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UI3
| Author | SHA1 | Date | |
|---|---|---|---|
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52b18967a1 | ||
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79d03528f6 | ||
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4a547f1348 |
No files matched your search
@@ -15,7 +15,7 @@ MonoBehaviour:
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m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
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m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
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m_currentHash:
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m_currentHash:
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serializedVersion: 2
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serializedVersion: 2
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Hash: f3899bd8b96717b1b70a2db310a9fcf2
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Hash: 00000000000000000000000000000000
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m_OptimizeCatalogSize: 0
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m_OptimizeCatalogSize: 0
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m_BuildRemoteCatalog: 0
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m_BuildRemoteCatalog: 0
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m_CatalogRequestsTimeout: 0
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m_CatalogRequestsTimeout: 0
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@@ -46,7 +46,8 @@ namespace Code.App.AppStates
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{
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{
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await UniTask.WhenAll(
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await UniTask.WhenAll(
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Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
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Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
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Context.AudioFactory.WarmMenuMusic()
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Context.AudioFactory.WarmMenuMusic(),
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Context.AudioFactory.WarmAudioTestClips()
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);
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);
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Context.LoadingManager
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Context.LoadingManager
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.UnregisterLoading(LoadingWork.LoadUI)
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.UnregisterLoading(LoadingWork.LoadUI)
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@@ -98,6 +99,7 @@ namespace Code.App.AppStates
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menuPanel.exitButton.button.onClick.AddListener(ExitGame);
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menuPanel.exitButton.button.onClick.AddListener(ExitGame);
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mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera;
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mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera;
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mainMenuEnvironment.settingsCanvas.worldCamera = Context.CameraStateMachine.Camera;
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}
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}
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public override void Tick()
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public override void Tick()
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@@ -120,6 +122,8 @@ namespace Code.App.AppStates
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Context.InputService.DisableMap(ActionMappings.MainMenu);
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Context.InputService.DisableMap(ActionMappings.MainMenu);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
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Context.AudioFactory.ReleaseAudioTestClips();
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Context.AudioFactory.ReleaseMenuMusic();
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base.ExitState();
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base.ExitState();
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}
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}
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}
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}
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@@ -32,10 +32,11 @@ namespace Code.App
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containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
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containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
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containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
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containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
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// Перенести нахуй в контейнер геймплея
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containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
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containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
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containerBuilder.AddSingleton(typeof(EnemyFactory), typeof(IEnemyFactory));
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containerBuilder.AddSingleton(typeof(EnemyFactory), typeof(IEnemyFactory));
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containerBuilder.AddSingleton(typeof(PlayerProvider), typeof(IPlayerProvider));
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containerBuilder.AddSingleton(typeof(PlayerProvider), typeof(IPlayerProvider));
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//
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InitializeCamera(containerBuilder, staticDataService);
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InitializeCamera(containerBuilder, staticDataService);
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containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
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containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
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@@ -93,6 +94,7 @@ namespace Code.App
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containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
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containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
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containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
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containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
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containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
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containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
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containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
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containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
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containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
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containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
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containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
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@@ -1,5 +1,6 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using Code.Configs;
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using Code.Configs;
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using Cysharp.Threading.Tasks;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine;
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@@ -15,6 +16,7 @@ namespace Code.Audio
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public AudioMixer AudioMixer { get; private set; }
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public AudioMixer AudioMixer { get; private set; }
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private AssetReference _audioSourcePrefab;
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private AssetReference _audioSourcePrefab;
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private AssetReference[] _audioTestClipsReferences;
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private AssetReference[] _peacefulSoundtrack;
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private AssetReference[] _peacefulSoundtrack;
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private AssetReference[] _actionSoundtrack;
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private AssetReference[] _actionSoundtrack;
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private AssetReference[] _menuSoundtrack;
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private AssetReference[] _menuSoundtrack;
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@@ -23,6 +25,7 @@ namespace Code.Audio
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private AssetReference[] _dispatcher;
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private AssetReference[] _dispatcher;
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private AssetReference[] _character;
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private AssetReference[] _character;
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private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
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private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
