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@@ -65,7 +65,7 @@ namespace Code.App.AppStates
|
|||||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
||||||
Context.AudioFactory.WarmGameplayMusic(),
|
Context.AudioFactory.WarmGameplayMusic(),
|
||||||
Context.AudioFactory.WarmDeathMusic(),
|
Context.AudioFactory.WarmDeathMusic(),
|
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Context.AudioFactory.WarmSFX(),
|
// Context.AudioFactory.WarmSFX(),
|
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Context.AudioFactory.WarmDispatcher(),
|
Context.AudioFactory.WarmDispatcher(),
|
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Context.AudioFactory.WarmEnemies(),
|
Context.AudioFactory.WarmEnemies(),
|
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Context.AudioFactory.WarmCourier()
|
Context.AudioFactory.WarmCourier()
|
||||||
@@ -217,7 +217,7 @@ namespace Code.App.AppStates
|
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Context.AudioFactory.ReleaseCourier();
|
Context.AudioFactory.ReleaseCourier();
|
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Context.AudioFactory.ReleaseDispatcher();
|
Context.AudioFactory.ReleaseDispatcher();
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Context.AudioFactory.ReleaseEnemies();
|
Context.AudioFactory.ReleaseEnemies();
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Context.AudioFactory.ReleaseSFX();
|
// Context.AudioFactory.ReleaseSFX();
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|
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|
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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|
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@@ -0,0 +1,42 @@
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|
using UnityEngine;
|
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|
|
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|
namespace Code.App.Debug
|
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|
{
|
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|
public class Logger : MonoBehaviour
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|
{
|
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|
//#if !UNITY_EDITOR
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static string myLog = "";
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private string output;
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|
private string stack;
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|
|
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|
void OnEnable()
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|
{
|
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|
Application.logMessageReceived += Log;
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|
}
|
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|
|
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|
void OnDisable()
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|
{
|
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|
Application.logMessageReceived -= Log;
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|
}
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|
|
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|
public void Log(string logString, string stackTrace, LogType type)
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|
{
|
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|
output = logString;
|
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|
stack = stackTrace;
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|
myLog = output + " " + myLog;
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|
if (myLog.Length > 5000)
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|
{
|
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|
myLog = myLog.Substring(0, 4000);
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|
}
|
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|
}
|
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|
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|
void OnGUI()
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|
{
|
||||||
|
//if (!Application.isEditor) //Do not display in editor ( or you can use the UNITY_EDITOR macro to also disable the rest)
