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||||||
@@ -1,85 +1,41 @@
|
|||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
using Code.Audio;
|
|
||||||
using Code.Gameplay.Player;
|
|
||||||
using Code.Input;
|
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.Scenes.SceneEnvironments;
|
|
||||||
using Code.StateMachine;
|
using Code.StateMachine;
|
||||||
using Code.UI;
|
using Code.UI;
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using Reflex.Core;
|
|
||||||
using Reflex.Extensions;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
using UnityEngine.SceneManagement;
|
|
||||||
|
|
||||||
namespace Code.App.AppStates
|
namespace Code.App.AppStates
|
||||||
{
|
{
|
||||||
public class GameOverState : BaseState<AppStateMachineContext>
|
public class GameOverState : BaseState<AppStateMachineContext>
|
||||||
{
|
{
|
||||||
public GameOverState(AppStateMachineContext context) : base(context)
|
public GameOverState(AppStateMachineContext context) : base(context)
|
||||||
{
|
{ }
|
||||||
}
|
|
||||||
private IPlayerScore _playerScore;
|
|
||||||
|
|
||||||
private GameOverPanel _gameOverPanel;
|
|
||||||
|
|
||||||
|
private float damnTimer = 3f; // TODO Удалить при первой возможности
|
||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
|
Context.UIService.SwitchPanelTo(UIPanel.GameOver);
|
||||||
_playerScore = sceneContainer.Resolve<IPlayerScore>();
|
|
||||||
_scoreCounter = 0;
|
|
||||||
|
|
||||||
Context.InputService.EnableMap(ActionMappings.UI);
|
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
|
|
||||||
|
|
||||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Death);
|
|
||||||
|
|
||||||
Context.AudioService.ApplyStun(5000,0.5f);
|
|
||||||
|
|
||||||
GameOver().Forget();
|
|
||||||
|
|
||||||
base.EnterState();
|
base.EnterState();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void TryToExit(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
ToMainMenu();
|
|
||||||
}
|
|
||||||
|
|
||||||
private async UniTaskVoid GameOver()
|
|
||||||
{
|
|
||||||
await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
|
|
||||||
|
|
||||||
_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
|
|
||||||
_gameOverPanel.Show();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ToMainMenu()
|
private void ToMainMenu()
|
||||||
{
|
{
|
||||||
Context.StateMachine.SwitchState(AppState.MainMenu)
|
Context.StateMachine.SwitchState(AppState.MainMenu)
|
||||||
.AllowStateTransition(AppState.Gameplay);
|
.AllowStateTransition(AppState.Gameplay);
|
||||||
}
|
}
|
||||||
private float _scoreCounter;
|
|
||||||
public override void Tick()
|
public override void Tick()
|
||||||
{
|
{
|
||||||
if (!_gameOverPanel) return;
|
damnTimer -= Time.deltaTime;
|
||||||
|
if (damnTimer <= float.Epsilon) ToMainMenu();
|
||||||
_scoreCounter += Time.deltaTime * 100;
|
|
||||||
// UnityEngine.Debug.Log($"Score: {_scoreCounter}");
|
|
||||||
if((int)_scoreCounter >= _playerScore.Score)
|
|
||||||
{
|
|
||||||
_gameOverPanel.UpdateScoreText(_playerScore.Score);
|
|
||||||
}
|
|
||||||
else _gameOverPanel.UpdateScoreText((int)_scoreCounter);
|
|
||||||
}
|
}
|
||||||
public override void ExitState()
|
public override void ExitState()
|
||||||
{
|
{
|
||||||
Context.InputService.DisableMap(ActionMappings.UI);
|
damnTimer = 5f;
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
|
|
||||||
|
|
||||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Death, callback: Context.AudioFactory.ReleaseDeathMusic);
|
Context.UIService.LoadingScreen.Show();
|
||||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
|
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,192 +1,95 @@
|
|||||||
using Code.App.Loading;
|
|
||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
using Code.Audio;
|
|
||||||
using Code.Gameplay.Camera;
|
using Code.Gameplay.Camera;
|
||||||
using Code.Gameplay.Camera.CameraStates;
|
|
||||||
using Code.Gameplay.Character.Core;
|
|
||||||
using Code.Gameplay.Orders.Order;
|
|
||||||
using Code.Gameplay.Player;
|
using Code.Gameplay.Player;
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.Scenes.SceneEnvironments;
|
|
||||||
using Code.StateMachine;
|
using Code.StateMachine;
|
||||||
using Code.UI;
|
using Code.UI;
|
||||||
using Code.UI.Panels;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using DG.Tweening;
|
|
||||||
using Reflex.Core;
|
|
||||||
using Reflex.Extensions;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
using UnityEngine.Rendering;
|
|
||||||
using UnityEngine.SceneManagement;
|
|
||||||
|
|
||||||
namespace Code.App.AppStates
|
namespace Code.App.AppStates
|
||||||
{
|
{
|
||||||
public class GameplayState : BaseState<AppStateMachineContext>
|
public class GameplayState : BaseState<AppStateMachineContext>
|
||||||
{
|
{
|
||||||
private PlayerHealth _playerHealth;
|
private PlayerHealth _playerHealth;
|
||||||
private IPlayerScore _playerScore;
|
private PlayerMoney _playerMoney;
|
||||||
|
|
||||||
private IOrderService _orderService;
|
|
||||||
|
|
||||||
private CharacterProvider _playerCharacter;
|
private bool _uiLoaded, _sceneLoaded;
|
||||||
|
|
||||||
public GameplayState(AppStateMachineContext context) : base(context)
|
public GameplayState(AppStateMachineContext context) : base(context)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
|
_uiLoaded = _sceneLoaded = false;
|
||||||
|
|
||||||
Context.UIService.LoadingScreen.Show();
|
Context.UIService.LoadingScreen.Show();
|
||||||
|
|
||||||
Context.LoadingManager
|
|
||||||
.RegisterLoading(LoadingWork.LoadScene)
|
|
||||||
.RegisterLoading(LoadingWork.LoadUI)
|
|
||||||
.RegisterLoading(LoadingWork.LoadModelResource)
|
|
||||||
.RegisterLoading(LoadingWork.LoadAudio);
|
|
||||||
|
|
||||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
|
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
|
||||||
|
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
|
||||||
|
|
||||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
|
||||||
|
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
|
|
||||||
|
|
||||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
|
|
||||||
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
|
|
||||||
|
|
||||||
WaitForLoad().Forget();
|
|
||||||
}
|
|
||||||
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
|
|
||||||
|
|
||||||
private async UniTaskVoid WaitForLoad()
|
|
||||||
{
|
|
||||||
await UniTask.WhenAll(
|
|
||||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
|
||||||
Context.AudioFactory.WarmGameplayMusic(),
|
|
||||||
Context.AudioFactory.WarmDeathMusic(),
|
|
||||||
Context.AudioFactory.WarmSFX(),
|
|
||||||
Context.AudioFactory.WarmDispatcher(),
|
|
||||||
Context.AudioFactory.WarmEnemies(),
|
|
||||||
Context.AudioFactory.WarmCourier()
|
|
||||||
);
|
|
||||||
|
|
||||||
Context.LoadingManager
|
|
||||||
.UnregisterLoading(LoadingWork.LoadUI)
|
|
||||||
.UnregisterLoading(LoadingWork.LoadAudio);
|
|
||||||
|
|
||||||
InputServiceInitialize();
|
|
||||||
|
|
||||||
MusicInitialize();
|
|
||||||
}
|
|
||||||
|
|
||||||
private async void AfterSceneLoaded()
|
|
||||||
{
|
|
||||||
Context.LoadingManager
|
|
||||||
.RegisterLoading(LoadingWork.LoadModelResource);
|
|
||||||
|
|
||||||
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
|
||||||
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
|
|
||||||
|
|
||||||
Context.PlayerProvider = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerProvider>();
|
|
||||||
Context.PlayerFactory = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerFactory>();
|
|
||||||
|
|
||||||
await UniTask.WhenAll(
|
|
||||||
WaitForPlayerArmsToInitialize(),
|
|
||||||
WaitForPlayerCharacterLoad()
|
|
||||||
);
|
|
||||||
|
|
||||||
_playerHealth = Context.PlayerProvider.Health;
|
|
||||||
_playerHealth.OnDamage += PlayerDamageTaken;
|
|
||||||
_playerHealth.OnDeath += EndGame;
|
_playerHealth.OnDeath += EndGame;
|
||||||
|
|
||||||
Context.LoadingManager
|
Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MovementDev, callBack: OnSceneLoaded); // TODO Фабрика игрока Nada
|
||||||
.UnregisterLoading(LoadingWork.LoadModelResource);
|
|
||||||
}
|
Context.UIService.SwitchPanelTo(UIPanel.Gameplay, callback: PostUILoaded);
|
||||||
|
|
||||||
private void AfterPlayerLoaded()
|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
|
||||||
|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveMoney);
|
||||||
|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
|
||||||
|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnSceneLoaded()
|
||||||
{
|
{
|
||||||
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
|
_sceneLoaded = true;
|
||||||
|
CheckIfLoaded();
|
||||||
_playerScore = sceneContainer.Resolve<IPlayerScore>();
|
|
||||||
|
|
||||||
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
|
|
||||||
|
|
||||||
_volume = sceneEnvironment.volume;
|
|
||||||
|
|
||||||
PlayerInitialize(sceneEnvironment);
|
|
||||||
|
|
||||||
CameraInitialize();
|
|
||||||
|
|
||||||
GameplayServicesInitialize(sceneContainer);
|
|
||||||
|
|
||||||
UIInitialize();
|
|
||||||
|
|
||||||
Context.LoadingManager.OnLoadingEnded -= AfterPlayerLoaded;
|
|
||||||
|
|
||||||
_tickEnabled = true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
|
private void PostUILoaded()
|
||||||
|
|
||||||
private void OrderGiven(float time)
|
|
||||||
{
|
|
||||||
_gameplayPanel.ShowTimer();
|
|
||||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Action);
|
|
||||||
}
|
|
||||||
private void OrderFailure()
|
|
||||||
{
|
{
|
||||||
_playerHealth.InstaKill();
|
((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
|
||||||
|
_uiLoaded = true;
|
||||||
|
CheckIfLoaded();
|
||||||
}
|
}
|
||||||
private void OrderRecieved(float time)
|
|
||||||
{
|
|
||||||
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2));
|
|
||||||
}
|
|
||||||
private void OrderDelivered(int score, float time)
|
|
||||||
{
|
|
||||||
_gameplayPanel.HideTimer();
|
|
||||||
|
|
||||||
if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
|
private void CheckIfLoaded()
|
||||||
_playerScore.UpdateScore(score);
|
{
|
||||||
|
if(!_uiLoaded || !_sceneLoaded) return;
|
||||||
|
|
||||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
Context.UIService.LoadingScreen.Hide();
|
||||||
}
|
|
||||||
|
|
||||||
private void PlayerDamageTaken(int damage, PlayerHealth health)
|
|
||||||
{
|
|
||||||
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
|
|
||||||
Context.AudioService.PlayCourier((CourierSounds)Random.Range((int)CourierSounds.Damage1,(int)CourierSounds.Damage2));
|
|
||||||
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);
|
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
||||||
await UniTask.WaitForSeconds(3f);
|
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||||
DOTween.To(() => _volume.weight, x => _volume.weight = x, 0f, 1f);
|
|
||||||
Context.AudioService.ApplyStun(5000, 1f);
|
|
||||||
_damagePanel.Hide();
|
|
||||||
}
|
}
|
||||||
// DEBUG
|
|
||||||
private void InstaKillDEBUG(InputAction.CallbackContext context)
|
|
||||||
|
// Debug
|
||||||
|
private void GiveHealth(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
_playerHealth.InstaKill();
|
_playerHealth.GetDamage(-1);
|
||||||
}
|
}
|
||||||
private void TakeGamageDEBUG(InputAction.CallbackContext context)
|
|
||||||
|
private void LooseHealth(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
_playerHealth.GetDamage(1);
|
_playerHealth.GetDamage(1);
|
||||||
}
|
}
|
||||||
// DEBUG
|
|
||||||
private bool _tickEnabled;
|
private void GiveMoney(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
_playerMoney.GiveMoney(100);
|
||||||
|
((GameplayPanel)(Context.UIService.CurrentPanel)).SummonDispatcher();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LooseMoney(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
_playerMoney.LooseMoney(100);
|
||||||
|
((GameplayPanel)(Context.UIService.CurrentPanel)).CloseDispatcher();
|
||||||
|
}
|
||||||
|
|
||||||
public override void Tick()
|
public override void Tick()
|
||||||
{
|
{
|
||||||
if (!_tickEnabled) return;
|
|
||||||
|
|
||||||
_orderService.DecreaseTimer(Time.deltaTime);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void EndGame()
|
private void EndGame()
|
||||||
@@ -198,83 +101,16 @@ namespace Code.App.AppStates
|
|||||||
public override void ExitState()
|
public override void ExitState()
|
||||||
{
|
{
|
||||||
_playerHealth = null;
|
_playerHealth = null;
|
||||||
_playerScore = null;
|
_playerMoney = null;
|
||||||
|
|
||||||
_tickEnabled = false;
|
|
||||||
|
|
||||||
Context.PlayerFactory.ReleasePlayer(_playerCharacter);
|
|
||||||
_playerCharacter = null;
|
|
||||||
Context.PlayerFactory.ReleaseArms(_armsMesh);
|
|
||||||
_armsMesh = null;
|
|
||||||
_orderService = null;
|
|
||||||
|
|
||||||
Context.AudioService.OnDispatcherStarted -= _gameplayPanel.SummonDispatcher;
|
|
||||||
Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
|
|
||||||
|
|
||||||
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
||||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, time: 0f, callback: Context.AudioFactory.ReleaseActionMusic);
|
|
||||||
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.GiveHealth, GiveHealth);
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveHealth);
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
|
||||||
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
|
||||||
|
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void InputServiceInitialize()
|
|
||||||
{
|
|
||||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
|
||||||
}
|
|
||||||
private void CameraInitialize()
|
|
||||||
{
|
|
||||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
|
||||||
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
|
|
||||||
}
|
|
||||||
|
|
||||||
private GameplayPanel _gameplayPanel;
|
|
||||||
private ArmsMeshProvider _armsMesh;
|
|
||||||
private DamagePanel _damagePanel;
|
|
||||||
private void UIInitialize()
|
|
||||||
{
|
|
||||||
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
|
|
||||||
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
|
|
||||||
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
|
|
||||||
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
|
|
||||||
|
|
||||||
_damagePanel = _gameplayPanel.DamagePanel;
|
|
||||||
}
|
|
||||||
private void MusicInitialize()
|
|
||||||
{
|
|
||||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
|
|
||||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
|
|
||||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
|
||||||
}
|
|
||||||
private void PlayerInitialize(GameplaySceneEnvironment sceneEnvironment)
|
|
||||||
{
|
|
||||||
_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
|
|
||||||
_playerCharacter.PlayerAnimator.SetAnimator(_armsMesh.ArmsAnimator);
|
|
||||||
}
|
|
||||||
private void GameplayServicesInitialize(Container sceneContainer)
|
|
||||||
{
|
|
||||||
_orderService = sceneContainer.Resolve<IOrderService>();
|
|
||||||