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private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
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private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
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private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
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private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
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private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
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@@ -30,6 +33,7 @@ namespace Code.Audio
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private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
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private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
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private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
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private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
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public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
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public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
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public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
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public List<AudioClip> SFXAudios { get; private set; } = new();
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public List<AudioClip> SFXAudios { get; private set; } = new();
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public List<AudioClip> EnemiesAudios { get; private set; } = new();
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public List<AudioClip> EnemiesAudios { get; private set; } = new();
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@@ -39,7 +43,8 @@ namespace Code.Audio
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SoundtrackListConfig soundtrackListConfig,
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SoundtrackListConfig soundtrackListConfig,
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SFXListConfig sfxListConfig,
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SFXListConfig sfxListConfig,
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EnemiesSoundListConfig enemiesSoundListConfig,
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EnemiesSoundListConfig enemiesSoundListConfig,
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DispatcherSoundListConfig dispatcherSoundListConfig
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DispatcherSoundListConfig dispatcherSoundListConfig,
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AudioTestClipsConfig audioTestClipsConfig
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)
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)
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{
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{
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AudioMixer = audioMixerConfig.audioMixerAsset;
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AudioMixer = audioMixerConfig.audioMixerAsset;
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@@ -51,6 +56,7 @@ namespace Code.Audio
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_SFX = sfxListConfig.SFX;
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_SFX = sfxListConfig.SFX;
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_enemies = enemiesSoundListConfig.enemies;
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_enemies = enemiesSoundListConfig.enemies;
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_dispatcher = dispatcherSoundListConfig.dispatcher;
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_dispatcher = dispatcherSoundListConfig.dispatcher;
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_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
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MusicDictionary.Add(MusicType.Menu, new ());
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MusicDictionary.Add(MusicType.Menu, new ());
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MusicDictionary.Add(MusicType.Peaceful, new ());
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MusicDictionary.Add(MusicType.Peaceful, new ());
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@@ -77,12 +83,28 @@ namespace Code.Audio
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MusicDictionary[MusicType.Peaceful].Clear();
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MusicDictionary[MusicType.Peaceful].Clear();
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_peacefulMusicHandle.Release();
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_peacefulMusicHandle.Release();
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}
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}
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public async UniTask WarmAudioTestClips( )
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{
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// _audioTestClipCounter = 0;
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_audioTestClipsHandle = Addressables.LoadAssetsAsync<AudioClip>(_audioTestClipsReferences, OnAudioTestClipLoaded, Addressables.MergeMode.Union);
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// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
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var clips = (await _audioTestClipsHandle.ToUniTask()).ToList();
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for (int i = 0; i < clips.Count; i++)
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AudioTestClips[(AudioType)i] = clips[i];
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}
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public void ReleaseAudioTestClips()
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{
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AudioTestClips.Clear();
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// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
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_audioTestClipsHandle.Release();
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}
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public async UniTask WarmMenuMusic( )
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public async UniTask WarmMenuMusic( )
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{
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{
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_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union);
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_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union);
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// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
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// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
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await _menuMusicHandle.ToUniTask();
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await _menuMusicHandle.ToUniTask();
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}
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}
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public void ReleaseMenuMusic()
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public void ReleaseMenuMusic()
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{
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{
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@@ -134,6 +156,12 @@ namespace Code.Audio
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{
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{
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MusicDictionary[MusicType.Menu].Add(audioClip);
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MusicDictionary[MusicType.Menu].Add(audioClip);
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}
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}
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// private int _audioTestClipCounter;
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private void OnAudioTestClipLoaded(AudioClip audioClip)
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{
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// AudioTestClips[(AudioType)_audioTestClipCounter] = audioClip;_audioTestClipCounter++;
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}
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private void OnActionTrackLoaded(AudioClip audioClip)
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private void OnActionTrackLoaded(AudioClip audioClip)
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{
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{
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MusicDictionary[MusicType.Action].Add(audioClip);
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MusicDictionary[MusicType.Action].Add(audioClip);
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@@ -4,6 +4,7 @@ using System.Threading;
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using Code.Configs;
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using Code.Configs;
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using Code.Constants;
|
using Code.Constants;
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using Cysharp.Threading.Tasks;
|
using Cysharp.Threading.Tasks;
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|
using DG.Tweening;
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using Reflex.Attributes;
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using Reflex.Attributes;
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using Unity.VisualScripting;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine;
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@@ -23,8 +24,9 @@ namespace Code.Audio
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|
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private AudioMixerGroup _masterGroup,