|
||||||
|
{
|
||||||
|
myLog = GUI.TextArea(new Rect(10, 10, Screen.width - 10, Screen.height - 10), myLog);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//#endif
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: dc474668ede54a9aa1e0f29c59f067f5
|
||||||
|
timeCreated: 1764915992
|
||||||
@@ -1,20 +1,17 @@
|
|||||||
namespace Code.Audio
|
namespace Code.Audio
|
||||||
{
|
{
|
||||||
public enum SFXSounds
|
public enum SFXSounds
|
||||||
{
|
{
|
||||||
Crowbar,
|
|
||||||
Shot357
|
|
||||||
}
|
}
|
||||||
public enum UISounds
|
public enum UISounds
|
||||||
{
|
{
|
||||||
Crowbar
|
|
||||||
}
|
}
|
||||||
public enum EnemiesSounds
|
public enum EnemiesSounds
|
||||||
{
|
{
|
||||||
GrandpaAttack,
|
GrandpaAttack,
|
||||||
|
GrandpaStep,
|
||||||
RoachAttack,
|
RoachAttack,
|
||||||
RoachStep,
|
RoachStep
|
||||||
GrandpaStep
|
|
||||||
}
|
}
|
||||||
public enum DispatcherSounds
|
public enum DispatcherSounds
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -120,6 +120,19 @@ namespace Code.Audio
|
|||||||
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
||||||
_menuMusicHandle.Release();
|
_menuMusicHandle.Release();
|
||||||
}
|
}
|
||||||
|
public async UniTask WarmCourier()
|
||||||
|
{
|
||||||
|
// _courierHandle = Addressables.LoadAssetsAsync<AudioClip>(_courier, OnCourierLoaded, Addressables.MergeMode.Union);
|
||||||
|
foreach (var assetReference in _courier) CourierAudios.Add(await Addressables.LoadAssetAsync<AudioClip>(assetReference));
|
||||||
|
// await _courierHandle.ToUniTask();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ReleaseCourier()
|
||||||
|
{
|
||||||
|
foreach (var assetReference in CourierAudios) Addressables.Release(assetReference);
|
||||||
|
CourierAudios.Clear();
|
||||||
|
// _courierHandle.Release();
|
||||||
|
}
|
||||||
public async UniTask WarmDeathMusic()
|
public async UniTask WarmDeathMusic()
|
||||||
{
|
{
|
||||||
_deathMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_deathSoundtrack, OnDeathTrackLoaded, Addressables.MergeMode.Union);
|
_deathMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_deathSoundtrack, OnDeathTrackLoaded, Addressables.MergeMode.Union);
|
||||||
@@ -155,18 +168,6 @@ namespace Code.Audio
|
|||||||
EnemiesAudios.Clear();
|
EnemiesAudios.Clear();
|
||||||
_enemiesHandle.Release();
|
_enemiesHandle.Release();
|
||||||
}
|
}
|
||||||
public async UniTask WarmCourier()
|
|
||||||
{
|
|
||||||
_courierHandle = Addressables.LoadAssetsAsync<AudioClip>(_courier, OnCourierLoaded, Addressables.MergeMode.Union);
|
|
||||||
|
|
||||||
await _courierHandle.ToUniTask();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ReleaseCourier()
|
|
||||||
{
|
|
||||||
CourierAudios.Clear();
|
|
||||||
_courierHandle.Release();
|
|
||||||
}
|
|
||||||
|
|
||||||
public async UniTask WarmDispatcher( )
|
public async UniTask WarmDispatcher( )
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -132,7 +132,7 @@ namespace Code.Audio
|
|||||||
_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)];
|
||||||
|
|||||||
@@ -5,11 +5,14 @@ namespace Code.Configs
|
|||||||
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
|
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
|
||||||
public class CharacterConfig : ScriptableObject
|
public class CharacterConfig : ScriptableObject
|
||||||
{
|
{
|
||||||
public float
|
public float
|
||||||
maxStableMoveSpeed = 12f,
|
maxStableMoveSpeed = 12f,
|
||||||
stableMovementSharpness = 15f,
|
stableMovementSharpness = 15f,
|
||||||
orientationSharpness = 10f,
|
orientationSharpness = 10f;
|
||||||
jumpSpeed = 10f;
|
|
||||||
|
public float
|
||||||
|
jumpSpeed = 10f,
|
||||||
|
jumpCooldown = 0.4f;
|
||||||
|
|
||||||
public float
|
public float
|
||||||
dashSpeed = 20f,
|
dashSpeed = 20f,
|
||||||
@@ -23,7 +26,11 @@ namespace Code.Configs
|
|||||||
);
|
);
|
||||||
public float
|
public float
|
||||||
slideMinVelocityThreshold = 3f,
|
slideMinVelocityThreshold = 3f,
|
||||||
slideCooldown = 1.5f;
|
slideCooldown = 1.5f,
|
||||||
|
slideColliderHeightScale = 0.5f,
|
||||||
|
slideCameraOffsetY = -0.5f,
|
||||||
|
slideEnterDuration = 0.2f,
|
||||||
|
slideExitDuration = 0.25f;
|
||||||
|
|
||||||
public float
|
public float
|
||||||
leanAngle = 25f,
|
leanAngle = 25f,
|
