14 Commits
Author SHA1 Message Date
ThomasCharester bffbf2db3b Добавление звуков и приколов 2025-12-05 12:44:59 +03:00
MrTorex 5fc70e1db6 Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-12-05 11:19:28 +03:00
MrTorex f67d3972a9 блядски фог 2025-12-05 11:19:26 +03:00
ThomasCharester 727e9a3c17 Анимация на загр экране 2025-12-05 11:09:38 +03:00
ThomasCharester 48e11dd3b0 Коробка 2025-12-05 10:23:32 +03:00
ThomasCharester 4b98ec0129 Фикс звуков курьера, а модет и поломка 2025-12-05 10:07:48 +03:00
ThomasCharester 304bfc6e1f Патч на аддресаблы 2025-12-05 09:41:27 +03:00
MrTorex d2c5c45604 небольшой фиксик (симка) воллрана 2025-12-05 08:37:16 +03:00
ThomasCharester 0fca1a32f9 Удалил важные файлы 2025-12-05 01:18:00 +03:00
ThomasCharester 9103cb0a5a Вставляем доделанный контент 2025-12-05 01:03:28 +03:00
MrTorex f6e8131d22 Добавление задержки для прыжков + секретный переход на юнити 6.3 2025-12-04 23:43:15 +03:00
MrTorex 6732aef384 Плавность это круто 2025-12-04 21:44:11 +03:00
MrTorex ecff1e69cd Меняется таргет камеры (и высота коллайдера) при слайде 2025-12-04 21:33:37 +03:00
MrTorex eb4dff803e При касани с землёй прекращается залазание, убрано движение на A/D 2025-12-04 20:09:02 +03:00
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@@ -65,7 +65,7 @@ namespace Code.App.AppStates
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
Context.AudioFactory.WarmGameplayMusic(),
Context.AudioFactory.WarmDeathMusic(),
Context.AudioFactory.WarmSFX(),
// Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDispatcher(),
Context.AudioFactory.WarmEnemies(),
Context.AudioFactory.WarmCourier()
@@ -217,7 +217,7 @@ namespace Code.App.AppStates
Context.AudioFactory.ReleaseCourier();
Context.AudioFactory.ReleaseDispatcher();
Context.AudioFactory.ReleaseEnemies();
Context.AudioFactory.ReleaseSFX();
// Context.AudioFactory.ReleaseSFX();
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
@@ -0,0 +1,42 @@
using UnityEngine;
namespace Code.App.Debug
{
public class Logger : MonoBehaviour
{
//#if !UNITY_EDITOR
static string myLog = "";
private string output;
private string stack;
void OnEnable()
{
Application.logMessageReceived += Log;
}
void OnDisable()
{
Application.logMessageReceived -= Log;
}
public void Log(string logString, string stackTrace, LogType type)
{
output = logString;
stack = stackTrace;
myLog = output + " " + myLog;
if (myLog.Length > 5000)
{
myLog = myLog.Substring(0, 4000);
}
}
void OnGUI()
{
//if (!Application.isEditor) //Do not display in editor ( or you can use the UNITY_EDITOR macro to also disable the rest)
{
myLog = GUI.TextArea(new Rect(10, 10, Screen.width - 10, Screen.height - 10), myLog);
}
}
//#endif
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: dc474668ede54a9aa1e0f29c59f067f5
timeCreated: 1764915992
@@ -46,9 +46,9 @@ namespace Code.App.SceneInstallers
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
{
// await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
// container.Resolve<RoomGenerator>().Initialize();
container.Resolve<RoomGenerator>().Initialize();
loadingManager.UnregisterLoading(LoadingWork.LoadModelResource);
}
@@ -1,20 +1,17 @@
namespace Code.Audio
{
public enum SFXSounds
{
Crowbar,
Shot357
{
}
public enum UISounds
{
Crowbar
{
}
public enum EnemiesSounds
{
GrandpaAttack,
GrandpaStep,
RoachAttack,
RoachStep,
GrandpaStep
RoachStep
}
public enum DispatcherSounds
{
@@ -120,6 +120,19 @@ namespace Code.Audio
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_menuMusicHandle.Release();
}
public async UniTask WarmCourier()
{
// _courierHandle = Addressables.LoadAssetsAsync<AudioClip>(_courier, OnCourierLoaded, Addressables.MergeMode.Union);
foreach (var assetReference in _courier) CourierAudios.Add(await Addressables.LoadAssetAsync<AudioClip>(assetReference));