|
|
||||||
_orderService.OnOrderGiven += OrderGiven;
|
|
||||||
_orderService.OnOrderRecieved += OrderRecieved;
|
|
||||||
_orderService.OnOrderDelivered += OrderDelivered;
|
|
||||||
_orderService.OnOrderFailure += OrderFailure;
|
|
||||||
}
|
|
||||||
|
|
||||||
private Volume _volume;
|
|
||||||
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
|
|
||||||
{
|
|
||||||
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
|
|
||||||
|
|
||||||
return sceneEnvironment;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,16 +1,11 @@
|
|||||||
using Code.App.Loading;
|
|
||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
using Code.Audio;
|
|
||||||
using Code.Gameplay.Camera;
|
using Code.Gameplay.Camera;
|
||||||
using Code.Gameplay.Camera.CameraStates;
|
using Code.Gameplay.Camera.CameraStates;
|
||||||
using Code.Gameplay.Door;
|
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.Scenes.SceneEnvironments;
|
using Code.Scenes.SceneEnvironments;
|
||||||
using Code.StateMachine;
|
using Code.StateMachine;
|
||||||
using Code.UI;
|
using Code.UI;
|
||||||
using Code.UI.Panels;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using Reflex.Extensions;
|
using Reflex.Extensions;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
@@ -19,89 +14,61 @@ namespace Code.App.AppStates
|
|||||||
{
|
{
|
||||||
public class MainMenuState : BaseState<AppStateMachineContext>
|
public class MainMenuState : BaseState<AppStateMachineContext>
|
||||||
{
|
{
|
||||||
|
private bool _uiLoaded, _sceneLoaded;
|
||||||
public MainMenuState(AppStateMachineContext context) : base(context)
|
public MainMenuState(AppStateMachineContext context) : base(context)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
Context.LoadingManager
|
_uiLoaded = _sceneLoaded = false;
|
||||||
.RegisterLoading(LoadingWork.LoadScene)
|
|
||||||
.RegisterLoading(LoadingWork.LoadUI)
|
|
||||||
.RegisterLoading(LoadingWork.LoadAudio);
|
|
||||||
|
|
||||||
// Context.UIService.LoadingScreen.Show();
|
Context.UIService.LoadingScreen.Show();
|
||||||
|
|
||||||
Context.CameraStateMachine.SwitchState(CameraMode.MainMenu);
|
|
||||||
|
|
||||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu);
|
Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MainMenu, callBack: SceneLoaded);
|
||||||
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
|
|
||||||
|
Context.UIService.SwitchPanelTo(UIPanel.MainMenu, PostUILoaded);
|
||||||
|
|
||||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
Context.CameraStateMachine.SwitchState(CameraMode.Static);
|
||||||
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 void PostUILoaded()
|
||||||
{
|
{
|
||||||
await UniTask.WhenAll(
|
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
|
||||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
|
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
|
||||||
Context.AudioFactory.WarmMenuMusic(),
|
|
||||||
Context.AudioFactory.WarmAudioTestClips()
|
|
||||||
);
|
|
||||||
Context.LoadingManager
|
|
||||||
.UnregisterLoading(LoadingWork.LoadUI)
|
|
||||||
.UnregisterLoading(LoadingWork.LoadAudio);
|
|
||||||
|
|
||||||
InitializeAudio();
|
_uiLoaded = true;
|
||||||
|
|
||||||
InitializeInput();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void AfterSceneLoaded()
|
|
||||||
{
|
|
||||||
var mainMenuEnvironment = (MainMenuEnvironment)SceneManager.GetActiveScene()
|
|
||||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>();
|
|
||||||
|
|
||||||
InitializeUI(mainMenuEnvironment);
|
|
||||||
|
|
||||||
InitializeCamera(mainMenuEnvironment);
|
|
||||||
|
|
||||||
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
CheckIfLoaded();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void InitializeCamera(MainMenuEnvironment mainMenuEnvironment)
|
private void SceneLoaded()
|
||||||
{
|
{
|
||||||
((Gameplay.Camera.CameraStates.MainMenuState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(mainMenuEnvironment
|
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
|
||||||
.cameraPosition);
|
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
||||||
|
|
||||||
|
((StaticState)Context.CameraStateMachine.CurrentBaseState).LookTarget =
|
||||||
|
hui.cameraTarget;
|
||||||
|
|
||||||
|
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
|
||||||
|
|
||||||
|
|
||||||
|
_sceneLoaded = true;
|
||||||
|
|
||||||
|
CheckIfLoaded();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void InitializeInput()
|
private void CheckIfLoaded()
|
||||||
{
|
{
|
||||||
|
if(!_uiLoaded || !_sceneLoaded) return;
|
||||||
|
|
||||||
|
Context.UIService.LoadingScreen.Hide();
|
||||||
|
|
||||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||||
|
|
||||||
|
base.EnterState();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void InitializeAudio()
|
|
||||||
{
|
|
||||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
|
|
||||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void InitializeUI(MainMenuEnvironment mainMenuEnvironment)
|
|
||||||
{
|
|
||||||
var menuPanel = (MainMenuPanel)Context.UIService.CurrentPanel;
|
|
||||||
menuPanel.Initialize(mainMenuEnvironment.uiVariables,
|
|
||||||
mainMenuEnvironment.startButton,
|
|
||||||
mainMenuEnvironment.settingButton,
|
|
||||||
mainMenuEnvironment.exitButton);
|
|
||||||
|
|
||||||
menuPanel.startButton.button.onClick.AddListener(StartGame);
|
|
||||||
menuPanel.exitButton.button.onClick.AddListener(ExitGame);
|
|
||||||
|
|
||||||
mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera;
|
|
||||||
mainMenuEnvironment.settingsCanvas.worldCamera = Context.CameraStateMachine.Camera;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Tick()
|
public override void Tick()
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
@@ -120,9 +87,7 @@ namespace Code.App.AppStates
|
|||||||
public override void ExitState()
|
public override void ExitState()
|
||||||
{
|
{
|
||||||
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
||||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
|
|
||||||
|
|
||||||
Context.AudioFactory.ReleaseAudioTestClips();
|
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,14 +1,9 @@
|
|||||||
using System.Collections.Generic;
|
using System.Threading.Tasks;
|
||||||
using Code.App.Loading;
|
|
||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
using Code.Audio;
|
|
||||||
using Code.Configs;
|
using Code.Configs;
|
||||||
using Code.Constants;
|
using Code.Constants;
|
||||||
using Code.Gameplay.Camera;
|
using Code.Gameplay.Camera;
|
||||||
using Code.Gameplay.Enemies;
|
|
||||||
using Code.Gameplay.Orders.Order;
|
|
||||||
using Code.Gameplay.Player;
|
using Code.Gameplay.Player;
|
||||||
using Code.Generator;
|
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.StaticData;
|
using Code.StaticData;
|
||||||
@@ -18,6 +13,7 @@ using Cysharp.Threading.Tasks;
|
|||||||
using Reflex.Core;
|
using Reflex.Core;
|
||||||
using Reflex.Injectors;
|
using Reflex.Injectors;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
namespace Code.App
|
namespace Code.App
|
||||||
@@ -30,18 +26,12 @@ namespace Code.App
|
|||||||
|
|
||||||
InstallInfrastructureUnit(containerBuilder, staticDataService);
|
InstallInfrastructureUnit(containerBuilder, staticDataService);
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
|
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
||||||
|
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
|
||||||
|
|
||||||
InitializeCamera(containerBuilder, staticDataService);
|
InitializeCamera(containerBuilder, staticDataService);
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
|
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
|
||||||
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
|
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(AudioFactory), typeof(IAudioFactory));
|
|
||||||
containerBuilder.AddSingleton(typeof(AudioService), typeof(IAudioService));
|
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
|
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
|
||||||
|
|
||||||
containerBuilder.OnContainerBuilt += Bootstrap;
|
containerBuilder.OnContainerBuilt += Bootstrap;
|
||||||
@@ -67,48 +57,24 @@ 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();
|
||||||
staticDataService.Load();
|
staticDataService.Load();
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
|
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
|
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
|
||||||
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
|
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
||||||
containerBuilder.AddSingleton(staticDataService.CameraSettingsConfigs, typeof(Dictionary<CameraMode,CameraSettingsConfig>));
|
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
|
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
|
||||||
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
|
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
|
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
|
||||||
|
// containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
|
||||||
containerBuilder.AddSingleton(staticDataService.DrunkenGrandpaConfig, typeof(DrunkenGrandpaConfig));
|
// containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
|
||||||
containerBuilder.AddSingleton(staticDataService.CockroachConfig, typeof(CockroachConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.FogConfig, typeof(FogConfig));
|
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.CourierSoundListConfig, typeof(CourierSoundListConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
|
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.DefaultAudioSettingsConfig, typeof(DefaultAudioSettingsConfig));
|
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
|
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.GeneratorConfig, typeof(GeneratorConfig));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private bool _onUiLoaded;
|
||||||
private AppStateMachine _appStateMachine;
|
private AppStateMachine _appStateMachine;
|
||||||
|
|
||||||
private void Bootstrap(Container container)
|
private void Bootstrap(Container container)
|
||||||
{
|
{
|
||||||
_appStateMachine = container.Resolve<AppStateMachine>();
|
_appStateMachine = container.Resolve<AppStateMachine>();
|
||||||
@@ -118,27 +84,20 @@ namespace Code.App
|
|||||||
CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
|
CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
|
||||||
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
|
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
|
||||||
cameraStateMachine.Initialize();
|
cameraStateMachine.Initialize();
|
||||||
|
|
||||||
BootstrapFinish(container).Forget();
|
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
|
||||||
|
DontDestroyOnLoad(loadingScreen);
|
||||||
|
|
||||||
|
IUIService uiService = container.Resolve<IUIService>();
|
||||||
|
uiService.Initialize(loadingScreen.GetComponent<LoadingScreen>());
|
||||||
|
|
||||||
|
TryStartGame();
|
||||||
}
|
}
|
||||||
private async UniTaskVoid BootstrapFinish(Container container)
|
|
||||||
|
private void TryStartGame()
|
||||||
{
|
{
|
||||||
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen).GetComponent<LoadingScreen>();
|
|
||||||
DontDestroyOnLoad(loadingScreen.gameObject);
|
|
||||||
|
|
||||||
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
|
||||||
loadingManager.OnLoadingStarted += loadingScreen.Show;
|
|
||||||
loadingManager.OnLoadingEnded += loadingScreen.Hide;
|
|
||||||
|
|
||||||
loadingManager.RegisterLoading(LoadingWork.Bootstrap);
|
|
||||||
|
|
||||||
await UniTask.WhenAll(
|
|
||||||
container.Resolve<IUIService>().Initialize(loadingScreen),
|
|
||||||
container.Resolve<IAudioService>().Initialize()
|
|
||||||
);
|
|
||||||
|
|
||||||
loadingManager.UnregisterLoading(LoadingWork.Bootstrap);
|
|
||||||
|
|
||||||
|
// TODO: поменяно для теста
|
||||||
_appStateMachine
|
_appStateMachine
|
||||||
.SwitchState(AppState.MainMenu)
|
.SwitchState(AppState.MainMenu)
|
||||||
.AllowStateTransition(AppState.Gameplay);
|
.AllowStateTransition(AppState.Gameplay);
|
||||||
|
|||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 08b54658296d4279b85a2bfc3cf10e62
|
|
||||||
timeCreated: 1763842256
|
|
||||||
@@ -1,16 +0,0 @@
|
|||||||
using System.Collections.ObjectModel;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
|
|
||||||
namespace Code.App.Loading
|
|
||||||
{
|
|
||||||
public interface ILoadingManager
|
|
||||||
{
|
|
||||||
delegate void OnLoadingDelegate();
|
|
||||||
|
|
||||||
event OnLoadingDelegate OnLoadingStarted;
|
|
||||||
event OnLoadingDelegate OnLoadingEnded;
|
|
||||||
ReadOnlyCollection<LoadingWork> LoadingThings { get; }
|
|
||||||
LoadingManager RegisterLoading(LoadingWork loadingThingName);
|
|
||||||
LoadingManager UnregisterLoading(LoadingWork loadingThingName);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bfb3837590d04da3b04ca8b0f0aca437
|
|
||||||
timeCreated: 1763842985
|
|
||||||
@@ -1,47 +0,0 @@
|
|||||||
using System.Collections.Generic;
|
|
||||||
using System.Collections.ObjectModel;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
|
|
||||||
namespace Code.App.Loading
|
|
||||||
{
|
|
||||||
public class LoadingManager : ILoadingManager
|
|
||||||
{
|
|
||||||
public event ILoadingManager.OnLoadingDelegate OnLoadingStarted;
|
|
||||||
public event ILoadingManager.OnLoadingDelegate OnLoadingEnded;
|
|
||||||
|
|
||||||
private List<LoadingWork> _loadingThings = new();
|
|
||||||
public ReadOnlyCollection<LoadingWork> LoadingThings => _loadingThings.AsReadOnly();
|
|
||||||
|
|
||||||
public LoadingManager RegisterLoading(LoadingWork loadingThingName)
|
|
||||||
{
|
|
||||||
if(_loadingThings.Count == 0) OnLoadingStarted?.Invoke();
|
|
||||||
|
|
||||||
_loadingThings.Add(loadingThingName);
|
|
||||||
|
|
||||||
return this;
|
|
||||||
}
|
|
||||||
public LoadingManager UnregisterLoading(LoadingWork loadingThingName)
|
|
||||||
{
|
|
||||||
_loadingThings.Remove(loadingThingName);
|
|
||||||
|
|
||||||
if(_loadingThings.Count == 0) OnLoadingEnded?.Invoke();
|
|
||||||
|
|
||||||
return this;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// public static class LoadingManagerExtensions
|
|
||||||
// {
|
|
||||||
// public static LoadingManager AddLoading(this LoadingManager manager, LoadingWork loadingThingName)
|
|
||||||
// {
|
|
||||||
// manager.RegisterLoading(loadingThingName);
|
|
||||||
// return manager;
|
|
||||||
// }
|
|
||||||
// public static LoadingManager RemoveLoading(this LoadingManager manager, LoadingWork loadingThingName)
|
|
||||||
// {
|
|
||||||
// manager.UnregisterLoading(loadingThingName);
|
|
||||||
// return manager;
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 185988ac74a24a39864238cd7f5cb626
|
|
||||||
timeCreated: 1763842268
|
|
||||||
@@ -1,12 +0,0 @@
|
|||||||
namespace Code.App.Loading
|
|
||||||
{
|
|
||||||
public enum LoadingWork
|
|
||||||
{
|
|
||||||
Bootstrap,
|
|
||||||
LoadUI,
|
|
||||||
LoadAudio,