||||||
@@ -41,6 +48,8 @@ namespace Code.Configs
|
|||||||
wallRunAcceleration = 25f,
|
wallRunAcceleration = 25f,
|
||||||
wallRunGravityScale = 0.25f,
|
wallRunGravityScale = 0.25f,
|
||||||
wallDetachImpulse = 7f,
|
wallDetachImpulse = 7f,
|
||||||
wallContactAngleThreshold = 45f;
|
wallContactAngleThreshold = 45f,
|
||||||
|
minLookWithNormal = 30f,
|
||||||
|
maxLookWithNormal = 60f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+59
-35
@@ -1,4 +1,3 @@
|
|||||||
using Code.Gameplay.Character.Controller.Input;
|
|
||||||
using Code.Gameplay.Character.Core;
|
using Code.Gameplay.Character.Core;
|
||||||
using KinematicCharacterController;
|
using KinematicCharacterController;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
@@ -23,9 +22,13 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
private float _surfaceAngleCos;
|
private float _surfaceAngleCos;
|
||||||
private bool _canWallRun;
|
private bool _canWallRun;
|
||||||
|
|
||||||
|
private readonly float _minLookAngleToWallPlane;
|
||||||
|
private readonly float _maxLookAngleToWallPlane;
|
||||||
|
private float _minLookDotWithNormal;
|
||||||
|
private float _maxLookDotWithNormal;
|
||||||
|
|
||||||
private KinematicCharacterMotor _motor;
|
private KinematicCharacterMotor _motor;
|
||||||
private CharacterInputHandler _inputHandler;
|
|
||||||
|
|
||||||
public bool IsWallRunning { get; private set; }
|
public bool IsWallRunning { get; private set; }
|
||||||
|
|
||||||
@@ -35,7 +38,9 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
float wallRunAcceleration,
|
float wallRunAcceleration,
|
||||||
float wallRunGravityScale,
|
float wallRunGravityScale,
|
||||||
float wallDetachImpulse,
|
float wallDetachImpulse,
|
||||||
float wallContactAngleThreshold)
|
float wallContactAngleThreshold,
|
||||||
|
float minLookAngleToWallPlane,
|
||||||
|
float maxLookAngleToWallPlane)
|
||||||
{
|
{
|
||||||
_maxWallRunTime = maxWallRunTime;
|
_maxWallRunTime = maxWallRunTime;
|
||||||
_wallRunSpeed = wallRunSpeed;
|
_wallRunSpeed = wallRunSpeed;
|
||||||
@@ -43,13 +48,20 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
_wallRunGravityScale = wallRunGravityScale;
|
_wallRunGravityScale = wallRunGravityScale;
|
||||||
_wallDetachImpulse = wallDetachImpulse;
|
_wallDetachImpulse = wallDetachImpulse;
|
||||||
_wallContactAngleThreshold = wallContactAngleThreshold;
|
_wallContactAngleThreshold = wallContactAngleThreshold;
|
||||||
|
_minLookAngleToWallPlane = Mathf.Clamp(minLookAngleToWallPlane, 0f, 90f);
|
||||||
|
_maxLookAngleToWallPlane = Mathf.Clamp(maxLookAngleToWallPlane, 0f, 90f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
|
public void Initialize(KinematicCharacterMotor motor)
|
||||||
{
|
{
|
||||||
_motor = motor;
|
_motor = motor;
|
||||||
_inputHandler = inputHandler;
|
|
||||||
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
|
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
|
||||||
|
|
||||||
|
var minAngleWithNormal = 90f - _maxLookAngleToWallPlane;
|
||||||
|
var maxAngleWithNormal = 90f - _minLookAngleToWallPlane;
|
||||||
|
|
||||||
|
_maxLookDotWithNormal = Mathf.Cos(Mathf.Deg2Rad * minAngleWithNormal);
|
||||||
|
_minLookDotWithNormal = Mathf.Cos(Mathf.Deg2Rad * maxAngleWithNormal);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Tick(float deltaTime)
|
public void Tick(float deltaTime)
|
||||||
@@ -63,13 +75,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint, Vector3 lookDirection)
|
||||||
{
|
{
|
||||||
if (IsWallRunning) return false;
|
if (IsWallRunning) return false;
|
||||||
|
|
||||||
var dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
var dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
||||||
var isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
var isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
||||||
|
|
||||||
if (!isWall) return false;
|
if (!isWall) return false;
|
||||||
|
|
||||||
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
||||||
@@ -77,6 +88,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
var velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
|
var velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
|
||||||
if (velocityIntoWall < 1f) return false;
|
if (velocityIntoWall < 1f) return false;
|
||||||
|
|
||||||
