RoomTimer => roomTimer;
|
||||
[SerializeField] private Transform enterMarker;
|
||||
public Transform EnterMarker => enterMarker;
|
||||
[SerializeField] private Transform exitMarker;
|
||||
public Transform ExitMarker => exitMarker;
|
||||
[SerializeField] private Door door;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (EnterMarker == null || ExitMarker == null)
|
||||
{
|
||||
Debug.LogError($"Але маркеры не найдены у комнаты {gameObject.name}");
|
||||
}
|
||||
}
|
||||
|
||||
public void Initialize() => door.TranslationMode(false);
|
||||
|
||||
//PIZDEC
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5ba1a19c534f4401aa287d4b68ce470c
|
||||
timeCreated: 1762014278
|
||||
@@ -0,0 +1,310 @@
|
||||
using System.Collections.Generic;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Generator
|
||||
{
|
||||
public class RoomGenerator
|
||||
{
|
||||
[Inject] private IOrderService _orderService;
|
||||
|
||||
[Inject] private GeneratorConfig generatorConfig;
|
||||
|
||||
[Inject] private IRoomGeneratorFactory _factory;
|
||||
|
||||
private List<RoomIndex> _roomIndexesStack;
|
||||
|
||||
private struct RoomIndex
|
||||
{
|
||||
public RoomType RoomType;
|
||||
public int Index;
|
||||
|
||||
public RoomIndex(RoomType roomType, int index)
|
||||
{
|
||||
RoomType = roomType;
|
||||
Index = index;
|
||||
}
|
||||
}
|
||||
|
||||
private List<Room> _spawnedRooms;
|
||||
|
||||
private int _nextRoomStackIndex;
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
// _orderService.OrderGive();
|
||||
|
||||
_spawnedRooms = new List<Room>();
|
||||
_roomIndexesStack = new();
|
||||
|
||||
Debug.LogWarning($"КОТЛЫ ГЕНЕРАЛЬСКИЕ{_orderService.DeliveryTimer}");
|
||||
|
||||
// CreateRoomsStack();
|
||||
|
||||
// SpawnInitialRoomsAsync();
|
||||
_orderService.OnOrderGiven += CreateRoomsStack;
|
||||
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
|
||||
|
||||
CreateSaveRoom();
|
||||
SpawnNextRoomAsync();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
RoomTrigger.PlayerEnteredRoom -= OnPlayerEntered;
|
||||
}
|
||||
|
||||
public void OnPlayerEntered()
|
||||
{
|
||||
SpawnNextRoomAsync();
|
||||
|
||||
if (_spawnedRooms.Count > 3)
|
||||
{
|
||||
Room roomToRemove = _spawnedRooms[0];
|
||||
_spawnedRooms.RemoveAt(0);
|
||||
|
||||
// _factory.ReleaseRoom(roomToRemove);
|
||||
Object.Destroy(roomToRemove.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateRoomsStack(float timer)
|
||||
{
|
||||
_nextRoomStackIndex = 0;
|
||||
// var currentSaveRoom = _roomIndexesStack[^1];
|
||||
_roomIndexesStack.Clear();
|
||||
// _roomIndexesStack.Add(currentSaveRoom);
|
||||
|
||||
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;
|
||||
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
|
||||
}
|
||||
|
||||
CreateSaveRoom();
|
||||
|
||||
AddPickupRoom();
|
||||
|
||||
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
|
||||
SpawnNextRoomAsync();
|
||||
}
|
||||
|
||||
private void CreateSaveRoom()
|
||||
{
|
||||
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.Save, out int roomIndex);
|
||||
Room saveRoom = prefab.GetComponent<Room>();
|
||||
_roomIndexesStack.Add(new(RoomType.Save, roomIndex));
|
||||
|
||||
Debug.Log($"Первая комната: {saveRoom.name}");
|
||||
}
|
||||
|
||||
private async UniTask SpawnInitialRoomsAsync()
|
||||
{
|