// await _courierHandle.ToUniTask();
}
public void ReleaseCourier()
{
foreach (var assetReference in CourierAudios) Addressables.Release(assetReference);
CourierAudios.Clear();
// _courierHandle.Release();
}
public async UniTask WarmDeathMusic()
{
_deathMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_deathSoundtrack, OnDeathTrackLoaded, Addressables.MergeMode.Union);
@@ -155,18 +168,6 @@ namespace Code.Audio
EnemiesAudios.Clear();
_enemiesHandle.Release();
}
public async UniTask WarmCourier()
{
_courierHandle = Addressables.LoadAssetsAsync<AudioClip>(_courier, OnCourierLoaded, Addressables.MergeMode.Union);
await _courierHandle.ToUniTask();
}
public void ReleaseCourier()
{
CourierAudios.Clear();
_courierHandle.Release();
}
public async UniTask WarmDispatcher( )
{
@@ -132,7 +132,7 @@ namespace Code.Audio
_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
}
_musicAudioSources[musicType].resource =
_audioFactory.MusicDictionary[musicType][
Random.Range(0, _audioFactory.MusicDictionary[musicType].Count)];
@@ -5,11 +5,14 @@ namespace Code.Configs
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
public class CharacterConfig : ScriptableObject
{
public float
public float
maxStableMoveSpeed = 12f,
stableMovementSharpness = 15f,
orientationSharpness = 10f,
jumpSpeed = 10f;
orientationSharpness = 10f;
public float
jumpSpeed = 10f,
jumpCooldown = 0.4f;
public float
dashSpeed = 20f,
@@ -23,7 +26,11 @@ namespace Code.Configs
);
public float
slideMinVelocityThreshold = 3f,
slideCooldown = 1.5f;
slideCooldown = 1.5f,
slideColliderHeightScale = 0.5f,
slideCameraOffsetY = -0.5f,
slideEnterDuration = 0.2f,
slideExitDuration = 0.25f;
public float
leanAngle = 25f,
@@ -1,4 +1,3 @@
using Code.Gameplay.Character.Controller.Input;
using Code.Gameplay.Character.Core;
using KinematicCharacterController;
using UnityEngine;
@@ -25,7 +24,6 @@ namespace Code.Gameplay.Character.Controller.Abilities
private bool _canWallRun;
private KinematicCharacterMotor _motor;
private CharacterInputHandler _inputHandler;
public bool IsWallRunning { get; private set; }
@@ -45,10 +43,9 @@ namespace Code.Gameplay.Character.Controller.Abilities
_wallContactAngleThreshold = wallContactAngleThreshold;
}
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
public void Initialize(KinematicCharacterMotor motor)
{
_motor = motor;
_inputHandler = inputHandler;
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
}
@@ -88,13 +85,29 @@ namespace Code.Gameplay.Character.Controller.Abilities
_wallNormal = wallNormal.normalized;
_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 (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
_wallTangentUp = -_wallTangentUp;
if (candidateRight.sqrMagnitude < 0.01f)
{
candidateRight = Vector3.Cross(_wallNormal, Vector3.right).normalized;
}
var dotWithRight = Vector3.Dot(_motor.CharacterRight, _wallNormal);
forwardInWallPlane = dotWithRight < 0 ? candidateRight : -candidateRight;
}
_wallTangentRight = forwardInWallPlane.normalized;
_wallTangentUp = Vector3.Cross(_wallTangentRight, -_wallNormal).normalized;
_motor.ForceUnground();
}
@@ -104,23 +117,11 @@ namespace Code.Gameplay.Character.Controller.Abilities
if (!IsWallRunning) return;
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
var moveInputWorld = _inputHandler.MoveInputVector;
var moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
var wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
var forwardInput = inputs.MoveAxisForward;
var moveDirection = _wallTangentRight * forwardInput;
var ad = inputs.MoveAxisRight;
var sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
if (sideDot < 0)
ad = -ad;
var adMove = _wallTangentUp * (-ad);
var finalMove = wsMove + adMove;
finalMove = finalMove.normalized * moveInputWorld.magnitude;