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private AudioMixerGroup _masterGroup,
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// _musicGroup,
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// _musicGroup,
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// _actionMusicGroup,
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_actionMusicGroup,
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// _peacefulMusicGroup,
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_menuMusicGroup,
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_peacefulMusicGroup,
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_SFXGroup,
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_SFXGroup,
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_creaturesGroup,
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_creaturesGroup,
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_dispatcherGroup,
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_dispatcherGroup,
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@@ -35,35 +37,104 @@ namespace Code.Audio
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private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
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private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
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private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
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private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
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|
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public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType,AudioSourceSettingsConfig> settings)
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public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings)
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{
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{
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_audioFactory = audioFactory;
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_audioFactory = audioFactory;
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_audioSourcePool = new(settings);
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_audioSourcePool = new(settings);
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_settings = settings;
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_settings = settings;
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}
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}
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// TODO Грязно, убрать снапшоты НАХУЙ
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public float GetSetting(AudioType type)
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{
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|
float value;
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switch (type)
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{
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case AudioType.SFX:
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_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_SFXGroup.name, out value);
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break;
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case AudioType.Master:
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_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_masterGroup.name, out value);
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break;
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case AudioType.Creatures:
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_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_creaturesGroup.name, out value);
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break;
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case AudioType.GameplayMusic:
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_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_peacefulMusicGroup.name, out value);
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break;
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case AudioType.MenuMusic:
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_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_menuMusicGroup.name, out value);
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break;
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case AudioType.DispatcherSounds:
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_snapshots[AudioSnapshotState.Action].audioMixer.GetFloat(_dispatcherGroup.name, out value);
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break;
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default:
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value = 1;
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|
break;
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|
}
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|
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|
value = Mathf.Pow(10f, value / 20);
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|
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|
return value;
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|
}
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|
|
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|
// TODO Грязно, убрать снапшоты НАХУЙ
|
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|
public void ChangeSetting(AudioType type, float value)
|
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|
{
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|
float volume = Mathf.Log10(value) * 20;
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|
switch (type)
|
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|
{
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|
case AudioType.SFX:
|
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|
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_SFXGroup.name, volume);
|
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|
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_SFXGroup.name, volume);
|
||||||
|
break;
|
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|
case AudioType.Master:
|
||||||
|
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_masterGroup.name, volume);
|
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|
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_masterGroup.name, volume);
|
||||||
|
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_masterGroup.name, volume);
|
||||||
|
break;
|
||||||
|
case AudioType.Creatures:
|
||||||
|
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_creaturesGroup.name, volume);
|
||||||
|
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_creaturesGroup.name, volume);
|
||||||
|
break;
|
||||||
|
case AudioType.GameplayMusic:
|
||||||
|
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_peacefulMusicGroup.name, volume);
|
||||||
|
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_actionMusicGroup.name, volume);
|
||||||
|
break;
|
||||||
|
case AudioType.MenuMusic:
|
||||||
|
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_menuMusicGroup.name, volume);
|
||||||
|
break;
|
||||||
|
case AudioType.DispatcherSounds:
|
||||||
|
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_dispatcherGroup.name, volume);
|
||||||
|
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_dispatcherGroup.name, volume);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
// _mixer.FindSnapshot("Action").audioMixer.SetFloat("music", volume);
|
||||||
|
}
|
||||||
|
|
||||||
public async UniTask Initialize()
|
public async UniTask Initialize()
|
||||||
{
|
{
|
||||||
// _mixer = await _audioFactory.CreateMixer();
|
// _mixer = await _audioFactory.CreateMixer();
|
||||||
_mixer = _audioFactory.AudioMixer;
|
_mixer = _audioFactory.AudioMixer;
|
||||||
|
|
||||||
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
|
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
|
||||||
// _actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
|
_menuMusicGroup = _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0];
|
||||||
// _peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusoup)[0];
|
_actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
|
||||||
|
_peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
|
||||||
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
|
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
|
||||||
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
|
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
|
||||||
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
|
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
|
||||||
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
|
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
|
||||||
|
|
||||||
_cancellationTokenSources.Add(MusicType.Menu, new());
|
_cancellationTokenSources.Add(MusicType.Menu, new());
|
||||||
_cancellationTokenSources.Add(MusicType.Action, new());
|
_cancellationTokenSources.Add(MusicType.Action, new());
|
||||||
_cancellationTokenSources.Add(MusicType.Peaceful, new());
|
_cancellationTokenSources.Add(MusicType.Peaceful, new());
|
||||||
|
|
||||||
_musicAudioSources.Add(MusicType.Menu, null);
|
_musicAudioSources.Add(MusicType.Menu, null);
|
||||||
_musicAudioSources.Add(MusicType.Action, null);
|
_musicAudioSources.Add(MusicType.Action, null);
|
||||||
_musicAudioSources.Add(MusicType.Peaceful, null);
|
_musicAudioSources.Add(MusicType.Peaceful, null);
|
||||||
|
|
||||||
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
|
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
|
||||||
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
|
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
|
||||||
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
|
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
|
||||||
@@ -76,7 +147,6 @@ namespace Code.Audio
|
|||||||
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
|
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
|
||||||
|
|
||||||
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