||||
_nextRoomStackIndex = 0;
|
||||
|
||||
SpawnNextRoomAsync();
|
||||
|
||||
SpawnNextRoomAsync();
|
||||
}
|
||||
|
||||
private void SpawnNextRoomAsync()
|
||||
{
|
||||
if (_nextRoomStackIndex >= _roomIndexesStack.Count)
|
||||
return;
|
||||
|
||||
RoomIndex index = _roomIndexesStack[_nextRoomStackIndex];
|
||||
Room room = _factory.CreateRoomByIndex(index.Index, index.RoomType);
|
||||
|
||||
if (_spawnedRooms.Count == 0)
|
||||
{
|
||||
room.transform.position = Vector3.zero;
|
||||
room.transform.rotation = Quaternion.identity;
|
||||
}
|
||||
else
|
||||
{
|
||||
Room previousRoom = _spawnedRooms[_spawnedRooms.Count - 1];
|
||||
PlaceRoom(room, previousRoom);
|
||||
}
|
||||
|
||||
_spawnedRooms.Add(room);
|
||||
_nextRoomStackIndex++;
|
||||
}
|
||||
|
||||
private void AddPickupRoom()
|
||||
{
|
||||
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.PickUp, out int pickupIndex);
|
||||
|
||||
Room pickupRoom = prefab.GetComponent<Room>();
|
||||
|
||||
if (_roomIndexesStack.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("Стек пуст, нет позиции после первой");
|
||||
return;
|
||||
}
|
||||
|
||||
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
|
||||
|
||||
_roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
|
||||
Debug.Log($"PickUp комната '{pickupRoom.name}' позиция {insertPos}");
|
||||
}
|
||||
|
||||
|
||||
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);
|
||||
// locationSegment.isNeedSomeDoors = true;
|
||||
// locationSegment.AddBadDoorId(locationSegment.LocationSegment.GetDoorOrigins.IndexOf(randomDoorOrigin));
|
||||
current.Initialize();
|
||||
|
||||
float frameOnTheBallRotation = segmentOriginYRotation + randomDoorOriginRotation.eulerAngles.y;
|
||||
if (frameOnTheBallRotation > 305f) frameOnTheBallRotation -= 360f;
|
||||
else if (frameOnTheBallRotation < -45f) frameOnTheBallRotation += 360f;
|
||||
|
||||
// heOnTheBall.AddSlaveLocationSegment(locationSegment.Id);
|
||||
// heOnTheBall.ReplaceSlaveSegmentDoorOriginYRotation(frameOnTheBallRotation);
|
||||
// heOnTheBall.isGotOnTheBall = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
// 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($"стек комнат: {_roomIndexesStack.Count}");
|
||||
// }
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 353230beca35458dafc91c6409c25ab3
|
||||
timeCreated: 1762014615
|
||||
@@ -0,0 +1,72 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Linq;
|
||||
using Code.Configs;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Extensions;
|
||||
using Reflex.Injectors;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Object = System.Object;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace Code.Generator
|
||||
{
|
||||
public class RoomGeneratorFactory : IRoomGeneratorFactory
|
||||
{
|
||||
private AsyncOperationHandle<IList<GameObject>> _roomsHandle;
|
||||
private readonly AssetReference[] _roomAssetReferences;
|
||||
private Dictionary<RoomType, List<GameObject>> _cashedRooms = new();
|
||||
|
||||
public RoomGeneratorFactory(GeneratorConfig generatorConfig)
|
||||
{
|
||||
_roomAssetReferences = generatorConfig.roomAssetReferences;
|
||||
// _cashedRooms = new GameObject[_roomAssetReferences.Length];
|
||||
_cashedRooms.Add(RoomType.Basic, new());
|
||||
_cashedRooms.Add(RoomType.Save, new ());
|
||||