var targetVelocity = finalMove * _wallRunSpeed;
var targetSpeed = moveDirection.sqrMagnitude > 0.01f ? _wallRunSpeed : currentVelocity.magnitude;
var targetVelocity = moveDirection.normalized * targetSpeed;
currentVelocity = Vector3.Lerp(
currentVelocity,
@@ -146,6 +147,8 @@ namespace Code.Gameplay.Character.Controller.Abilities
private bool IsWallStillPresent()
{
if (!_motor) return false;
if (_motor.GroundingStatus.IsStableOnGround) return false;
var characterCenter = _motor.TransientPosition;
var characterRight = _motor.CharacterRight;
@@ -198,11 +201,14 @@ namespace Code.Gameplay.Character.Controller.Abilities
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
{
if (!IsWallRunning || !_motor) return;
if (_motor.CharacterController is not CustomCharacterController { CanJump: true } controller)
return;
IsWallRunning = false;
var wallAway = _wallNormal;
var wallUp = _wallTangentUp;
var wallUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
var playerForward = cameraRotation * Vector3.forward;
@@ -211,8 +217,8 @@ namespace Code.Gameplay.Character.Controller.Abilities
var jumpDirection =
forwardInWallPlane * 0.2f +
wallAway * 0.4f +
wallUp * 0.4f;
wallAway * 0.6f +
wallUp * 0.2f;
jumpDirection = jumpDirection.normalized;
@@ -224,10 +230,8 @@ namespace Code.Gameplay.Character.Controller.Abilities
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
if (_motor.CharacterController is CustomCharacterController controller)
{
controller.BlockAbilities(0.12f);
}
controller.TriggerJump();
controller.BlockAbilities(0.12f);
}
}
}
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Controller
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
*
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
*/
public class CustomCharacterController : MonoBehaviour, ICharacterController
{
@@ -25,6 +25,25 @@ namespace Code.Gameplay.Character.Controller
[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
private CharacterInputHandler _inputHandler;
private DashMechanic _dashMechanic;
@@ -91,7 +110,15 @@ namespace Code.Gameplay.Character.Controller
_inputHandler.FirstPersonCameraRotation =
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
_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
@@ -136,7 +163,16 @@ namespace Code.Gameplay.Character.Controller
_inputHandler.ProcessInputs(ref inputs, motor);
// 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)
@@ -184,14 +220,32 @@ namespace Code.Gameplay.Character.Controller
return;
}
if (!_slideMechanic.IsSliding)
var wasSliding = _wasSlidingLastFrame;
var isSlidingNow = _slideMechanic.IsSliding;
if (!isSlidingNow)
{
_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);
return;
}
_wasSlidingLastFrame = isSlidingNow;
// === WALL RUNNING: обработка состояния ===
if (_wallRunningMechanic.IsWallRunning)
{
@@ -226,6 +280,108 @@ namespace Code.Gameplay.Character.Controller
isAbilitiesBlocked = true;
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)
{
@@ -241,6 +397,11 @@ namespace Code.Gameplay.Character.Controller
public void AfterCharacterUpdate(float deltaTime)
{
UpdateSlideTransition(deltaTime);
_jumpCooldownTimer -= deltaTime;
if (_jumpCooldownTimer < 0f) _jumpCooldownTimer = 0f;
_wallLeanMechanic.Update(
_wallRunningMechanic.IsWallRunning,
_wallRunningMechanic.GetWallNormal(),
@@ -76,8 +76,13 @@ namespace Code.Gameplay.Character.Controller.Movement
if (JumpRequested)
{
currentVelocity += motor.CharacterUp * _jumpSpeed - Vector3.Project(currentVelocity, motor.CharacterUp);
JumpRequested = false; // Сброс сразу после применения
JumpRequested = false;
motor.ForceUnground();
if (motor.CharacterController is CustomCharacterController controller)
{
controller.TriggerJump();
}
}
}
}
@@ -17,7 +17,7 @@ namespace Code.Gameplay.Enemies
