60 Commits
Author SHA1 Message Date
ThomasCharester aa4a9e69dd Подогреваем коллизии 2025-11-29 00:41:07 +03:00
ThomasCharester 34d7fa3791 Блять 2025-11-28 15:13:03 +03:00
ThomasCharester 26804e08f7 Да, теперь нормально 2025-11-28 15:04:56 +03:00
ThomasCharester e96dcf3e0d Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 15:04:25 +03:00
ThomasCharester 94f0522f89 Да, теперь нормально 2025-11-28 14:51:38 +03:00
xrust1k eefcf6eabc Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 14:48:59 +03:00
xrust1k c85638fda0 Бля ебать рот этих дверей 2025-11-28 14:47:29 +03:00
ThomasCharester 1de117622e Фикс пива 2025-11-28 14:32:37 +03:00
ThomasCharester e2f8984e6f Merge remote-tracking branch 'origin/mobs-and-levels-dev' into Dev 2025-11-28 14:25:02 +03:00
ThomasCharester 32c6e0630a Солнышко 2025-11-28 14:20:51 +03:00
MrTorex 870a4743c6 дрочка лёжа на рельсах 2025-11-28 14:14:55 +03:00
MrTorex 2fc8e249f5 Merge branch 'mobs-and-levels-dev' into Dev 2025-11-28 13:56:35 +03:00
MrTorex 280eb3754c МЕНЯ ТРАХАЛИ ВСЕМ ДЕТДОМОМ 2025-11-28 13:56:02 +03:00
xrust1k 6eff3ef9a9 AAAAAAAAAAAAAAAAAAA 2025-11-28 13:51:32 +03:00
xrust1k 6b4792393a Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 13:33:00 +03:00
xrust1k a547c39db7 Комнаты 2025-11-28 13:26:52 +03:00
ThomasCharester 0cab2eda74 Добавлена механика Initial Room 2025-11-28 13:21:56 +03:00
xrust1k 5d075034b5 Я со старой версии запушил снова, ломаться не должно 2025-11-28 12:10:30 +03:00
xrust1k 7f7ba0d9c5 Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 11:52:49 +03:00
xrust1k ab0b41a318 Я боюсь 2025-11-28 11:52:15 +03:00
MrTorex a5ce8522ab мержим 2025-11-28 11:46:04 +03:00
MrTorex 97aea0fde1 Merge branch 'Dev' into movement-dev 2025-11-28 11:42:30 +03:00
MrTorex e9e8e091b2 письки 2025-11-28 11:42:08 +03:00
ThomasCharester 9e1c1177e0 Фикс геймплея? 2025-11-28 11:39:59 +03:00
ThomasCharester 07535982ba Dimka Bakery 2025-11-28 11:09:31 +03:00
MrTorex df0c2b3157 Merge branch 'Dev' into movement-dev 2025-11-28 10:49:11 +03:00
MrTorex d51527b7f3 это спермаггедон 2025-11-28 10:47:28 +03:00
xrust1k 13aca5a86f Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 10:43:47 +03:00
xrust1k 9cc77d5c67 Уровни (Да ничего я не сделал) 2025-11-28 10:42:00 +03:00
ThomasCharester c1a0e94fe3 Merge branch 'Generator' into Dev 2025-11-28 10:28:10 +03:00
ThomasCharester acd9cc1a32 Ахуеть, я сделал генерацию уровней на основе идеи Димки 2025-11-28 10:27:49 +03:00
MrTorex d14f9c2a9f анус рвётся не по-детски 2025-11-28 09:45:49 +03:00
MrTorex 4b6909fe84 Допил наклонов (они такое себе)
Хуже, чем были раньше, но лучше, чем ничего. Плавность переходов имеется, и на том спасибо
2025-11-28 01:15:44 +03:00
MrTorex 766609489d Я ненавижу наклоны (не прорвёмся) 2025-11-28 00:51:20 +03:00
ThomasCharester b7e9a26462 Комнаты, вся хуйня 2025-11-27 23:39:57 +03:00
ThomasCharester 3782a0b568 Фикс отпуска звуков 2025-11-27 23:01:12 +03:00
ThomasCharester 000985ee9b Фикс отпуска звуков 2025-11-27 22:59:50 +03:00
ThomasCharester abde1d5ba9 Merge branch 'Dev' into Generator 2025-11-27 22:36:55 +03:00
ThomasCharester 52b18967a1 Руки игрока 2025-11-27 22:34:34 +03:00
MrTorex d10d2cdca6 прорвёмся (добавлен walljump) 2025-11-27 21:36:19 +03:00
ThomasCharester 79d03528f6 Настройки 2025-11-27 21:30:00 +03:00
MrTorex 01d3b0adec чел не липнет к воздуху 2025-11-27 21:10:23 +03:00
MrTorex b271042137 инишиал титан падать второй мувмент (но пока очень говно) 2025-11-27 20:37:16 +03:00
ThomasCharester 4a547f1348 Шаманим над меню 2025-11-27 13:06:41 +03:00
MrTorex 7130513471 Допил спавнера мобов
Работает как скрипт на emptyGameObject, через сериалайзы задаётся радиус спавна/деспавна и тип моба на спавн
2025-11-27 10:13:02 +03:00
MrTorex ee7cf3946f фикс траблов с мерджем 2025-11-27 09:24:56 +03:00
MrTorex 175567e4dd Merge branch 'Dev' into mobs-dev 2025-11-27 08:55:20 +03:00
MrTorex 97c60c0925 Подготовка к мерджу 2025-11-27 08:49:02 +03:00
MrTorex bd495a644f инишиал спавнер мобов, нуждаюсь в консультации 2025-11-26 18:23:27 +03:00
Pe4enega cea36c0cda Триггеры на вход в комнату 2025-11-25 20:04:36 +03:00
MrTorex e654a0daf4 Иду делать твиа :( 2025-11-20 10:23:33 +03:00
MrTorex cfe5b39cc9 Добавлены модельки/материалы деда, мобы переделаны под меши 2025-11-20 10:06:45 +03:00
MrTorex c14880457d Merge branch 'mobs-dev' into GraphicsModelsGrossGlossBeuaty 2025-11-20 08:43:00 +03:00
MrTorex 344470978d страдание 2025-11-20 08:41:37 +03:00
MrTorex dab970737a Добавлен конфиг для фога
Завтра будут спавнпоинты + модельки
2025-11-20 08:34:20 +03:00
MrTorex afdd523682 добавлены конфиги для дурнев 2025-11-19 20:11:24 +03:00
MrTorex 575e66425a грязюка 2025-11-19 17:56:53 +03:00
MrTorex c470f63409 я ебаный бездарь 2025-11-19 14:46:16 +03:00
MrTorex 7024e1daf0 темп 2025-11-18 12:27:35 +03:00
MrTorex 020934e07f Инишиал мобы 2025-11-17 14:45:51 +03:00
493 changed files with 73074 additions and 3162 deletions

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+6
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@@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}
@@ -15,7 +15,7 @@ MonoBehaviour:
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
m_currentHash:
serializedVersion: 2
Hash: f3899bd8b96717b1b70a2db310a9fcf2
Hash: 1290af012af335115858ec31670d830d
m_OptimizeCatalogSize: 0
m_BuildRemoteCatalog: 0
m_CatalogRequestsTimeout: 0
@@ -32,6 +32,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 19bfe93240786974ea9d7cd70a7bb635
m_Address: Prefabs/Rooms/Level5
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 1d4767c722c05b5d6b96bb226d378c65
m_Address: Assets/Resources_moved/Prefabs/Player/ArmsMesh.prefab
m_ReadOnly: 0
@@ -52,6 +57,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 28a6c7a4124141341ab7c2b7dfd3e95b
m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 2.prefab
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 29bff8011973e4e519906b9da8fca0fc
m_Address: Audio/Dispatcher/late3
m_ReadOnly: 0
@@ -62,6 +72,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 2ed2d93a9f39d4edba511cb7396c7bb6
m_Address: Assets/Resources_moved/Prefabs/Enemies/Cockroach.prefab
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 2f6134357dc2a5641a846a7478ce4c2c
m_Address: bravo!
m_ReadOnly: 0
@@ -77,6 +92,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 4283d6553fc7f3f4583b9bb0be9d7979
m_Address: Prefabs/Rooms/Box1
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 48aebfe8826dc0df79d047b5afbf8f5b
m_Address: Canvas
m_ReadOnly: 0
@@ -87,6 +107,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 7067a5248027e74478f4f0f53ddf06a4
m_Address: Prefabs/Rooms/Save1
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 735f38402ea347fa381408293503a24e
m_Address: Audio/Dispatcher/receiving_an_order1
m_ReadOnly: 0
@@ -138,26 +163,76 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 9d78f017876abed4c9cd8957f1e140cb
m_Address: Prefabs/Rooms/Level1_2
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: a1d9e5a04ac11a1468c744b27d442a00
m_Address: Prefabs/Rooms/Stars1
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: a306df57f348ce7cf900d0b9431739ee
m_Address: launch_selectmenu
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: ab5926b5200bedc49aec36c0afe6b028
m_Address: Prefabs/Rooms/Level3_Big
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: b2e8dc2aeb0311cd8a826b51cf8e94dc
m_Address: GameOver
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: b33855c694de89386a25c56cbe463a0e
m_Address: Assets/Resources_moved/Prefabs/Enemies/DrunkenGrandpa.prefab
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: b3471d165fe389f479380f61034bea57
m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 1.prefab
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: c566fc932edefbbee9e53271eac3c560
m_Address: MainMenu
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: c938de3174f184741925c407a43a47f2
m_Address: Prefabs/Rooms/Level1
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: cab4b1ff78dd6b1fba61aa165aa17b4d
m_Address: Audio/Dispatcher/receiving_an_order2
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: d4eaf1439c2788c458127b9ba67e4fbf
m_Address: Prefabs/Levels/Level1
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: d5b22c0e6700543419ae667d77aadaa2
m_Address: Prefabs/Rooms/Level2_Down
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: dc328d8aadb0e8545978741d451e0544
m_Address: Prefabs/Rooms/Level4_Parkur
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: e3a3840a7963bf841872cddb02e90151
m_Address: Prefabs/Levels/MainMenu 1
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: ebe18293a5ef86704b23dad3a1786476
m_Address: Half-Life01
m_ReadOnly: 0
@@ -168,6 +243,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: f3d7dc64b34919ad7b50a3dd307a935b
m_Address: Assets/Resources_moved/Prefabs/Enemies/Fog.prefab
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: f74a409bf11b25148ad305acc05b14f5
m_Address: Audio/Dispatcher/take_damage2
m_ReadOnly: 0
@@ -1,6 +1,3 @@
using System.Globalization;
using System.Reflection.Emit;
using System.Threading.Tasks;
using Code.App.Loading;
using Code.App.StateMachine;
using Code.Audio;
@@ -8,7 +5,6 @@ using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Character.Core;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Input;
using Code.Scenes;
@@ -19,7 +15,6 @@ using Code.UI.Panels;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using Reflex.Extensions;
using Reflex.Injectors;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
@@ -28,30 +23,30 @@ namespace Code.App.AppStates
{
public class GameplayState : BaseState<AppStateMachineContext>
{
private PlayerHealth _playerHealth;
private IPlayerScore _playerScore;
private IOrderService _orderService;
private CharacterProvider _playerCharacter;
public GameplayState(AppStateMachineContext context) : base(context)
{
}
public override void EnterState()
{
Context.UIService.LoadingScreen.Show();
Context.LoadingManager
.RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI)
// .RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadAudio);
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
_playerHealth.OnDamage += PlayerDamageTaken;
_playerHealth.OnDeath += EndGame;
//_playerHealth.OnDamage += PlayerDamageTaken;
//_playerHealth.OnDeath += EndGame;
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
@@ -61,7 +56,7 @@ namespace Code.App.AppStates
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
@@ -78,7 +73,7 @@ namespace Code.App.AppStates
Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDispatcher()
);
Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadUI)
.UnregisterLoading(LoadingWork.LoadAudio);
@@ -101,6 +96,10 @@ namespace Code.App.AppStates
WaitForPlayerCharacterLoad()
);
_playerHealth = Context.PlayerProvider.Health;
_playerHealth.OnDamage += PlayerDamageTaken;
_playerHealth.OnDeath += EndGame;
Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadModelResource);
}
@@ -257,7 +256,7 @@ namespace Code.App.AppStates
{
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
_debugTube = sceneEnvironment.debugTube;
return sceneEnvironment;
}
}
@@ -46,7 +46,8 @@ namespace Code.App.AppStates
{
await UniTask.WhenAll(
Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
Context.AudioFactory.WarmMenuMusic()
Context.AudioFactory.WarmMenuMusic(),
Context.AudioFactory.WarmAudioTestClips()
);
Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadUI)
@@ -98,6 +99,7 @@ namespace Code.App.AppStates
menuPanel.exitButton.button.onClick.AddListener(ExitGame);
mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera;
mainMenuEnvironment.settingsCanvas.worldCamera = Context.CameraStateMachine.Camera;
}