_cashedRooms.Add(RoomType.PickUp, new ());
|
||||
}
|
||||
|
||||
public async UniTask PreloadRooms(IOrderService orderService)
|
||||
{
|
||||
_roomsHandle =
|
||||
Addressables.LoadAssetsAsync<GameObject>(_roomAssetReferences, OnRoomLoaded, Addressables.MergeMode.Union);
|
||||
await _roomsHandle.ToUniTask();
|
||||
// _cashedRooms = rooms.ToArray(); var rooms =
|
||||
|
||||
// Debug.Log($"Комнат в памяти есть: {_cashedRooms.Length}");
|
||||
}
|
||||
|
||||
private void OnRoomLoaded(GameObject room)
|
||||
{
|
||||
var temp = room.GetComponent<Room>();
|
||||
_cashedRooms[temp.RoomType].Add(room);
|
||||
}
|
||||
public GameObject GetCachedPrefab(int index, RoomType roomType)
|
||||
{
|
||||
if (index < 0 || index >= _cashedRooms[roomType].Count)
|
||||
return null;
|
||||
return _cashedRooms[roomType][index];
|
||||
}
|
||||
public GameObject GetRandomCachedPrefabOfType(RoomType roomType, out int index)
|
||||
{
|
||||
index = Random.Range(0, _cashedRooms[roomType].Count);
|
||||
return _cashedRooms[roomType][index];
|
||||
}
|
||||
|
||||
public Room CreateRoomByIndex(int index, RoomType roomType)
|
||||
{
|
||||
var room = UnityEngine.Object.Instantiate(_cashedRooms[roomType][index]);
|
||||
return room.GetComponent<Room>();
|
||||
}
|
||||
public void ReleaseRooms()
|
||||
{
|
||||
_roomsHandle.Release();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d6e5b72284354ba79ec5b89cf06f1203
|
||||
timeCreated: 1762454256
|
||||
@@ -0,0 +1,33 @@
|
||||
using System;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Generator
|
||||
{
|
||||
public class RoomTrigger : MonoBehaviour
|
||||
{
|
||||
[Inject] private IOrderService _orderService;
|
||||
|
||||
public static event Action PlayerEnteredRoom;
|
||||
|
||||
private bool _playerEntered;
|
||||
|
||||
// [Inject]
|
||||
// private void Construct(IOrderService orderService)
|
||||
// {
|
||||
// _orderService = orderService;
|
||||
// }
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (_playerEntered) return;
|
||||
if (!other.CompareTag("Player")) return;
|
||||
|
||||
_playerEntered = true;
|
||||
|
||||
_orderService.RoomPassed();
|
||||
|
||||
PlayerEnteredRoom?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4207b7568dc3482393ac1860a31909b4
|
||||
timeCreated: 1764087485
|
||||
@@ -0,0 +1,10 @@
|
||||
namespace Code.Generator
|
||||
{
|
||||
public enum RoomType
|
||||
{
|
||||
Basic,
|
||||
Ladder,
|
||||
Save,
|
||||
PickUp
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 304fa5ed27cc4bc3aabcfeb272206d89
|
||||
timeCreated: 1762945420
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e76fbbe72ad97cc4f9dfe770ddc79857
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,54 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
public class LightProbeRuntime : MonoBehaviour
|
||||
{
|
||||
public Color m_Ambient;
|
||||
Light[] m_Lights;
|
||||
|
||||
// Start is called before the first frame update
|
||||
IEnumerator Start()
|
||||
{
|
||||
yield return null;
|
||||
|
||||
m_Lights = FindObjectsOfType<Light>();
|
||||
SphericalHarmonicsL2[] bakedProbes = LightmapSettings.lightProbes.bakedProbes;
|
||||
Vector3[] probePositions = LightmapSettings.lightProbes.positions;
|
||||
int probeCount = LightmapSettings.lightProbes.count;
|
||||
|
||||
// Clear all probes
|
||||
for (int i = 0; i < probeCount; i++)