|
|
||||||
LoadScene,
|
|
||||||
LoadModelResource,
|
|
||||||
WaitingForTime
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 318d1b29b41d4b96bc09334acbf36506
|
|
||||||
timeCreated: 1763843934
|
|
||||||
@@ -1,56 +0,0 @@
|
|||||||
using Code.App.Loading;
|
|
||||||
using Code.Gameplay.Enemies;
|
|
||||||
using Code.Gameplay.Orders.Order;
|
|
||||||
using Code.Gameplay.Player;
|
|
||||||
using Code.Generator;
|
|
||||||
using Code.Scenes;
|
|
||||||
using Code.Scenes.SceneEnvironments;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using Reflex.Core;
|
|
||||||
using UnityEngine;
|
|
||||||
using IPlayerScore = Code.Gameplay.Player.IPlayerScore;
|
|
||||||
|
|
||||||
namespace Code.App.SceneInstallers
|
|
||||||
{
|
|
||||||
public class GameplaySceneInstaller : MonoBehaviour, IInstaller
|
|
||||||
{
|
|
||||||
[SerializeField] private GameplaySceneEnvironment _gameplaySceneEnvironment;
|
|
||||||
|
|
||||||
public void InstallBindings(ContainerBuilder containerBuilder)
|
|
||||||
{
|
|
||||||
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
|
|
||||||
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
|
|
||||||
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
|
|
||||||
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
|
|
||||||
containerBuilder.AddScoped(typeof(PlayerProvider), typeof(IPlayerProvider));
|
|
||||||
containerBuilder.AddScoped(typeof(PlayerFactory), typeof(IPlayerFactory));
|
|
||||||
containerBuilder.AddScoped(typeof(EnemyFactory), typeof(IEnemyFactory));
|
|
||||||
containerBuilder.AddScoped(typeof(RoomGenerator));
|
|
||||||
|
|
||||||
containerBuilder.OnContainerBuilt += Initialize;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Initialize(Container container)
|
|
||||||
{
|
|
||||||
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
|
||||||
|
|
||||||
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
|
||||||
|
|
||||||
env.TransitVariables(_gameplaySceneEnvironment);
|
|
||||||
|
|
||||||
loadingManager
|
|
||||||
.UnregisterLoading(LoadingWork.LoadScene);
|
|
||||||
|
|
||||||
LoadRooms(container,loadingManager).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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 88584fd4361b46f6a7326440cd95ce69
|
|
||||||
timeCreated: 1763144580
|
|
||||||
@@ -1,8 +1,7 @@
|
|||||||
using Code.App.Loading;
|
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.Scenes.SceneEnvironments;
|
using Code.Scenes.SceneEnvironments;
|
||||||
using Reflex.Core;
|
using Reflex.Core;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Code.App.SceneInstallers
|
namespace Code.App.SceneInstallers
|
||||||
{
|
{
|
||||||
@@ -22,11 +21,6 @@ namespace Code.App.SceneInstallers
|
|||||||
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
||||||
|
|
||||||
env.TransitVariables(_mainMenuEnvironment);
|
env.TransitVariables(_mainMenuEnvironment);
|
||||||
|
|
||||||
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
|
||||||
|
|
||||||
loadingManager
|
|
||||||
.UnregisterLoading(LoadingWork.LoadScene);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,9 +1,5 @@
|
|||||||
using Code.App.Loading;
|
|
||||||
using Code.Audio;
|
|
||||||
using Code.Gameplay.Camera;
|
using Code.Gameplay.Camera;
|
||||||
using Code.Gameplay.Enemies;
|
|
||||||
using Code.Gameplay.Player;
|
using Code.Gameplay.Player;
|
||||||
using Code.Generator;
|
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.UI;
|
using Code.UI;
|
||||||
@@ -13,16 +9,11 @@ namespace Code.App.StateMachine
|
|||||||
{
|
{
|
||||||
public class AppStateMachineContext
|
public class AppStateMachineContext
|
||||||
{
|
{
|
||||||
[Inject] public ILoadingManager LoadingManager { get; private set; }
|
|
||||||
[Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
|
[Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
|
||||||
[Inject] public IInputService InputService { get; private set; }
|
[Inject] public IInputService InputService { get; private set; }
|
||||||
[Inject] public AppStateMachine StateMachine { get; private set; }
|
[Inject] public AppStateMachine StateMachine { get; private set; }
|
||||||
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
|
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
|
||||||
[Inject] public IUIService UIService { get; private set; }
|
[Inject] public IUIService UIService { get; private set; }
|
||||||
[Inject] public IAudioFactory AudioFactory { get; private set; }
|
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
|
||||||
[Inject] public IAudioService AudioService { get; private set; }
|
|
||||||
/*[Inject]*/public IPlayerFactory PlayerFactory { get; set; }
|
|
||||||
/*[Inject]*/public IPlayerProvider PlayerProvider { get; set; }
|
|
||||||
// [Inject] public IEnemyFactory EnemyFactory { get; private set; }
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,39 +0,0 @@
|
|||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public enum SFXSounds
|
|
||||||
{
|
|
||||||
Crowbar,
|
|
||||||
Shot357
|
|
||||||
}
|
|
||||||
public enum UISounds
|
|
||||||
{
|
|
||||||
Crowbar
|
|
||||||
}
|
|
||||||
public enum EnemiesSounds
|
|
||||||
{
|
|
||||||
GrandpaAttack,
|
|
||||||
RoachAttack,
|
|
||||||
RoachStep,
|
|
||||||
GrandpaStep
|
|
||||||
}
|
|
||||||
public enum DispatcherSounds
|
|
||||||
{
|
|
||||||
Recieve1,
|
|
||||||
Recieve2,
|
|
||||||
TakeDamage1,
|
|
||||||
TakeDamage2,
|
|
||||||
TakeDamage3,
|
|
||||||
TakeDamage4,
|
|
||||||
Late1,
|
|
||||||
Late2,
|
|
||||||
Late3,
|
|
||||||
Late4,
|
|
||||||
Late5
|
|
||||||
}
|
|
||||||
public enum CourierSounds
|
|
||||||
{
|
|
||||||
Step,
|
|
||||||
Damage1,
|
|
||||||
Damage2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 907b506ceac843ebb509a8e5298af540
|
|
||||||
timeCreated: 1762888870
|
|
||||||
@@ -1,224 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
using Code.Configs;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
using UnityEngine.Audio;
|
|
||||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
|
||||||
using Object = UnityEngine.Object;
|
|
||||||
|
|
||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public class AudioFactory : IAudioFactory
|
|
||||||
{
|
|
||||||
public AudioMixer AudioMixer { get; private set; }
|
|
||||||
private AssetReference _audioSourcePrefab;
|
|
||||||
|
|
||||||
private AssetReference[] _audioTestClipsReferences;
|
|
||||||
private AssetReference[] _peacefulSoundtrack;
|
|
||||||
private AssetReference[] _actionSoundtrack;
|
|
||||||
private AssetReference[] _deathSoundtrack;
|
|
||||||
private AssetReference[] _menuSoundtrack;
|
|
||||||
private AssetReference[] _SFX;
|
|
||||||
private AssetReference[] _enemies;
|
|
||||||
private AssetReference[] _dispatcher;
|
|
||||||
private AssetReference[] _courier;
|
|
||||||
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _deathMusicHandle;
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _courierHandle;
|
|
||||||
|
|
||||||
public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
|
|
||||||
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
|
|
||||||
public List<AudioClip> SFXAudios { get; private set; } = new();
|
|
||||||
public List<AudioClip> EnemiesAudios { get; private set; } = new();
|
|
||||||
public List<AudioClip> CourierAudios { get; private set; } = new();
|
|
||||||
public List<AudioClip> DispatcherAudios { get; private set; } = new();
|
|
||||||
|
|
||||||
public AudioFactory(AudioMixerConfig audioMixerConfig,
|
|
||||||
SoundtrackListConfig soundtrackListConfig,
|
|
||||||
SFXListConfig sfxListConfig,
|
|
||||||
EnemiesSoundListConfig enemiesSoundListConfig,
|
|
||||||
DispatcherSoundListConfig dispatcherSoundListConfig,
|
|
||||||
AudioTestClipsConfig audioTestClipsConfig,
|
|
||||||
CourierSoundListConfig courierSoundListConfig
|
|
||||||
)
|
|
||||||
{
|
|
||||||
AudioMixer = audioMixerConfig.audioMixerAsset;
|
|
||||||
_audioSourcePrefab = audioMixerConfig.audioSourcePrefab;
|
|
||||||
|
|
||||||
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
|
|
||||||
_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
|
|
||||||
_deathSoundtrack = soundtrackListConfig.deathSoundtrack;
|
|
||||||
_menuSoundtrack = soundtrackListConfig.menuSoundtrack;
|
|
||||||
_SFX = sfxListConfig.SFX;
|
|
||||||
_enemies = enemiesSoundListConfig.enemies;
|
|
||||||
_dispatcher = dispatcherSoundListConfig.dispatcher;
|
|
||||||
_courier = courierSoundListConfig.courierSounds;
|
|
||||||
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
|
|
||||||
|
|
||||||
MusicDictionary.Add(MusicType.Menu, new ());
|
|
||||||
MusicDictionary.Add(MusicType.Death, new ());
|
|
||||||
MusicDictionary.Add(MusicType.Action, new ());
|
|
||||||
MusicDictionary.Add(MusicType.Peaceful, new ());
|
|
||||||
}
|
|
||||||
|
|
||||||
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
|
|
||||||
callback?.Invoke(await Addressables.LoadAssetAsync<GameObject>(_audioSourcePrefab));
|
|
||||||
|
|
||||||
public async UniTask WarmGameplayMusic( )
|
|
||||||
{
|
|
||||||
_actionMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_actionSoundtrack, OnActionTrackLoaded, Addressables.MergeMode.Union);
|
|
||||||
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.Union);
|
|
||||||
|
|
||||||
await UniTask.WhenAll(_actionMusicHandle.ToUniTask(), _peacefulMusicHandle.ToUniTask());
|
|
||||||
}
|
|
||||||
public void ReleaseActionMusic()
|
|
||||||
{
|
|
||||||
MusicDictionary[MusicType.Action].Clear();
|
|
||||||
_actionMusicHandle.Release();
|
|
||||||
}
|
|
||||||
public void ReleasePeacefulMusic()
|
|
||||||
{
|
|
||||||
MusicDictionary[MusicType.Peaceful].Clear();
|
|
||||||
_peacefulMusicHandle.Release();
|
|
||||||
}
|
|
||||||
public async UniTask WarmAudioTestClips( )
|
|
||||||
{
|
|
||||||
// _audioTestClipCounter = 0;
|
|
||||||
_audioTestClipsHandle = Addressables.LoadAssetsAsync<AudioClip>(_audioTestClipsReferences, OnAudioTestClipLoaded, Addressables.MergeMode.Union);
|
|
||||||
|
|
||||||
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
|
|
||||||
var clips = (await _audioTestClipsHandle.ToUniTask()).ToList();
|
|
||||||
|
|
||||||
for (int i = 0; i < clips.Count; i++)
|
|
||||||
AudioTestClips[(AudioType)i] = clips[i];
|
|
||||||
}
|
|
||||||
public void ReleaseAudioTestClips()
|
|
||||||
{
|
|
||||||
AudioTestClips.Clear();
|
|
||||||
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
|
||||||
_audioTestClipsHandle.Release();
|
|
||||||
}
|
|
||||||
public async UniTask WarmMenuMusic( )
|
|
||||||
{
|
|
||||||
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union);
|
|
||||||
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
|
|
||||||
await _menuMusicHandle.ToUniTask();
|
|
||||||
}
|
|
||||||
public void ReleaseMenuMusic()
|
|
||||||
{
|
|
||||||
MusicDictionary[MusicType.Menu].Clear();
|
|
||||||
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
|
||||||
_menuMusicHandle.Release();
|
|
||||||
}
|
|
||||||
public async UniTask 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( )
|
|
||||||
{
|
|
||||||
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
|
|
||||||
|
|
||||||
await _SFXHandle.ToUniTask();
|
|
||||||
|
|
||||||
}
|
|
||||||
public void ReleaseSFX()
|
|
||||||
{
|
|
||||||
SFXAudios.Clear();
|
|
||||||
_SFXHandle.Release();
|
|
||||||
}
|
|
||||||
public async UniTask WarmEnemies( )
|
|
||||||
{
|
|
||||||
_enemiesHandle = Addressables.LoadAssetsAsync<AudioClip>(_enemies, OnEnemiesLoaded, Addressables.MergeMode.Union);
|
|
||||||
|
|
||||||
await _enemiesHandle.ToUniTask();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ReleaseEnemies()
|
|
||||||
{
|
|
||||||
EnemiesAudios.Clear();
|
|
||||||
_enemiesHandle.Release();
|
|
||||||
}
|
|
||||||
public async UniTask WarmCourier()
|
|
||||||
{
|
|
||||||
_courierHandle = Addressables.LoadAssetsAsync<AudioClip>(_courier, OnCourierLoaded, Addressables.MergeMode.Union);
|
|
||||||
|
|
||||||
await _courierHandle.ToUniTask();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ReleaseCourier()
|
|
||||||
{
|
|
||||||
CourierAudios.Clear();
|
|
||||||
_courierHandle.Release();
|
|
||||||
}
|
|
||||||
|
|
||||||
public async UniTask WarmDispatcher( )
|
|
||||||
{
|
|
||||||
_dispatcherHandle = Addressables.LoadAssetsAsync<AudioClip>(_dispatcher, OnDispatcherLoaded, Addressables.MergeMode.Union);
|
|
||||||
|
|
||||||
await _dispatcherHandle.ToUniTask();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ReleaseDispatcher()
|
|
||||||
{
|
|
||||||
DispatcherAudios.Clear();
|
|
||||||
_dispatcherHandle.Release();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnMenuTrackLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
MusicDictionary[MusicType.Menu].Add(audioClip);
|
|
||||||
}
|
|
||||||
private void OnDeathTrackLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
MusicDictionary[MusicType.Death].Add(audioClip);
|
|
||||||
}
|
|
||||||
|
|
||||||
// private int _audioTestClipCounter;
|
|
||||||
private void OnAudioTestClipLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
// AudioTestClips[(AudioType)_audioTestClipCounter] = audioClip;_audioTestClipCounter++;
|
|
||||||
}
|
|
||||||
private void OnActionTrackLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
MusicDictionary[MusicType.Action].Add(audioClip);
|
|
||||||
}
|
|
||||||
private void OnPeacefulTrackLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
MusicDictionary[MusicType.Peaceful].Add(audioClip);
|
|
||||||
}
|
|
||||||
private void OnSFXLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
SFXAudios.Add(audioClip);
|
|
||||||
}
|
|
||||||
private void OnEnemiesLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
EnemiesAudios.Add(audioClip);
|
|
||||||
}
|
|
||||||
private void OnDispatcherLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
DispatcherAudios.Add(audioClip);
|
|
||||||
}
|
|
||||||
private void OnCourierLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
CourierAudios.Add(audioClip);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 5a4b48740d194d4dafa1732f96d71687
|
|
||||||
timeCreated: 1762626915
|
|
||||||
@@ -1,260 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Threading;
|
|
||||||
using Code.Configs;
|
|
||||||
using Code.Constants;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using DG.Tweening;
|
|
||||||
using Reflex.Attributes;
|
|
||||||
using Unity.VisualScripting;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
using UnityEngine.Audio;
|
|
||||||
using Random = UnityEngine.Random;
|
|
||||||
|
|
||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public class AudioService : IAudioService
|
|
||||||
{
|
|
||||||
private IAudioFactory _audioFactory;
|
|
||||||
|
|
||||||
private AudioMixer _mixer;
|
|
||||||
private AudioSource _actionMusicSource;
|
|
||||||
private AudioSource _peacefulMusicSource;
|
|
||||||
|
|
||||||
private Dictionary<AudioType, AudioMixerGroup> _audioMixerGroups = new();
|
|
||||||
private readonly AudioSourcePool _audioSourcePool;
|
|
||||||
|
|
||||||
// Юнити не может - говнокод поможет.