|
var lookDirNormalized = lookDirection.normalized;
|
||||||
|
var dotWithNormal = Vector3.Dot(lookDirNormalized, hitNormal);
|
||||||
|
|
||||||
|
if (Mathf.Abs(dotWithNormal) < _minLookDotWithNormal || Mathf.Abs(dotWithNormal) > _maxLookDotWithNormal)
|
||||||
|
return false;
|
||||||
|
|
||||||
StartWallRun(hitNormal, hitPoint);
|
StartWallRun(hitNormal, hitPoint);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -88,13 +105,29 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
_wallNormal = wallNormal.normalized;
|
_wallNormal = wallNormal.normalized;
|
||||||
_wallContactPoint = contactPoint;
|
_wallContactPoint = contactPoint;
|
||||||
|
|
||||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
var forwardInWallPlane = Vector3.ProjectOnPlane(_motor.CharacterForward, _wallNormal).normalized;
|
||||||
|
if (forwardInWallPlane.sqrMagnitude < 0.01f)
|
||||||
|
{
|
||||||
|
var candidateRight = Vector3.Cross(_wallNormal, _motor.CharacterUp);
|
||||||
|
candidateRight = Vector3.ProjectOnPlane(candidateRight, _wallNormal).normalized;
|
||||||
|
|
||||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
if (candidateRight.sqrMagnitude < 0.01f)
|
||||||
|
{
|
||||||
|
candidateRight = Vector3.Cross(_wallNormal, Vector3.up);
|
||||||
|
candidateRight = Vector3.ProjectOnPlane(candidateRight, _wallNormal).normalized;
|
||||||
|
}
|
||||||
|
|
||||||
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
|
if (candidateRight.sqrMagnitude < 0.01f)
|
||||||
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
|
{
|
||||||
_wallTangentUp = -_wallTangentUp;
|
candidateRight = Vector3.Cross(_wallNormal, Vector3.right).normalized;
|
||||||
|
}
|
||||||
|
|
||||||
|
var dotWithRight = Vector3.Dot(_motor.CharacterRight, _wallNormal);
|
||||||
|
forwardInWallPlane = dotWithRight < 0 ? candidateRight : -candidateRight;
|
||||||
|
}
|
||||||
|
|
||||||
|
_wallTangentRight = forwardInWallPlane.normalized;
|
||||||
|
_wallTangentUp = Vector3.Cross(_wallTangentRight, -_wallNormal).normalized;
|
||||||
|
|
||||||
_motor.ForceUnground();
|
_motor.ForceUnground();
|
||||||
}
|
}
|
||||||
@@ -104,23 +137,11 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
if (!IsWallRunning) return;
|
if (!IsWallRunning) return;
|
||||||
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
||||||
|
|
||||||
var moveInputWorld = _inputHandler.MoveInputVector;
|
var forwardInput = inputs.MoveAxisForward;
|
||||||
var moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
|
var moveDirection = _wallTangentRight * forwardInput;
|
||||||
|
|
||||||
var wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
|
|
||||||
|
|
||||||
var ad = inputs.MoveAxisRight;
|
var targetSpeed = moveDirection.sqrMagnitude > 0.01f ? _wallRunSpeed : currentVelocity.magnitude;
|
||||||
|
var targetVelocity = moveDirection.normalized * targetSpeed;
|
||||||
var sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
|
|
||||||
if (sideDot < 0)
|
|
||||||
ad = -ad;
|
|
||||||
|
|
||||||
var adMove = _wallTangentUp * (-ad);
|
|
||||||
|
|
||||||
var finalMove = wsMove + adMove;
|
|
||||||
finalMove = finalMove.normalized * moveInputWorld.magnitude;
|
|
||||||
|
|
||||||
var targetVelocity = finalMove * _wallRunSpeed;
|
|
||||||
|
|
||||||
currentVelocity = Vector3.Lerp(
|
currentVelocity = Vector3.Lerp(
|
||||||
currentVelocity,
|
currentVelocity,
|
||||||
@@ -146,6 +167,8 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
private bool IsWallStillPresent()
|
private bool IsWallStillPresent()
|
||||||
{
|
{
|
||||||
if (!_motor) return false;
|
if (!_motor) return false;
|
||||||
|
|
||||||
|
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
||||||
|
|
||||||
var characterCenter = _motor.TransientPosition;
|
var characterCenter = _motor.TransientPosition;
|
||||||
var characterRight = _motor.CharacterRight;
|
var characterRight = _motor.CharacterRight;
|
||||||
@@ -198,11 +221,14 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
|
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
|
||||||
{
|
{
|
||||||
if (!IsWallRunning || !_motor) return;
|
if (!IsWallRunning || !_motor) return;
|
||||||
|
|
||||||
|
if (_motor.CharacterController is not CustomCharacterController { CanJump: true } controller)
|
||||||
|
return;
|
||||||
|
|
||||||