|
||||
bakedProbes[i].Clear();
|
||||
|
||||
// Add ambient light to all probes
|
||||
for (int i = 0; i < probeCount; i++)
|
||||
bakedProbes[i].AddAmbientLight(m_Ambient);
|
||||
|
||||
// Add directional and point lights' contribution to all probes
|
||||
foreach (Light l in m_Lights)
|
||||
{
|
||||
if (l.type == LightType.Directional)
|
||||
{
|
||||
for (int i = 0; i < probeCount; i++)
|
||||
bakedProbes[i].AddDirectionalLight(-l.transform.forward, l.color, l.intensity);
|
||||
}
|
||||
else if (l.type == LightType.Point)
|
||||
{
|
||||
for (int i = 0; i < probeCount; i++)
|
||||
SHAddPointLight(probePositions[i], l.transform.position, l.range, l.color, l.intensity, ref bakedProbes[i]);
|
||||
}
|
||||
}
|
||||
LightmapSettings.lightProbes.bakedProbes = bakedProbes;
|
||||
}
|
||||
|
||||
void SHAddPointLight(Vector3 probePosition, Vector3 position, float range, Color color, float intensity, ref SphericalHarmonicsL2 sh)
|
||||
{
|
||||
// From the point of view of an SH probe, point light looks no different than a directional light,
|
||||
// just attenuated and coming from the right direction.
|
||||
Vector3 probeToLight = position - probePosition;
|
||||
float attenuation = 1.0F / (1.0F + 25.0F * probeToLight.sqrMagnitude / (range * range));
|
||||
sh.AddDirectionalLight(probeToLight.normalized, color, intensity * attenuation);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9643888b3364f55439c6adf3309cc447
|
||||
@@ -0,0 +1,295 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
[ExecuteAlways]
|
||||
public class PrefabLightmapData : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Reassigns shaders when applying the baked lightmaps. Might conflict with some shaders like transparent HDRP.")]
|
||||
public bool releaseShaders = true;
|
||||
|
||||
[System.Serializable]
|
||||
struct RendererInfo
|
||||
{
|
||||
public Renderer renderer;
|
||||
public int lightmapIndex;
|
||||
public Vector4 lightmapOffsetScale;
|
||||
}
|
||||
[System.Serializable]
|
||||
struct LightInfo
|
||||
{
|
||||
public Light light;
|
||||
public int lightmapBaketype;
|
||||
public int mixedLightingMode;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
RendererInfo[] m_RendererInfo;
|
||||
[SerializeField]
|
||||
Texture2D[] m_Lightmaps;
|
||||
[SerializeField]
|
||||
Texture2D[] m_LightmapsDir;
|
||||
[SerializeField]
|
||||
Texture2D[] m_ShadowMasks;
|
||||
[SerializeField]
|
||||
LightInfo[] m_LightInfo;
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Init();
|
||||
}
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (m_RendererInfo == null || m_RendererInfo.Length == 0)
|
||||
return;
|
||||
|
||||
var lightmaps = LightmapSettings.lightmaps;
|
||||
int[] offsetsindexes = new int[m_Lightmaps.Length];
|
||||
int counttotal = lightmaps.Length;
|
||||
List<LightmapData> combinedLightmaps = new List<LightmapData>();
|
||||
|
||||
for (int i = 0; i < m_Lightmaps.Length; i++)
|
||||
{
|
||||
bool exists = false;
|
||||
for (int j = 0; j < lightmaps.Length; j++)
|
||||
{
|
||||
|
||||
if (m_Lightmaps[i] == lightmaps[j].lightmapColor)
|
||||
{
|
||||
exists = true;
|
||||
offsetsindexes[i] = j;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
if (!exists)
|
||||
{
|
||||
offsetsindexes[i] = counttotal;
|
||||
var newlightmapdata = new LightmapData
|
||||
{