|
|
||||||
private Dictionary<AudioSnapshotState, Dictionary<AudioType, float>> _snapshotsVolumes = new();
|
|
||||||
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
|
|
||||||
|
|
||||||
public AudioService(IAudioFactory audioFactory,
|
|
||||||
Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings,
|
|
||||||
DefaultAudioSettingsConfig defaultAudioSettingsConfig)
|
|
||||||
{
|
|
||||||
_audioFactory = audioFactory;
|
|
||||||
_audioSourcePool = new(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);
|
|
||||||
}
|
|
||||||
|
|
||||||
public float GetSetting(AudioType type)
|
|
||||||
{
|
|
||||||
_mixer.GetFloat(_audioMixerGroups[type].name, out float value);
|
|
||||||
|
|
||||||
value = Mathf.Pow(10f, value / 20);
|
|
||||||
|
|
||||||
return value;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ChangeSetting(AudioType type, float value)
|
|
||||||
{
|
|
||||||
float volume = Mathf.Log10(value) * 20;
|
|
||||||
switch (type)
|
|
||||||
{
|
|
||||||
case AudioType.DeathMusic:
|
|
||||||
case AudioType.Master:
|
|
||||||
_snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
|
|
||||||
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
|
|
||||||
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
|
|
||||||
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
|
||||||
break;
|
|
||||||
case AudioType.ActionMusic:
|
|
||||||
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
|
|
||||||
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
|
||||||
break;
|
|
||||||
case AudioType.PeacefulMusic:
|
|
||||||
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
|
|
||||||
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
|
||||||
break;
|
|
||||||
case AudioType.MenuMusic:
|
|
||||||
_snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
|
|
||||||
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
|
||||||
break;
|
|
||||||
case AudioType.SFX:
|
|
||||||
case AudioType.Dispatcher:
|
|
||||||
case AudioType.Courier:
|
|
||||||
case AudioType.Enemies:
|
|
||||||
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
|
|
||||||
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
|
|
||||||
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public async UniTask Initialize()
|
|
||||||
{
|
|
||||||
_mixer = _audioFactory.AudioMixer;
|
|
||||||
|
|
||||||
_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.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
|
|
||||||
|
|
||||||
_cancellationTokenSources.Add(MusicType.Menu, new());
|
|
||||||
_cancellationTokenSources.Add(MusicType.Death, new());
|
|
||||||
_cancellationTokenSources.Add(MusicType.Action, new());
|
|
||||||
_cancellationTokenSources.Add(MusicType.Peaceful, new());
|
|
||||||
|
|
||||||
_musicAudioSources.Add(MusicType.Menu, null);
|
|
||||||
_musicAudioSources.Add(MusicType.Death, null);
|
|
||||||
_musicAudioSources.Add(MusicType.Action, null);
|
|
||||||
_musicAudioSources.Add(MusicType.Peaceful, null);
|
|
||||||
|
|
||||||
_audioMixerGroups.Add(AudioType.Master, _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0]);
|
|
||||||
_audioMixerGroups.Add(AudioType.SFX, _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0]);
|
|
||||||
_audioMixerGroups.Add(AudioType.Dispatcher, _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0]);
|
|
||||||
_audioMixerGroups.Add(AudioType.Courier, _mixer.FindMatchingGroups(AudioGroups.CourierGroup)[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]);
|
|
||||||
|
|
||||||
|
|
||||||
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
|
|
||||||
}
|
|
||||||
|
|
||||||
private Dictionary<MusicType, CancellationTokenSource> _cancellationTokenSources = new();
|
|
||||||
private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
|
|
||||||
private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
|
|
||||||
|
|
||||||
public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType)
|
|
||||||
{
|
|
||||||
if (!_musicAudioSources[musicType])
|
|
||||||
{
|
|
||||||
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
|
|
||||||
_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
|
|
||||||
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
|
|
||||||
}
|
|
||||||
|
|
||||||
_musicAudioSources[musicType].resource =
|
|
||||||
_audioFactory.MusicDictionary[musicType][
|
|
||||||
Random.Range(0, _audioFactory.MusicDictionary[musicType].Count)];
|
|
||||||
|
|
||||||
_musicAudioSources[musicType].Play();
|
|
||||||
|
|
||||||
await UniTask.NextFrame();
|
|
||||||
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
|
||||||
_ => !_musicAudioSources[musicType].isPlaying,
|
|
||||||
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
|
|
||||||
Debug.LogError("Music skipping");
|
|
||||||
if (isCanceled)
|
|
||||||
{
|
|
||||||
_cancellationTokenSources[musicType].Dispose();
|
|
||||||
_cancellationTokenSources[musicType] = new();
|
|
||||||
|
|
||||||
_audioSourcePool.ReleaseSource(_musicAudioSources[musicType]);
|
|
||||||
_musicAudioSources[musicType] = null;
|
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType).Forget();
|
|
||||||
}
|
|
||||||
|
|
||||||
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
|
|
||||||
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
|
|
||||||
{
|
|
||||||
//TransitToSnapshot(audioSnapshotState, time);
|
|
||||||
|
|
||||||
await UniTask.WaitForSeconds(time);
|
|
||||||
|
|
||||||
_cancellationTokenSources[musicType].Cancel();
|
|
||||||
|
|
||||||
callback?.Invoke();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void StopMusic()
|
|
||||||
{
|
|
||||||
_peacefulMusicSource.Stop();
|
|
||||||
_actionMusicSource.Stop();
|
|
||||||
_cancellationTokenSources[MusicType.Peaceful].Cancel();
|
|
||||||
_cancellationTokenSources[MusicType.Action].Cancel();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void GladlyAskToStopMusic(Action callback = null)
|
|
||||||
{
|
|
||||||
// TransitToSnapshot(AudioSnapshotState.None);
|
|
||||||
_peacefulMusicSource.Stop();
|
|
||||||
_actionMusicSource.Stop();
|
|
||||||
|
|
||||||
callback?.Invoke();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void TransitToSnapshot(AudioSnapshotState state, float time = 1)
|
|
||||||
{
|
|
||||||
foreach (var key in _audioMixerGroups.Keys)
|
|
||||||
_mixer.DOSetFloat(_audioMixerGroups[key].name, Mathf.Log10(_snapshotsVolumes[state][key]) * 20, time);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
public void PlaySFX(SFXSounds sfxId, Vector3 position)
|
|
||||||
{
|
|
||||||
_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)
|
|
||||||
{
|
|
||||||
_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
|
|
||||||
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
|
|
||||||
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
|
|
||||||
|
|
||||||
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
|
||||||
{
|
|
||||||
OnDispatcherStarted?.Invoke();
|
|
||||||
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId],
|
|
||||||
_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 void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
|
|
||||||
|
|
||||||
private AudioType _currentTestClipAudioType;
|
|
||||||
|
|
||||||
// TODO Засунуть в словарь
|
|
||||||
public void PlayTestClip(AudioType audioType)
|
|
||||||
{
|
|
||||||
if (_currentTestClipAudioType == audioType) return;
|
|
||||||
|
|
||||||
_testClipCancellationTokenSource.Cancel();
|
|
||||||
_testClipCancellationTokenSource = new();
|
|
||||||
|
|
||||||
_currentTestClipAudioType = audioType;
|
|
||||||
|
|
||||||
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
|
||||||
_audioMixerGroups[audioType], _testClipCancellationTokenSource,
|
|
||||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource).Forget();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bf44cb051308463494bd930f2a3d31e4
|
|
||||||
timeCreated: 1762625073
|
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public enum AudioSnapshotState
|
|
||||||
{
|
|
||||||
None,
|
|
||||||
Peaceful,
|
|
||||||
Action,
|
|
||||||
Menu
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 29adaf8e912649d9b91c09735e36840a
|
|
||||||
timeCreated: 1762808301
|
|
||||||
@@ -1,121 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Threading;
|
|
||||||
using Code.Configs;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Audio;
|
|
||||||
using UnityEngine.Pool;
|
|
||||||
using Object = UnityEngine.Object;
|
|
||||||
|
|
||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public class AudioSourcePool
|
|
||||||
{
|
|
||||||
// The pool holds plain GameObjects (you can swap this for any component type).
|
|
||||||
private IObjectPool<AudioSource> _pool;
|
|
||||||
private GameObject _sourcePrefab;
|
|
||||||
|
|
||||||
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
|
|
||||||
|
|
||||||
public AudioSourcePool(Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings) => _settings = settings;
|
|
||||||
|
|
||||||
public void Initialize(GameObject sourcePrefab)
|
|
||||||
{
|
|
||||||
_sourcePrefab = sourcePrefab;
|
|
||||||
|
|
||||||
// Create a pool with the four core callbacks.
|
|
||||||
_pool = new ObjectPool<AudioSource>(
|
|
||||||
createFunc: CreateItem,
|
|
||||||
// actionOnGet: OnGet,
|
|
||||||
actionOnRelease: OnRelease,
|
|
||||||
actionOnDestroy: OnDestroyItem,
|
|
||||||
collectionCheck: true, // helps catch double-release mistakes
|
|
||||||
defaultCapacity: 10,
|
|
||||||
maxSize: 20
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Creates a new pooled GameObject the first time (and whenever the pool needs more).
|
|
||||||
private AudioSource CreateItem()
|
|
||||||
{
|
|
||||||
AudioSource audioSource = Object.Instantiate(_sourcePrefab).GetComponent<AudioSource>();
|
|
||||||
audioSource.name = "PooledAudioSource";
|
|
||||||
Object.DontDestroyOnLoad(audioSource);
|
|
||||||
return audioSource;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called when an item is taken from the pool.
|
|
||||||
private void OnGet(AudioSource source)
|
|
||||||
{
|
|
||||||
//source.gameObject.SetActive(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called when an item is returned to the pool.
|
|
||||||
private void OnRelease(AudioSource source)
|
|
||||||
{
|
|
||||||
source.Stop();
|
|
||||||
//source.gameObject.SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called when the pool decides to destroy an item (e.g., above max size).