public override void Tick()
@@ -120,6 +122,7 @@ namespace Code.App.AppStates
Context.InputService.DisableMap(ActionMappings.MainMenu);
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
Context.AudioFactory.ReleaseAudioTestClips();
base.ExitState();
}
}
@@ -5,8 +5,10 @@ using Code.Audio;
using Code.Configs;
using Code.Constants;
using Code.Gameplay.Camera;
using Code.Gameplay.Enemies;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Generator;
using Code.Input;
using Code.Scenes;
using Code.StaticData;
@@ -31,8 +33,11 @@ namespace Code.App
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
// Перенести нахуй в контейнер геймплея
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
containerBuilder.AddSingleton(typeof(EnemyFactory), typeof(IEnemyFactory));
containerBuilder.AddSingleton(typeof(PlayerProvider), typeof(IPlayerProvider));
//
InitializeCamera(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
@@ -84,8 +89,13 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
containerBuilder.AddSingleton(staticDataService.DrunkenGrandpaConfig, typeof(DrunkenGrandpaConfig));
containerBuilder.AddSingleton(staticDataService.CockroachConfig, typeof(CockroachConfig));
containerBuilder.AddSingleton(staticDataService.FogConfig, typeof(FogConfig));
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
@@ -93,6 +103,8 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
containerBuilder.AddSingleton(staticDataService.GeneratorConfig, typeof(GeneratorConfig));
}
private AppStateMachine _appStateMachine;
@@ -1,8 +1,10 @@
using Code.App.Loading;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Generator;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using UnityEngine;
using IPlayerScore = Code.Gameplay.Player.IPlayerScore;
@@ -18,6 +20,8 @@ namespace Code.App.SceneInstallers
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
containerBuilder.AddScoped(typeof(RoomGenerator));
containerBuilder.OnContainerBuilt += Initialize;
}
@@ -32,6 +36,17 @@ namespace Code.App.SceneInstallers
loadingManager
.UnregisterLoading(LoadingWork.LoadScene);
LoadRooms(container,loadingManager);
}
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
{
await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
container.Resolve<RoomGenerator>().Initialize();
loadingManager.UnregisterLoading(LoadingWork.LoadModelResource);
}
}
}
@@ -1,7 +1,9 @@
using Code.App.Loading;
using Code.Audio;
using Code.Gameplay.Camera;
using Code.Gameplay.Enemies;
using Code.Gameplay.Player;
using Code.Generator;
using Code.Input;
using Code.Scenes;
using Code.UI;
@@ -18,7 +20,9 @@ namespace Code.App.StateMachine
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
[Inject] public IUIService UIService { get; private set; }
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
[Inject] public IPlayerProvider PlayerProvider { get; private set; }
[Inject] public IAudioFactory AudioFactory { get; private set; }
[Inject] public IAudioService AudioService { get; private set; }
[Inject] public IEnemyFactory EnemyFactory { get; private set; }
}
}
@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Code.Configs;
using Cysharp.Threading.Tasks;
using UnityEngine;
@@ -15,6 +16,7 @@ namespace Code.Audio
public AudioMixer AudioMixer { get; private set; }
private AssetReference _audioSourcePrefab;
private AssetReference[] _audioTestClipsReferences;
private AssetReference[] _peacefulSoundtrack;
private AssetReference[] _actionSoundtrack;
private AssetReference[] _menuSoundtrack;
@@ -23,6 +25,7 @@ namespace Code.Audio
private AssetReference[] _dispatcher;
private AssetReference[] _character;
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
@@ -30,6 +33,7 @@ namespace Code.Audio
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
public List<AudioClip> SFXAudios { get; private set; } = new();
public List<AudioClip> EnemiesAudios { get; private set; } = new();
@@ -39,7 +43,8 @@ namespace Code.Audio
SoundtrackListConfig soundtrackListConfig,
SFXListConfig sfxListConfig,
EnemiesSoundListConfig enemiesSoundListConfig,
DispatcherSoundListConfig dispatcherSoundListConfig
DispatcherSoundListConfig dispatcherSoundListConfig,
AudioTestClipsConfig audioTestClipsConfig
)
{
AudioMixer = audioMixerConfig.audioMixerAsset;
@@ -51,6 +56,7 @@ namespace Code.Audio
_SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies;
_dispatcher = dispatcherSoundListConfig.dispatcher;
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
MusicDictionary.Add(MusicType.Menu, new ());
MusicDictionary.Add(MusicType.Peaceful, new ());
@@ -77,12 +83,28 @@ namespace Code.Audio
MusicDictionary[MusicType.Peaceful].Clear();
_peacefulMusicHandle.Release();
}
public async UniTask WarmAudioTestClips( )
{
// _audioTestClipCounter = 0;
_audioTestClipsHandle = Addressables.LoadAssetsAsync<AudioClip>(_audioTestClipsReferences, OnAudioTestClipLoaded, Addressables.MergeMode.Union);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
var clips = (await _audioTestClipsHandle.ToUniTask()).ToList();
for (int i = 0; i < clips.Count; i++)
AudioTestClips[(AudioType)i] = clips[i];
}
public void ReleaseAudioTestClips()
{
AudioTestClips.Clear();
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_audioTestClipsHandle.Release();
}
public async UniTask WarmMenuMusic( )
{
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
await _menuMusicHandle.ToUniTask();
}
public void ReleaseMenuMusic()
{
@@ -134,6 +156,12 @@ namespace Code.Audio
{
MusicDictionary[MusicType.Menu].Add(audioClip);
}
// private int _audioTestClipCounter;
private void OnAudioTestClipLoaded(AudioClip audioClip)
{
// AudioTestClips[(AudioType)_audioTestClipCounter] = audioClip;_audioTestClipCounter++;
}
private void OnActionTrackLoaded(AudioClip audioClip)
{
MusicDictionary[MusicType.Action].Add(audioClip);
+195 -22
View File
@@ -4,6 +4,7 @@ using System.Threading;
using Code.Configs;
using Code.Constants;
using Cysharp.Threading.Tasks;
using DG.Tweening;
using Reflex.Attributes;
using Unity.VisualScripting;
using UnityEngine;
@@ -23,8 +24,9 @@ namespace Code.Audio
private AudioMixerGroup _masterGroup,
// _musicGroup,
// _actionMusicGroup,
// _peacefulMusicGroup,
_actionMusicGroup,
_menuMusicGroup,
_peacefulMusicGroup,
_SFXGroup,
_creaturesGroup,
_dispatcherGroup,
@@ -35,35 +37,104 @@ namespace Code.Audio
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType,AudioSourceSettingsConfig> settings)
public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings)
{
_audioFactory = audioFactory;
_audioSourcePool = new(settings);
_settings = settings;
}
// TODO Грязно, убрать снапшоты НАХУЙ
public float GetSetting(AudioType type)
{
float value;
switch (type)
{
case AudioType.SFX:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_SFXGroup.name, out value);
break;
case AudioType.Master:
_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_masterGroup.name, out value);
break;
case AudioType.Creatures:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_creaturesGroup.name, out value);
break;
case AudioType.GameplayMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_peacefulMusicGroup.name, out value);
break;
case AudioType.MenuMusic:
_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_menuMusicGroup.name, out value);
break;
case AudioType.DispatcherSounds:
_snapshots[AudioSnapshotState.Action].audioMixer.GetFloat(_dispatcherGroup.name, out value);
break;
default:
value = 1;
break;
}
value = Mathf.Pow(10f, value / 20);
return value;
}
// TODO Грязно, убрать снапшоты НАХУЙ
public void ChangeSetting(AudioType type, float value)
{
float volume = Mathf.Log10(value) * 20;
switch (type)
{
case AudioType.SFX:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_SFXGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_SFXGroup.name, volume);
break;
case AudioType.Master:
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_masterGroup.name, volume);
_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()
{
// _mixer = await _audioFactory.CreateMixer();
_mixer = _audioFactory.AudioMixer;
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
// _actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
// _peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusoup)[0];
_menuMusicGroup = _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0];
_actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
_peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
_cancellationTokenSources.Add(MusicType.Menu, new());
_cancellationTokenSources.Add(MusicType.Action, new());
_cancellationTokenSources.Add(MusicType.Peaceful, new());
_musicAudioSources.Add(MusicType.Menu, null);
_musicAudioSources.Add(MusicType.Action, null);
_musicAudioSources.Add(MusicType.Peaceful, null);
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
@@ -76,7 +147,6 @@ namespace Code.Audio
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
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
@@ -86,50 +156,51 @@ namespace Code.Audio
public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType)
{
if(!_musicAudioSources[musicType])
if (!_musicAudioSources[musicType])
{
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
}
_musicAudioSources[musicType].resource =
_audioFactory.MusicDictionary[musicType][
Random.Range(0, _audioFactory.MusicDictionary[musicType].Count)];
_musicAudioSources[musicType].Play();
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
// _ => !_musicAudioSources[musicType].isPlaying,
// cancellationToken: _cancellationTokenSources[musicType].Token);
await UniTask.NextFrame();
// Debug.Log($"Playing {musicType}");
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
_ => !_musicAudioSources[musicType].isPlaying,
_ => !_musicAudioSources[musicType].isPlaying,
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
// Debug.Log($"Finished {musicType}");
if (isCanceled)
{
// Debug.Log($"Cancelled {musicType}");
_cancellationTokenSources[musicType].Dispose();
_cancellationTokenSources[musicType] = new();
_audioSourcePool.ReleaseSource(_musicAudioSources[musicType]);
_musicAudioSources[musicType] = null;
return;
}
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);
await UniTask.WaitForSeconds(time);
_cancellationTokenSources[musicType].Cancel();
callback?.Invoke();
@@ -170,10 +241,112 @@ namespace Code.Audio
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
{
OnDispatcherStarted?.Invoke();
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _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.Collections.Generic;
using System.Threading;
using Code.Configs;
using Cysharp.Threading.Tasks;
using UnityEngine;
@@ -86,6 +87,34 @@ namespace Code.Audio
onComplete?.Invoke();
_pool.Release(source);
}
public async UniTaskVoid PlayOneShot(AudioSource audioSource, AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
audioSource.PlayOneShot(clip);
audioSource.spatialBlend = _settings[audioSourceType].spatialBlend;
audioSource.outputAudioMixerGroup = audioMixerGroup;
// TODO Потом сделать. Можно с cancellation, но сейчас лень. Ну правда
await UniTask.WaitUntilValueChanged(audioSource, x => x.isPlaying);
if (!audioSource) return;
_pool.Release(audioSource);
onComplete?.Invoke();
}
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, CancellationTokenSource cancellationToken, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = _settings[audioSourceType].spatialBlend;
source.outputAudioMixerGroup = audioMixerGroup;
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(source, x => x.isPlaying, cancellationToken: cancellationToken.Token).SuppressCancellationThrow();
_pool.Release(source);
if(!isCanceled) onComplete?.Invoke();
else cancellationToken.Dispose();
}
public AudioSource GetSource() => _pool.Get();