|
||||
lightmapColor = m_Lightmaps[i],
|
||||
lightmapDir = m_LightmapsDir.Length == m_Lightmaps.Length ? m_LightmapsDir[i] : default(Texture2D),
|
||||
shadowMask = m_ShadowMasks.Length == m_Lightmaps.Length ? m_ShadowMasks[i] : default(Texture2D),
|
||||
};
|
||||
|
||||
combinedLightmaps.Add(newlightmapdata);
|
||||
|
||||
counttotal += 1;
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
var combinedLightmaps2 = new LightmapData[counttotal];
|
||||
|
||||
lightmaps.CopyTo(combinedLightmaps2, 0);
|
||||
combinedLightmaps.ToArray().CopyTo(combinedLightmaps2, lightmaps.Length);
|
||||
|
||||
bool directional=true;
|
||||
|
||||
foreach(Texture2D t in m_LightmapsDir)
|
||||
{
|
||||
if (t == null)
|
||||
{
|
||||
directional = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
LightmapSettings.lightmapsMode = (m_LightmapsDir.Length == m_Lightmaps.Length && directional) ? LightmapsMode.CombinedDirectional : LightmapsMode.NonDirectional;
|
||||
ApplyRendererInfo(m_RendererInfo, offsetsindexes, m_LightInfo);
|
||||
LightmapSettings.lightmaps = combinedLightmaps2;
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
|
||||
}
|
||||
|
||||
// called second
|
||||
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
Init();
|
||||
}
|
||||
|
||||
// called when the game is terminated
|
||||
void OnDisable()
|
||||
{
|
||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ApplyRendererInfo(RendererInfo[] infos, int[] lightmapOffsetIndex, LightInfo[] lightsInfo)
|
||||
{
|
||||
for (int i = 0; i < infos.Length; i++)
|
||||
{
|
||||
var info = infos[i];
|
||||
|
||||
info.renderer.lightmapIndex = lightmapOffsetIndex[info.lightmapIndex];
|
||||
info.renderer.lightmapScaleOffset = info.lightmapOffsetScale;
|
||||
|
||||
if (releaseShaders)
|
||||
{
|
||||
// You have to release shaders.
|
||||
Material[] mat = info.renderer.sharedMaterials;
|
||||
for (int j = 0; j < mat.Length; j++)
|
||||
{
|
||||
if (mat[j] != null && Shader.Find(mat[j].shader.name) != null)
|
||||
{
|
||||
mat[j].shader = Shader.Find(mat[j].shader.name);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for (int i = 0; i < lightsInfo.Length; i++)
|
||||
{
|
||||
LightBakingOutput bakingOutput = new LightBakingOutput();
|
||||
bakingOutput.isBaked = true;
|
||||
bakingOutput.lightmapBakeType = (LightmapBakeType)lightsInfo[i].lightmapBaketype;
|
||||
bakingOutput.mixedLightingMode = (MixedLightingMode)lightsInfo[i].mixedLightingMode;
|
||||
|
||||
lightsInfo[i].light.bakingOutput = bakingOutput;
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.MenuItem("Assets/Bake Prefab Lightmaps")]
|
||||
static void GenerateLightmapInfo()
|
||||
{
|
||||
if (UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.OnDemand)
|
||||
{
|
||||
Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled.");
|
||||
return;
|
||||
}
|
||||
UnityEditor.Lightmapping.Bake();
|
||||
|
||||
PrefabLightmapData[] prefabs = FindObjectsOfType<PrefabLightmapData>();
|
||||
|
||||
foreach (var instance in prefabs)
|
||||
{
|
||||
var gameObject = instance.gameObject;
|
||||
var rendererInfos = new List<RendererInfo>();
|
||||
var lightmaps = new List<Texture2D>();
|
||||
var lightmapsDir = new List<Texture2D>();
|
||||
var shadowMasks = new List<Texture2D>();
|
||||
var lightsInfos = new List<LightInfo>();
|
||||
|
||||