|
|
||||||
private void OnDestroyItem(AudioSource source)
|
|
||||||
{
|
|
||||||
Object.Destroy(source.gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
|
|
||||||
{
|
|
||||||
AudioSource source = _pool.Get();
|
|
||||||
source.PlayOneShot(clip);
|
|
||||||
source.spatialBlend = _settings[audioSourceType].spatialBlend;
|
|
||||||
source.transform.position = position;
|
|
||||||
source.outputAudioMixerGroup = audioMixerGroup;
|
|
||||||
|
|
||||||
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
|
|
||||||
onComplete?.Invoke();
|
|
||||||
_pool.Release(source);
|
|
||||||
}
|
|
||||||
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
|
|
||||||
{
|
|
||||||
AudioSource source = _pool.Get();
|
|
||||||
source.PlayOneShot(clip);
|
|
||||||
source.spatialBlend = _settings[audioSourceType].spatialBlend;
|
|
||||||
source.outputAudioMixerGroup = audioMixerGroup;
|
|
||||||
|
|
||||||
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
|
|
||||||
onComplete?.Invoke();
|
|
||||||
_pool.Release(source);
|
|
||||||
}
|
|
||||||
public async UniTaskVoid PlayOneShot(AudioSource audioSource, AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
|
|
||||||
{
|
|
||||||
audioSource.PlayOneShot(clip);
|
|
||||||
audioSource.spatialBlend = _settings[audioSourceType].spatialBlend;
|
|
||||||
audioSource.outputAudioMixerGroup = audioMixerGroup;
|
|
||||||
|
|
||||||
// TODO Потом сделать. Можно с cancellation, но сейчас лень. Ну правда
|
|
||||||
await UniTask.WaitUntilValueChanged(audioSource, x => x.isPlaying);
|
|
||||||
|
|
||||||
if (!audioSource) return;
|
|
||||||
|
|
||||||
_pool.Release(audioSource);
|
|
||||||
onComplete?.Invoke();
|
|
||||||
}
|
|
||||||
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, CancellationTokenSource cancellationToken, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
|
|
||||||
{
|
|
||||||
AudioSource source = _pool.Get();
|
|
||||||
source.PlayOneShot(clip);
|
|
||||||
source.spatialBlend = _settings[audioSourceType].spatialBlend;
|
|
||||||
source.outputAudioMixerGroup = audioMixerGroup;
|
|
||||||
|
|
||||||
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(source, x => x.isPlaying, cancellationToken: cancellationToken.Token).SuppressCancellationThrow();
|
|
||||||
|
|
||||||
_pool.Release(source);
|
|
||||||
|
|
||||||
if(!isCanceled) onComplete?.Invoke();
|
|
||||||
else cancellationToken.Dispose();
|
|
||||||
}
|
|
||||||
public AudioSource GetSource() => _pool.Get();
|
|
||||||
public void ReleaseSource(AudioSource source) => _pool.Release(source);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 370b6a43a74744ff9d90a99991b104f7
|
|
||||||
timeCreated: 1762852042
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public enum AudioSourceType
|
|
||||||
{
|
|
||||||
Full3D,
|
|
||||||
NoBlend
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 260bbb19b55049928b9ab4d55b32fc3f
|
|
||||||
timeCreated: 1763849966
|
|
||||||
@@ -1,37 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Audio;
|
|
||||||
|
|
||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public interface IAudioFactory
|
|
||||||
{
|
|
||||||
AudioMixer AudioMixer { get; }
|
|
||||||
Dictionary<AudioType, AudioClip> AudioTestClips { get; }
|
|
||||||
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
|
|
||||||
List<AudioClip> SFXAudios { get; }
|
|
||||||
List<AudioClip> EnemiesAudios { get; }
|
|
||||||
List<AudioClip> DispatcherAudios { get; }
|
|
||||||
List<AudioClip> CourierAudios { get; }
|
|
||||||
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
|
|
||||||
UniTask WarmGameplayMusic( );
|
|
||||||
void ReleaseActionMusic();
|
|
||||||
void ReleasePeacefulMusic();
|
|
||||||
UniTask WarmAudioTestClips( );
|
|
||||||
void ReleaseAudioTestClips();
|
|
||||||
UniTask WarmMenuMusic( );
|
|
||||||
void ReleaseMenuMusic();
|
|
||||||
UniTask WarmSFX( );
|
|
||||||
void ReleaseSFX();
|
|
||||||
UniTask WarmEnemies( );
|
|
||||||
void ReleaseEnemies();
|
|
||||||
UniTask WarmDispatcher( );
|
|
||||||
void ReleaseDispatcher();
|
|
||||||
UniTask WarmCourier();
|
|
||||||
void ReleaseCourier();
|
|
||||||
UniTask WarmDeathMusic( );
|
|
||||||
void ReleaseDeathMusic();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ea837e1ca08a4846b7f4ce2df771bf65
|
|
||||||
timeCreated: 1762804793
|
|
||||||
@@ -1,31 +0,0 @@
|
|||||||
using System;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public interface IAudioService
|
|
||||||
{
|
|
||||||
UniTask Initialize();
|
|
||||||
UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType);
|
|
||||||
UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null);
|
|
||||||
void StopMusic();
|
|
||||||
void GladlyAskToStopMusic(Action callback = null);
|
|
||||||
void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
|
|
||||||
void PlaySFX(SFXSounds sfxId, Vector3 position);
|
|
||||||
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
|
|
||||||
|
|
||||||
delegate void OnAudioPlayingDelegate();
|
|
||||||
|
|
||||||
event OnAudioPlayingDelegate OnDispatcherStarted;
|
|
||||||
event OnAudioPlayingDelegate OnDispatcherEnded;
|
|
||||||
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
|
|
||||||
void ChangeSetting(AudioType type, float value);
|
|
||||||
float GetSetting(AudioType type);
|
|
||||||
void PlayTestClip(AudioType audioType);
|
|
||||||
AudioSource GetSourceOfGroup(AudioType group);
|
|
||||||
void ReleaseSourceOfGroup(AudioSource source);
|
|
||||||
void PlayCourier(CourierSounds range);
|
|
||||||
void ApplyStun(float value, float time);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 30521fadcce84848ae88363e915bceb4
|
|
||||||
timeCreated: 1762804728
|
|
||||||
@@ -1,22 +0,0 @@
|
|||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public enum MusicType
|
|
||||||
{
|
|
||||||
Menu,
|
|
||||||
Peaceful,
|
|
||||||
Action,
|
|
||||||
Death
|
|
||||||
}
|
|
||||||
public enum AudioType
|
|
||||||
{
|
|
||||||
Master,
|
|
||||||
MenuMusic,
|
|
||||||
Dispatcher,
|
|
||||||
SFX,
|
|
||||||
Courier,
|
|
||||||
Enemies,
|
|
||||||
ActionMusic,
|
|
||||||
PeacefulMusic,
|
|
||||||
DeathMusic
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 74ff08d5f1b741f69e37fc06fb07ae8d
|
|
||||||
timeCreated: 1763151897
|
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
using UnityEngine.Audio;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/Mixer", fileName = "AudioMixerConfig")]
|
|
||||||
public class AudioMixerConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AudioMixer audioMixerAsset;
|
|
||||||
public AssetReference audioSourcePrefab;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 353cee8946ca43efbbcda905d7b32ae1
|
|
||||||
timeCreated: 1762624627
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
using Code.Audio;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(fileName = "AudioSourceSettingsConfig", menuName = "Audio/AudioSourceSettingsConfig")]
|
|
||||||
public class AudioSourceSettingsConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
// Дополнять по мере необходимости
|
|
||||||
public float spatialBlend;
|
|
||||||
|
|
||||||
public AudioSourceType sourceType;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: e6406ab390b74d5ca336d7d4d0e1a732
|
|
||||||
timeCreated: 1763850008
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/AudioTestClips", fileName = "AudioTestClipsConfig")]
|
|
||||||
public class AudioTestClipsConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference[] audioTestClips;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: f2f1c08a20a54a708336caf8ca6499e1
|
|
||||||
timeCreated: 1764263243
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
using Code.Gameplay.Camera;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(fileName = "CameraSettingsConfig", menuName = "Config/CameraSettingsConfig")]
|
|
||||||
public class CameraSettingsConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
// Дополнять по мере необходимости
|
|
||||||
public float fov;
|
|
||||||
|
|
||||||
public CameraMode cameraMode;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 6610b94e9823401c94533e1756a97195
|
|
||||||
timeCreated: 1763846744
|
|
||||||
@@ -5,42 +5,37 @@ 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 = 12f,
|
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
|
||||||
stableMovementSharpness = 15f,
|
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
|
||||||
orientationSharpness = 10f,
|
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
|
||||||
jumpSpeed = 10f;
|
jumpSpeed = 10f; // Скорость прыжка
|
||||||
|
|
||||||
public float
|
// Спринт
|
||||||
dashSpeed = 20f,
|
public float
|
||||||
dashDuration = 0.35f,
|
sprintMoveSpeed = 12f, // Максимальная скорость спринта
|
||||||
dashCooldown = 1.2f;
|
sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт
|
||||||
|
|
||||||
public AnimationCurve slideVelocityCurve = new(
|
|
||||||
new Keyframe(0.0f, 1.0f),
|
|
||||||
new Keyframe(0.3f, 1.4f),
|
|
||||||
new Keyframe(1.0f, 0.2f)
|
|
||||||
);
|
|
||||||
public float
|
|
||||||
slideMinVelocityThreshold = 3f,
|
|
||||||
slideCooldown = 1.5f;
|
|
||||||
|
|
||||||
public float
|
// Слайд
|
||||||
leanAngle = 25f,
|
public float
|
||||||
leanThreshold = 0.3f,
|
slideSpeed = 20f, // Скорость слайда
|
||||||
leanSmoothSpeed = 10f;
|
slideDuration = 0.8f, // Длительность слайда в секундах
|
||||||
|
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
|
||||||
|
|
||||||
public Vector3 gravity = new(0f, -30f, 0f);
|
// Залазание на стены
|
||||||
public float
|
public float
|
||||||
maxAirSpeed = 10f,
|
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
|
||||||
airControlSharpness = 8f;
|
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
|
||||||
|
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
|
||||||
|
|
||||||
public float
|
// Наклон при залазании на стены
|
||||||
wallRunMaxTime = 1.75f,
|
public float
|
||||||
wallRunSpeed = 15f,
|
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
|
||||||
wallRunAcceleration = 25f,
|
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
|
||||||
wallRunGravityScale = 0.25f,
|
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
|
||||||
wallDetachImpulse = 7f,
|
|
||||||
wallContactAngleThreshold = 45f;
|
// Гравитация
|
||||||
|
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,29 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Enemies/Cockroach", fileName = "CockroachConfig")]
|
|
||||||
public class CockroachConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference cockroachPrefab;
|
|
||||||
|
|
||||||
public int damage = 2;
|
|
||||||
public float attackCooldown = 1.5f;
|
|
||||||
|
|
||||||
public float detectionRange = 20f;
|
|
||||||
public float attackRange = 1.3f;
|
|
||||||
|
|
||||||
public float speed = 6f;
|
|
||||||
|
|
||||||
public bool isStunnable;
|
|
||||||
public float stunDuration;
|
|
||||||
|
|
||||||
public bool usesIdleMovement = true;
|
|
||||||
public float idleWanderRadius = 3f;
|
|
||||||
public float idleMoveDurationMin = 0.3f;
|
|
||||||
public float idleMoveDurationMax = 1f;
|
|
||||||
public float idlePauseDurationMin = 0.1f;
|
|
||||||
public float idlePauseDurationMax = 0.8f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 7bc162d3127949aa950d0738beee99a4
|
|
||||||
timeCreated: 1763571220
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/CourierSoundListConfig", fileName = "CourierSoundListConfig")]
|
|
||||||
public class CourierSoundListConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference[] courierSounds;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 83304a98bbdc4e7c9c7c643653ae1368
|
|
||||||
timeCreated: 1762625438
|
|
||||||
@@ -1,27 +0,0 @@
|
|||||||
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();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 36d35c52933d4d4ba836f75b05c4810f
|
|
||||||
timeCreated: 1764754933
|
|
||||||
@@ -1,12 +0,0 @@
|
|||||||
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/DispatcherSoundList", fileName = "DispatcherSoundListConfig")]
|
|
||||||
public class DispatcherSoundListConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference[] dispatcher;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8a6f6ffb8f5242899791719801791945
|
|
||||||
timeCreated: 1762625431
|
|
||||||
@@ -1,29 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Enemies/DrunkenGrandpa", fileName = "DrunkenGrandpaConfig")]
|
|
||||||
public class DrunkenGrandpaConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference drunkenGrandpaPrefab;
|
|
||||||
|
|
||||||
public int damage = 2;
|
|
||||||
public float attackCooldown = 5f;
|
|
||||||
|
|
||||||
public float detectionRange = 10f;
|
|
||||||
public float attackRange = 1.5f;
|
|
||||||
|
|
||||||
public float speed = 3f;
|
|
||||||
|
|
||||||
public bool isStunnable = true;
|
|
||||||
public float stunDuration = 3f;
|
|
||||||
|
|
||||||
public bool usesIdleMovement = true;
|
|
||||||
public float idleWanderRadius = 5f;
|
|
||||||
public float idleMoveDurationMin = 1f;
|
|
||||||
public float idleMoveDurationMax = 5f;
|
|
||||||
public float idlePauseDurationMin = 3f;
|
|
||||||
public float idlePauseDurationMax = 5f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 4d157e8891074b90957a7434cff0ae71
|
|
||||||
timeCreated: 1763569096
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/EnemiesSoundList", fileName = "EnemiesSoundListConfig")]
|
|
||||||
public class EnemiesSoundListConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference[] enemies;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: e73ac7f7e3cd4db8ada95f63d73c2d1d
|
|
||||||
timeCreated: 1762625425
|
|
||||||
@@ -1,29 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Enemies/Fog", fileName = "FogConfig")]
|
|
||||||
public class FogConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference fogPrefab;
|
|
||||||
|
|
||||||
public int damage = int.MaxValue;
|
|
||||||
public float attackCooldown;
|
|
||||||
|
|
||||||
public float detectionRange;
|
|
||||||
public float attackRange = 5f;
|
|
||||||
|
|
||||||
public float speed = 1.5f;
|
|
||||||
|
|
||||||
public bool isStunnable;
|
|
||||||
public float stunDuration;
|
|
||||||
|
|
||||||
public bool usesIdleMovement;
|
|
||||||