|
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
@@ -86,50 +156,51 @@ namespace Code.Audio
|
|||||||
|
|
||||||
public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType)
|
public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType)
|
||||||
{
|
{
|
||||||
if(!_musicAudioSources[musicType])
|
if (!_musicAudioSources[musicType])
|
||||||
{
|
{
|
||||||
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
|
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
|
||||||
_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
|
_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
|
||||||
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
|
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
|
||||||
}
|
}
|
||||||
|
|
||||||
_musicAudioSources[musicType].resource =
|
_musicAudioSources[musicType].resource =
|
||||||
_audioFactory.MusicDictionary[musicType][
|
_audioFactory.MusicDictionary[musicType][
|
||||||
Random.Range(0, _audioFactory.MusicDictionary[musicType].Count)];
|
Random.Range(0, _audioFactory.MusicDictionary[musicType].Count)];
|
||||||
|
|
||||||
_musicAudioSources[musicType].Play();
|
_musicAudioSources[musicType].Play();
|
||||||
|
|
||||||
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
||||||
// _ => !_musicAudioSources[musicType].isPlaying,
|
// _ => !_musicAudioSources[musicType].isPlaying,
|
||||||
// cancellationToken: _cancellationTokenSources[musicType].Token);
|
// cancellationToken: _cancellationTokenSources[musicType].Token);
|
||||||
await UniTask.NextFrame();
|
await UniTask.NextFrame();
|
||||||
// Debug.Log($"Playing {musicType}");
|
// Debug.Log($"Playing {musicType}");
|
||||||
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
||||||
_ => !_musicAudioSources[musicType].isPlaying,
|
_ => !_musicAudioSources[musicType].isPlaying,
|
||||||
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
|
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
|
||||||
// Debug.Log($"Finished {musicType}");
|
// Debug.Log($"Finished {musicType}");
|
||||||
|
|
||||||
if (isCanceled)
|
if (isCanceled)
|
||||||
{
|
{
|
||||||
// Debug.Log($"Cancelled {musicType}");
|
// Debug.Log($"Cancelled {musicType}");
|
||||||
_cancellationTokenSources[musicType].Dispose();
|
_cancellationTokenSources[musicType].Dispose();
|
||||||
_cancellationTokenSources[musicType] = new();
|
_cancellationTokenSources[musicType] = new();
|
||||||
|
|
||||||
_audioSourcePool.ReleaseSource(_musicAudioSources[musicType]);
|
_audioSourcePool.ReleaseSource(_musicAudioSources[musicType]);
|
||||||
_musicAudioSources[musicType] = null;
|
_musicAudioSources[musicType] = null;
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType);
|
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType);
|
||||||
}
|
}
|
||||||
|
|
||||||
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
|
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
|
||||||
|
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
|
||||||
{
|
{
|
||||||
TransitToSnapshot(audioSnapshotState, time);
|
TransitToSnapshot(audioSnapshotState, time);
|
||||||
|
|
||||||
await UniTask.WaitForSeconds(time);
|
await UniTask.WaitForSeconds(time);
|
||||||
|
|
||||||
_cancellationTokenSources[musicType].Cancel();
|
_cancellationTokenSources[musicType].Cancel();
|
||||||
|
|
||||||
callback?.Invoke();
|
callback?.Invoke();
|
||||||
@@ -170,10 +241,112 @@ namespace Code.Audio
|
|||||||
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
|
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
|
||||||
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
|
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
|
||||||
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
|
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
|
||||||
|
|
||||||
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
||||||
{
|
{
|
||||||
OnDispatcherStarted?.Invoke();
|
OnDispatcherStarted?.Invoke();
|
||||||
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup, AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke());
|
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup,
|
||||||
|
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke());
|
||||||
|
}
|
||||||
|
|
||||||
|
private CancellationTokenSource _testClipCancellationTokenSource = new();
|
||||||
|
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
|
||||||
|
// TODO Засунуть в словарь
|
||||||
|
public void PlayTestClip(AudioType audioType)
|
||||||
|
{
|
||||||
|
if(_currentTestClipAudioType == audioType) return;
|
||||||
|
|
||||||
|
_testClipCancellationTokenSource.Cancel();
|
||||||
|
_testClipCancellationTokenSource = new();
|
||||||
|
|
||||||
|
_currentTestClipAudioType = audioType;
|
||||||
|
|
||||||
|
switch (audioType)
|
||||||
|
{
|
||||||
|
case AudioType.SFX:
|
||||||
|
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
||||||
|
_SFXGroup, _testClipCancellationTokenSource,
|
||||||
|
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
||||||
|
break;
|
||||||
|
case AudioType.Master:
|
||||||
|
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
||||||
|
_masterGroup, _testClipCancellationTokenSource,
|
||||||
|
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
||||||
|
break;
|
||||||
|
case AudioType.Creatures:
|
||||||
|
_audioSourcePool.PlayOneShot( _audioFactory.AudioTestClips[audioType],
|
||||||
|
_creaturesGroup, _testClipCancellationTokenSource,
|
||||||
|
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
||||||
|
break;
|
||||||
|
case AudioType.GameplayMusic:
|
||||||
|
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
||||||
|
_actionMusicGroup, _testClipCancellationTokenSource,
|
||||||
|
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
||||||
|
break;
|
||||||
|
case AudioType.MenuMusic:
|
||||||
|
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
||||||
|
_menuMusicGroup, _testClipCancellationTokenSource,
|
||||||
|
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
||||||
|
break;
|
||||||
|
case AudioType.DispatcherSounds:
|
||||||
|
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
||||||
|
_dispatcherGroup, _testClipCancellationTokenSource,
|
||||||
|
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private AudioSource _testClipAudioSource;
|
||||||
|
private AudioType _currentTestClipAudioType;
|
||||||
|
|
||||||
|
// Эффективно и просто, может не так хитровыебано
|
||||||
|
private void ReleaseTestAudioClipSource()
|
||||||
|
{
|
||||||
|
_testClipAudioSource = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO Засунуть в словарь
|
||||||
|
public void PlayTestClipDeprecated(AudioType audioType)
|
||||||
|
{
|
||||||
|
if (!_testClipAudioSource) _testClipAudioSource = _audioSourcePool.GetSource();
|
||||||
|
else if (_currentTestClipAudioType != audioType) _testClipAudioSource.Stop();
|
||||||
|
else return;
|
||||||
|
|
||||||
|
_currentTestClipAudioType = audioType;
|
||||||
|
|
||||||
|
switch (audioType)
|
||||||
|
{
|
||||||
|
case AudioType.SFX:
|
||||||
|
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
||||||
|
_SFXGroup,
|
||||||
|
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
||||||
|
break;
|
||||||
|
case AudioType.Master:
|
||||||
|
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
||||||
|
_masterGroup,
|
||||||
|
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
||||||
|
break;
|
||||||
|
case AudioType.Creatures:
|
||||||
|
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
||||||
|
_creaturesGroup,
|
||||||
|
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
||||||
|
break;
|
||||||
|
case AudioType.GameplayMusic:
|
||||||
|
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
||||||
|
_actionMusicGroup,
|
||||||
|
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
||||||
|
break;
|
||||||
|
case AudioType.MenuMusic:
|
||||||
|
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
||||||
|
_menuMusicGroup,
|
||||||
|
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
||||||
|
break;
|
||||||
|
case AudioType.DispatcherSounds:
|
||||||
|
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
||||||
|
_dispatcherGroup,
|
||||||
|
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,5 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Threading;
|
||||||
using Code.Configs;
|
using Code.Configs;
|
||||||
using Cysharp.Threading.Tasks;
|
using Cysharp.Threading.Tasks;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
@@ -86,6 +87,34 @@ namespace Code.Audio
|
|||||||
onComplete?.Invoke();
|
onComplete?.Invoke();
|
||||||
_pool.Release(source);
|
_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 AudioSource GetSource() => _pool.Get();
|
||||||
public void ReleaseSource(AudioSource source) => _pool.Release(source);
|
public void ReleaseSource(AudioSource source) => _pool.Release(source);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,22 +8,25 @@ namespace Code.Audio
|
|||||||
{
|
{
|
||||||
public interface IAudioFactory
|
public interface IAudioFactory
|
||||||
{
|
{
|
||||||
|
AudioMixer AudioMixer { get; }
|
||||||
|
Dictionary<AudioType, AudioClip> AudioTestClips { get; }
|
||||||
|
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
|
||||||
List<AudioClip> SFXAudios { get; }
|
List<AudioClip> SFXAudios { get; }
|
||||||
List<AudioClip> EnemiesAudios { get; }
|
List<AudioClip> EnemiesAudios { get; }
|
||||||
List<AudioClip> DispatcherAudios { get; }
|
List<AudioClip> DispatcherAudios { get; }
|
||||||
AudioMixer AudioMixer { get; }
|
|
||||||
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
|
|
||||||
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
|
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
|
||||||
UniTask WarmGameplayMusic();
|
UniTask WarmGameplayMusic( );
|
||||||
void ReleaseActionMusic();
|
void ReleaseActionMusic();
|
||||||
UniTask WarmMenuMusic();
|
|
||||||
void ReleaseMenuMusic();
|
|
||||||
UniTask WarmSFX();
|
|
||||||
void ReleaseSFX();
|
|
||||||
UniTask WarmEnemies();
|
|
||||||
void ReleaseEnemies();
|
|
||||||
UniTask WarmDispatcher();
|
|
||||||
void ReleaseDispatcher();
|
|
||||||
void ReleasePeacefulMusic();
|
void ReleasePeacefulMusic();
|
||||||
|
UniTask WarmAudioTestClips( );
|
||||||
|