GenerateLightmapInfo(gameObject, rendererInfos, lightmaps, lightmapsDir, shadowMasks, lightsInfos);
|
||||
|
||||
instance.m_RendererInfo = rendererInfos.ToArray();
|
||||
instance.m_Lightmaps = lightmaps.ToArray();
|
||||
instance.m_LightmapsDir = lightmapsDir.ToArray();
|
||||
instance.m_LightInfo = lightsInfos.ToArray();
|
||||
instance.m_ShadowMasks = shadowMasks.ToArray();
|
||||
#if UNITY_2018_3_OR_NEWER
|
||||
var targetPrefab = PrefabUtility.GetCorrespondingObjectFromOriginalSource(instance.gameObject) as GameObject;
|
||||
if (targetPrefab != null)
|
||||
{
|
||||
GameObject root = PrefabUtility.GetOutermostPrefabInstanceRoot(instance.gameObject);// 根结点
|
||||
//如果当前预制体是是某个嵌套预制体的一部分(IsPartOfPrefabInstance)
|
||||
if (root != null)
|
||||
{
|
||||
GameObject rootPrefab = PrefabUtility.GetCorrespondingObjectFromSource(instance.gameObject);
|
||||
string rootPath = AssetDatabase.GetAssetPath(rootPrefab);
|
||||
//打开根部预制体
|
||||
PrefabUtility.UnpackPrefabInstanceAndReturnNewOutermostRoots(root, PrefabUnpackMode.OutermostRoot);
|
||||
try
|
||||
{
|
||||
//Apply各个子预制体的改变
|
||||
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
|
||||
}
|
||||
catch { }
|
||||
finally
|
||||
{
|
||||
//重新更新根预制体
|
||||
PrefabUtility.SaveAsPrefabAssetAndConnect(root, rootPath, InteractionMode.AutomatedAction);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
|
||||
}
|
||||
}
|
||||
#else
|
||||
var targetPrefab = UnityEditor.PrefabUtility.GetPrefabParent(gameObject) as GameObject;
|
||||
if (targetPrefab != null)
|
||||
{
|
||||
//UnityEditor.Prefab
|
||||
UnityEditor.PrefabUtility.ReplacePrefab(gameObject, targetPrefab);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
static void GenerateLightmapInfo(GameObject root, List<RendererInfo> rendererInfos, List<Texture2D> lightmaps, List<Texture2D> lightmapsDir, List<Texture2D> shadowMasks, List<LightInfo> lightsInfo)
|
||||
{
|
||||
var renderers = root.GetComponentsInChildren<MeshRenderer>();
|
||||
foreach (MeshRenderer renderer in renderers)
|
||||
{
|
||||
if (renderer.lightmapIndex != -1)
|
||||
{
|
||||
RendererInfo info = new RendererInfo();
|
||||
info.renderer = renderer;
|
||||
|
||||
if (renderer.lightmapScaleOffset != Vector4.zero)
|
||||
{
|
||||
//1ibrium's pointed out this issue : https://docs.unity3d.com/ScriptReference/Renderer-lightmapIndex.html
|
||||
if(renderer.lightmapIndex < 0 || renderer.lightmapIndex == 0xFFFE) continue;
|
||||
info.lightmapOffsetScale = renderer.lightmapScaleOffset;
|
||||
|
||||
Texture2D lightmap = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapColor;
|
||||
Texture2D lightmapDir = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapDir;
|
||||
Texture2D shadowMask = LightmapSettings.lightmaps[renderer.lightmapIndex].shadowMask;
|
||||
|
||||
info.lightmapIndex = lightmaps.IndexOf(lightmap);
|
||||
if (info.lightmapIndex == -1)
|
||||
{
|
||||
info.lightmapIndex = lightmaps.Count;
|
||||
lightmaps.Add(lightmap);
|
||||
lightmapsDir.Add(lightmapDir);
|
||||
shadowMasks.Add(shadowMask);
|
||||
}
|
||||
|
||||
rendererInfos.Add(info);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
var lights = root.GetComponentsInChildren<Light>(true);
|
||||
|
||||
foreach (Light l in lights)
|
||||
{
|
||||
LightInfo lightInfo = new LightInfo();
|
||||
lightInfo.light = l;
|
||||