public void ReleaseSource(AudioSource source) => _pool.Release(source);
}
@@ -8,22 +8,25 @@ namespace Code.Audio
{
public interface IAudioFactory
{
AudioMixer AudioMixer { get; }
Dictionary<AudioType, AudioClip> AudioTestClips { get; }
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
List<AudioClip> SFXAudios { get; }
List<AudioClip> EnemiesAudios { get; }
List<AudioClip> DispatcherAudios { get; }
AudioMixer AudioMixer { get; }
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
UniTask WarmGameplayMusic();
UniTask WarmGameplayMusic( );
void ReleaseActionMusic();
UniTask WarmMenuMusic();
void ReleaseMenuMusic();
UniTask WarmSFX();
void ReleaseSFX();
UniTask WarmEnemies();
void ReleaseEnemies();
UniTask WarmDispatcher();
void ReleaseDispatcher();
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 OnDispatcherEnded;
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,
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
@@ -22,18 +22,12 @@ namespace Code.Configs
slideSpeed = 20f, // Скорость слайда
slideDuration = 0.8f, // Длительность 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
public float
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
public float
leanAngle = 25f,
leanThreshold = 0.3f,
leanSmoothSpeed = 10f;
// Гравитация
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
@@ -0,0 +1,29 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/Cockroach", fileName = "CockroachConfig")]
public class CockroachConfig : ScriptableObject
{
public AssetReference cockroachPrefab;
public int damage = 2;
public float attackCooldown = 1.5f;
public float detectionRange = 20f;
public float attackRange = 1.3f;
public float speed = 6f;
public bool isStunnable;
public float stunDuration;
public bool usesIdleMovement = true;
public float idleWanderRadius = 3f;
public float idleMoveDurationMin = 0.3f;
public float idleMoveDurationMax = 1f;
public float idlePauseDurationMin = 0.1f;
public float idlePauseDurationMax = 0.8f;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7bc162d3127949aa950d0738beee99a4
timeCreated: 1763571220
@@ -0,0 +1,29 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/DrunkenGrandpa", fileName = "DrunkenGrandpaConfig")]
public class DrunkenGrandpaConfig : ScriptableObject
{
public AssetReference drunkenGrandpaPrefab;
public int damage = 2;
public float attackCooldown = 5f;
public float detectionRange = 10f;
public float attackRange = 1.5f;
public float speed = 3f;
public bool isStunnable = true;
public float stunDuration = 3f;
public bool usesIdleMovement = true;
public float idleWanderRadius = 5f;
public float idleMoveDurationMin = 1f;
public float idleMoveDurationMax = 5f;
public float idlePauseDurationMin = 3f;
public float idlePauseDurationMax = 5f;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4d157e8891074b90957a7434cff0ae71
timeCreated: 1763569096
@@ -0,0 +1,29 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/Fog", fileName = "FogConfig")]
public class FogConfig : ScriptableObject
{
public AssetReference fogPrefab;
public int damage = int.MaxValue;
public float attackCooldown;
public float detectionRange;
public float attackRange = 5f;
public float speed = 1.5f;
public bool isStunnable;
public float stunDuration;
public bool usesIdleMovement;
public float idleWanderRadius;
public float idleMoveDurationMin;
public float idleMoveDurationMax;
public float idlePauseDurationMin;
public float idlePauseDurationMax;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: aa4dd2a5cce24902a2918488b5751f2f
timeCreated: 1763581410
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bb5ad0cc3a72448a93ee2adb560c35ad
timeCreated: 1764345160
@@ -0,0 +1,12 @@
using UnityEngine;
namespace Code.DebugAndTest
{
public class TriggerTest : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
Debug.Log(gameObject.name + " found " + other.name);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6bb3c649d82049079d00b843a76aced8
timeCreated: 1764345168
@@ -1,147 +1,78 @@
using UnityEngine;
using KinematicCharacterController;
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
{
private readonly float _maxLeanAngle;
private readonly float _leanSharpness;
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 readonly float _leanAngle;
private readonly float _threshold;
private readonly float _smoothSpeed;
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
private Transform _model;
public WallLeanMechanic(
float leanAngle,
float threshold,
float smoothSpeed)
{
_maxLeanAngle = maxLeanAngle;
_leanSharpness = leanSharpness;
_heightScale = heightScale;
_leanAngle = leanAngle;
_threshold = threshold;
_smoothSpeed = smoothSpeed;
}
// Назначаем трансформ визуальной модели один раз
public void SetCharacterTransform(Transform transform)
public void SetModel(Transform model) => _model = model;
public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
{
_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)
if (!_model)
{
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;
_model.localRotation = Quaternion.identity;
return;
}
if (_leanDirection.sqrMagnitude < 0.01f) return;
var targetRotation = Quaternion.identity;
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
_characterTransform.localRotation = leanRotation;
if (isWallRunning)
{
var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
if (n.sqrMagnitude < 0.001f) n = Vector3.forward;
var bodyRight = Vector3.Cross(Vector3.up, characterForward).normalized;
var side = Vector3.Dot(n, bodyRight);
var front = Vector3.Dot(n, characterForward);
var axis = Vector3.right;
var angle = 0f;
if (side > _threshold)
{
axis = Vector3.forward;
angle = -_leanAngle;
}
else if (side < -_threshold)
{
axis = Vector3.forward;
angle = _leanAngle;
}
else if (front > _threshold)
{
axis = Vector3.right;
angle = -_leanAngle;
}
else if (front < -_threshold)
{
axis = Vector3.right;
angle = _leanAngle;
}
targetRotation = Quaternion.AngleAxis(angle, axis);
}
_model.localRotation = Quaternion.Slerp(
_model.localRotation,
targetRotation,
1f - Mathf.Exp(-_smoothSpeed * Time.deltaTime)
);
}
}
}
@@ -0,0 +1,256 @@
using Code.Gameplay.Character.Controller.Input;
using Code.Gameplay.Character.Core;
using KinematicCharacterController;
using UnityEngine;
namespace Code.Gameplay.Character.Controller.Abilities
{
public class WallRunningMechanic
{
public float MaxWallRunTime = 1.75f;
public float WallRunSpeed = 8.0f;
public float WallRunAcceleration = 25.0f;
public float WallRunGravityScale = 0.25f;
public float WallDetachImpulse = 7.0f;
public float WallContactAngleThreshold = 45.0f;
private bool _isWallRunning;
private float _wallRunTimer;
private Vector3 _wallNormal;
private Vector3 _wallTangentRight;
private Vector3 _wallTangentUp;
private Vector3 _wallContactPoint;
private Vector3 _lastMoveInputInWallSpace;
private float _surfaceAngleCos;
private bool _canWallRun;
public float WallContactHeight { get; private set; }
public Vector3 WallRunStartForward { get; private set; }
private KinematicCharacterMotor _motor;
private CharacterInputHandler _inputHandler;
public bool IsWallRunning => _isWallRunning;
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
{
_motor = motor;
_inputHandler = inputHandler;
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
}
public void Reset()
{
_isWallRunning = false;
_wallRunTimer = 0f;
_wallNormal = Vector3.zero;
}
public void Tick(float deltaTime)
{
if (_isWallRunning)
{
_wallRunTimer += deltaTime;
if (_wallRunTimer > MaxWallRunTime)
{
DetachFromWall(false);
}
}
}
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
{
if (_isWallRunning) return false;
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
if (!isWall) return false;
if (_motor.GroundingStatus.IsStableOnGround) return false;
float velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
if (velocityIntoWall < 1f) return false;
StartWallRun(hitNormal, hitPoint);
return true;
}
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
{
_isWallRunning = true;
_wallRunTimer = 0f;
_wallNormal = wallNormal.normalized;
_wallContactPoint = contactPoint;
WallContactHeight = contactPoint.y;
//_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
_wallTangentUp = -_wallTangentUp;
WallRunStartForward = _motor.CharacterForward;
_motor.ForceUnground();
}
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
{
if (!_isWallRunning) return;
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
Vector3 moveInputWorld = _inputHandler.MoveInputVector;
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
float ad = inputs.MoveAxisRight;
float sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
if (sideDot < 0)
ad = -ad;
Vector3 adMove = _wallTangentUp * (-ad);
Vector3 finalMove = wsMove + adMove;
finalMove = finalMove.normalized * moveInputWorld.magnitude;
Vector3 targetVelocity = finalMove * WallRunSpeed;
currentVelocity = Vector3.Lerp(
currentVelocity,
targetVelocity,
1f - Mathf.Exp(-WallRunAcceleration * deltaTime)
);
currentVelocity += Physics.gravity * (WallRunGravityScale * deltaTime);
float distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
if (Mathf.Abs(distanceToWall) > 0.8f)
{
DetachFromWall(false);
return;
}
if (inputs.JumpPressed)
{
DetachFromWall(true);
}
}
private bool IsWallStillPresent()
{
if (_motor == null) return false;
Vector3 characterCenter = _motor.TransientPosition;
Vector3 characterForward = _motor.CharacterForward;
Vector3 characterRight = _motor.CharacterRight;
Vector3 characterUp = _motor.CharacterUp;
float checkDistance = 0.45f;
Vector3 rayOrigin = characterCenter + characterUp * 0.2f;
Vector3 rayDir = -_wallNormal;
Vector3[] offsets = {
Vector3.zero,
characterUp * 0.3f,
-characterUp * 0.3f,
characterRight * 0.2f,
-characterRight * 0.2f
};
foreach (var offset in offsets)
{
if (Physics.Raycast(rayOrigin + offset, rayDir, out RaycastHit hit, checkDistance,
_motor.CollidableLayers, QueryTriggerInteraction.Ignore))
{
float dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
if (dotWithUp < _surfaceAngleCos)
{
_wallNormal = hit.normal.normalized;
_wallContactPoint = hit.point;
/*_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
*/
return true;
}
}
}
return false;
}
public void DetachFromWall(bool withImpulse)
{
if (!_isWallRunning) return;
_isWallRunning = false;
if (withImpulse && _motor != null)
{
Vector3 detachImpulse = -_wallNormal * WallDetachImpulse;
_motor.BaseVelocity += detachImpulse;
}
}
public Vector3 GetWallNormal() => _wallNormal;
public bool TryGetWallTangents(out Vector3 up, out Vector3 right)
{
if (!_isWallRunning)
{
up = right = Vector3.zero;
return false;
}
up = _wallTangentUp;
right = _wallTangentRight;
return true;
}
public bool CanWallRun()
{
return !_isWallRunning && !_motor.GroundingStatus.IsStableOnGround;
}
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
{
if (!_isWallRunning || _motor == null) return;
_isWallRunning = false;
Vector3 wallAway = _wallNormal;
Vector3 wallUp = _wallTangentUp;
Vector3 playerForward = cameraRotation * Vector3.forward;
Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
Vector3 jumpDirection =
forwardInWallPlane * 0.2f +
wallAway * 0.4f +
wallUp * 0.4f;
jumpDirection = jumpDirection.normalized;
float wallJumpForce = WallDetachImpulse * 2f;
Vector3 jumpImpulse = jumpDirection * wallJumpForce;
_motor.BaseVelocity += jumpImpulse;
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
if (_motor.CharacterController is CustomCharacterController controller)
{
controller.BlockAbilities(0.12f);
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4bef67aa9cf14753a63ea07eecc5ff67
timeCreated: 1764263348
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Controller