IsWallRunning = false;
|
IsWallRunning = false;
|
||||||
|
|
||||||
var wallAway = _wallNormal;
|
var wallAway = _wallNormal;
|
||||||
var wallUp = _wallTangentUp;
|
var wallUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||||
|
|
||||||
var playerForward = cameraRotation * Vector3.forward;
|
var playerForward = cameraRotation * Vector3.forward;
|
||||||
|
|
||||||
@@ -211,8 +237,8 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
var jumpDirection =
|
var jumpDirection =
|
||||||
forwardInWallPlane * 0.2f +
|
forwardInWallPlane * 0.2f +
|
||||||
wallAway * 0.4f +
|
wallAway * 0.6f +
|
||||||
wallUp * 0.4f;
|
wallUp * 0.2f;
|
||||||
|
|
||||||
jumpDirection = jumpDirection.normalized;
|
jumpDirection = jumpDirection.normalized;
|
||||||
|
|
||||||
@@ -224,10 +250,8 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
|
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
|
||||||
|
|
||||||
if (_motor.CharacterController is CustomCharacterController controller)
|
controller.TriggerJump();
|
||||||
{
|
controller.BlockAbilities(0.12f);
|
||||||
controller.BlockAbilities(0.12f);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+187
-10
@@ -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
|
||||||
{
|
{
|
||||||
@@ -25,6 +25,25 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
|
|
||||||
[SerializeField] private Transform characterTransform; // Трансформ персонажа (с точкой отслеживания камеры)
|
[SerializeField] private Transform characterTransform; // Трансформ персонажа (с точкой отслеживания камеры)
|
||||||
|
|
||||||
|
[SerializeField] private CapsuleCollider _capsuleCollider;
|
||||||
|
[SerializeField] private Transform _cameraFollowPoint;
|
||||||
|
private Vector3 _originalColliderCenter;
|
||||||
|
private float _originalColliderHeight;
|
||||||
|
private Vector3 _originalFollowPointLocalPosition;
|
||||||
|
private bool _isEnteringSlide;
|
||||||
|
private bool _isExitingSlide;
|
||||||
|
private float _slideTransitionTime;
|
||||||
|
private float _slideTransitionDuration;
|
||||||
|
private float _currentColliderHeight;
|
||||||
|
private Vector3 _currentColliderCenter;
|
||||||
|
private Vector3 _currentFollowPointLocalPosition;
|
||||||
|
private bool _wasSlidingLastFrame;
|
||||||
|
|
||||||
|
private float _jumpCooldownTimer;
|
||||||
|
private float _jumpCooldownDuration => _characterConfig.jumpCooldown;
|
||||||
|
|
||||||
|
public bool CanJump => !isAbilitiesBlocked && _jumpCooldownTimer <= 0f;
|
||||||
|
|
||||||
// Подсистемы
|
// Подсистемы
|
||||||
private CharacterInputHandler _inputHandler;
|
private CharacterInputHandler _inputHandler;
|
||||||
private DashMechanic _dashMechanic;
|
private DashMechanic _dashMechanic;
|
||||||
@@ -69,7 +88,9 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
_characterConfig.wallRunAcceleration,
|
_characterConfig.wallRunAcceleration,
|
||||||
_characterConfig.wallRunGravityScale,
|
_characterConfig.wallRunGravityScale,
|
||||||
_characterConfig.wallDetachImpulse,
|
_characterConfig.wallDetachImpulse,
|
||||||
_characterConfig.wallContactAngleThreshold
|
_characterConfig.wallContactAngleThreshold,
|
||||||
|
_characterConfig.minLookWithNormal,
|
||||||
|
_characterConfig.maxLookWithNormal
|
||||||
);
|
);
|
||||||
_wallLeanMechanic = new WallLeanMechanic(
|
_wallLeanMechanic = new WallLeanMechanic(
|
||||||
_characterConfig.leanAngle,
|
_characterConfig.leanAngle,
|
||||||
@@ -91,7 +112,15 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
_inputHandler.FirstPersonCameraRotation =
|
_inputHandler.FirstPersonCameraRotation =
|
||||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||||
_wallLeanMechanic.SetModel(characterTransform);
|
_wallLeanMechanic.SetModel(characterTransform);
|
||||||
_wallRunningMechanic.Initialize(motor, _inputHandler);
|
_wallRunningMechanic.Initialize(motor);
|
||||||
|
|
||||||
|
_originalColliderCenter = _capsuleCollider.center;
|
||||||
|
_originalColliderHeight = _capsuleCollider.height;
|
||||||
|
_originalFollowPointLocalPosition = _cameraFollowPoint.localPosition;
|
||||||
|
|
||||||
|
_currentColliderHeight = _originalColliderHeight;
|
||||||
|
_currentColliderCenter = _originalColliderCenter;
|
||||||
|