lightInfo.lightmapBaketype = (int)l.lightmapBakeType;
|
||||
#if UNITY_2020_1_OR_NEWER
|
||||
lightInfo.mixedLightingMode = (int)UnityEditor.Lightmapping.lightingSettings.mixedBakeMode;
|
||||
#elif UNITY_2018_1_OR_NEWER
|
||||
lightInfo.mixedLightingMode = (int)UnityEditor.LightmapEditorSettings.mixedBakeMode;
|
||||
#else
|
||||
lightInfo.mixedLightingMode = (int)l.bakingOutput.lightmapBakeType;
|
||||
#endif
|
||||
lightsInfo.Add(lightInfo);
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
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|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b91f32cd81021d24ab9ff545997e9666
|
||||
@@ -7,13 +7,11 @@ namespace Code.Scenes.SceneEnvironments
|
||||
[System.Serializable]
|
||||
public class GameplaySceneEnvironment : CurrentSceneEnvironment
|
||||
{
|
||||
public Transform playerSpawnPoint;
|
||||
public OrderDispenser debugTube;
|
||||
public Transform playerSpawnPoint;
|
||||
|
||||
public void TransitVariables(GameplaySceneEnvironment env)
|
||||
{
|
||||
playerSpawnPoint = env.playerSpawnPoint;
|
||||
debugTube = env.debugTube;
|
||||
playerSpawnPoint = env.playerSpawnPoint;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,6 +4,7 @@ using System.Threading.Tasks;
|
||||
using Code.Audio;
|
||||
using Code.Configs;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Generator;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
@@ -31,6 +32,7 @@ namespace Code.StaticData
|
||||
Dictionary<CameraMode, CameraSettingsConfig> CameraSettingsConfigs { get; }
|
||||
Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; }
|
||||
AudioTestClipsConfig AudioTestClipsConfig { get; }
|
||||
GeneratorConfig GeneratorConfig { get; }
|
||||
void Load();
|
||||
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ using Code.Audio;
|
||||
using Code.Configs;
|
||||
using Code.Constants;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Generator;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
@@ -35,6 +36,8 @@ namespace Code.StaticData
|
||||
|
||||
public OrderServiceConfig OrderServiceConfig { get; private set; }
|
||||
public OrderBoxConfig OrderBoxConfig { get; private set; }
|
||||
|
||||
public GeneratorConfig GeneratorConfig { get; private set; }
|
||||
|
||||
public Dictionary<CameraMode, CameraSettingsConfig> CameraSettingsConfigs { get; private set; } = new();
|
||||
|
||||
@@ -49,6 +52,7 @@ namespace Code.StaticData
|
||||
PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig"));
|
||||
OrderServiceConfig = Resources.Load<OrderServiceConfig>(string.Format(StringPaths.ConfigSingle, "Gameplay", "OrderServiceConfig"));
|
||||
OrderBoxConfig = Resources.Load<OrderBoxConfig>(string.Format(StringPaths.ConfigSingle, "Gameplay", "OrderBoxConfig"));
|
||||
GeneratorConfig = Resources.Load<GeneratorConfig>(string.Format(StringPaths.ConfigSingle, "App", "GeneratorConfig"));
|
||||
|
||||
CameraConfig = Resources.Load<CameraConfig>(string.Format(StringPaths.ConfigSingle, "Camera", "CameraConfig"));
|
||||
CameraSettingsConfigs = Resources
|
||||
|
||||
@@ -0,0 +1,30 @@
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avatarSetup: 0
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remapMaterialsIfMaterialImportModeIsNone: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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