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
*
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
*/
public class CustomCharacterController : MonoBehaviour, ICharacterController
{
@@ -28,44 +28,23 @@ namespace Code.Gameplay.Character.Controller
// Подсистемы
private CharacterInputHandler _inputHandler;
private SlideMechanic _slideMechanic;
private WallClimbMechanic _wallClimbMechanic;
// private WallClimbMechanic _wallClimbMechanic;
private WallRunningMechanic _wallRunningMechanic;
private WallLeanMechanic _wallLeanMechanic;
private GroundMovementSystem _groundMovement;
private AirMovementSystem _airMovement;
public bool IsSliding => _slideMechanic.IsSliding;
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
private float abilityBlockTimer;
private bool isAbilitiesBlocked;
private CharacterInputs _lastInputs;
public void SetPosition(Vector3 position) => motor.SetPosition(position);
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
// Инициализация контроллера
// private void Awake()
// {
// // Инициализация подсистем с параметрами из конфига
// _inputHandler = new CharacterInputHandler(
// _characterConfig.sprintAngleThreshold
// );
// _slideMechanic = new SlideMechanic(
// _characterConfig.slideSpeed,
// _characterConfig.slideDuration,
// _characterConfig.slideCooldown
// );
// _wallClimbMechanic = new WallClimbMechanic(
// _characterConfig.wallClimbSpeedFactor,
// _characterConfig.minWallClimbSpeed,
// _characterConfig.wallDetectionAngleThreshold
// );
// _wallLeanMechanic = new WallLeanMechanic(
// _characterConfig.maxWallLeanAngle,
// _characterConfig.wallLeanSharpness,
// _characterConfig.wallLeanHeightScale
// );
// _groundMovement = new GroundMovementSystem(
// _characterConfig.maxStableMoveSpeed,
// _characterConfig.sprintMoveSpeed,
// _characterConfig.stableMovementSharpness,
// _characterConfig.jumpSpeed
// );
// _airMovement = new AirMovementSystem(_characterConfig.gravity);
// }
[Inject]
private void Construct(CharacterConfig characterConfig)
{
@@ -79,16 +58,25 @@ namespace Code.Gameplay.Character.Controller
_characterConfig.slideDuration,
_characterConfig.slideCooldown
);
_wallClimbMechanic = new WallClimbMechanic(
_characterConfig.wallClimbSpeedFactor,
_characterConfig.minWallClimbSpeed,
_characterConfig.wallDetectionAngleThreshold
);
// _wallClimbMechanic = new WallClimbMechanic(
// _characterConfig.wallClimbSpeedFactor,
// _characterConfig.minWallClimbSpeed,
// _characterConfig.wallDetectionAngleThreshold
// );
_wallRunningMechanic = new WallRunningMechanic();
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
_wallRunningMechanic.MaxWallRunTime = 1.75f;
_wallRunningMechanic.WallRunSpeed = 15.0f;
_wallRunningMechanic.WallRunAcceleration = 25.0f;
_wallRunningMechanic.WallRunGravityScale = 0.25f;
_wallRunningMechanic.WallDetachImpulse = 7.0f;
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
_wallLeanMechanic = new WallLeanMechanic(
_characterConfig.maxWallLeanAngle,
_characterConfig.wallLeanSharpness,
_characterConfig.wallLeanHeightScale
);
_characterConfig.leanAngle,
_characterConfig.leanThreshold,
_characterConfig.leanSmoothSpeed
);
_groundMovement = new GroundMovementSystem(
_characterConfig.maxStableMoveSpeed,
_characterConfig.sprintMoveSpeed,
@@ -101,31 +89,24 @@ namespace Code.Gameplay.Character.Controller
motor.CharacterController = this; // Регистрация этого контроллера в движке
_inputHandler.FirstPersonCameraRotation =
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
_wallLeanMechanic.SetCharacterTransform(characterTransform);
_wallLeanMechanic.SetModel(characterTransform);
_wallRunningMechanic.Initialize(motor, _inputHandler);
}
// Текущий режим камеры для адаптации поведения
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
// Инициализация контроллера
// private void Start()
// {
// motor.CharacterController = this; // Регистрация этого контроллера в движке
// _inputHandler.FirstPersonCameraRotation =
// motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
// _wallLeanMechanic.SetCharacterTransform(characterTransform);
// }
// Обработка и преобразование входных данных от персонажа
public void SetInputs(ref CharacterInputs inputs)
{
// Обновляем таймер перезарядки слайда
_lastInputs = inputs;
// Обновляем таймеры механик
_slideMechanic.TickCooldown(Time.deltaTime);
_wallClimbMechanic.TickCooldown(Time.deltaTime);
// _wallClimbMechanic.TickCooldown(Time.deltaTime);
_wallRunningMechanic.Tick(Time.deltaTime);
// Если активен слайд - игнорируем весь остальной ввод
if (_slideMechanic.IsSliding)
{
// Во время слайда не обрабатываем движение, прыжки и спринт
_inputHandler.MoveInputVector = Vector3.zero;
_inputHandler.LookInputVector = Vector3.one;
_inputHandler.IsSprinting = false;
@@ -133,8 +114,21 @@ namespace Code.Gameplay.Character.Controller
return;
}
// Сохраняем текущий режим камеры
_currentCameraMode = inputs.CameraMode;
if (isAbilitiesBlocked)
{
abilityBlockTimer -= Time.deltaTime;
if (abilityBlockTimer <= 0)
{
isAbilitiesBlocked = false;
}
else
{
inputs.SprintPressed = false;
inputs.SlidePressed = false;
}
}
// Обработка слайда
_slideMechanic.RequestSlide(inputs.SlidePressed);
@@ -142,42 +136,33 @@ namespace Code.Gameplay.Character.Controller
// Обработка остального ввода
_inputHandler.ProcessInputs(ref inputs, motor);
// Передаём запрос прыжка напрямую в систему движения по земле
// Передаём запрос прыжка
_groundMovement.RequestJump(inputs.JumpPressed);
}
// Обновление вращения персонажа на основе входных данных
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
{
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
if (_slideMechanic.IsSliding) return;
switch (_currentCameraMode)
{
// В FirstPerson режиме применяем вращение камеры напрямую к персонажу (только горизонталь)
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
// Немедленно применяем горизонтальное вращение камеры к персонажу
currentRotation = _inputHandler.FirstPersonCameraRotation;
break;
// В ThirdPerson режиме плавно поворачиваем персонаж в направлении движения
case CameraMode.ThirdPerson:
{
// Вращение применяется только если есть направление движения и разрешена резкость вращения
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
{
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
var smoothedLookInputDirection = Vector3.Slerp(
motor.CharacterForward,
_inputHandler.LookInputVector,
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
).normalized;
// Установка нового вращения смотря в сглаженном направлении
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
}
break;
}
// Заготовка на будущее (если понадобится)
case CameraMode.Static:
case CameraMode.Cinematic:
default:
@@ -185,96 +170,104 @@ namespace Code.Gameplay.Character.Controller
}
}
// Обновление скорости движения персонажа
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
{
// Если во время слайда запрошен прыжок — прерываем слайд
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
{
_slideMechanic.EndSlide();
}
// Проверяем запрос слайда и запускаем его если можно
if (!_slideMechanic.IsSliding)
{
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
_inputHandler.LookInputVector);
}
// Если активен слайд - обрабатываем отдельно
else
{
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
return;
}
// === WALL RUNNING: обработка состояния ===
if (_wallRunningMechanic.IsWallRunning)
{
// 🔄 Передаём актуальные данные для walljump
if (_groundMovement.JumpRequested) // или _lastInputs.JumpPressed — зависит от логики
{
_wallRunningMechanic.PerformWallJump(_lastInputs, _inputHandler.FirstPersonCameraRotation);
_groundMovement.CancelJumpRequest(); // сброс, чтобы не сработало дважды
}
else
{
_wallRunningMechanic.HandleWallRun(ref currentVelocity, _lastInputs, deltaTime);
}
return;
}
// Если персонаж находится на земле
if (motor.GroundingStatus.IsStableOnGround)
{
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
}
// Если персонаж не находится на земле
// Если персонаж не на земле — стандартное воздушное движение
else
{
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
_groundMovement.CancelJumpRequest();
}
}
public void BlockAbilities(float duration)
{
isAbilitiesBlocked = true;
abilityBlockTimer = duration;
}
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
public void BeforeCharacterUpdate(float deltaTime)
{
}
// Метод вызывается после обработки столкновения с землей
public void PostGroundingUpdate(float deltaTime)
{
// Если во время слайда персонаж оторвался от земли - заканчиваем слайд
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
{
_slideMechanic.EndSlide();
}
if (motor.GroundingStatus.IsStableOnGround)
{
_wallClimbMechanic.ResetWallClimbSession();
}
}
// Метод вызывается после обновления персонажа
public void AfterCharacterUpdate(float deltaTime)
{
_wallLeanMechanic.UpdateLean(motor, deltaTime);
_wallLeanMechanic.Update(
_wallRunningMechanic.IsWallRunning,
_wallRunningMechanic.GetWallNormal(),
motor.CharacterForward
);
}
// Проверка валидности коллайдера для обработки столкновений
public bool IsColliderValidForCollisions(Collider coll)
{
return true; // Все коллайдеры считаются валидными для столкновений
return true;
}
// Обработка столкновения с землей (вызывается при приземлении)
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport)
{
}
// Обработка столкновения при движении (вызывается при ударе о препятствие)
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport)
{
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
if (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint))
{
}
}
// Обработка отчета о стабильности столкновения
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
Vector3 atCharacterPosition,
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
{
}
// Обработка дискретных столкновений (для триггеров и специальных коллайдеров)
public void OnDiscreteCollisionDetected(Collider hitCollider)
{
}
@@ -0,0 +1,23 @@
using UnityEngine;
namespace Code.Gameplay.Door
{
public class Door : MonoBehaviour
{
[SerializeField] private Transform hingeJointAnchor;
[SerializeField] private HingeJoint hingeJoint;
[SerializeField] private Rigidbody rigidbody;
public void TranslationMode(bool on)
{
if (on)
{
rigidbody.isKinematic = true;
return;
}
rigidbody.isKinematic = false;
hingeJoint.autoConfigureConnectedAnchor = false;
hingeJoint.connectedAnchor = hingeJointAnchor.position;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bc9fc6ce2cc24b68b2b330e4fd029b80
timeCreated: 1764304430
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3b36108558824d748620db29707cd2b1
timeCreated: 1763228467
@@ -0,0 +1,203 @@
using UnityEngine;
using UnityEngine.AI;
using Code.Gameplay.Player;
using Code.Gameplay.Character.Controller;
using Code.Gameplay.Character.Core;
using Reflex.Attributes;
using Reflex.Core;
using Reflex.Injectors;
namespace Code.Gameplay.Enemies
{
public abstract class BaseEnemy : MonoBehaviour
{
[SerializeField] protected NavMeshAgent agent;
[SerializeField] protected Collider enemyCollider;
protected int Damage;
protected float AttackCooldown;
protected float DetectionRange;
protected float AttackRange;
protected float Speed;
protected bool IsStunnable;
protected float StunDuration;
protected bool UsesIdleMovement;
protected float IdleWanderRadius;
protected float IdleMoveDurationMin;
protected float IdleMoveDurationMax;
protected float IdlePauseDurationMin;
protected float IdlePauseDurationMax;
private bool _isStunned;
private float _currentStunTimer;
private bool _canAttack = true;
private float _attackCooldownTimer;
private enum IdleState { Moving, Paused }
private IdleState _currentIdleState = IdleState.Paused;
private float _idleTimer;
private Vector3 _idleTargetPosition;