_currentFollowPointLocalPosition = _originalFollowPointLocalPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Текущий режим камеры для адаптации поведения
|
// Текущий режим камеры для адаптации поведения
|
||||||
@@ -136,7 +165,16 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
_inputHandler.ProcessInputs(ref inputs, motor);
|
_inputHandler.ProcessInputs(ref inputs, motor);
|
||||||
|
|
||||||
// Передаём запрос прыжка
|
// Передаём запрос прыжка
|
||||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
var jumpInput = inputs.JumpPressed;
|
||||||
|
|
||||||
|
if (jumpInput && CanJump)
|
||||||
|
{
|
||||||
|
_groundMovement.RequestJump(true);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_groundMovement.RequestJump(false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||||
@@ -184,14 +222,32 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!_slideMechanic.IsSliding)
|
var wasSliding = _wasSlidingLastFrame;
|
||||||
|
var isSlidingNow = _slideMechanic.IsSliding;
|
||||||
|
|
||||||
|
if (!isSlidingNow)
|
||||||
|
{
|
||||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
||||||
else
|
isSlidingNow = _slideMechanic.IsSliding;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch (isSlidingNow)
|
||||||
|
{
|
||||||
|
case true when !wasSliding:
|
||||||
|
EnterSlideState();
|
||||||
|
break;
|
||||||
|
case false when wasSliding:
|
||||||
|
ExitSlideState();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (isSlidingNow)
|
||||||
{
|
{
|
||||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
_wasSlidingLastFrame = isSlidingNow;
|
||||||
|
|
||||||
// === WALL RUNNING: обработка состояния ===
|
// === WALL RUNNING: обработка состояния ===
|
||||||
if (_wallRunningMechanic.IsWallRunning)
|
if (_wallRunningMechanic.IsWallRunning)
|
||||||
{
|
{
|
||||||
@@ -226,6 +282,108 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
isAbilitiesBlocked = true;
|
isAbilitiesBlocked = true;
|
||||||
abilityBlockTimer = duration;
|
abilityBlockTimer = duration;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void EnterSlideState()
|
||||||
|
{
|
||||||
|
_isEnteringSlide = true;
|
||||||
|
_isExitingSlide = false;
|
||||||
|
_slideTransitionTime = 0f;
|
||||||
|
_slideTransitionDuration = _characterConfig.slideEnterDuration;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ExitSlideState()
|
||||||
|
{
|
||||||
|
_isExitingSlide = true;
|
||||||
|
_isEnteringSlide = false;
|
||||||
|
_slideTransitionTime = 0f;
|
||||||
|
_slideTransitionDuration = _characterConfig.slideExitDuration;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateSlideTransition(float deltaTime)
|
||||||
|
{
|
||||||
|
if (!_isEnteringSlide && !_isExitingSlide) return;
|
||||||
|
|
||||||
|
_slideTransitionTime += deltaTime;
|
||||||
|
var t = Mathf.Clamp01(_slideTransitionTime / _slideTransitionDuration);
|
||||||
|
|
||||||
|
t = Mathf.SmoothStep(0f, 1f, t);
|
||||||
|
|
||||||
|
if (_isEnteringSlide)
|
||||||
|
{
|
||||||
|
var targetHeight = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
|
||||||
|
var targetCenterY = targetHeight * 0.5f - _originalColliderHeight * 0.5f;
|
||||||
|
var targetCenter = _originalColliderCenter + Vector3.up * targetCenterY;
|
||||||
|
|
||||||
|
var targetFollowPos = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
|
||||||
|
|
||||||
|
_currentColliderHeight = Mathf.Lerp(_originalColliderHeight, targetHeight, t);
|
||||||
|
_currentColliderCenter = Vector3.Lerp(_originalColliderCenter, targetCenter, t);
|
||||||
|
_currentFollowPointLocalPosition = Vector3.Lerp(_originalFollowPointLocalPosition, targetFollowPos, t);
|
||||||
|
}
|
||||||
|
else if (_isExitingSlide)
|
||||||
|
{
|
||||||
|
_currentColliderHeight = Mathf.Lerp(_originalColliderHeight * _characterConfig.slideColliderHeightScale, _originalColliderHeight, t);
|
||||||
|
|
||||||
|
var prevHeight = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
|
||||||
|
var prevCenterY = prevHeight * 0.5f - _originalColliderHeight * 0.5f;
|
||||||
|
var prevCenter = _originalColliderCenter + Vector3.up * prevCenterY;
|
||||||
|
|
||||||
|
var prevFollowPos = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
|
||||||
|
|
||||||
|
_currentColliderCenter = Vector3.Lerp(prevCenter, _originalColliderCenter, t);
|
||||||
|