void ReleaseAudioTestClips();
|
||||||
|
UniTask WarmMenuMusic( );
|
||||||
|
void ReleaseMenuMusic();
|
||||||
|
UniTask WarmSFX( );
|
||||||
|
void ReleaseSFX();
|
||||||
|
UniTask WarmEnemies( );
|
||||||
|
void ReleaseEnemies();
|
||||||
|
UniTask WarmDispatcher( );
|
||||||
|
void ReleaseDispatcher();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -20,5 +20,8 @@ namespace Code.Audio
|
|||||||
event OnAudioPlayingDelegate OnDispatcherStarted;
|
event OnAudioPlayingDelegate OnDispatcherStarted;
|
||||||
event OnAudioPlayingDelegate OnDispatcherEnded;
|
event OnAudioPlayingDelegate OnDispatcherEnded;
|
||||||
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
|
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
|
||||||
|
void ChangeSetting(AudioType type, float value);
|
||||||
|
float GetSetting(AudioType type);
|
||||||
|
void PlayTestClip(AudioType audioType);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -6,4 +6,13 @@ namespace Code.Audio
|
|||||||
Peaceful,
|
Peaceful,
|
||||||
Action
|
Action
|
||||||
}
|
}
|
||||||
|
public enum AudioType
|
||||||
|
{
|
||||||
|
Master,
|
||||||
|
MenuMusic,
|
||||||
|
GameplayMusic,
|
||||||
|
Creatures,
|
||||||
|
DispatcherSounds,
|
||||||
|
SFX
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
|
||||||
|
namespace Code.Configs
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(menuName = "Config/Audio/AudioTestClips", fileName = "AudioTestClipsConfig")]
|
||||||
|
public class AudioTestClipsConfig : ScriptableObject
|
||||||
|
{
|
||||||
|
public AssetReference[] audioTestClips;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f2f1c08a20a54a708336caf8ca6499e1
|
||||||
|
timeCreated: 1764263243
|
||||||
@@ -22,12 +22,18 @@ namespace Code.Configs
|
|||||||
slideSpeed = 20f, // Скорость слайда
|
slideSpeed = 20f, // Скорость слайда
|
||||||
slideDuration = 0.8f, // Длительность слайда в секундах
|
slideDuration = 0.8f, // Длительность слайда в секундах
|
||||||
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
|
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
|
||||||
|
|
||||||
|
// Залазание на стены
|
||||||
|
public float
|
||||||
|
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
|
||||||
|
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
|
||||||
|
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
|
||||||
|
|
||||||
// Наклон при залазании на стены
|
// Наклон при залазании на стены
|
||||||
public float
|
public float
|
||||||
leanAngle = 25f,
|
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
|
||||||
leanThreshold = 0.3f,
|
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
|
||||||
leanSmoothSpeed = 10f;
|
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
|
||||||
|
|
||||||
// Гравитация
|
// Гравитация
|
||||||
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
|
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
|
||||||
|
|||||||
+128
-59
@@ -1,78 +1,147 @@
|
|||||||
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 float _leanSign;
|
||||||
|
private Vector3 _leanDirection;
|
||||||
|
|
||||||
|
private Vector3 _lastWallContactPoint;
|
||||||
|
private bool _isLeaningOnWall;
|
||||||
|
private const float WallProximityThreshold = 0.6f;
|
||||||
|
|
||||||
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(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
|
||||||
|
{
|
||||||
|
// Только если это действительно стена (не пол/потолок)
|
||||||
|
var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
|
||||||
|
if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
|
||||||
|
return;
|
||||||
|
|
||||||
|
_lastWallNormal = wallNormal;
|
||||||
|
_lastWallContactHeight = contactHeight;
|
||||||
|
_lastWallContactPoint = motor.TransientPosition;
|
||||||
|
|
||||||
|
// Пересчитываем направление наклона
|
||||||
|
_leanDirection = -_lastWallNormal;
|
||||||
|
_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
|
||||||
|
|
||||||
|
_leanSign = 1;
|
||||||
|
|
||||||
|
// what the fuck
|
||||||
|
if (_leanDirection.x != 0)
|
||||||
{
|
{
|
||||||
_model.localRotation = Quaternion.identity;
|
switch (_leanDirection.x)
|
||||||
|
{
|
||||||
|
case -1 or 1 when motor.CharacterRight.x > 0.1f:
|
||||||
|
_leanSign = -1;
|
||||||
|
break;
|
||||||
|
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
|
||||||
|
_leanDirection = new Vector3(0, 0, -1);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
switch (_leanDirection.z)
|
||||||
|
{
|
||||||
|
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
|
||||||
|
_leanSign = -1;
|
||||||
|
break;
|
||||||
|
case -1 when motor.CharacterRight.z < -0.1f:
|
||||||
|
case 1 when motor.CharacterRight.z > 0.1f:
|
||||||
|
_leanDirection = new Vector3(-1, 0, 0);
|
||||||
|
break;
|
||||||
|
case -1 when motor.CharacterRight.z > 0.1f:
|
||||||
|
case 1 when motor.CharacterRight.z < -0.1f:
|
||||||
|
_leanDirection = new Vector3(1, 0, 0);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_isLeaningOnWall = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Обновление каждый кадр
|
||||||
|
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
||||||
|
{
|
||||||
|
if (!_characterTransform) return;
|
||||||
|
|
||||||
|
var currentPosition = motor.TransientPosition;
|
||||||
|
|
||||||
|
var isStillNearWall = false;
|
||||||
|
if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
|
||||||
|
{
|
||||||
|
var toWall = currentPosition - _lastWallContactPoint;
|
||||||
|
var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
|
||||||
|
isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_isLeaningOnWall)
|
||||||
|
{
|
||||||
|
var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
|
||||||
|
|
||||||
|
if (!isStillNearWall || isBelowContactHeight)
|
||||||
|
{
|
||||||
|
_isLeaningOnWall = false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var heightDelta = currentPosition.y - _lastWallContactHeight;
|
||||||
|
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||||
|
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!_isLeaningOnWall)
|
||||||
|
{
|
||||||
|
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||||
|
}
|
||||||
|
|
||||||
|
ApplyLeanRotation(motor);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ApplyLeanRotation(KinematicCharacterMotor motor)
|
||||||
|
{
|
||||||
|
if (_leanFactor <= 0.01f)
|
||||||
|
{
|
||||||
|
_characterTransform.localRotation = Quaternion.identity;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
var targetRotation = Quaternion.identity;
|
if (_leanDirection.sqrMagnitude < 0.01f) return;
|
||||||
|
|
||||||
if (isWallRunning)
|
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
|
||||||
{
|
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
|
||||||
var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
|
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
|
||||||
if (n.sqrMagnitude < 0.001f) n = Vector3.forward;
|
_characterTransform.localRotation = leanRotation;
|
||||||
|
|
||||||
var bodyRight = Vector3.Cross(Vector3.up, characterForward).normalized;
|
|
||||||
var side = Vector3.Dot(n, bodyRight);
|
|
||||||
var front = Vector3.Dot(n, characterForward);
|
|
||||||
|
|
||||||
var axis = Vector3.right;
|
|
||||||
var angle = 0f;
|
|
||||||
|
|
||||||
if (side > _threshold)
|
|
||||||
{
|
|
||||||
axis = Vector3.forward;
|
|
||||||
angle = -_leanAngle;
|
|
||||||
}
|
|
||||||
else if (side < -_threshold)
|
|
||||||
{
|
|
||||||
axis = Vector3.forward;
|
|
||||||
angle = _leanAngle;
|
|
||||||
}
|
|
||||||
else if (front > _threshold)
|
|
||||||
{
|
|
||||||
axis = Vector3.right;
|
|
||||||
angle = -_leanAngle;
|
|
||||||
}
|
|
||||||
else if (front < -_threshold)
|
|
||||||
{
|
|
||||||
axis = Vector3.right;
|
|
||||||
angle = _leanAngle;
|
|
||||||
}
|
|
||||||
|
|
||||||
targetRotation = Quaternion.AngleAxis(angle, axis);
|
|
||||||
}
|
|
||||||
|
|
||||||
_model.localRotation = Quaternion.Slerp(
|
|
||||||
_model.localRotation,
|
|
||||||
targetRotation,
|
|
||||||
1f - Mathf.Exp(-_smoothSpeed * Time.deltaTime)
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
-256
@@ -1,256 +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
|
|
||||||
{
|
|
||||||
public float MaxWallRunTime = 1.75f;
|
|
||||||
public float WallRunSpeed = 8.0f;
|
|
||||||
public float WallRunAcceleration = 25.0f;
|
|
||||||
public float WallRunGravityScale = 0.25f;
|
|
||||||
public float WallDetachImpulse = 7.0f;
|
|
||||||
public float WallContactAngleThreshold = 45.0f;
|
|
||||||
|
|
||||||
private bool _isWallRunning;
|
|
||||||
private float _wallRunTimer;
|
|
||||||
private Vector3 _wallNormal;
|
|
||||||
private Vector3 _wallTangentRight;
|
|
||||||
private Vector3 _wallTangentUp;
|
|
||||||
private Vector3 _wallContactPoint;
|
|
||||||
private Vector3 _lastMoveInputInWallSpace;
|
|
||||||
|
|
||||||
private float _surfaceAngleCos;
|
|
||||||
private bool _canWallRun;
|
|
||||||
public float WallContactHeight { get; private set; }
|
|
||||||
|
|
||||||
public Vector3 WallRunStartForward { get; private set; }
|
|
||||||
|
|
||||||
private KinematicCharacterMotor _motor;
|
|
||||||
private CharacterInputHandler _inputHandler;
|
|
||||||
|
|
||||||
public bool IsWallRunning => _isWallRunning;
|
|
||||||
|
|
||||||
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
|
|
||||||
{
|
|
||||||
_motor = motor;
|
|
||||||
_inputHandler = inputHandler;
|
|
||||||
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Reset()
|
|
||||||
{
|
|
||||||
_isWallRunning = false;
|
|
||||||
_wallRunTimer = 0f;
|
|
||||||
_wallNormal = Vector3.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Tick(float deltaTime)
|
|
||||||
{
|
|
||||||
if (_isWallRunning)
|
|
||||||
{
|
|
||||||
_wallRunTimer += deltaTime;
|
|
||||||
if (_wallRunTimer > MaxWallRunTime)
|
|
||||||
{
|
|
||||||
DetachFromWall(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
|
||||||
{
|
|
||||||
if (_isWallRunning) return false;
|
|
||||||
|
|
||||||
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
|
||||||
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
|
||||||
|
|
||||||
if (!isWall) return false;
|
|
||||||
|
|
||||||
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
|
||||||
|
|
||||||
float velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
|
|
||||||
if (velocityIntoWall < 1f) return false;
|
|
||||||
|
|
||||||
StartWallRun(hitNormal, hitPoint);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
|
|
||||||
{
|
|
||||||
_isWallRunning = true;
|
|
||||||
_wallRunTimer = 0f;
|
|
||||||
_wallNormal = wallNormal.normalized;
|
|
||||||
_wallContactPoint = contactPoint;
|
|
||||||
WallContactHeight = contactPoint.y;
|
|
||||||
|
|
||||||
//_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
|
||||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
|
||||||
|
|
||||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
|
||||||
|
|
||||||
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
|
|
||||||
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
|
|
||||||
_wallTangentUp = -_wallTangentUp;
|
|
||||||
|
|
||||||
WallRunStartForward = _motor.CharacterForward;
|
|
||||||
_motor.ForceUnground();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
|
||||||
{
|
|
||||||
if (!_isWallRunning) return;
|
|
||||||
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
|
||||||
|
|
||||||
Vector3 moveInputWorld = _inputHandler.MoveInputVector;
|
|
||||||
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
|
|
||||||
|
|
||||||
Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
|
|
||||||
|
|
||||||
float ad = inputs.MoveAxisRight;
|
|
||||||
|
|
||||||
float sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
|
|
||||||
if (sideDot < 0)
|
|
||||||
ad = -ad;
|
|
||||||
|
|
||||||
Vector3 adMove = _wallTangentUp * (-ad);
|
|
||||||
|
|
||||||
Vector3 finalMove = wsMove + adMove;
|
|
||||||
finalMove = finalMove.normalized * moveInputWorld.magnitude;
|
|
||||||
|
|
||||||
Vector3 targetVelocity = finalMove * WallRunSpeed;
|
|
||||||
|
|
||||||
currentVelocity = Vector3.Lerp(
|
|
||||||
currentVelocity,
|
|
||||||
targetVelocity,
|
|
||||||
1f - Mathf.Exp(-WallRunAcceleration * deltaTime)
|
|
||||||
);
|
|
||||||
|
|
||||||
currentVelocity += Physics.gravity * (WallRunGravityScale * deltaTime);
|
|
||||||
|
|
||||||
float distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
|
|
||||||
if (Mathf.Abs(distanceToWall) > 0.8f)
|
|
||||||
{
|
|
||||||
DetachFromWall(false);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (inputs.JumpPressed)
|
|
||||||
{
|
|
||||||
DetachFromWall(true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool IsWallStillPresent()
|
|
||||||
{
|
|
||||||
if (_motor == null) return false;
|
|
||||||
|
|
||||||
Vector3 characterCenter = _motor.TransientPosition;
|
|
||||||
Vector3 characterForward = _motor.CharacterForward;
|
|
||||||
Vector3 characterRight = _motor.CharacterRight;
|
|
||||||
Vector3 characterUp = _motor.CharacterUp;
|
|
||||||
|
|
||||||
float checkDistance = 0.45f;
|
|
||||||
Vector3 rayOrigin = characterCenter + characterUp * 0.2f;
|
|
||||||
Vector3 rayDir = -_wallNormal;
|
|
||||||
|
|
||||||
Vector3[] offsets = {
|
|
||||||
Vector3.zero,
|
|
||||||
characterUp * 0.3f,
|
|
||||||
-characterUp * 0.3f,
|
|
||||||
characterRight * 0.2f,
|
|
||||||
-characterRight * 0.2f
|
|
||||||
};
|
|
||||||
|
|
||||||
foreach (var offset in offsets)
|
|
||||||
{
|
|
||||||
if (Physics.Raycast(rayOrigin + offset, rayDir, out RaycastHit hit, checkDistance,
|
|
||||||
_motor.CollidableLayers, QueryTriggerInteraction.Ignore))
|
|
||||||
{
|
|
||||||
float dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
|
|
||||||
if (dotWithUp < _surfaceAngleCos)
|
|
||||||
{
|
|
||||||
_wallNormal = hit.normal.normalized;
|
|
||||||
_wallContactPoint = hit.point;
|
|
||||||
|
|
||||||
/*_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
|
||||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
|
||||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
|
||||||
*/
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void DetachFromWall(bool withImpulse)
|
|
||||||
{
|
|
||||||
if (!_isWallRunning) return;
|
|
||||||
|
|
||||||
_isWallRunning = false;
|
|
||||||
|
|
||||||
if (withImpulse && _motor != null)
|
|
||||||
{
|
|
||||||
Vector3 detachImpulse = -_wallNormal * WallDetachImpulse;
|
|
||||||
_motor.BaseVelocity += detachImpulse;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector3 GetWallNormal() => _wallNormal;
|
|
||||||
public bool TryGetWallTangents(out Vector3 up, out Vector3 right)
|
|
||||||
{
|
|
||||||
if (!_isWallRunning)
|
|
||||||
{
|
|
||||||
up = right = Vector3.zero;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
up = _wallTangentUp;
|
|
||||||
right = _wallTangentRight;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool CanWallRun()
|
|
||||||
{
|
|
||||||
return !_isWallRunning && !_motor.GroundingStatus.IsStableOnGround;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
|
|
||||||
{
|
|
||||||
if (!_isWallRunning || _motor == null) return;
|
|
||||||
|
|
||||||
_isWallRunning = false;
|
|
||||||
|
|
||||||
Vector3 wallAway = _wallNormal;
|
|
||||||
Vector3 wallUp = _wallTangentUp;
|
|
||||||
|
|
||||||
Vector3 playerForward = cameraRotation * Vector3.forward;
|
|
||||||
|
|
||||||
Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
|
|
||||||
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
|
|
||||||
|
|
||||||
Vector3 jumpDirection =
|
|
||||||
forwardInWallPlane * 0.2f +
|
|
||||||
wallAway * 0.4f +
|
|
||||||
wallUp * 0.4f;
|
|
||||||
|
|
||||||
jumpDirection = jumpDirection.normalized;
|
|
||||||
|
|
||||||
float wallJumpForce = WallDetachImpulse * 2f;
|
|
||||||
|
|
||||||
Vector3 jumpImpulse = jumpDirection * wallJumpForce;
|
|
||||||
|
|
||||||
_motor.BaseVelocity += jumpImpulse;
|
|
||||||
|
|
||||||
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
|
|
||||||
|
|
||||||
if (_motor.CharacterController is CustomCharacterController controller)
|
|
||||||
{
|
|
||||||
controller.BlockAbilities(0.12f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
-3
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 4bef67aa9cf14753a63ea07eecc5ff67
|
|
||||||
timeCreated: 1764263348
|
|
||||||
+91
-59
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
|
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
|
||||||
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
|
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
|
||||||
*
|
*
|
||||||
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
||||||
*/
|
*/
|
||||||
public class CustomCharacterController : MonoBehaviour, ICharacterController
|
public class CustomCharacterController : MonoBehaviour, ICharacterController
|
||||||
{
|
{
|
||||||
@@ -28,23 +28,49 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
// Подсистемы
|
// Подсистемы
|
||||||
private CharacterInputHandler _inputHandler;
|
private CharacterInputHandler _inputHandler;
|
||||||
private SlideMechanic _slideMechanic;
|
private SlideMechanic _slideMechanic;
|
||||||
// private WallClimbMechanic _wallClimbMechanic;
|
private WallClimbMechanic _wallClimbMechanic;
|
||||||
private WallRunningMechanic _wallRunningMechanic;
|
|
||||||
private WallLeanMechanic _wallLeanMechanic;
|
private WallLeanMechanic _wallLeanMechanic;
|
||||||
private GroundMovementSystem _groundMovement;
|
private GroundMovementSystem _groundMovement;
|
||||||
private AirMovementSystem _airMovement;
|
private AirMovementSystem _airMovement;
|
||||||
|
|
||||||
public bool IsSliding => _slideMechanic.IsSliding;
|
public bool IsSliding => _slideMechanic.IsSliding;
|
||||||
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
|
||||||
|
|
||||||
private float abilityBlockTimer;
|
private float abilityBlockTimer;
|
||||||
private bool isAbilitiesBlocked;
|
private bool isAbilitiesBlocked;
|
||||||
|
|
||||||
private CharacterInputs _lastInputs;
|
|
||||||
|
|
||||||
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
||||||
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
|
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
|
||||||
|
|
||||||
|
// Инициализация контроллера
|
||||||
|
// private void Awake()
|
||||||
|
// {
|
||||||
|
// // Инициализация подсистем с параметрами из конфига
|
||||||
|
// _inputHandler = new CharacterInputHandler(
|
||||||
|
// _characterConfig.sprintAngleThreshold
|
||||||
|
// );
|
||||||
|
// _slideMechanic = new SlideMechanic(
|
||||||
|
// _characterConfig.slideSpeed,
|
||||||
|
// _characterConfig.slideDuration,
|
||||||
|
// _characterConfig.slideCooldown
|
||||||
|
// );
|
||||||
|
// _wallClimbMechanic = new WallClimbMechanic(
|
||||||
|
// _characterConfig.wallClimbSpeedFactor,
|
||||||
|
// _characterConfig.minWallClimbSpeed,
|
||||||
|
// _characterConfig.wallDetectionAngleThreshold
|
||||||
|
// );
|
||||||
|
// _wallLeanMechanic = new WallLeanMechanic(
|
||||||
|
// _characterConfig.maxWallLeanAngle,
|
||||||
|
// _characterConfig.wallLeanSharpness,
|
||||||
|
// _characterConfig.wallLeanHeightScale
|
||||||
|
// );
|
||||||
|
// _groundMovement = new GroundMovementSystem(
|
||||||
|
// _characterConfig.maxStableMoveSpeed,
|
||||||
|
// _characterConfig.sprintMoveSpeed,
|
||||||
|
// _characterConfig.stableMovementSharpness,
|
||||||
|
// _characterConfig.jumpSpeed
|
||||||
|
// );
|
||||||
|
// _airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||||
|
// }
|
||||||
[Inject]
|
[Inject]
|
||||||
private void Construct(CharacterConfig characterConfig)
|
private void Construct(CharacterConfig characterConfig)
|
||||||
{
|
{
|
||||||
@@ -58,25 +84,16 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
_characterConfig.slideDuration,
|
_characterConfig.slideDuration,
|
||||||
_characterConfig.slideCooldown
|
_characterConfig.slideCooldown
|
||||||
);
|
);
|
||||||
// _wallClimbMechanic = new WallClimbMechanic(
|
_wallClimbMechanic = new WallClimbMechanic(
|
||||||
// _characterConfig.wallClimbSpeedFactor,
|
_characterConfig.wallClimbSpeedFactor,
|
||||||
// _characterConfig.minWallClimbSpeed,
|
_characterConfig.minWallClimbSpeed,
|
||||||
// _characterConfig.wallDetectionAngleThreshold
|
_characterConfig.wallDetectionAngleThreshold
|
||||||
// );
|
);
|
||||||
_wallRunningMechanic = new WallRunningMechanic();
|
|
||||||
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
|
|
||||||
_wallRunningMechanic.MaxWallRunTime = 5f;
|
|
||||||
_wallRunningMechanic.WallRunSpeed = 15.0f;