[Inject] private IPlayerProvider _playerProvider;
protected CharacterProvider Player => _playerProvider?.Character;
protected PlayerHealth PlayerHealth => _playerProvider?.Health;
protected CustomCharacterController PlayerController => Player?.CustomCharacterController;
protected virtual void Awake()
{
if (_playerProvider == null)
{
AttributeInjector.Inject(this, Container.ProjectContainer);
}
}
protected virtual void Update()
{
if (!Player) return;
HandleStun();
HandleAttackCooldown();
if (_isStunned) return;
HandleMovement();
HandleAttack();
}
protected virtual void HandleMovement()
{
if (!Player || !agent) return;
var distanceToPlayer = Vector3.Distance(transform.position, Player.transform.position);
if (distanceToPlayer <= DetectionRange)
{
agent.isStopped = false;
agent.SetDestination(Player.transform.position);
}
else if (UsesIdleMovement)
{
HandleIdleMovement();
}
else
{
agent.isStopped = true;
}
}
protected virtual void HandleIdleMovement()
{
_idleTimer -= Time.deltaTime;
switch (_currentIdleState)
{
case IdleState.Paused:
if (_idleTimer <= 0f)
{
// Start moving to a new random point
_currentIdleState = IdleState.Moving;
SetNewIdleDestination();
_idleTimer = Random.Range(IdleMoveDurationMin, IdleMoveDurationMax);
agent.isStopped = false;
}
break;
case IdleState.Moving:
if (_idleTimer <= 0f || HasReachedIdleDestination())
{
// Stop and pause
_currentIdleState = IdleState.Paused;
_idleTimer = Random.Range(IdlePauseDurationMin, IdlePauseDurationMax);
agent.isStopped = true;
}
break;
}
}
private void SetNewIdleDestination()
{
Vector3 randomPoint = transform.position + Random.insideUnitSphere * IdleWanderRadius;
NavMeshHit hit;
if (NavMesh.SamplePosition(randomPoint, out hit, 3f, agent.areaMask))
{
_idleTargetPosition = hit.position;
agent.SetDestination(_idleTargetPosition);
}
else
{
// Fallback: stay
_idleTargetPosition = transform.position;
}
}
private bool HasReachedIdleDestination()
{
return agent.remainingDistance <= agent.stoppingDistance;
}
protected virtual void HandleAttack() { }
protected virtual void HandleStun()
{
if (!_isStunned || !IsStunnable) return;
_currentStunTimer -= Time.deltaTime;
if (!(_currentStunTimer <= 0)) return;
_isStunned = false;
agent.isStopped = false;
enemyCollider.enabled = true;
}
protected virtual void ApplyStun()
{
_isStunned = true;
_currentStunTimer = StunDuration;
agent.isStopped = true;
enemyCollider.enabled = false;
}
protected virtual void HandleAttackCooldown()
{
if (!_canAttack)
{
_attackCooldownTimer -= Time.deltaTime;
if (_attackCooldownTimer <= 0)
{
_canAttack = true;
}
}
}
protected virtual void DealDamage()
{
if (!_canAttack || PlayerHealth == null) return;
PlayerHealth.GetDamage(Damage);
ApplyEffectsToPlayer();
_canAttack = false;
_attackCooldownTimer = AttackCooldown;
}
protected virtual void ApplyEffectsToPlayer()
{
if (PlayerController)
PlayerController.BlockAbilities(3f);
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, DetectionRange);
Gizmos.color = new Color(0.3f, 0.3f, 0.8f, 0.4f);
Gizmos.DrawSphere(transform.position, AttackRange);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 691006ba0f69448787db8f350ecf32f4
timeCreated: 1763228480
@@ -0,0 +1,55 @@
using Code.Configs;
using Reflex.Attributes;
using UnityEngine;
using UnityEngine.AI;
namespace Code.Gameplay.Enemies
{
public class Cockroach : BaseEnemy
{
[Inject]
private void Construct(CockroachConfig cockroachConfig)
{
Damage = cockroachConfig.damage;
AttackCooldown = cockroachConfig.attackCooldown;
DetectionRange = cockroachConfig.detectionRange;
AttackRange = cockroachConfig.attackRange;
Speed = cockroachConfig.speed;
IsStunnable = cockroachConfig.isStunnable;
StunDuration = cockroachConfig.stunDuration;
UsesIdleMovement = cockroachConfig.usesIdleMovement;
IdleWanderRadius = cockroachConfig.idleWanderRadius;
IdleMoveDurationMin = cockroachConfig.idleMoveDurationMin;
IdleMoveDurationMax = cockroachConfig.idleMoveDurationMax;
IdleMoveDurationMin = cockroachConfig.idleMoveDurationMin;
IdleMoveDurationMax = cockroachConfig.idleMoveDurationMax;
IdlePauseDurationMin = cockroachConfig.idlePauseDurationMin;
IdlePauseDurationMax = cockroachConfig.idlePauseDurationMax;
}
protected override void Awake()
{
base.Awake();
if (agent == null) return;
var walkableArea = NavMesh.GetAreaFromName("Cockroach");
agent.areaMask = 1 << walkableArea;
}
protected override void HandleAttack()
{
if (!Player) return;
var distance = Vector3.Distance(transform.position, Player.transform.position);
if (!(distance <= AttackRange)) return;
DealDamage();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 119c0b675c944ed7ada6cdc8db4b04aa
timeCreated: 1763228933
@@ -0,0 +1,58 @@
using Code.Configs;
using Reflex.Attributes;
using UnityEngine;
using UnityEngine.AI;
namespace Code.Gameplay.Enemies
{
public class DrunkenGrandpa : BaseEnemy
{
[Inject]
private void Construct(DrunkenGrandpaConfig drunkenGrandpaConfig)
{
Damage = drunkenGrandpaConfig.damage;
AttackCooldown = drunkenGrandpaConfig.attackCooldown;
DetectionRange = drunkenGrandpaConfig.detectionRange;
AttackRange = drunkenGrandpaConfig.attackRange;
Speed = drunkenGrandpaConfig.speed;
IsStunnable = drunkenGrandpaConfig.isStunnable;
StunDuration = drunkenGrandpaConfig.stunDuration;
UsesIdleMovement = drunkenGrandpaConfig.usesIdleMovement;
IdleWanderRadius = drunkenGrandpaConfig.idleWanderRadius;
IdleMoveDurationMin = drunkenGrandpaConfig.idleMoveDurationMin;
IdleMoveDurationMax = drunkenGrandpaConfig.idleMoveDurationMax;
IdleMoveDurationMin = drunkenGrandpaConfig.idleMoveDurationMin;
IdleMoveDurationMax = drunkenGrandpaConfig.idleMoveDurationMax;
IdlePauseDurationMin = drunkenGrandpaConfig.idlePauseDurationMin;
IdlePauseDurationMax = drunkenGrandpaConfig.idlePauseDurationMax;
}
protected override void Awake()
{
base.Awake();
if (agent == null) return;
var walkableArea = NavMesh.GetAreaFromName("Walkable");
agent.areaMask = 1 << walkableArea;
}
protected override void HandleAttack()
{
if (!Player) return;
var distance = Vector3.Distance(transform.position, Player.transform.position);
if (!(distance <= AttackRange)) return;
if (Player.CustomCharacterController.IsSliding)
ApplyStun();
else
DealDamage();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5e77164596e249bca15e09cdfc9ddac2
timeCreated: 1763228910
@@ -0,0 +1,55 @@
using System;
using Code.Configs;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using Reflex.Core;
using Reflex.Injectors;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Gameplay.Enemies
{
public class EnemyFactory : IEnemyFactory
{
[Inject] private FogConfig _fogConfig;
[Inject] private DrunkenGrandpaConfig _drunkenGrandpaConfig;
[Inject] private CockroachConfig _cockroachConfig;
public async UniTask<BaseEnemy> CreateEnemy(EnemyType type, Vector3? position = null, Quaternion? rotation = null)
{
var prefabRef = GetEnemyPrefab(type);
var enemyObj = await Addressables
.InstantiateAsync(
prefabRef,
position: position ?? Vector3.zero,
rotation: rotation ?? Quaternion.identity
)
.ToUniTask();
AttributeInjector.Inject(enemyObj, Container.ProjectContainer);
return enemyObj.GetComponent<BaseEnemy>();
}
public void ReleaseEnemy(BaseEnemy enemy)
{
if (enemy == null) return;
enemy.gameObject.SetActive(false);
Addressables.ReleaseInstance(enemy.gameObject);
}
private AssetReference GetEnemyPrefab(EnemyType type)
{
return type switch
{
EnemyType.Fog => _fogConfig.fogPrefab,
EnemyType.DrunkenGrandpa => _drunkenGrandpaConfig.drunkenGrandpaPrefab,
EnemyType.Cockroach => _cockroachConfig.cockroachPrefab,
_ => throw new ArgumentOutOfRangeException(nameof(type), type, null)
};
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2f9328c54d334b0c85ce44b0aa7add44
timeCreated: 1764168610
@@ -0,0 +1,84 @@
using Code.Gameplay.Player;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using Reflex.Core;
using Reflex.Injectors;
using UnityEngine;
namespace Code.Gameplay.Enemies
{
public class EnemySpawner : MonoBehaviour
{
[SerializeField] private EnemyType spawnerType;
[SerializeField] private float spawnRadius = 40f;
[SerializeField] private float despawnRadius = 50f;
[Inject] private IPlayerProvider _playerProvider;
[Inject] private IEnemyFactory _enemyFactory;
private BaseEnemy _spawnedEnemy;
private bool _isSpawning;
private bool _isPlayerInRange;
private void Awake()
{
if (_playerProvider == null || _enemyFactory == null)
{
AttributeInjector.Inject(this, Container.ProjectContainer);
}
}
private void Update()
{
if (!_playerProvider?.Character)
return;
var distanceToPlayer = Vector3.Distance(transform.position, _playerProvider.Character.transform.position);
var wasInRange = _isPlayerInRange;
_isPlayerInRange = distanceToPlayer <= spawnRadius;
switch (_isPlayerInRange)
{
case true when !_spawnedEnemy && !_isSpawning && !wasInRange:
Spawn().Forget();
break;
case false when _spawnedEnemy && distanceToPlayer > despawnRadius:
Despawn();
break;
}
}
private async UniTask Spawn()
{
if (_spawnedEnemy || _isSpawning) return;
_isSpawning = true;
var enemy = await _enemyFactory.CreateEnemy(
spawnerType,
transform.position,
transform.rotation
);
_spawnedEnemy = enemy;
_isSpawning = false;
}
private void Despawn()
{
if (_spawnedEnemy == null) return;
_enemyFactory.ReleaseEnemy(_spawnedEnemy);
_spawnedEnemy = null;
}
private void OnDrawGizmosSelected()
{
Gizmos.color = new Color(0, 1, 0, 0.5f);
Gizmos.DrawSphere(transform.position, spawnRadius);
Gizmos.color = new Color(1, 0, 0, 0.2f);
Gizmos.DrawSphere(transform.position, despawnRadius);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e87d9529de45409781ec5bfc356518c7
timeCreated: 1764225519
@@ -0,0 +1,9 @@
namespace Code.Gameplay.Enemies
{
public enum EnemyType
{
Fog,
DrunkenGrandpa,
Cockroach
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5430cad1a8c44516944259a428de641e
timeCreated: 1764168839
@@ -0,0 +1,68 @@
using Code.Configs;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Gameplay.Enemies
{
public class Fog : BaseEnemy
{
[Inject]
private void Construct(FogConfig fogConfig)
{
Damage = fogConfig.damage;
AttackCooldown = fogConfig.attackCooldown;
DetectionRange = fogConfig.detectionRange;
AttackRange = fogConfig.attackRange;
Speed = fogConfig.speed;
IsStunnable = fogConfig.isStunnable;
StunDuration = fogConfig.stunDuration;
UsesIdleMovement = fogConfig.usesIdleMovement;
IdleWanderRadius = fogConfig.idleWanderRadius;
IdleMoveDurationMin = fogConfig.idleMoveDurationMin;
IdleMoveDurationMax = fogConfig.idleMoveDurationMax;
IdleMoveDurationMin = fogConfig.idleMoveDurationMin;
IdleMoveDurationMax = fogConfig.idleMoveDurationMax;
IdlePauseDurationMin = fogConfig.idlePauseDurationMin;
IdlePauseDurationMax = fogConfig.idlePauseDurationMax;
}
protected override void Awake()
{
base.Awake();
if (agent == null) return;
agent.enabled = false;
Destroy(agent);
}
protected override void HandleMovement()
{
if (!Player) return;
var direction = (Player.transform.position - transform.position).normalized;
transform.position += direction * (Speed * Time.deltaTime);
}
protected override void HandleAttack()
{
if (!Player || PlayerHealth == null) return;
var distance = Vector3.Distance(transform.position, Player.transform.position);
if (!(distance < AttackRange)) return;
PlayerHealth.GetDamage(PlayerHealth.MaxHealthPoints);
base.ApplyEffectsToPlayer();
}
private void OnDrawGizmosSelected()
{
Gizmos.color = new Color(0.3f, 0.3f, 0.8f, 0.4f);
Gizmos.DrawSphere(transform.position, AttackRange);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4c70370426e4457aa9a56c77689158ff
timeCreated: 1763228955
@@ -0,0 +1,11 @@
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Code.Gameplay.Enemies
{
public interface IEnemyFactory
{