_currentFollowPointLocalPosition = Vector3.Lerp(prevFollowPos, _originalFollowPointLocalPosition, t);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_capsuleCollider)
|
||||||
|
{
|
||||||
|
_capsuleCollider.height = _currentColliderHeight;
|
||||||
|
_capsuleCollider.center = _currentColliderCenter;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_cameraFollowPoint)
|
||||||
|
{
|
||||||
|
_cameraFollowPoint.localPosition = _currentFollowPointLocalPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!(t >= 1f)) return;
|
||||||
|
|
||||||
|
if (_isEnteringSlide)
|
||||||
|
{
|
||||||
|
_isEnteringSlide = false;
|
||||||
|
if (_capsuleCollider)
|
||||||
|
{
|
||||||
|
_capsuleCollider.height = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
|
||||||
|
var h = _capsuleCollider.height;
|
||||||
|
_capsuleCollider.center = _originalColliderCenter + Vector3.up * (h * 0.5f - _originalColliderHeight * 0.5f);
|
||||||
|
}
|
||||||
|
if (_cameraFollowPoint)
|
||||||
|
{
|
||||||
|
_cameraFollowPoint.localPosition = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (_isExitingSlide)
|
||||||
|
{
|
||||||
|
_isExitingSlide = false;
|
||||||
|
if (_capsuleCollider)
|
||||||
|
{
|
||||||
|
_capsuleCollider.height = _originalColliderHeight;
|
||||||
|
_capsuleCollider.center = _originalColliderCenter;
|
||||||
|
}
|
||||||
|
if (_cameraFollowPoint)
|
||||||
|
{
|
||||||
|
_cameraFollowPoint.localPosition = _originalFollowPointLocalPosition;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_currentColliderHeight = _capsuleCollider ? _capsuleCollider.height : _originalColliderHeight;
|
||||||
|
_currentColliderCenter = _capsuleCollider ? _capsuleCollider.center : _originalColliderCenter;
|
||||||
|
_currentFollowPointLocalPosition = _cameraFollowPoint ? _cameraFollowPoint.localPosition : _originalFollowPointLocalPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TriggerJump()
|
||||||
|
{
|
||||||
|
_jumpCooldownTimer = _jumpCooldownDuration;
|
||||||
|
}
|
||||||
|
|
||||||
public void BeforeCharacterUpdate(float deltaTime)
|
public void BeforeCharacterUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
@@ -241,6 +399,11 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
|
|
||||||
public void AfterCharacterUpdate(float deltaTime)
|
public void AfterCharacterUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
|
UpdateSlideTransition(deltaTime);
|
||||||
|
|
||||||
|
_jumpCooldownTimer -= deltaTime;
|
||||||
|
if (_jumpCooldownTimer < 0f) _jumpCooldownTimer = 0f;
|
||||||
|
|
||||||
_wallLeanMechanic.Update(
|
_wallLeanMechanic.Update(
|
||||||
_wallRunningMechanic.IsWallRunning,
|
_wallRunningMechanic.IsWallRunning,
|
||||||
_wallRunningMechanic.GetWallNormal(),
|
_wallRunningMechanic.GetWallNormal(),
|
||||||
@@ -261,9 +424,23 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
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 (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint, motor.CharacterForward)) return;
|
||||||
{
|
|
||||||
}
|
var horizontalVelocity = Vector3.ProjectOnPlane(motor.Velocity, motor.CharacterUp).normalized;
|
||||||
|
var velocitySqrMag = horizontalVelocity.sqrMagnitude;
|
||||||
|
|
||||||
|
if (!(velocitySqrMag > 0.01f)) return;
|
||||||
|
|
||||||
|
var dot = Vector3.Dot(horizontalVelocity, hitNormal);
|
||||||
|
|
||||||
|
const float impactThreshold = -0.3f;
|
||||||
|
|
||||||
|
if (!(dot < impactThreshold)) return;
|
||||||
|
if (_dashMechanic.IsDashing)
|
||||||
|
_dashMechanic.EndDash();
|
||||||
|
|
||||||
|
if (_slideMechanic.IsSliding)
|
||||||
|
_slideMechanic.EndSlide();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
|
|||||||
+6
-1
@@ -76,8 +76,13 @@ namespace Code.Gameplay.Character.Controller.Movement
|
|||||||
if (JumpRequested)
|
if (JumpRequested)
|
||||||
{
|
{
|
||||||
currentVelocity += motor.CharacterUp * _jumpSpeed - Vector3.Project(currentVelocity, motor.CharacterUp);
|
currentVelocity += motor.CharacterUp * _jumpSpeed - Vector3.Project(currentVelocity, motor.CharacterUp);
|
||||||
JumpRequested = false; // Сброс сразу после применения
|
JumpRequested = false;
|
||||||
motor.ForceUnground();
|
motor.ForceUnground();
|
||||||
|
|
||||||
|
if (motor.CharacterController is CustomCharacterController controller)
|
||||||
|
{
|
||||||
|