public float idleWanderRadius;
|
|
||||||
public float idleMoveDurationMin;
|
|
||||||
public float idleMoveDurationMax;
|
|
||||||
public float idlePauseDurationMin;
|
|
||||||
public float idlePauseDurationMax;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: aa4dd2a5cce24902a2918488b5751f2f
|
|
||||||
timeCreated: 1763581410
|
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/MusicPlayer", fileName = "MusicPlayerConfig")]
|
|
||||||
public class MusicPlayerConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public float threshold = 0.5f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8708e3c129d241b08563f1a170bd3a44
|
|
||||||
timeCreated: 1764585060
|
|
||||||
@@ -1,12 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Gameplay/OrderBox", fileName = "OrderBoxConfig")]
|
|
||||||
public class OrderBoxConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public float activationTime;
|
|
||||||
public AnimationCurve floatingCurve;
|
|
||||||
public float curveLength;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 6af4f53d425a41c78ef889fd7e5c3197
|
|
||||||
timeCreated: 1763735968
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(fileName = "OrderServiceConfig", menuName = "Config/Gameplay/OrderServiceConfig")]
|
|
||||||
public class OrderServiceConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public Vector2 timeBounds;
|
|
||||||
public float koefRooms, koefOvertime;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ee2550c3e4874575ac3aecadfcc42475
|
|
||||||
timeCreated: 1763559999
|
|
||||||
@@ -1,5 +1,4 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
namespace Code.Configs
|
||||||
{
|
{
|
||||||
@@ -7,8 +6,5 @@ namespace Code.Configs
|
|||||||
public class PlayerConfig : ScriptableObject
|
public class PlayerConfig : ScriptableObject
|
||||||
{
|
{
|
||||||
public int maxHealth;
|
public int maxHealth;
|
||||||
|
|
||||||
public AssetReference characterPrefab;
|
|
||||||
public AssetReference armsMeshPrefab;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/SFXList", fileName = "SFXListConfig")]
|
|
||||||
public class SFXListConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference[] SFX;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: be49de18297645009c1e2092f382a670
|
|
||||||
timeCreated: 1762625417
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/SoundtrackList", fileName = "SoundtrackListConfig")]
|
|
||||||
public class SoundtrackListConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference[] peacefulSoundtrack;
|
|
||||||
public AssetReference[] actionSoundtrack;
|
|
||||||
public AssetReference[] deathSoundtrack;
|
|
||||||
public AssetReference[] menuSoundtrack;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 6d4b28e4552d456d99550b6d91467345
|
|
||||||
timeCreated: 1762624980
|
|
||||||
@@ -10,23 +10,4 @@ namespace Code.Constants
|
|||||||
{
|
{
|
||||||
public const string LoadingScreen = "LoadingScreen";
|
public const string LoadingScreen = "LoadingScreen";
|
||||||
}
|
}
|
||||||
public static class AudioGroups
|
|
||||||
{
|
|
||||||
public const string MasterGroup = "Master";
|
|
||||||
public const string SFXGroup = "SFX";
|
|
||||||
public const string CreaturesGroup = "Creatures";
|
|
||||||
public const string MusicGroup = "Music";
|
|
||||||
public const string PeacefulMusicGroup = "Peaceful";
|
|
||||||
public const string ActionMusicGroup = "Action";
|
|
||||||
public const string DispatcherMusicGroup = "Dispatcher";
|
|
||||||
public const string CourierGroup = "Courier";
|
|
||||||
public const string EnemiesGroup = "Enemies";
|
|
||||||
|
|
||||||
public const string PeacefulSnapshot = "Peaceful";
|
|
||||||
public const string ActionSnapshot = "Action";
|
|
||||||
public const string NoneSnapshot = "None";
|
|
||||||
public const string MenuSnapshot = "Menu";
|
|
||||||
public const string MenuMusicGroup = "Menu";
|
|
||||||
public const string DeathMusicGroup = "Death";
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bb5ad0cc3a72448a93ee2adb560c35ad
|
|
||||||
timeCreated: 1764345160
|
|
||||||
@@ -1,12 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.DebugAndTest
|
|
||||||
{
|
|
||||||
public class TriggerTest : MonoBehaviour
|
|
||||||
{
|
|
||||||
private void OnTriggerEnter(Collider other)
|
|
||||||
{
|
|
||||||
Debug.Log(gameObject.name + " found " + other.name);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 6bb3c649d82049079d00b843a76aced8
|
|
||||||
timeCreated: 1764345168
|
|
||||||
@@ -10,9 +10,8 @@ namespace Code.Gameplay.Camera
|
|||||||
*/
|
*/
|
||||||
public enum CameraMode
|
public enum CameraMode
|
||||||
{
|
{
|
||||||
None,
|
Bogdan,
|
||||||
Static,
|
Static,
|
||||||
MainMenu,
|
|
||||||
FirstPerson,
|
FirstPerson,
|
||||||
ThirdPerson,
|
ThirdPerson,
|
||||||
Cinematic
|
Cinematic
|
||||||
|
|||||||
@@ -9,16 +9,13 @@ namespace Code.Gameplay.Camera
|
|||||||
// Текущий режим работы камеры
|
// Текущий режим работы камеры
|
||||||
public override void Initialize()
|
public override void Initialize()
|
||||||
{
|
{
|
||||||
States.Add(CameraMode.None, new NoneState(StateMachineContext));
|
|
||||||
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
|
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
|
||||||
States.Add(CameraMode.MainMenu, new MainMenuState(StateMachineContext));
|
|
||||||
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
|
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
|
||||||
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
|
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
|
||||||
|
|
||||||
CurrentBaseState = States[CameraMode.None];
|
CurrentBaseState = States[CameraMode.Static];
|
||||||
}
|
}
|
||||||
|
|
||||||
public UnityEngine.Camera Camera => StateMachineContext.Camera;
|
|
||||||
|
|
||||||
protected override bool CheckTransitionAllowed(CameraMode nextState) => true;
|
protected override bool CheckTransitionAllowed(CameraMode nextState) => true;
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using System.Collections.Generic;
|
|
||||||
using Code.Configs;
|
using Code.Configs;
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Reflex.Attributes;
|
using Reflex.Attributes;
|
||||||
@@ -10,6 +9,5 @@ namespace Code.Gameplay.Camera
|
|||||||
[Inject] public UnityEngine.Camera Camera;
|
[Inject] public UnityEngine.Camera Camera;
|
||||||
[Inject] public CameraConfig Config;
|
[Inject] public CameraConfig Config;
|
||||||
[Inject] public IInputService InputService;
|
[Inject] public IInputService InputService;
|
||||||
[Inject] public Dictionary<CameraMode,CameraSettingsConfig> CameraSettingsConfigs;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -117,7 +117,7 @@ namespace Code.Gameplay.Camera.CameraStates
|
|||||||
protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
||||||
{
|
{
|
||||||
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
||||||
var rotationFromInput = Quaternion.Euler(Vector3.up * (rotationInput.x * RotationSpeed));
|
var rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
|
||||||
PlanarDirection = rotationFromInput * PlanarDirection;
|
PlanarDirection = rotationFromInput * PlanarDirection;
|
||||||
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
||||||
|
|
||||||
|
|||||||
@@ -14,18 +14,14 @@ namespace Code.Gameplay.Camera.CameraStates
|
|||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
base.EnterState();
|
|
||||||
|
|
||||||
// В FirstPerson режиме дистанция всегда равна 0
|
// В FirstPerson режиме дистанция всегда равна 0
|
||||||
MinDistance = 0f;
|
MinDistance = 0f;
|
||||||
MaxDistance = 0f;
|
MaxDistance = 0f;
|
||||||
DefaultDistance = 0f;
|
DefaultDistance = 0f;
|
||||||
TargetDistance = 0f;
|
TargetDistance = 0f;
|
||||||
CurrentDistance = 0f;
|
CurrentDistance = 0f;
|
||||||
|
|
||||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
|
|
||||||
|
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
base.EnterState();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||||
|
|||||||
@@ -1,31 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Gameplay.Camera.CameraStates
|
|
||||||
{
|
|
||||||
public class MainMenuState : BaseCameraState, ICameraState
|
|
||||||
{
|
|
||||||
public MainMenuState(CameraStateMachineContext context) : base(context) { }
|
|
||||||
|
|
||||||
public override void EnterState()
|
|
||||||
{
|
|
||||||
base.EnterState();
|
|
||||||
|
|
||||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov;
|
|
||||||
Cursor.lockState = CursorLockMode.None;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
|
||||||
{
|
|
||||||
Camera.transform.position = FollowTransform.position;
|
|
||||||
}
|
|
||||||
|
|
||||||
public CameraMode GetCameraMode() => CameraMode.MainMenu;
|
|
||||||
|
|
||||||
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
|
|
||||||
out Quaternion targetRotation)
|
|
||||||
{
|
|
||||||
if(FollowTransform) Camera.transform.rotation = FollowTransform.rotation;
|
|
||||||
targetRotation = Camera.transform.rotation;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8e4b2fa3af4b4ba78ab79ca154f05fb4
|
|
||||||
timeCreated: 1763547110
|
|
||||||
@@ -1,21 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Gameplay.Camera.CameraStates
|
|
||||||
{
|
|
||||||
public class NoneState : BaseCameraState, ICameraState
|
|
||||||
{
|
|
||||||
public NoneState(CameraStateMachineContext context) : base(context) { }
|
|
||||||
|
|
||||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public CameraMode GetCameraMode() => CameraMode.None;
|
|
||||||
|
|
||||||
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
|
|
||||||
out Quaternion targetRotation)
|
|
||||||
{
|
|
||||||
targetRotation = Quaternion.identity;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: d8fa6119113f4f12a35365fd27387124
|
|
||||||
timeCreated: 1763847889
|
|
||||||
@@ -9,10 +9,8 @@ namespace Code.Gameplay.Camera.CameraStates
|
|||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
|
Debug.Log("Static State Enter");
|
||||||
base.EnterState();
|
base.EnterState();
|
||||||
|
|
||||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov;
|
|
||||||
Cursor.lockState = CursorLockMode.None;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||||
|
|||||||
@@ -14,13 +14,13 @@ namespace Code.Gameplay.Camera.CameraStates
|
|||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
base.EnterState();
|
|
||||||
|
|
||||||
// Восстанавливаем исходные значения дистанции
|
// Восстанавливаем исходные значения дистанции
|
||||||
MinDistance = OriginalMinDistance;
|
MinDistance = OriginalMinDistance;
|
||||||
MaxDistance = OriginalMaxDistance;
|
MaxDistance = OriginalMaxDistance;
|
||||||
DefaultDistance = OriginalDefaultDistance;
|
DefaultDistance = OriginalDefaultDistance;
|
||||||
TargetDistance = DefaultDistance;
|
TargetDistance = DefaultDistance;
|
||||||
|
|
||||||
|
base.EnterState();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||||
|
|||||||
@@ -1,82 +0,0 @@
|
|||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
-3
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 6d62efb53e0c4d49be9fc658484e2575
|
|
||||||
timeCreated: 1764856437
|
|
||||||
+72
-41
@@ -1,91 +1,122 @@
|
|||||||
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
|
||||||
{
|
{
|
||||||
private readonly AnimationCurve _velocityCurve;
|
// Скорость слайда
|
||||||
private readonly float _minVelocityThreshold;
|
private readonly float _slideSpeed;
|
||||||
private readonly float _cooldown;
|
// Длительность слайда в секундах
|
||||||
|
private readonly float _slideDuration;
|
||||||
|
// Время перезарядки слайда
|
||||||
|
private readonly float _slideCooldown;
|
||||||
|
|
||||||
private float _slideTime;
|
// Таймер слайда
|
||||||
private float _cooldownTimer;
|
private float _slideTimer;
|
||||||
|
// 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; }
|
||||||
|
|
||||||
public SlideMechanic(AnimationCurve velocityCurve, float minVelocityThreshold, float cooldown)
|
// Конструктор механики слайда
|
||||||
|
public SlideMechanic(float slideSpeed, float slideDuration, float slideCooldown)
|
||||||
{
|
{
|
||||||
_velocityCurve = velocityCurve;
|
_slideSpeed = slideSpeed;
|
||||||
_minVelocityThreshold = minVelocityThreshold;
|
_slideDuration = slideDuration;
|
||||||
_cooldown = cooldown;
|
_slideCooldown = slideCooldown;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Обновляем таймер перезарядки слайда
|
||||||
public void TickCooldown(float deltaTime)
|
public void TickCooldown(float deltaTime)
|
||||||
{
|
{
|
||||||
if (_cooldownTimer > 0f) _cooldownTimer -= deltaTime;
|
if (_slideCooldownTimer > 0f)
|
||||||
|
{
|
||||||
|
_slideCooldownTimer -= deltaTime;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Обработка слайда
|
||||||
public void RequestSlide(bool slidePressed)
|
public void RequestSlide(bool slidePressed)
|
||||||
{
|
{
|
||||||
if (slidePressed && !_slideRequested && _cooldownTimer <= 0f)
|
if (slidePressed && !_slideRequested && _slideCooldownTimer <= 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)
|
||||||
{
|
{
|
||||||
if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _cooldownTimer > 0f)
|
// Проверяем условия для старта слайда
|
||||||
|
if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _slideCooldownTimer > 0f)
|
||||||
{
|
{
|
||||||
_slideRequested = false;
|
_slideRequested = false;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
IsSliding = true;
|
IsSliding = true;
|
||||||
_slideTime = 0f;
|
_slideTimer = _slideDuration;
|
||||||
|
|
||||||
var dir = currentCameraMode == CameraMode.FirstPerson
|
|
||||||
? firstPersonCameraRotation * Vector3.forward
|
|
||||||
: lookInputVector;
|
|
||||||
|
|
||||||
_slideDirection = Vector3.ProjectOnPlane(dir, motor.CharacterUp).normalized;
|
|
||||||
if (_slideDirection.sqrMagnitude < 0.01f) _slideDirection = motor.CharacterForward;
|
|
||||||
|
|
||||||
_initialSpeed = motor.Velocity.magnitude;
|
|
||||||
if (_initialSpeed < 12f) _initialSpeed = 12f; // fallback
|
|
||||||
|
|
||||||
_cooldownTimer = _cooldown;
|
// НАПРАВЛЕНИЕ СЛАЙДА - ВСЕГДА ВПЕРЕД ПО КАМЕРЕ
|
||||||
|
// Используем направление камеры, но проецируем на горизонтальную плоскость
|
||||||
|
var slideDir = currentCameraMode == CameraMode.FirstPerson ?