UniTask<BaseEnemy> CreateEnemy(EnemyType type, Vector3? position, Quaternion? rotation);
void ReleaseEnemy(BaseEnemy enemy);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 68eb3027a07042b991aa1893ddd14368
timeCreated: 1764168497
@@ -33,7 +33,7 @@ namespace Code.Gameplay.Orders.Order
}
public void OnTriggerEnter(Collider other)
{
if (!_pickupMode) return;
if (!_pickupMode || !other.CompareTag("Player")) return;
_orderService.OrderRecieved();
Destroy(gameObject);
@@ -10,7 +10,7 @@ namespace Code.Gameplay.Orders.Order
private bool _playerEntered;
private void OnTriggerEnter(Collider other)
{
if (_playerEntered) return;
if (_playerEntered ) return;
_playerEntered = true;
_orderService.OrderDelivered();
@@ -14,18 +14,20 @@ namespace Code.Gameplay.Orders.Order
hatch.DORotate(new Vector3(-130f, 0, 0), 0.2f);
order.rigidbody.isKinematic = false;
order.rigidbody.AddForce(-transform.forward * 10f, ForceMode.Impulse);
order.rigidbody.AddForce(-transform.forward * 1f, ForceMode.Impulse);
order.SwitchMode();
}
// DEBUG TODO ДИМКА УДАЛИ И ПРОПИШИ В СВОЕЙ ЛОГИКЕ
public void OnTriggerEnter(Collider other)
{
if(_activated) return;
_activated = true;
ThrowOrder();
order.SwitchMode();
}
// public void OnTriggerEnter(Collider other)
// {
// if(_activated) return;
// _activated = true;
//
// ThrowOrder();
// order.SwitchMode();
// }
// DEBUG
}
}
@@ -9,7 +9,7 @@ namespace Code.Gameplay.Orders.Order
private bool _playerEntered;
private void OnTriggerEnter(Collider other)
{
if (_playerEntered) return;
if (_playerEntered ) return;
_playerEntered = true;
_orderService.OrderGive();
@@ -0,0 +1,17 @@
using UnityEngine;
namespace Code.Gameplay.Orders.Order
{
public class RoomDispenserTrigger : MonoBehaviour
{
[SerializeField] private OrderDispenser orderDispenser;
private bool _playerEntered;
private void OnTriggerEnter(Collider other)
{
if (_playerEntered ) return;
orderDispenser.ThrowOrder();
_playerEntered = true;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 630780fe69aa45eda7d4bcf966516c7d
timeCreated: 1764313014
@@ -0,0 +1,11 @@
using Code.Gameplay.Character.Core;
namespace Code.Gameplay.Player
{
public interface IPlayerProvider
{
CharacterProvider Character { get; }
PlayerHealth Health { get; }
bool IsSpawned { get; }
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8fdfaa773e8645d5a2d400c0317b9894
timeCreated: 1763237368
@@ -14,6 +14,7 @@ namespace Code.Gameplay.Player
public class PlayerFactory : IPlayerFactory
{
[Inject] PlayerConfig _playerConfig;
[Inject] private IPlayerProvider _playerProvider;
public PlayerHealth CreatePlayerHealth(int count = -1)
{
@@ -24,14 +25,20 @@ namespace Code.Gameplay.Player
public async UniTask<CharacterProvider> CreatePlayer()
{
CharacterProvider characterProvider = (await Addressables.InstantiateAsync(_playerConfig.characterPrefab).ToUniTask()).GetComponent<CharacterProvider>();
AttributeInjector.Inject(characterProvider, Container.ProjectContainer);
AttributeInjector.Inject(characterProvider.CustomCharacterController, Container.ProjectContainer);
return characterProvider;
var go = await Addressables.InstantiateAsync(_playerConfig.characterPrefab).ToUniTask();
var provider = go.GetComponent<CharacterProvider>();
AttributeInjector.Inject(provider, Container.ProjectContainer);
AttributeInjector.Inject(provider.CustomCharacterController, Container.ProjectContainer);
((PlayerProvider)_playerProvider).SetPlayer(provider, _playerConfig);
return provider;
}
public void ReleasePlayer(CharacterProvider characterProvider)
{
((PlayerProvider)_playerProvider).ClearPlayer();
Addressables.ReleaseInstance(characterProvider.gameObject);
}
@@ -0,0 +1,26 @@
using Code.Configs;
using Code.Gameplay.Character.Core;
namespace Code.Gameplay.Player
{
public class PlayerProvider : IPlayerProvider
{
public CharacterProvider Character { get; private set; }
public PlayerHealth Health { get; private set; }
public bool IsSpawned => Character != null;
internal void SetPlayer(CharacterProvider character, PlayerConfig config)
{
Character = character;
Health = new PlayerHealth(config.maxHealth);
}
internal void ClearPlayer()
{
Character = null;
Health = null;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0dbe29c5f0e9431db8c8da25eeb8fa95
timeCreated: 1763237388
@@ -1,3 +1,5 @@
using Code.Gameplay.Orders.Order;
using Cysharp.Threading.Tasks;
using UnityEngine;
@@ -5,8 +7,10 @@ namespace Code.Generator
{
public interface IRoomGeneratorFactory
{
UniTask PreloadRooms();
GameObject GetCachedPrefab(int index);
UniTask<Room> CreateRoomByIndex(int index);
UniTask PreloadRooms(IOrderService orderService);
GameObject GetCachedPrefab(int index, RoomType roomType);
Room CreateRoomByIndex(int index, RoomType roomType);
void ReleaseRooms();
GameObject GetRandomCachedPrefabOfType(RoomType roomType, out int index);
}
}
@@ -0,0 +1,9 @@
using UnityEngine;
namespace Code.Generator
{
public class InitialRoom : Room
{
public Transform playerSpawn;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4245aa5c87c7455ebad11edaad3b649e
timeCreated: 1764324045
+11 -6
View File
@@ -1,28 +1,33 @@
using System;
using Code.Gameplay.Door;
using Code.UI;
using UnityEngine;
namespace Code.Generator
{
[RequireComponent(typeof(Transform))]
public class Room : MonoBehaviour
{
[SerializeField] private RoomType roomType;
[SerializeField] protected RoomType roomType;
public RoomType RoomType => roomType;
[SerializeField] private float roomTimer;
[SerializeField] protected float roomTimer;
public float RoomTimer => roomTimer;
[SerializeField] private Transform enterMarker;
[SerializeField] protected Transform enterMarker;
public Transform EnterMarker => enterMarker;
[SerializeField] private Transform exitMarker;
[SerializeField] protected Transform exitMarker;
public Transform ExitMarker => exitMarker;
[SerializeField] protected Door door;
private void Awake()
protected void Awake()
{
if (EnterMarker == null || ExitMarker == null)
{
Debug.LogError($"Але маркеры не найдены у комнаты {gameObject.name}");
}
}
public void Initialize() => door.TranslationMode(false);
//PIZDEC
}
}
@@ -1,199 +1,314 @@
using System.Collections.Generic;
using Code.Gameplay.Orders.Order;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Generator
{
public class RoomGenerator : MonoBehaviour
public class RoomGenerator
{
[SerializeField] private GeneratorConfig generatorConfig;
private RoomGeneratorFactory _factory;
[Inject] private IOrderService _orderService;
[Inject] private GeneratorConfig generatorConfig;
[Inject] private IRoomGeneratorFactory _factory;
private List<RoomIndex> _roomIndexesStack;
private struct RoomIndex
{
public RoomType RoomType;
public int Index;
public RoomIndex(RoomType roomType, int index)
{
RoomType = roomType;
Index = index;
}
}
private float _timer;
private List<int> _roomIndexesStack;
private List<Room> _spawnedRooms;
private async void Awake()
private int _nextRoomStackIndex;
public void Initialize()
{
_factory = new RoomGeneratorFactory(generatorConfig);
// _orderService.OrderGive();
_spawnedRooms = new List<Room>();
_roomIndexesStack = new List<int>();
_roomIndexesStack = new();
_timer = Random.Range(60, 120f);
Debug.LogWarning($"КОТЛЫ ГЕНЕРАЛЬСКИЕ{_timer}");
Debug.LogWarning($"КОТЛЫ ГЕНЕРАЛЬСКИЕ{_orderService.DeliveryTimer}");
await _factory.PreloadRooms();
// CreateRoomsStack();
CreateRoomsStack();
await GenerateRoomsAsync();
// SpawnInitialRoomsAsync();
_orderService.OnOrderGiven += CreateRoomsStack;
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
CreateInitialRoom();
SpawnNextRoomAsync();
}
private void CreateRoomsStack()
private void OnEnable()
{
_roomIndexesStack.Clear();
var remainingTime = _timer;
float ladderTimer = 0f;
int totalRooms = generatorConfig.roomAssetReferences.Length;
List<int> availableIndexes = new List<int>();
for (int i = 0; i < totalRooms; i++)
availableIndexes.Add(i);
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
}
int saveIndex = FindRoomIndexByType(RoomType.Save);
if (saveIndex != -1)
private void OnDisable()
{
RoomTrigger.PlayerEnteredRoom -= OnPlayerEntered;
}
public void OnPlayerEntered()
{
SpawnNextRoomAsync();
if (_spawnedRooms.Count > 3)
{
var prefab = _factory.GetCachedPrefab(saveIndex);
if (prefab != null)
{
Room saveRoom = prefab.GetComponent<Room>();
if (saveRoom != null)
{
_roomIndexesStack.Add(saveIndex);
availableIndexes.Remove(saveIndex);
Debug.Log($"Первая комната: {saveRoom.name}");
}
}
Room roomToRemove = _spawnedRooms[0];
_spawnedRooms.RemoveAt(0);
// _factory.ReleaseRoom(roomToRemove);
Object.Destroy(roomToRemove.gameObject);
}
}
while (remainingTime > 0 && availableIndexes.Count > 0)
private void CreateRoomsStack(float timer)
{
_nextRoomStackIndex = 0;
_roomIndexesStack.Clear();
var remainingTime = timer;
while (remainingTime > 0)
{
int randomIndex = Random.Range(0, availableIndexes.Count);
int chosenOne = availableIndexes[randomIndex];
var prefab = _factory.GetCachedPrefab(chosenOne);
if (prefab == null)
continue;
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.Basic, out int roomIndex);
Room room = prefab.GetComponent<Room>();
if (room == null)
continue;
switch (room.RoomType)
{
case RoomType.Save or RoomType.PickUp:
availableIndexes.RemoveAt(randomIndex);
continue;
case RoomType.Basic:
float currentRoomTime = room.RoomTimer;
if (remainingTime >= currentRoomTime && ladderTimer < 30f)
{
_roomIndexesStack.Add(chosenOne);
remainingTime -= currentRoomTime;
ladderTimer += currentRoomTime;
Debug.Log($"комната {room.name} время {currentRoomTime} осталось: {remainingTime}");
}
availableIndexes.RemoveAt(randomIndex);
break;
case RoomType.Ladder:
if (ladderTimer >= 30f)
{
_roomIndexesStack.Add(chosenOne);
ladderTimer = 0f;
availableIndexes.RemoveAt(randomIndex);
Debug.Log($"Лестница ура {room.name}");
}
break;
default:
Debug.Log($"тип комнаты {room.RoomType}");
availableIndexes.RemoveAt(randomIndex);
break;
}
}
AddPickupRoom();
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
}
private async UniTask GenerateRoomsAsync()
{
for (int i = 0; i < _roomIndexesStack.Count; i++)
{
int index = _roomIndexesStack[i];
Room room = await _factory.CreateRoomByIndex(index);
if (i == 0)
{
room.transform.position = Vector3.zero;
room.transform.rotation = Quaternion.identity;
}
else
{
Room previousRoom = _spawnedRooms[i - 1];
PlaceRoom(room, previousRoom);
}
_spawnedRooms.Add(room);
}
}
private int FindRoomIndexByType(RoomType neededType)
{
int totalRooms = generatorConfig.roomAssetReferences.Length;
for (int i = 0; i < totalRooms; i++)
{
var prefab = _factory.GetCachedPrefab(i);
if (prefab == null)
continue;
Room room = prefab.GetComponent<Room>();
if (room == null)
continue;
if (room.RoomType == neededType)
return i;
}
return -1;
}
private void AddPickupRoom()
{
int pickupIndex = FindRoomIndexByType(RoomType.PickUp);
if (pickupIndex == -1)
{
Debug.Log("PickUp комнат не найдено але");
return;
}
var prefab = _factory.GetCachedPrefab(pickupIndex);
if (prefab == null)
return;
Room pickupRoom = prefab.GetComponent<Room>();
if (pickupRoom == null)
return;
if (_roomIndexesStack.Count == 0)
{
Debug.LogWarning("стек пуст, нет позиции после первой");
return;
_roomIndexesStack.Add(new(RoomType.Basic, roomIndex));
remainingTime -= room.RoomTimer;
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
}
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
_roomIndexesStack.Insert(insertPos, pickupIndex);
Debug.Log($"PickUp комната '{pickupRoom.name}' позиция {insertPos}");
CreateSaveRoom();
AddPickupRoom();
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
SpawnNextRoomAsync();
}
private void CreateSaveRoom()
{
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.Save, out int roomIndex);
Room saveRoom = prefab.GetComponent<Room>();