|
|
||||||
_wallRunningMechanic.WallRunAcceleration = 25.0f;
|
|
||||||
_wallRunningMechanic.WallRunGravityScale = 0.25f;
|
|
||||||
_wallRunningMechanic.WallDetachImpulse = 7.0f;
|
|
||||||
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
|
|
||||||
|
|
||||||
_wallLeanMechanic = new WallLeanMechanic(
|
_wallLeanMechanic = new WallLeanMechanic(
|
||||||
_characterConfig.leanAngle,
|
_characterConfig.maxWallLeanAngle,
|
||||||
_characterConfig.leanThreshold,
|
_characterConfig.wallLeanSharpness,
|
||||||
_characterConfig.leanSmoothSpeed
|
_characterConfig.wallLeanHeightScale
|
||||||
);
|
);
|
||||||
_groundMovement = new GroundMovementSystem(
|
_groundMovement = new GroundMovementSystem(
|
||||||
_characterConfig.maxStableMoveSpeed,
|
_characterConfig.maxStableMoveSpeed,
|
||||||
_characterConfig.sprintMoveSpeed,
|
_characterConfig.sprintMoveSpeed,
|
||||||
@@ -89,24 +106,31 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||||
_inputHandler.FirstPersonCameraRotation =
|
_inputHandler.FirstPersonCameraRotation =
|
||||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||||
_wallLeanMechanic.SetModel(characterTransform);
|
_wallLeanMechanic.SetCharacterTransform(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
|
||||||
// Обновляем таймеры механик
|
|
||||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||||
// _wallClimbMechanic.TickCooldown(Time.deltaTime);
|
_wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||||
_wallRunningMechanic.Tick(Time.deltaTime);
|
|
||||||
|
|
||||||
// Если активен слайд - игнорируем весь остальной ввод
|
// Если активен слайд - игнорируем весь остальной ввод
|
||||||
if (_slideMechanic.IsSliding)
|
if (_slideMechanic.IsSliding)
|
||||||
{
|
{
|
||||||
|
// Во время слайда не обрабатываем движение, прыжки и спринт
|
||||||
_inputHandler.MoveInputVector = Vector3.zero;
|
_inputHandler.MoveInputVector = Vector3.zero;
|
||||||
_inputHandler.LookInputVector = Vector3.one;
|
_inputHandler.LookInputVector = Vector3.one;
|
||||||
_inputHandler.IsSprinting = false;
|
_inputHandler.IsSprinting = false;
|
||||||
@@ -114,6 +138,7 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Сохраняем текущий режим камеры
|
||||||
_currentCameraMode = inputs.CameraMode;
|
_currentCameraMode = inputs.CameraMode;
|
||||||
|
|
||||||
if (isAbilitiesBlocked)
|
if (isAbilitiesBlocked)
|
||||||
@@ -136,33 +161,42 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
// 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)
|
||||||
{
|
{
|
||||||
if (_slideMechanic.IsSliding) return;
|
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
|
||||||
|
|
||||||
switch (_currentCameraMode)
|
switch (_currentCameraMode)
|
||||||
{
|
{
|
||||||
|
// В FirstPerson режиме применяем вращение камеры напрямую к персонажу (только горизонталь)
|
||||||
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
|
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
|
||||||
|
// Немедленно применяем горизонтальное вращение камеры к персонажу
|
||||||
currentRotation = _inputHandler.FirstPersonCameraRotation;
|
currentRotation = _inputHandler.FirstPersonCameraRotation;
|
||||||
break;
|
break;
|
||||||
|
// В ThirdPerson режиме плавно поворачиваем персонаж в направлении движения
|
||||||
case CameraMode.ThirdPerson:
|
case CameraMode.ThirdPerson:
|
||||||
{
|
{
|
||||||
|
// Вращение применяется только если есть направление движения и разрешена резкость вращения
|
||||||
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
||||||
{
|
{
|
||||||
|
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
|
||||||
var smoothedLookInputDirection = Vector3.Slerp(
|
var smoothedLookInputDirection = Vector3.Slerp(
|
||||||
motor.CharacterForward,
|
motor.CharacterForward,
|
||||||
_inputHandler.LookInputVector,
|
_inputHandler.LookInputVector,
|
||||||
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
||||||
).normalized;
|
).normalized;
|
||||||
|
|
||||||
|
// Установка нового вращения смотря в сглаженном направлении
|
||||||
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
||||||
}
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
// Заготовка на будущее (если понадобится)
|
||||||
case CameraMode.Static:
|
case CameraMode.Static:
|
||||||
case CameraMode.Cinematic:
|
case CameraMode.Cinematic:
|
||||||
default:
|
default:
|
||||||
@@ -170,49 +204,38 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Обновление скорости движения персонажа
|
||||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||||
{
|
{
|
||||||
|
// Если во время слайда запрошен прыжок — прерываем слайд
|
||||||
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||||
{
|
{
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Проверяем запрос слайда и запускаем его если можно
|
||||||
if (!_slideMechanic.IsSliding)
|
if (!_slideMechanic.IsSliding)
|
||||||
{
|
{
|
||||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
||||||
_inputHandler.LookInputVector);
|
_inputHandler.LookInputVector);
|
||||||
}
|
}
|
||||||
|
// Если активен слайд - обрабатываем отдельно
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// === WALL RUNNING: обработка состояния ===
|
|
||||||
if (_wallRunningMechanic.IsWallRunning)
|
|
||||||
{
|
|
||||||
// 🔄 Передаём актуальные данные для walljump
|
|
||||||
if (_groundMovement.JumpRequested) // или _lastInputs.JumpPressed — зависит от логики
|
|
||||||
{
|
|
||||||
_wallRunningMechanic.PerformWallJump(_lastInputs, _inputHandler.FirstPersonCameraRotation);
|
|
||||||
_groundMovement.CancelJumpRequest(); // сброс, чтобы не сработало дважды
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_wallRunningMechanic.HandleWallRun(ref currentVelocity, _lastInputs, deltaTime);
|
|
||||||
}
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Если персонаж находится на земле
|
// Если персонаж находится на земле
|
||||||
if (motor.GroundingStatus.IsStableOnGround)
|
if (motor.GroundingStatus.IsStableOnGround)
|
||||||
{
|
{
|
||||||
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||||
}
|
}
|
||||||
// Если персонаж не на земле — стандартное воздушное движение
|
// Если персонаж не находится на земле
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
||||||
|
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
|
||||||
_groundMovement.CancelJumpRequest();
|
_groundMovement.CancelJumpRequest();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -223,51 +246,60 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
abilityBlockTimer = duration;
|
abilityBlockTimer = duration;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
|
||||||
public void BeforeCharacterUpdate(float deltaTime)
|
public void BeforeCharacterUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Метод вызывается после обработки столкновения с землей
|
||||||
public void PostGroundingUpdate(float deltaTime)
|
public void PostGroundingUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
|
// Если во время слайда персонаж оторвался от земли - заканчиваем слайд
|
||||||
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
||||||
{
|
{
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (motor.GroundingStatus.IsStableOnGround)
|
||||||
|
{
|
||||||
|
_wallClimbMechanic.ResetWallClimbSession();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 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))
|
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
|
||||||
{
|
_wallLeanMechanic.OnWallContact(motor, 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)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -7,13 +7,11 @@ namespace Code.Scenes.SceneEnvironments
|
|||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public class GameplaySceneEnvironment : CurrentSceneEnvironment
|
public class GameplaySceneEnvironment : CurrentSceneEnvironment
|
||||||
{
|
{
|
||||||
[FormerlySerializedAs("sfxTarget")] public Transform debugSfxTarget;
|
|
||||||
public Transform playerSpawnPoint;
|
public Transform playerSpawnPoint;
|
||||||
public OrderDispenser debugTube;
|
public OrderDispenser debugTube;
|
||||||
|
|
||||||
public void TransitVariables(GameplaySceneEnvironment env)
|
public void TransitVariables(GameplaySceneEnvironment env)
|
||||||
{
|
{
|
||||||
debugSfxTarget = env.debugSfxTarget;
|
|
||||||
playerSpawnPoint = env.playerSpawnPoint;
|
playerSpawnPoint = env.playerSpawnPoint;
|
||||||
debugTube = env.debugTube;
|
debugTube = env.debugTube;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Code.Gameplay.Door;
|
using Code.Gameplay.Door;
|
||||||
|
using Code.UI;
|
||||||
using Code.UI.Panels.Etc;
|
using Code.UI.Panels.Etc;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Experimental.GlobalIllumination;
|
using UnityEngine.Experimental.GlobalIllumination;
|
||||||
@@ -15,6 +16,7 @@ namespace Code.Scenes.SceneEnvironments
|
|||||||
public MainMenuButton settingButton;
|
public MainMenuButton settingButton;
|
||||||
public MainMenuButton exitButton;
|
public MainMenuButton exitButton;
|
||||||
public Canvas menuButtonsCanvas;
|
public Canvas menuButtonsCanvas;
|
||||||
|
public Canvas settingsCanvas;
|
||||||
|
|
||||||
public void TransitVariables(MainMenuEnvironment env)
|
public void TransitVariables(MainMenuEnvironment env)
|
||||||
{
|
{
|
||||||
@@ -24,6 +26,7 @@ namespace Code.Scenes.SceneEnvironments
|
|||||||
settingButton = env.settingButton;
|
settingButton = env.settingButton;
|
||||||
exitButton = env.exitButton;
|
exitButton = env.exitButton;
|
||||||
menuButtonsCanvas = env.menuButtonsCanvas;
|
menuButtonsCanvas = env.menuButtonsCanvas;
|
||||||
|
settingsCanvas = env.settingsCanvas;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -30,6 +30,7 @@ namespace Code.StaticData
|
|||||||
OrderBoxConfig OrderBoxConfig { get; }
|
OrderBoxConfig OrderBoxConfig { get; }
|
||||||
Dictionary<CameraMode, CameraSettingsConfig> CameraSettingsConfigs { get; }
|
Dictionary<CameraMode, CameraSettingsConfig> CameraSettingsConfigs { get; }
|
||||||
Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; }
|
Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; }
|
||||||
|
AudioTestClipsConfig AudioTestClipsConfig { get; }
|
||||||
void Load();
|
void Load();
|
||||||
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