|
||||||
|
firstPersonCameraRotation * Vector3.forward :
|
||||||
|
lookInputVector;
|
||||||
|
|
||||||
|
// Проецируем на горизонтальную плоскость и нормализуем
|
||||||
|
_slideDirection = Vector3.ProjectOnPlane(slideDir, motor.CharacterUp).normalized;
|
||||||
|
|
||||||
|
// Если направление нулевое (персонаж стоит на месте), используем направление вперед
|
||||||
|
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)
|
||||||
{
|
{
|
||||||
if (!IsSliding) return;
|
// Уменьшаем таймер слайда
|
||||||
|
_slideTimer -= deltaTime;
|
||||||
_slideTime += deltaTime;
|
|
||||||
|
|
||||||
var t = Mathf.Clamp01(_slideTime / 2.5f);
|
// Если время слайда вышло, персонаж в воздухе - заканчиваем слайд
|
||||||
var speedMult = _velocityCurve.Evaluate(t);
|
if (_slideTimer <= 0f || !motor.GroundingStatus.IsStableOnGround)
|
||||||
|
{
|
||||||
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;
|
||||||
_slideTime = 0f;
|
_slideTimer = 0f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+3
-40
@@ -15,12 +15,6 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
private readonly float _minWallClimbSpeed;
|
private readonly float _minWallClimbSpeed;
|
||||||
// Пороговый косинус стены
|
// Пороговый косинус стены
|
||||||
public float WallNormalThreshold { get; }
|
public float WallNormalThreshold { get; }
|
||||||
|
|
||||||
private bool _hasClimbedThisWallSession;
|
|
||||||
private float _wallClimbCooldownTimer;
|
|
||||||
private readonly float _wallClimbCooldownDuration = 1.5f;
|
|
||||||
|
|
||||||
public bool IsClimbingActive { get; private set; }
|
|
||||||
|
|
||||||
// Конструктор механики залазания на стену
|
// Конструктор механики залазания на стену
|
||||||
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed, float wallDetectionAngleThreshold)
|
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed, float wallDetectionAngleThreshold)
|
||||||
@@ -32,32 +26,21 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||||
public bool TryClimbWall(KinematicCharacterMotor motor, Vector3 hitNormal)
|
public void OnMovementHit(KinematicCharacterMotor motor, Vector3 hitNormal)
|
||||||
{
|
{
|
||||||
// Проверяем, что это вертикальная или почти вертикальная поверхность (стена)
|
// Проверяем, что это вертикальная или почти вертикальная поверхность (стена)
|
||||||
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
||||||
|
if (Mathf.Abs(dotWithUp) > WallNormalThreshold) return; // Не стена — это пол или потолок
|
||||||
if (Mathf.Abs(dotWithUp) > WallNormalThreshold)
|
|
||||||
{
|
|
||||||
// Сбрасываем сессию, если коснулись пола/потолка → выход из "режима стены"
|
|
||||||
_hasClimbedThisWallSession = false;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Запрещаем повторное залазание в рамках одной сессии
|
|
||||||
if (_hasClimbedThisWallSession || _wallClimbCooldownTimer > 0f)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
// Получаем текущую скорость персонажа
|
// Получаем текущую скорость персонажа
|
||||||
var currentVelocity = motor.Velocity;
|
var currentVelocity = motor.Velocity;
|
||||||
|
|
||||||
// Проекция скорости на направление к стене (отрицательная, если летим в стену)
|
// Проекция скорости на направление к стене (отрицательная, если летим в стену)
|
||||||
var velocityIntoWall = Vector3.Dot(currentVelocity, -hitNormal);
|
var velocityIntoWall = Vector3.Dot(currentVelocity, -hitNormal);
|
||||||
|
|
||||||
// Если движемся в стену с достаточной скоростью
|
// Если движемся в стену с достаточной скоростью
|
||||||
if (velocityIntoWall > _minWallClimbSpeed)
|
if (velocityIntoWall > _minWallClimbSpeed)
|
||||||
{
|
{
|
||||||
_wallClimbCooldownTimer = _wallClimbCooldownDuration;
|
|
||||||
// Преобразуем часть горизонтальной скорости в вертикальную
|
// Преобразуем часть горизонтальной скорости в вертикальную
|
||||||
var verticalBoost = velocityIntoWall * _wallClimbSpeedFactor;
|
var verticalBoost = velocityIntoWall * _wallClimbSpeedFactor;
|
||||||
|
|
||||||
@@ -66,26 +49,6 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
// Предотвращаем заземление и повторное применение в этом кадре
|
// Предотвращаем заземление и повторное применение в этом кадре
|
||||||
motor.ForceUnground();
|
motor.ForceUnground();
|
||||||
_hasClimbedThisWallSession = true;
|
|
||||||
IsClimbingActive = true;
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ResetWallClimbSession()
|
|
||||||
{
|
|
||||||
_hasClimbedThisWallSession = false;
|
|
||||||
IsClimbingActive = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void TickCooldown(float deltaTime)
|
|
||||||
{
|
|
||||||
if (_wallClimbCooldownTimer > 0f)
|
|
||||||
{
|
|
||||||
_wallClimbCooldownTimer -= deltaTime;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+59
-58
@@ -1,78 +1,79 @@
|
|||||||
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 _leanAngle;
|
private readonly float _maxLeanAngle;
|
||||||
private readonly float _threshold;
|
private readonly float _leanSharpness;
|
||||||
private readonly float _smoothSpeed;
|
private readonly float _heightScale;
|
||||||
|
|
||||||
|
private Transform _characterTransform;
|
||||||
|
private Vector3 _lastWallNormal;
|
||||||
|
private float _lastWallContactHeight;
|
||||||
|
private float _leanFactor;
|
||||||
|
|
||||||
private Transform _model;
|
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
|
||||||
|
|
||||||
public WallLeanMechanic(
|
|
||||||
float leanAngle,
|
|
||||||
float threshold,
|
|
||||||
float smoothSpeed)
|
|
||||||
{
|
{
|
||||||
_leanAngle = leanAngle;
|
_maxLeanAngle = maxLeanAngle;
|
||||||
_threshold = threshold;
|
_leanSharpness = leanSharpness;
|
||||||
_smoothSpeed = smoothSpeed;
|
_heightScale = heightScale;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetModel(Transform model) => _model = model;
|
// Назначаем трансформ визуальной модели один раз
|
||||||
|
public void SetCharacterTransform(Transform transform)
|
||||||
public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
|
|
||||||
{
|
{
|
||||||
if (!_model)
|
_characterTransform = transform;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Вызывается из OnMovementHit
|
||||||
|
public void OnWallContact(Vector3 wallNormal, float contactHeight)
|
||||||
|
{
|
||||||
|
_lastWallNormal = wallNormal;
|
||||||
|
_lastWallContactHeight = contactHeight; }
|
||||||
|
|
||||||
|
// Обновление каждый кадр
|
||||||
|
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
||||||
|
{
|
||||||
|
if (!_characterTransform) return;
|
||||||
|
|
||||||
|
var isGrounded = motor.GroundingStatus.IsStableOnGround;
|
||||||
|
|
||||||
|
if (!isGrounded)
|
||||||
{
|
{
|
||||||
_model.localRotation = Quaternion.identity;
|
var heightDelta = motor.TransientPosition.y - _lastWallContactHeight;
|
||||||
|
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||||
|
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||||
|
}
|
||||||
|
|
||||||
|
ApplyLeanRotation(motor);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ApplyLeanRotation(KinematicCharacterMotor motor)
|
||||||
|
{
|
||||||
|
if (_leanFactor <= 0.01f)
|
||||||
|
{
|
||||||
|
_characterTransform.localRotation = Quaternion.identity;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
var targetRotation = Quaternion.identity;
|
var leanDirection = -_lastWallNormal;
|
||||||
|
leanDirection = Vector3.ProjectOnPlane(leanDirection, motor.CharacterUp).normalized;
|
||||||
|
|
||||||
if (isWallRunning)
|
if (leanDirection.sqrMagnitude < 0.01f) return;
|
||||||
{
|
|
||||||
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 leanAngle = _leanFactor * _maxLeanAngle;
|
||||||
var side = Vector3.Dot(n, bodyRight);
|
var leanRotation = Quaternion.AngleAxis(leanAngle, Vector3.Cross(motor.CharacterUp, leanDirection));
|
||||||
var front = Vector3.Dot(n, characterForward);
|
_characterTransform.localRotation = leanRotation;
|
||||||
|
|
||||||
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)
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
-233
@@ -1,233 +0,0 @@
|
|||||||
using Code.Gameplay.Character.Controller.Input;
|
|
||||||
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 _wallRunSpeed;
|
|
||||||
private readonly float _wallRunAcceleration;
|
|
||||||
private readonly float _wallRunGravityScale;
|
|
||||||
private readonly float _wallDetachImpulse;
|
|
||||||
private readonly float _wallContactAngleThreshold;
|
|
||||||
|
|
||||||
private float _wallRunTimer;
|
|
||||||
private Vector3 _wallNormal;
|
|
||||||
private Vector3 _wallTangentRight;
|
|
||||||
private Vector3 _wallTangentUp;
|
|
||||||
private Vector3 _wallContactPoint;
|
|
||||||
private Vector3 _lastMoveInputInWallSpace;
|
|
||||||
|
|
||||||
private float _surfaceAngleCos;
|
|
||||||
private bool _canWallRun;
|
|
||||||
|
|
||||||
private KinematicCharacterMotor _motor;
|
|
||||||
private CharacterInputHandler _inputHandler;
|
|
||||||
|
|
||||||
public bool IsWallRunning { get; private set; }
|
|
||||||
|
|
||||||
public WallRunningMechanic(
|
|
||||||
float maxWallRunTime,
|
|
||||||
float wallRunSpeed,
|
|
||||||
float wallRunAcceleration,
|
|
||||||
float wallRunGravityScale,
|
|
||||||
float wallDetachImpulse,
|
|
||||||
float wallContactAngleThreshold)
|
|
||||||
{
|
|
||||||
_maxWallRunTime = maxWallRunTime;
|
|
||||||
_wallRunSpeed = wallRunSpeed;
|
|
||||||
_wallRunAcceleration = wallRunAcceleration;
|
|
||||||
_wallRunGravityScale = wallRunGravityScale;
|
|
||||||
_wallDetachImpulse = wallDetachImpulse;
|
|
||||||
_wallContactAngleThreshold = wallContactAngleThreshold;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
|
|
||||||
{
|
|
||||||
_motor = motor;
|
|
||||||
_inputHandler = inputHandler;
|
|
||||||
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Tick(float deltaTime)
|
|
||||||
{
|
|
||||||
if (!IsWallRunning) return;
|
|
||||||
|
|
||||||
_wallRunTimer += deltaTime;
|
|
||||||
if (_wallRunTimer > _maxWallRunTime)
|
|
||||||
{
|
|
||||||
DetachFromWall(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
|
||||||
{
|
|
||||||
if (IsWallRunning) 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;
|
|
||||||
|
|
||||||
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;
|
|
||||||
|
|
||||||
_motor.ForceUnground();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
|
||||||
{
|
|
||||||
if (!IsWallRunning) return;
|
|
||||||
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
|
||||||
|
|
||||||
var moveInputWorld = _inputHandler.MoveInputVector;
|
|
||||||
var moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
|
|
||||||
|
|
||||||
var wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
|
|
||||||
|
|
||||||
var ad = inputs.MoveAxisRight;
|
|
||||||
|
|
||||||
var sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
|
|
||||||
if (sideDot < 0)
|
|
||||||
ad = -ad;
|
|
||||||
|
|
||||||
var adMove = _wallTangentUp * (-ad);
|
|
||||||
|
|
||||||
var finalMove = wsMove + adMove;
|
|
||||||
finalMove = finalMove.normalized * moveInputWorld.magnitude;
|
|
||||||
|
|
||||||
var targetVelocity = finalMove * _wallRunSpeed;
|
|
||||||
|
|
||||||
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;
|
|
||||||
|
|
||||||
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;
|
|
||||||
|
|
||||||
IsWallRunning = false;
|
|
||||||
|
|
||||||
var wallAway = _wallNormal;
|
|
||||||
var wallUp = _wallTangentUp;
|
|
||||||
|
|
||||||
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 * 0.4f +
|
|
||||||
wallUp * 0.4f;
|
|
||||||
|
|
||||||
jumpDirection = jumpDirection.normalized;
|
|
||||||
|
|
||||||
var wallJumpForce = _wallDetachImpulse * 2f;
|
|
||||||
|
|
||||||
var jumpImpulse = jumpDirection * wallJumpForce;
|
|
||||||
|
|
||||||
_motor.BaseVelocity += jumpImpulse;
|
|
||||||
|
|
||||||
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
|
|
||||||
|
|
||||||
if (_motor.CharacterController is CustomCharacterController controller)
|
|
||||||
{
|
|
||||||
controller.BlockAbilities(0.12f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
-3
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 4bef67aa9cf14753a63ea07eecc5ff67
|
|
||||||
timeCreated: 1764263348
|
|
||||||
+76
-111
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
|
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
|
||||||
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
|
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
|
||||||
*
|
*
|
||||||
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
||||||
*/
|
*/
|
||||||
public class CustomCharacterController : MonoBehaviour, ICharacterController
|
public class CustomCharacterController : MonoBehaviour, ICharacterController
|
||||||
{
|
{
|
||||||
@@ -27,251 +27,216 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
|
|
||||||
// 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;
|
// Инициализация контроллера
|
||||||
public bool IsDashing => _dashMechanic.IsDashing;
|
private void Awake()
|
||||||
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
|
||||||
|
|
||||||
private float abilityBlockTimer;
|
|
||||||
private bool isAbilitiesBlocked;
|
|
||||||
|
|
||||||