_roomIndexesStack.Add(new(RoomType.Save, roomIndex));
Debug.Log($"Первая комната: {saveRoom.name}");
}
[Inject] private CurrentSceneEnvironment _currentSceneEnvironment;
private void CreateInitialRoom()
{
GameplaySceneEnvironment gameplaySceneEnvironment = (GameplaySceneEnvironment)_currentSceneEnvironment;
_factory.GetRandomCachedPrefabOfType(RoomType.Initial, out int roomIndex);
// _roomIndexesStack.Add(new(RoomType.Initial, roomIndex));
InitialRoom instantiated = _factory.CreateRoomByIndex(roomIndex, RoomType.Initial).GetComponent<InitialRoom>();
_spawnedRooms.Add(instantiated);
instantiated.transform.position = Vector3.zero;
instantiated.transform.rotation = Quaternion.identity;
gameplaySceneEnvironment.playerSpawnPoint = instantiated.playerSpawn;
instantiated.Initialize();
Debug.Log($"Первая комната: {instantiated.name}");
}
private void SpawnNextRoomAsync()
{
if (_nextRoomStackIndex >= _roomIndexesStack.Count)
return;
RoomIndex index = _roomIndexesStack[_nextRoomStackIndex];
Room room = _factory.CreateRoomByIndex(index.Index, index.RoomType);
if (_spawnedRooms.Count == 0)
{
room.transform.position = Vector3.zero;
room.transform.rotation = Quaternion.identity;
}
else
{
Room previousRoom = _spawnedRooms[_spawnedRooms.Count - 1];
PlaceRoom(room, previousRoom);
}
_spawnedRooms.Add(room);
_nextRoomStackIndex++;
}
private void AddPickupRoom()
{
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.PickUp, out int pickupIndex);
Room pickupRoom = prefab.GetComponent<Room>();
if (_roomIndexesStack.Count == 0) return;
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
_roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
}
private void PlaceRoom(Room current, Room previous)
{
if (current.EnterMarker == null || previous.ExitMarker == null)
return;
Transform enter = current.EnterMarker;
Transform exit = previous.ExitMarker;
Vector3 segmentOriginPosition = previous.ExitMarker.transform.position;
Quaternion rotationDiff = Quaternion.FromToRotation(enter.forward, exit.forward);
current.transform.rotation = rotationDiff * current.transform.rotation;
Transform randomDoorOrigin = current.EnterMarker;
Vector3 randomDoorOriginPosition = randomDoorOrigin.localPosition * current.transform.localScale.x;
Quaternion randomDoorOriginRotation = randomDoorOrigin.localRotation;
Vector3 offset = enter.localPosition;
current.transform.position = exit.position - offset;
float segmentOriginYRotation;
float entityRotation = previous.ExitMarker.transform.rotation.eulerAngles.y;
if (entityRotation > 305f) entityRotation -= 360f;
else if (entityRotation < -45f) entityRotation += 360f;
if (entityRotation > 135f)
segmentOriginYRotation = entityRotation - randomDoorOriginRotation.eulerAngles.y + 180f;
else
segmentOriginYRotation = entityRotation - randomDoorOriginRotation.eulerAngles.y - 180f;
if (segmentOriginYRotation < -45f) segmentOriginYRotation += 360f;
else if (segmentOriginYRotation > 305f) segmentOriginYRotation -= 360f;
else if (segmentOriginYRotation < -305f) segmentOriginYRotation += 720f;
if (segmentOriginYRotation is > -45f and < 45f)
{
segmentOriginPosition.x -= randomDoorOriginPosition.x;
segmentOriginPosition.z -= randomDoorOriginPosition.z;
}
else if (segmentOriginYRotation is >= 45f and < 135f)
{
segmentOriginPosition.x -= randomDoorOriginPosition.z;
segmentOriginPosition.z += randomDoorOriginPosition.x;
}
else if (segmentOriginYRotation is >= 135f and < 225f)
{
segmentOriginPosition.x += randomDoorOriginPosition.x;
segmentOriginPosition.z += randomDoorOriginPosition.z;
}
else if (segmentOriginYRotation is >= 225f and < 305f)
{
segmentOriginPosition.x += randomDoorOriginPosition.z;
segmentOriginPosition.z -= randomDoorOriginPosition.x;
}
segmentOriginPosition.y -= randomDoorOriginPosition.y;
current.transform.position = segmentOriginPosition;
current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0);
// locationSegment.isNeedSomeDoors = true;
// locationSegment.AddBadDoorId(locationSegment.LocationSegment.GetDoorOrigins.IndexOf(randomDoorOrigin));
current.Initialize();
float frameOnTheBallRotation = segmentOriginYRotation + randomDoorOriginRotation.eulerAngles.y;
if (frameOnTheBallRotation > 305f) frameOnTheBallRotation -= 360f;
else if (frameOnTheBallRotation < -45f) frameOnTheBallRotation += 360f;
// heOnTheBall.AddSlaveLocationSegment(locationSegment.Id);
// heOnTheBall.ReplaceSlaveSegmentDoorOriginYRotation(frameOnTheBallRotation);
// heOnTheBall.isGotOnTheBall = false;
}
}
}
// private void CreateRoomsStackDimka()
// {
// _roomIndexesStack.Clear();
// var remainingTime = _orderService.DeliveryTimer;
// float ladderTimer = 0f;
// int totalRooms = generatorConfig.roomAssetReferences.Length;
// List<int> availableIndexes = new List<int>();
// for (int i = 0; i < totalRooms; i++)
// availableIndexes.Add(i);
//
// int saveIndex = FindRoomIndexByType(RoomType.Save);
// if (saveIndex != -1)
// {
// var prefab = _factory.GetCachedPrefab(saveIndex);
// if (prefab != null)
// {
// Room saveRoom = prefab.GetComponent<Room>();
// if (saveRoom != null)
// {
// _roomIndexesStack.Add(saveIndex);
// availableIndexes.Remove(saveIndex);
//
// Debug.Log($"Первая комната: {saveRoom.name}");
// }
// }
// }
//
// while (remainingTime > 0 && availableIndexes.Count > 0)
// {
// int randomIndex = Random.Range(0, availableIndexes.Count);
// int chosenOne = availableIndexes[randomIndex];
//
// var prefab = _factory.GetCachedPrefab(chosenOne);
// if (prefab == null)
// continue;
//
// Room room = prefab.GetComponent<Room>();
// if (room == null)
// continue;
//
// switch (room.RoomType)
// {
// case RoomType.Save or RoomType.PickUp:
// availableIndexes.RemoveAt(randomIndex);
// continue;
//
// case RoomType.Basic:
// float currentRoomTime = room.RoomTimer;
// if (remainingTime >= currentRoomTime && ladderTimer < 30f)
// {
// _roomIndexesStack.Add(chosenOne);
// remainingTime -= currentRoomTime;
// ladderTimer += currentRoomTime;
// Debug.Log($"комната {room.name} время {currentRoomTime} осталось: {remainingTime}");
// }
//
// availableIndexes.RemoveAt(randomIndex);
// break;
//
// case RoomType.Ladder:
// if (ladderTimer >= 30f)
// {
// _roomIndexesStack.Add(chosenOne);
// ladderTimer = 0f;
//
// availableIndexes.RemoveAt(randomIndex);
// Debug.Log($"Лестница ура {room.name}");
// }
//
// break;
//
// default:
// Debug.Log($"тип комнаты {room.RoomType}");
// availableIndexes.RemoveAt(randomIndex);
// break;
// }
// }
//
// AddPickupRoom();
// Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
// }
@@ -1,52 +1,73 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using Code.Configs;
using Code.Gameplay.Orders.Order;
using Cysharp.Threading.Tasks;
using Reflex.Extensions;
using Reflex.Injectors;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.SceneManagement;
using Object = System.Object;
using Random = UnityEngine.Random;
namespace Code.Generator
{
public class RoomGeneratorFactory : IRoomGeneratorFactory
{
private AsyncOperationHandle<IList<GameObject>> _roomsHandle;
private readonly AssetReference[] _roomAssetReferences;
private readonly GameObject[] _cashedRooms;
private bool _isInitialized;
private Dictionary<RoomType, List<GameObject>> _cashedRooms = new();
public RoomGeneratorFactory(GeneratorConfig generatorConfig)
{
_roomAssetReferences = generatorConfig.roomAssetReferences;
_cashedRooms = new GameObject[_roomAssetReferences.Length];
// _cashedRooms = new GameObject[_roomAssetReferences.Length];
_cashedRooms.Add(RoomType.Basic, new());
_cashedRooms.Add(RoomType.Save, new ());
_cashedRooms.Add(RoomType.PickUp, new ());
_cashedRooms.Add(RoomType.Initial, new ());
}
public async UniTask PreloadRooms()
{
if (_isInitialized)
return;
for (int i = 0; i < _roomAssetReferences.Length; i++)
{
var reference = _roomAssetReferences[i];
var prefab = await reference.LoadAssetAsync<GameObject>().ToUniTask();
_cashedRooms[i] = prefab;
}
_isInitialized = true;
Debug.Log($"комнат в памяти есть: {_cashedRooms.Length}");
public async UniTask PreloadRooms(IOrderService orderService)
{
_roomsHandle =
Addressables.LoadAssetsAsync<GameObject>(_roomAssetReferences, OnRoomLoaded, Addressables.MergeMode.Union);
await _roomsHandle.ToUniTask();
// _cashedRooms = rooms.ToArray(); var rooms =
// Debug.Log($"Комнат в памяти есть: {_cashedRooms.Length}");
}
public GameObject GetCachedPrefab(int index)
private void OnRoomLoaded(GameObject room)
{
if (index < 0 || index >= _cashedRooms.Length)
var temp = room.GetComponent<Room>();
_cashedRooms[temp.RoomType].Add(room);
}
public GameObject GetCachedPrefab(int index, RoomType roomType)
{
if (index < 0 || index >= _cashedRooms[roomType].Count)
return null;
return _cashedRooms[index];
return _cashedRooms[roomType][index];
}
public GameObject GetRandomCachedPrefabOfType(RoomType roomType, out int index)
{
index = Random.Range(0, _cashedRooms[roomType].Count);
return _cashedRooms[roomType][index];
}
public async UniTask<Room> CreateRoomByIndex(int index)
public Room CreateRoomByIndex(int index, RoomType roomType)
{
var room = UnityEngine.Object.Instantiate(_cashedRooms[roomType][index]);
return room.GetComponent<Room>();
}
public void ReleaseRooms()
{
if (!_isInitialized)
await PreloadRooms();
Room room = Object.Instantiate(_cashedRooms[index]).GetComponent<Room>();
return room;
_roomsHandle.Release();
}
}
}
@@ -0,0 +1,32 @@
using System;
using Code.Gameplay.Orders.Order;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Generator
{
public class RoomTrigger : MonoBehaviour
{
[Inject] private IOrderService _orderService;
public static event Action PlayerEnteredRoom;
private bool _playerEntered;
// [Inject]
// private void Construct(IOrderService orderService)
// {
// _orderService = orderService;
// }
private void OnTriggerEnter(Collider other)
{
if (_playerEntered) return;
_playerEntered = true;
_orderService.RoomPassed();
PlayerEnteredRoom?.Invoke();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4207b7568dc3482393ac1860a31909b4
timeCreated: 1764087485
@@ -3,8 +3,8 @@ namespace Code.Generator
public enum RoomType
{
Basic,
Ladder,
Save,
PickUp
PickUp,
Initial
}
}
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: e76fbbe72ad97cc4f9dfe770ddc79857
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,54 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public class LightProbeRuntime : MonoBehaviour
{
public Color m_Ambient;
Light[] m_Lights;
// Start is called before the first frame update
IEnumerator Start()
{
yield return null;
m_Lights = FindObjectsOfType<Light>();
SphericalHarmonicsL2[] bakedProbes = LightmapSettings.lightProbes.bakedProbes;
Vector3[] probePositions = LightmapSettings.lightProbes.positions;
int probeCount = LightmapSettings.lightProbes.count;
// Clear all probes
for (int i = 0; i < probeCount; i++)
bakedProbes[i].Clear();
// Add ambient light to all probes
for (int i = 0; i < probeCount; i++)
bakedProbes[i].AddAmbientLight(m_Ambient);
// Add directional and point lights' contribution to all probes
foreach (Light l in m_Lights)
{
if (l.type == LightType.Directional)
{
for (int i = 0; i < probeCount; i++)
bakedProbes[i].AddDirectionalLight(-l.transform.forward, l.color, l.intensity);
}
else if (l.type == LightType.Point)
{
for (int i = 0; i < probeCount; i++)
SHAddPointLight(probePositions[i], l.transform.position, l.range, l.color, l.intensity, ref bakedProbes[i]);
}
}
LightmapSettings.lightProbes.bakedProbes = bakedProbes;
}
void SHAddPointLight(Vector3 probePosition, Vector3 position, float range, Color color, float intensity, ref SphericalHarmonicsL2 sh)
{
// From the point of view of an SH probe, point light looks no different than a directional light,
// just attenuated and coming from the right direction.