|
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -16,14 +16,19 @@ namespace Code.StaticData
|
|||||||
public AppConfig AppConfig { get; private set; }
|
public AppConfig AppConfig { get; private set; }
|
||||||
public InputConfig InputConfig { get; private set; }
|
public InputConfig InputConfig { get; private set; }
|
||||||
public CameraConfig CameraConfig { get; private set; }
|
public CameraConfig CameraConfig { get; private set; }
|
||||||
|
|
||||||
public CharacterConfig CharacterConfig { get; private set; }
|
public CharacterConfig CharacterConfig { get; private set; }
|
||||||
public UIConfig UIConfig { get; private set; }
|
|
||||||
public PlayerConfig PlayerConfig { get; private set; }
|
public PlayerConfig PlayerConfig { get; private set; }
|
||||||
|
|
||||||
|
public UIConfig UIConfig { get; private set; }
|
||||||
|
|
||||||
public AudioMixerConfig AudioMixerConfig { get; private set; }
|
public AudioMixerConfig AudioMixerConfig { get; private set; }
|
||||||
public SoundtrackListConfig SoundtrackListConfig { get; private set; }
|
public SoundtrackListConfig SoundtrackListConfig { get; private set; }
|
||||||
public SFXListConfig SFXListConfig { get; private set; }
|
public SFXListConfig SFXListConfig { get; private set; }
|
||||||
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
|
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
|
||||||
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
|
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
|
||||||
|
public AudioTestClipsConfig AudioTestClipsConfig { get; private set; }
|
||||||
|
|
||||||
public DrunkenGrandpaConfig DrunkenGrandpaConfig {get; private set;}
|
public DrunkenGrandpaConfig DrunkenGrandpaConfig {get; private set;}
|
||||||
public CockroachConfig CockroachConfig { get; private set; }
|
public CockroachConfig CockroachConfig { get; private set; }
|
||||||
public FogConfig FogConfig { get; private set; }
|
public FogConfig FogConfig { get; private set; }
|
||||||
@@ -58,6 +63,7 @@ namespace Code.StaticData
|
|||||||
{
|
{
|
||||||
AudioMixerConfig = Resources.Load<AudioMixerConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioMixerConfig"));
|
AudioMixerConfig = Resources.Load<AudioMixerConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioMixerConfig"));
|
||||||
SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig"));
|
SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig"));
|
||||||
|
AudioTestClipsConfig = Resources.Load<AudioTestClipsConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioTestClipsConfig"));
|
||||||
SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig"));
|
SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig"));
|
||||||
DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig"));
|
DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig"));
|
||||||
EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
|
EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using Code.Audio;
|
||||||
using Code.Gameplay.Door;
|
using Code.Gameplay.Door;
|
||||||
using Code.UI.Panels.Etc;
|
using Code.UI.Panels.Etc;
|
||||||
|
|
||||||
@@ -36,7 +37,7 @@ namespace Code.UI.Panels
|
|||||||
settingButton.OnPointerExitEvent = CloseDoor;
|
settingButton.OnPointerExitEvent = CloseDoor;
|
||||||
exitButton.OnPointerExitEvent = CloseDoor;
|
exitButton.OnPointerExitEvent = CloseDoor;
|
||||||
|
|
||||||
_cinematicDoorOpening = new(mainMenuUIVariables.MainMenuDoor, mainMenuUIVariables.DoorLight);
|
_cinematicDoorOpening = new(mainMenuUIVariables.MainMenuDoor, mainMenuUIVariables.DoorLight);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OpenStart() => _cinematicDoorOpening.PreOpen(0);
|
private void OpenStart() => _cinematicDoorOpening.PreOpen(0);
|
||||||
@@ -45,6 +46,6 @@ namespace Code.UI.Panels
|
|||||||
|
|
||||||
private void OpenExit() => _cinematicDoorOpening.PreOpen(2);
|
private void OpenExit() => _cinematicDoorOpening.PreOpen(2);
|
||||||
|
|
||||||
private void CloseDoor() => _cinematicDoorOpening.Close();
|
private void CloseDoor() => _cinematicDoorOpening.Close();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,29 +1,83 @@
|
|||||||
|
using System;
|
||||||
|
using Code.Audio;
|
||||||
|
using Reflex.Attributes;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Serialization;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using AudioType = Code.Audio.AudioType;
|
||||||
|
|
||||||
namespace Code.UI
|
namespace Code.UI
|
||||||
{
|
{
|
||||||
public class SettingsPanel : UIElement
|
public class SettingsPanel : UIElement
|
||||||
{
|
{
|
||||||
[SerializeField] private TMP_Text scoreText;
|
[SerializeField] private Slider master;
|
||||||
[SerializeField] private TMP_Text gameOverText;
|
[SerializeField] private Slider sfx;
|
||||||
[SerializeField] private Image _background;
|
[SerializeField] private Slider dispatcher;
|
||||||
|
[SerializeField] private Slider creatures;
|
||||||
public void UpdateScoreText(int score) => scoreText.text = score.ToString();
|
[SerializeField] private Slider menuMusic;
|
||||||
|
[SerializeField] private Slider gameplayMusic;
|
||||||
|
|
||||||
|
[Inject] IAudioService _audioService;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
master.SetValueWithoutNotify(_audioService.GetSetting(AudioType.Master));
|
||||||
|
master.onValueChanged.AddListener(OnMasterUpdate);
|
||||||
|
|
||||||
|
sfx.value = _audioService.GetSetting(AudioType.SFX);
|
||||||
|
sfx.onValueChanged.AddListener(OnSFXUpdate);
|
||||||
|
|
||||||
|
dispatcher.value = _audioService.GetSetting(AudioType.DispatcherSounds);
|
||||||
|
dispatcher.onValueChanged.AddListener(OnDispatcherUpdate);
|
||||||
|
|
||||||
|
creatures.value = _audioService.GetSetting(AudioType.Creatures);
|
||||||
|
creatures.onValueChanged.AddListener(OnEnemiesUpdate);
|
||||||
|
|
||||||
|
menuMusic.value = _audioService.GetSetting(AudioType.MenuMusic);
|
||||||
|
menuMusic.onValueChanged.AddListener(OnMenuMusicUpdate);
|
||||||
|
|
||||||
|
gameplayMusic.value = _audioService.GetSetting(AudioType.GameplayMusic);
|
||||||
|
gameplayMusic.onValueChanged.AddListener(OnGameplayUpdate);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMasterUpdate(float value)
|
||||||
|
{
|
||||||
|
_audioService.ChangeSetting(AudioType.Master, value);
|
||||||
|
// _audioService.PlayTestClip(AudioType.Master); XDXDXDXD TODO Убрать или придумать что-нибудь
|
||||||
|
}
|
||||||
|
private void OnSFXUpdate(float value)
|
||||||
|
{
|
||||||
|
_audioService.ChangeSetting(AudioType.SFX, value);
|
||||||
|
_audioService.PlayTestClip(AudioType.SFX);
|
||||||
|
}
|
||||||
|
private void OnDispatcherUpdate(float value)
|
||||||
|
{
|
||||||
|
_audioService.ChangeSetting(AudioType.DispatcherSounds, value);
|
||||||
|
_audioService.PlayTestClip(AudioType.DispatcherSounds);
|
||||||
|
}
|
||||||
|
private void OnEnemiesUpdate(float value)
|
||||||
|
{
|
||||||
|
_audioService.ChangeSetting(AudioType.Creatures, value);
|
||||||
|
_audioService.PlayTestClip(AudioType.Creatures);
|
||||||
|
}
|
||||||
|
private void OnMenuMusicUpdate(float value)
|
||||||
|
{
|
||||||
|
_audioService.ChangeSetting(AudioType.MenuMusic, value);
|
||||||
|
_audioService.PlayTestClip(AudioType.MenuMusic);
|
||||||
|
}
|
||||||
|
private void OnGameplayUpdate(float value)
|
||||||
|
{
|
||||||
|
_audioService.ChangeSetting(AudioType.GameplayMusic, value);
|
||||||
|
_audioService.PlayTestClip(AudioType.GameplayMusic);
|
||||||
|
}
|
||||||
|
|
||||||
public override void Hide()
|
public override void Hide()
|
||||||
{
|
{
|
||||||
_background.enabled = false;
|
|
||||||
scoreText.enabled = false;
|
|
||||||
gameOverText.enabled = false;
|
|
||||||
base.Hide();
|
base.Hide();
|
||||||
}
|
}
|
||||||
public override void Show()
|
public override void Show()
|
||||||
{
|
{
|
||||||
_background.enabled = true;
|
|
||||||
scoreText.enabled = true;
|
|
||||||
gameOverText.enabled = true;
|
|
||||||
base.Show();
|
base.Show();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -133,7 +133,6 @@ AudioMixerGroupController:
|
|||||||
m_Children:
|
m_Children:
|
||||||
- {fileID: -6229038418282119915}
|
- {fileID: -6229038418282119915}
|
||||||
- {fileID: 4051589110822387517}
|
- {fileID: 4051589110822387517}
|
||||||
- {fileID: 2578226848385654679}
|
|
||||||
m_Volume: 5e2f5c7e3d526b9aaa68f56dfb7d553b
|
m_Volume: 5e2f5c7e3d526b9aaa68f56dfb7d553b
|
||||||
m_Pitch: ae94fcb7df36f4368a5d909499b1cf45
|
m_Pitch: ae94fcb7df36f4368a5d909499b1cf45
|
||||||
m_Send: 00000000000000000000000000000000
|
m_Send: 00000000000000000000000000000000
|
||||||
@@ -175,7 +174,21 @@ AudioMixerController:
|
|||||||
m_SuspendThreshold: -80
|
m_SuspendThreshold: -80
|
||||||
m_EnableSuspend: 1
|
m_EnableSuspend: 1
|
||||||
m_UpdateMode: 0
|
m_UpdateMode: 0
|
||||||
m_ExposedParameters: []
|
m_ExposedParameters:
|
||||||
|
- guid: ddab7e07de3c686e296ff10b1cd77a47
|
||||||
|
name: Action
|
||||||
|
- guid: 5e2f5c7e3d526b9aaa68f56dfb7d553b
|
||||||
|
name: Creatures
|
||||||
|
- guid: 19969023eed85c7999691c4897eebc2e
|
||||||
|
name: Dispatcher
|
||||||
|
- guid: 9823d3a409fe914cdbb45f92705c5186
|
||||||
|
name: Master
|
||||||
|
- guid: b9fc0df121fe7134e9cbd35aa5a65755
|
||||||
|
name: Menu
|
||||||
|
- guid: dd0b3fe80d006124baa36e791e6953f0
|
||||||
|
name: Peaceful
|
||||||
|
- guid: 8b55cf81ebbf71b7db1aeb9d32d1f6a1
|
||||||
|
name: SFX
|
||||||
m_AudioMixerGroupViews:
|
m_AudioMixerGroupViews:
|
||||||
- guids:
|
- guids:
|
||||||
- ddc760a902e7b5553952924aeaa5473e
|
- ddc760a902e7b5553952924aeaa5473e
|
||||||
@@ -190,7 +203,7 @@ AudioMixerController:
|
|||||||
- af6d3dead2e9e4848a2ca2fa55634108
|
- af6d3dead2e9e4848a2ca2fa55634108
|
||||||
name: View
|
name: View
|
||||||
m_CurrentViewIndex: 0
|
m_CurrentViewIndex: 0
|
||||||
m_TargetSnapshot: {fileID: -1214924791136564940}
|
m_TargetSnapshot: {fileID: -5566153147845745614}
|
||||||
--- !u!243 &24300002
|
--- !u!243 &24300002
|
||||||
AudioMixerGroupController:
|
AudioMixerGroupController:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@@ -201,6 +214,7 @@ AudioMixerGroupController:
|
|||||||
m_AudioMixer: {fileID: 24100000}
|
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Reference in new issue
Block a user