private CharacterInputs _lastInputs;
|
|
||||||
|
|
||||||
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
|
||||||
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
|
|
||||||
|
|
||||||
[Inject]
|
|
||||||
private void Construct(CharacterConfig characterConfig)
|
|
||||||
{
|
{
|
||||||
_characterConfig = characterConfig;
|
|
||||||
// Инициализация подсистем с параметрами из конфига
|
// Инициализация подсистем с параметрами из конфига
|
||||||
_inputHandler = new CharacterInputHandler();
|
_inputHandler = new CharacterInputHandler(
|
||||||
_dashMechanic = new DashMechanic(
|
_characterConfig.sprintAngleThreshold
|
||||||
_characterConfig.dashSpeed,
|
|
||||||
_characterConfig.dashDuration,
|
|
||||||
_characterConfig.dashCooldown
|
|
||||||
);
|
);
|
||||||
_slideMechanic = new SlideMechanic(
|
_slideMechanic = new SlideMechanic(
|
||||||
_characterConfig.slideVelocityCurve,
|
_characterConfig.slideSpeed,
|
||||||
_characterConfig.slideMinVelocityThreshold,
|
_characterConfig.slideDuration,
|
||||||
_characterConfig.slideCooldown
|
_characterConfig.slideCooldown
|
||||||
);
|
);
|
||||||
_wallRunningMechanic = new WallRunningMechanic(
|
_wallClimbMechanic = new WallClimbMechanic(
|
||||||
_characterConfig.wallRunMaxTime,
|
_characterConfig.wallClimbSpeedFactor,
|
||||||
_characterConfig.wallRunSpeed,
|
_characterConfig.minWallClimbSpeed,
|
||||||
_characterConfig.wallRunAcceleration,
|
_characterConfig.wallDetectionAngleThreshold
|
||||||
_characterConfig.wallRunGravityScale,
|
|
||||||
_characterConfig.wallDetachImpulse,
|
|
||||||
_characterConfig.wallContactAngleThreshold
|
|
||||||
);
|
);
|
||||||
_wallLeanMechanic = new WallLeanMechanic(
|
_wallLeanMechanic = new WallLeanMechanic(
|
||||||
_characterConfig.leanAngle,
|
_characterConfig.maxWallLeanAngle,
|
||||||
_characterConfig.leanThreshold,
|
_characterConfig.wallLeanSharpness,
|
||||||
_characterConfig.leanSmoothSpeed
|
_characterConfig.wallLeanHeightScale
|
||||||
);
|
);
|
||||||
_groundMovement = new GroundMovementSystem(
|
_groundMovement = new GroundMovementSystem(
|
||||||
_characterConfig.maxStableMoveSpeed,
|
_characterConfig.maxStableMoveSpeed,
|
||||||
|
_characterConfig.sprintMoveSpeed,
|
||||||
_characterConfig.stableMovementSharpness,
|
_characterConfig.stableMovementSharpness,
|
||||||
_characterConfig.jumpSpeed
|
_characterConfig.jumpSpeed
|
||||||
);
|
);
|
||||||
_airMovement = new AirMovementSystem(
|
_airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||||
_characterConfig.gravity,
|
|
||||||
_characterConfig.maxAirSpeed,
|
|
||||||
_characterConfig.airControlSharpness
|
|
||||||
);
|
|
||||||
|
|
||||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
|
||||||
_inputHandler.FirstPersonCameraRotation =
|
|
||||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
|
||||||
_wallLeanMechanic.SetModel(characterTransform);
|
|
||||||
_wallRunningMechanic.Initialize(motor, _inputHandler);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Текущий режим камеры для адаптации поведения
|
// Текущий режим камеры для адаптации поведения
|
||||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
||||||
|
|
||||||
|
// Инициализация контроллера
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||||
|
_inputHandler.FirstPersonCameraRotation =
|
||||||
|
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||||
|
_wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Обработка и преобразование входных данных от персонажа
|
||||||
public void SetInputs(ref CharacterInputs inputs)
|
public void SetInputs(ref CharacterInputs inputs)
|
||||||
{
|
{
|
||||||
_lastInputs = inputs;
|
// Обновляем таймер перезарядки слайда
|
||||||
_dashMechanic.TickCooldown(Time.deltaTime);
|
|
||||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||||
_wallRunningMechanic.Tick(Time.deltaTime);
|
|
||||||
|
|
||||||
// Если активен слайд - игнорируем весь остальной ввод
|
// Если активен слайд - игнорируем весь остальной ввод
|
||||||
if (_dashMechanic.IsDashing || _slideMechanic.IsSliding)
|
if (_slideMechanic.IsSliding)
|
||||||
{
|
{
|
||||||
|
// Во время слайда не обрабатываем движение, прыжки и спринт
|
||||||
_inputHandler.MoveInputVector = Vector3.zero;
|
_inputHandler.MoveInputVector = Vector3.zero;
|
||||||
_inputHandler.LookInputVector = Vector3.one;
|
_inputHandler.LookInputVector = Vector3.one;
|
||||||
|
_inputHandler.IsSprinting = false;
|
||||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Сохраняем текущий режим камеры
|
||||||
_currentCameraMode = inputs.CameraMode;
|
_currentCameraMode = inputs.CameraMode;
|
||||||
|
|
||||||
if (isAbilitiesBlocked)
|
|
||||||
{
|
|
||||||
abilityBlockTimer -= Time.deltaTime;
|
|
||||||
if (abilityBlockTimer <= 0)
|
|
||||||
{
|
|
||||||
isAbilitiesBlocked = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
inputs.DashPressed = false;
|
|
||||||
inputs.SlidePressed = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
_dashMechanic.RequestDash(inputs.DashPressed);
|
// Обработка слайда
|
||||||
_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
|
// Передаём запрос прыжка напрямую в систему движения по земле
|
||||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Обновление вращения персонажа на основе входных данных
|
||||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||||
{
|
{
|
||||||
|
// ВО ВРЕМЯ СЛАЙДА НЕ ОБНОВЛЯЕМ ВРАЩЕНИЕ - ПЕРСОНАЖ СМОТРИТ ПРЯМО
|
||||||
if (_slideMechanic.IsSliding) return;
|
if (_slideMechanic.IsSliding) return;
|
||||||
|
|
||||||
switch (_currentCameraMode)
|
switch (_currentCameraMode)
|
||||||
{
|
{
|
||||||
|
// В FirstPerson режиме применяем вращение камеры напрямую к персонажу (только горизонталь)
|
||||||
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
|
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
|
||||||
|
// Немедленно применяем горизонтальное вращение камеры к персонажу
|
||||||
currentRotation = _inputHandler.FirstPersonCameraRotation;
|
currentRotation = _inputHandler.FirstPersonCameraRotation;
|
||||||
break;
|
break;
|
||||||
|
// В ThirdPerson режиме плавно поворачиваем персонаж в направлении движения
|
||||||
case CameraMode.ThirdPerson:
|
case CameraMode.ThirdPerson:
|
||||||
{
|
{
|
||||||
|
// Вращение применяется только если есть направление движения и разрешена резкость вращения
|
||||||
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
||||||
{
|
{
|
||||||
|
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
|
||||||
var smoothedLookInputDirection = Vector3.Slerp(
|
var smoothedLookInputDirection = Vector3.Slerp(
|
||||||
motor.CharacterForward,
|
motor.CharacterForward,
|
||||||
_inputHandler.LookInputVector,
|
_inputHandler.LookInputVector,
|
||||||
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
||||||
).normalized;
|
).normalized;
|
||||||
|
|
||||||
|
// Установка нового вращения смотря в сглаженном направлении
|
||||||
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
||||||
}
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
// Заготовка на будущее (если понадобится)
|
||||||
case CameraMode.Static:
|
case CameraMode.Static:
|
||||||
case CameraMode.Cinematic:
|
case CameraMode.Cinematic:
|
||||||
|
case CameraMode.Bogdan: // Скорее всего юзлес, но пускай будет
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Обновление скорости движения персонажа
|
||||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||||
{
|
{
|
||||||
if (_dashMechanic.IsDashing && _groundMovement.JumpRequested)
|
// Если во время слайда запрошен прыжок — прерываем слайд
|
||||||
_dashMechanic.EndDash();
|
|
||||||
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||||
_slideMechanic.EndSlide();
|
|
||||||
|
|
||||||
if (!_dashMechanic.IsDashing)
|
|
||||||
_dashMechanic.TryStartDash(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
_dashMechanic.HandleDash(ref currentVelocity, deltaTime, motor);
|
_slideMechanic.EndSlide();
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Проверяем запрос слайда и запускаем его если можно
|
||||||
if (!_slideMechanic.IsSliding)
|
if (!_slideMechanic.IsSliding)
|
||||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
{
|
||||||
|
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
||||||
|
_inputHandler.LookInputVector);
|
||||||
|
}
|
||||||
|
// Если активен слайд - обрабатываем отдельно
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// === WALL RUNNING: обработка состояния ===
|
|
||||||
if (_wallRunningMechanic.IsWallRunning)
|
|
||||||
{
|
|
||||||
// 🔄 Передаём актуальные данные для walljump
|
|
||||||
if (_groundMovement.JumpRequested) // или _lastInputs.JumpPressed — зависит от логики
|
|
||||||
{
|
|
||||||
_wallRunningMechanic.PerformWallJump(_lastInputs, _inputHandler.FirstPersonCameraRotation);
|
|
||||||
_groundMovement.CancelJumpRequest(); // сброс, чтобы не сработало дважды
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_wallRunningMechanic.HandleWallRun(ref currentVelocity, _lastInputs, deltaTime);
|
|
||||||
}
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Если персонаж находится на земле
|
// Если персонаж находится на земле
|
||||||
if (motor.GroundingStatus.IsStableOnGround)
|
if (motor.GroundingStatus.IsStableOnGround)
|
||||||
{
|
{
|
||||||
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||||
}
|
}
|
||||||
// Если персонаж не на земле — стандартное воздушное движение
|
// Если персонаж не находится на земле
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_airMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
||||||
|
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
|
||||||
_groundMovement.CancelJumpRequest();
|
_groundMovement.CancelJumpRequest();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void BlockAbilities(float duration)
|
|
||||||
{
|
|
||||||
isAbilitiesBlocked = true;
|
|
||||||
abilityBlockTimer = duration;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
|
||||||
public void BeforeCharacterUpdate(float deltaTime)
|
public void BeforeCharacterUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Метод вызывается после обработки столкновения с землей
|
||||||
public void PostGroundingUpdate(float deltaTime)
|
public void PostGroundingUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
if (_dashMechanic.IsDashing && !motor.GroundingStatus.IsStableOnGround)
|
// Если во время слайда персонаж оторвался от земли - заканчиваем слайд
|
||||||
_dashMechanic.EndDash();
|
|
||||||
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
||||||
|
{
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Метод вызывается после обновления персонажа
|
||||||
public void AfterCharacterUpdate(float deltaTime)
|
public void AfterCharacterUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
_wallLeanMechanic.Update(
|
_wallLeanMechanic.UpdateLean(motor, deltaTime);
|
||||||
_wallRunningMechanic.IsWallRunning,
|
|
||||||
_wallRunningMechanic.GetWallNormal(),
|
|
||||||
motor.CharacterForward
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Проверка валидности коллайдера для обработки столкновений
|
||||||
public bool IsColliderValidForCollisions(Collider coll)
|
public bool IsColliderValidForCollisions(Collider coll)
|
||||||
{
|
{
|
||||||
return true;
|
return true; // Все коллайдеры считаются валидными для столкновений
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 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 (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint))
|
_wallClimbMechanic.OnMovementHit(motor, hitNormal);
|
||||||
|
|
||||||
|
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
||||||
|
if (Mathf.Abs(dotWithUp) <= _wallClimbMechanic.WallNormalThreshold)
|
||||||
{
|
{
|
||||||
|
_wallLeanMechanic.OnWallContact(hitNormal, motor.TransientPosition.y);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Обработка отчета о стабильности столкновения
|
||||||
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
Vector3 atCharacterPosition,
|
Vector3 atCharacterPosition,
|
||||||
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Обработка дискретных столкновений (для триггеров и специальных коллайдеров)
|
||||||
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|||||||
+19
-2
@@ -11,23 +11,40 @@ 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);
|
||||||
@@ -96,7 +113,7 @@ namespace Code.Gameplay.Character.Controller.Input
|
|||||||
var cameraForward = cameraRotation * Vector3.forward;
|
var cameraForward = cameraRotation * Vector3.forward;
|
||||||
|
|
||||||
// Проецируем на горизонтальную плоскость
|
// Проецируем на горизонтальную плоскость
|
||||||
var horizontalForward = Vector3.ProjectOnPlane(cameraForward, Vector3.up).normalized;
|
var horizontalForward = Vector3.ProjectOnPlane(cameraForward, motor.CharacterUp).normalized;
|
||||||
|
|
||||||
// Если проекция вырождена, используем текущее направление персонажа
|
// Если проекция вырождена, используем текущее направление персонажа
|
||||||
if (horizontalForward.sqrMagnitude < 0.01f)
|
if (horizontalForward.sqrMagnitude < 0.01f)
|
||||||
|
|||||||
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