_audioService = audioService;
_audioSource = audioService.GetSourceOfGroup(Audio.AudioType.Enemies);
_audioSource.transform.position = transform.position;
_audioSource.spatialBlend = 0;
_audioSource.spatialBlend = 1f;
_audioFactory = audioFactory;
}
@@ -71,6 +71,8 @@ namespace Code.Gameplay.Enemies
private void Despawn()
{
if (!_spawnedEnemy) return;
if (despawnRadius <= 0f) return;
_enemyFactory.ReleaseEnemy(_spawnedEnemy);
_spawnedEnemy = null;
@@ -6,10 +6,13 @@ namespace Code.Gameplay.Orders.Order
public class OrderGiveTrigger : MonoBehaviour
{
[Inject] private IOrderService _orderService;
[SerializeField] private Door.Door door;
private bool _playerEntered;
private void OnTriggerEnter(Collider other)
{
if (_playerEntered ) return;
if (_playerEntered || _orderService.OrderState == OrderState.Recieved) return;
door.TranslationMode(false);
_playerEntered = true;
_orderService.OrderGive();
@@ -8,6 +8,7 @@ namespace Code.UI.Panels
{
[SerializeField] private Image background;
[SerializeField] private Image loadingImage;
[SerializeField] private Image courierAnim;
// [SerializeField] private TMP_Text loadingTitle;
// [SerializeField] private TMP_Text vyapWatermark;
public override void Hide()
@@ -15,6 +16,7 @@ namespace Code.UI.Panels
Shown = false;
background.enabled = false;
loadingImage.enabled = false;
courierAnim.enabled = false;
// loadingTitle.enabled = false;
// vyapWatermark.enabled = false;
}
@@ -23,6 +25,7 @@ namespace Code.UI.Panels
Shown = true;
background.enabled = true;
loadingImage.enabled = true;
courierAnim.enabled = true;
// loadingTitle.enabled = true;
// vyapWatermark.enabled = true;
}
@@ -16,6 +16,7 @@ MonoBehaviour:
stableMovementSharpness: 15
orientationSharpness: 10
jumpSpeed: 10
jumpCooldown: 0.3
dashSpeed: 20
dashDuration: 0.35
dashCooldown: 1.2
@@ -54,9 +55,19 @@ MonoBehaviour:
m_RotationOrder: 4
slideMinVelocityThreshold: 3
slideCooldown: 1.5
slideColliderHeightScale: 0.5
slideCameraOffsetY: -0.5
slideEnterDuration: 0.2
slideExitDuration: 0.25
leanAngle: 25
leanThreshold: 0.3
leanSmoothSpeed: 10
gravity: {x: 0, y: -30, z: 0}
maxAirSpeed: 10
airControlSharpness: 8
wallRunMaxTime: 1.75
wallRunSpeed: 15
wallRunAcceleration: 25
wallRunGravityScale: 0.25
wallDetachImpulse: 7
wallContactAngleThreshold: 45
@@ -18,17 +18,7 @@ MonoBehaviour:
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@@ -13,17 +13,17 @@ MonoBehaviour:
m_Name: CourierSoundListConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CourierSoundListConfig
courierSounds:
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@@ -15,7 +15,7 @@ MonoBehaviour:
menuVolume:
_serializedList:
- Key: 0
Value: 1
Value: 0.5
- Key: 1
Value: 1
- Key: 2
@@ -35,9 +35,9 @@ MonoBehaviour:
actionVolume:
_serializedList:
- Key: 0
Value: 1
Value: 0.5
- Key: 1
Value: 0.001
Value: 1
- Key: 2
Value: 1
- Key: 3
@@ -55,9 +55,9 @@ MonoBehaviour:
peacefulVolume:
_serializedList:
- Key: 0
Value: 1
Value: 0.5
- Key: 1
Value: 0.001
Value: 1
- Key: 2
Value: 1
- Key: 3
@@ -13,22 +13,22 @@ MonoBehaviour:
m_Name: EnemiesSoundListConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.EnemiesSoundListConfig
enemies:
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@@ -12,14 +12,4 @@ MonoBehaviour:
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m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.SFXListConfig
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@@ -18,23 +18,28 @@ MonoBehaviour:
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actionSoundtrack:
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@@ -22,7 +22,7 @@ MonoBehaviour:
attackCooldown: 0
detectionRange: 0
attackRange: 5
speed: 1.5
speed: 3
isStunnable: 0
stunDuration: 0
usesIdleMovement: 0
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