controller.TriggerJump();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -17,7 +17,7 @@ namespace Code.Gameplay.Enemies
|
|||||||
_audioService = audioService;
|
_audioService = audioService;
|
||||||
_audioSource = audioService.GetSourceOfGroup(Audio.AudioType.Enemies);
|
_audioSource = audioService.GetSourceOfGroup(Audio.AudioType.Enemies);
|
||||||
_audioSource.transform.position = transform.position;
|
_audioSource.transform.position = transform.position;
|
||||||
_audioSource.spatialBlend = 0;
|
_audioSource.spatialBlend = 1f;
|
||||||
_audioFactory = audioFactory;
|
_audioFactory = audioFactory;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -71,6 +71,8 @@ namespace Code.Gameplay.Enemies
|
|||||||
private void Despawn()
|
private void Despawn()
|
||||||
{
|
{
|
||||||
if (!_spawnedEnemy) return;
|
if (!_spawnedEnemy) return;
|
||||||
|
|
||||||
|
if (despawnRadius <= 0f) return;
|
||||||
|
|
||||||
_enemyFactory.ReleaseEnemy(_spawnedEnemy);
|
_enemyFactory.ReleaseEnemy(_spawnedEnemy);
|
||||||
_spawnedEnemy = null;
|
_spawnedEnemy = null;
|
||||||
|
|||||||
@@ -6,10 +6,13 @@ namespace Code.Gameplay.Orders.Order
|
|||||||
public class OrderGiveTrigger : MonoBehaviour
|
public class OrderGiveTrigger : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Inject] private IOrderService _orderService;
|
[Inject] private IOrderService _orderService;
|
||||||
|
[SerializeField] private Door.Door door;
|
||||||
private bool _playerEntered;
|
private bool _playerEntered;
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
if (_playerEntered ) return;
|
if (_playerEntered || _orderService.OrderState == OrderState.Recieved) return;
|
||||||
|
|
||||||
|
door.TranslationMode(false);
|
||||||
|
|
||||||
_playerEntered = true;
|
_playerEntered = true;
|
||||||
_orderService.OrderGive();
|
_orderService.OrderGive();
|
||||||
|
|||||||
@@ -8,6 +8,7 @@ namespace Code.UI.Panels
|
|||||||
{
|
{
|
||||||
[SerializeField] private Image background;
|
[SerializeField] private Image background;
|
||||||
[SerializeField] private Image loadingImage;
|
[SerializeField] private Image loadingImage;
|
||||||
|
[SerializeField] private Image courierAnim;
|
||||||
// [SerializeField] private TMP_Text loadingTitle;
|
// [SerializeField] private TMP_Text loadingTitle;
|
||||||
// [SerializeField] private TMP_Text vyapWatermark;
|
// [SerializeField] private TMP_Text vyapWatermark;
|
||||||
public override void Hide()
|
public override void Hide()
|
||||||
@@ -15,6 +16,7 @@ namespace Code.UI.Panels
|
|||||||
Shown = false;
|
Shown = false;
|
||||||
background.enabled = false;
|
background.enabled = false;
|
||||||
loadingImage.enabled = false;
|
loadingImage.enabled = false;
|
||||||
|
courierAnim.enabled = false;
|
||||||
// loadingTitle.enabled = false;
|
// loadingTitle.enabled = false;
|
||||||
// vyapWatermark.enabled = false;
|
// vyapWatermark.enabled = false;
|
||||||
}
|
}
|
||||||
@@ -23,6 +25,7 @@ namespace Code.UI.Panels
|
|||||||
Shown = true;
|
Shown = true;
|
||||||
background.enabled = true;
|
background.enabled = true;
|
||||||
loadingImage.enabled = true;
|
loadingImage.enabled = true;
|
||||||
|
courierAnim.enabled = true;
|
||||||
// loadingTitle.enabled = true;
|
// loadingTitle.enabled = true;
|
||||||
// vyapWatermark.enabled = true;
|
// vyapWatermark.enabled = true;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -16,6 +16,7 @@ MonoBehaviour:
|
|||||||
stableMovementSharpness: 15
|
stableMovementSharpness: 15
|
||||||
orientationSharpness: 10
|
orientationSharpness: 10
|
||||||
jumpSpeed: 10
|
jumpSpeed: 10
|
||||||
|
jumpCooldown: 0.3
|
||||||
dashSpeed: 20
|
dashSpeed: 20
|
||||||
dashDuration: 0.35
|
dashDuration: 0.35
|
||||||
dashCooldown: 1.2
|
dashCooldown: 1.2
|
||||||
@@ -54,9 +55,19 @@ MonoBehaviour:
|
|||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
slideMinVelocityThreshold: 3
|
slideMinVelocityThreshold: 3
|
||||||
slideCooldown: 1.5
|
slideCooldown: 1.5
|
||||||
|
slideColliderHeightScale: 0.5
|
||||||
|
slideCameraOffsetY: -0.5
|
||||||
|
slideEnterDuration: 0.2
|
||||||
|
slideExitDuration: 0.25
|
||||||
leanAngle: 25
|
leanAngle: 25
|
||||||
leanThreshold: 0.3
|
leanThreshold: 0.3
|
||||||
leanSmoothSpeed: 10
|
leanSmoothSpeed: 10
|
||||||
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