Vector3 probeToLight = position - probePosition;
float attenuation = 1.0F / (1.0F + 25.0F * probeToLight.sqrMagnitude / (range * range));
sh.AddDirectionalLight(probeToLight.normalized, color, intensity * attenuation);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9643888b3364f55439c6adf3309cc447
@@ -0,0 +1,295 @@
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
[ExecuteAlways]
public class PrefabLightmapData : MonoBehaviour
{
[Tooltip("Reassigns shaders when applying the baked lightmaps. Might conflict with some shaders like transparent HDRP.")]
public bool releaseShaders = true;
[System.Serializable]
struct RendererInfo
{
public Renderer renderer;
public int lightmapIndex;
public Vector4 lightmapOffsetScale;
}
[System.Serializable]
struct LightInfo
{
public Light light;
public int lightmapBaketype;
public int mixedLightingMode;
}
[SerializeField]
RendererInfo[] m_RendererInfo;
[SerializeField]
Texture2D[] m_Lightmaps;
[SerializeField]
Texture2D[] m_LightmapsDir;
[SerializeField]
Texture2D[] m_ShadowMasks;
[SerializeField]
LightInfo[] m_LightInfo;
void Awake()
{
Init();
}
void Init()
{
if (m_RendererInfo == null || m_RendererInfo.Length == 0)
return;
var lightmaps = LightmapSettings.lightmaps;
int[] offsetsindexes = new int[m_Lightmaps.Length];
int counttotal = lightmaps.Length;
List<LightmapData> combinedLightmaps = new List<LightmapData>();
for (int i = 0; i < m_Lightmaps.Length; i++)
{
bool exists = false;
for (int j = 0; j < lightmaps.Length; j++)
{
if (m_Lightmaps[i] == lightmaps[j].lightmapColor)
{
exists = true;
offsetsindexes[i] = j;
}
}
if (!exists)
{
offsetsindexes[i] = counttotal;
var newlightmapdata = new LightmapData
{
lightmapColor = m_Lightmaps[i],
lightmapDir = m_LightmapsDir.Length == m_Lightmaps.Length ? m_LightmapsDir[i] : default(Texture2D),
shadowMask = m_ShadowMasks.Length == m_Lightmaps.Length ? m_ShadowMasks[i] : default(Texture2D),
};
combinedLightmaps.Add(newlightmapdata);
counttotal += 1;
}
}
var combinedLightmaps2 = new LightmapData[counttotal];
lightmaps.CopyTo(combinedLightmaps2, 0);
combinedLightmaps.ToArray().CopyTo(combinedLightmaps2, lightmaps.Length);
bool directional=true;
foreach(Texture2D t in m_LightmapsDir)
{
if (t == null)
{
directional = false;
break;
}
}
LightmapSettings.lightmapsMode = (m_LightmapsDir.Length == m_Lightmaps.Length && directional) ? LightmapsMode.CombinedDirectional : LightmapsMode.NonDirectional;
ApplyRendererInfo(m_RendererInfo, offsetsindexes, m_LightInfo);
LightmapSettings.lightmaps = combinedLightmaps2;
}
void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
// called second
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
Init();
}
// called when the game is terminated
void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
void ApplyRendererInfo(RendererInfo[] infos, int[] lightmapOffsetIndex, LightInfo[] lightsInfo)
{
for (int i = 0; i < infos.Length; i++)
{
var info = infos[i];
info.renderer.lightmapIndex = lightmapOffsetIndex[info.lightmapIndex];
info.renderer.lightmapScaleOffset = info.lightmapOffsetScale;
if (releaseShaders)
{
// You have to release shaders.
Material[] mat = info.renderer.sharedMaterials;
for (int j = 0; j < mat.Length; j++)
{
if (mat[j] != null && Shader.Find(mat[j].shader.name) != null)
{
mat[j].shader = Shader.Find(mat[j].shader.name);
}
}
}
}
for (int i = 0; i < lightsInfo.Length; i++)
{
LightBakingOutput bakingOutput = new LightBakingOutput();
bakingOutput.isBaked = true;
bakingOutput.lightmapBakeType = (LightmapBakeType)lightsInfo[i].lightmapBaketype;
bakingOutput.mixedLightingMode = (MixedLightingMode)lightsInfo[i].mixedLightingMode;
lightsInfo[i].light.bakingOutput = bakingOutput;
}
}
#if UNITY_EDITOR
[UnityEditor.MenuItem("Assets/Bake Prefab Lightmaps")]
static void GenerateLightmapInfo()
{
if (UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.OnDemand)
{
Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled.");
return;
}
UnityEditor.Lightmapping.Bake();
PrefabLightmapData[] prefabs = FindObjectsOfType<PrefabLightmapData>();
foreach (var instance in prefabs)
{
var gameObject = instance.gameObject;
var rendererInfos = new List<RendererInfo>();
var lightmaps = new List<Texture2D>();
var lightmapsDir = new List<Texture2D>();
var shadowMasks = new List<Texture2D>();
var lightsInfos = new List<LightInfo>();
GenerateLightmapInfo(gameObject, rendererInfos, lightmaps, lightmapsDir, shadowMasks, lightsInfos);
instance.m_RendererInfo = rendererInfos.ToArray();
instance.m_Lightmaps = lightmaps.ToArray();
instance.m_LightmapsDir = lightmapsDir.ToArray();
instance.m_LightInfo = lightsInfos.ToArray();
instance.m_ShadowMasks = shadowMasks.ToArray();
#if UNITY_2018_3_OR_NEWER
var targetPrefab = PrefabUtility.GetCorrespondingObjectFromOriginalSource(instance.gameObject) as GameObject;
if (targetPrefab != null)
{
GameObject root = PrefabUtility.GetOutermostPrefabInstanceRoot(instance.gameObject);// 根结点
//如果当前预制体是是某个嵌套预制体的一部分(IsPartOfPrefabInstance)
if (root != null)
{
GameObject rootPrefab = PrefabUtility.GetCorrespondingObjectFromSource(instance.gameObject);
string rootPath = AssetDatabase.GetAssetPath(rootPrefab);
//打开根部预制体
PrefabUtility.UnpackPrefabInstanceAndReturnNewOutermostRoots(root, PrefabUnpackMode.OutermostRoot);
try
{
//Apply各个子预制体的改变
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
}
catch { }
finally
{
//重新更新根预制体
PrefabUtility.SaveAsPrefabAssetAndConnect(root, rootPath, InteractionMode.AutomatedAction);
}
}
else
{
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
}
}
#else
var targetPrefab = UnityEditor.PrefabUtility.GetPrefabParent(gameObject) as GameObject;
if (targetPrefab != null)
{
//UnityEditor.Prefab
UnityEditor.PrefabUtility.ReplacePrefab(gameObject, targetPrefab);
}
#endif
}
}
static void GenerateLightmapInfo(GameObject root, List<RendererInfo> rendererInfos, List<Texture2D> lightmaps, List<Texture2D> lightmapsDir, List<Texture2D> shadowMasks, List<LightInfo> lightsInfo)
{
var renderers = root.GetComponentsInChildren<MeshRenderer>();
foreach (MeshRenderer renderer in renderers)
{
if (renderer.lightmapIndex != -1)
{
RendererInfo info = new RendererInfo();
info.renderer = renderer;
if (renderer.lightmapScaleOffset != Vector4.zero)
{
//1ibrium's pointed out this issue : https://docs.unity3d.com/ScriptReference/Renderer-lightmapIndex.html
if(renderer.lightmapIndex < 0 || renderer.lightmapIndex == 0xFFFE) continue;
info.lightmapOffsetScale = renderer.lightmapScaleOffset;
Texture2D lightmap = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapColor;
Texture2D lightmapDir = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapDir;
Texture2D shadowMask = LightmapSettings.lightmaps[renderer.lightmapIndex].shadowMask;
info.lightmapIndex = lightmaps.IndexOf(lightmap);
if (info.lightmapIndex == -1)
{
info.lightmapIndex = lightmaps.Count;
lightmaps.Add(lightmap);
lightmapsDir.Add(lightmapDir);
shadowMasks.Add(shadowMask);
}
rendererInfos.Add(info);
}
}
}
var lights = root.GetComponentsInChildren<Light>(true);
foreach (Light l in lights)
{
LightInfo lightInfo = new LightInfo();
lightInfo.light = l;
lightInfo.lightmapBaketype = (int)l.lightmapBakeType;
#if UNITY_2020_1_OR_NEWER
lightInfo.mixedLightingMode = (int)UnityEditor.Lightmapping.lightingSettings.mixedBakeMode;
#elif UNITY_2018_1_OR_NEWER
lightInfo.mixedLightingMode = (int)UnityEditor.LightmapEditorSettings.mixedBakeMode;
#else
lightInfo.mixedLightingMode = (int)l.bakingOutput.lightmapBakeType;
#endif
lightsInfo.Add(lightInfo);
}
}
#endif
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b91f32cd81021d24ab9ff545997e9666
@@ -7,15 +7,11 @@ namespace Code.Scenes.SceneEnvironments
[System.Serializable]
public class GameplaySceneEnvironment : CurrentSceneEnvironment
{
[FormerlySerializedAs("sfxTarget")] public Transform debugSfxTarget;
public Transform playerSpawnPoint;
public OrderDispenser debugTube;
public Transform playerSpawnPoint;
public void TransitVariables(GameplaySceneEnvironment env)
{
debugSfxTarget = env.debugSfxTarget;
playerSpawnPoint = env.playerSpawnPoint;
debugTube = env.debugTube;
playerSpawnPoint = env.playerSpawnPoint;
}
}
}
@@ -1,4 +1,5 @@
using Code.Gameplay.Door;
using Code.UI;
using Code.UI.Panels.Etc;
using UnityEngine;
using UnityEngine.Experimental.GlobalIllumination;
@@ -15,6 +16,7 @@ namespace Code.Scenes.SceneEnvironments
public MainMenuButton settingButton;
public MainMenuButton exitButton;
public Canvas menuButtonsCanvas;
public Canvas settingsCanvas;
public void TransitVariables(MainMenuEnvironment env)
{
@@ -24,6 +26,7 @@ namespace Code.Scenes.SceneEnvironments
settingButton = env.settingButton;
exitButton = env.exitButton;
menuButtonsCanvas = env.menuButtonsCanvas;
settingsCanvas = env.settingsCanvas;
}
}
}
@@ -4,6 +4,7 @@ using System.Threading.Tasks;
using Code.Audio;
using Code.Configs;
using Code.Gameplay.Camera;
using Code.Generator;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
@@ -23,10 +24,15 @@ namespace Code.StaticData
SFXListConfig SFXListConfig { get; }
DispatcherSoundListConfig DispatcherSoundListConfig { get; }
EnemiesSoundListConfig EnemiesSoundListConfig { get; }
DrunkenGrandpaConfig DrunkenGrandpaConfig { get; }
CockroachConfig CockroachConfig { get; }
FogConfig FogConfig { get; }
OrderServiceConfig OrderServiceConfig { get; }
OrderBoxConfig OrderBoxConfig { get; }
Dictionary<CameraMode, CameraSettingsConfig> CameraSettingsConfigs { get; }
Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; }
AudioTestClipsConfig AudioTestClipsConfig { get; }
GeneratorConfig GeneratorConfig { get; }
void Load();
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
}
@@ -5,6 +5,7 @@ using Code.Audio;
using Code.Configs;
using Code.Constants;
using Code.Gameplay.Camera;
using Code.Generator;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
@@ -16,16 +17,27 @@ namespace Code.StaticData
public AppConfig AppConfig { get; private set; }
public InputConfig InputConfig { get; private set; }
public CameraConfig CameraConfig { get; private set; }
public CharacterConfig CharacterConfig { get; private set; }
public UIConfig UIConfig { get; private set; }
public PlayerConfig PlayerConfig { get; private set; }
public UIConfig UIConfig { get; private set; }
public AudioMixerConfig AudioMixerConfig { get; private set; }
public SoundtrackListConfig SoundtrackListConfig { get; private set; }
public SFXListConfig SFXListConfig { get; private set; }
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
public AudioTestClipsConfig AudioTestClipsConfig { get; private set; }
public DrunkenGrandpaConfig DrunkenGrandpaConfig {get; private set;}
public CockroachConfig CockroachConfig { get; private set; }
public FogConfig FogConfig { get; private set; }
public OrderServiceConfig OrderServiceConfig { get; private set; }
public OrderBoxConfig OrderBoxConfig { get; private set; }
public GeneratorConfig GeneratorConfig { get; private set; }
public Dictionary<CameraMode, CameraSettingsConfig> CameraSettingsConfigs { get; private set; } = new();
@@ -40,6 +52,7 @@ namespace Code.StaticData
PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig"));
OrderServiceConfig = Resources.Load<OrderServiceConfig>(string.Format(StringPaths.ConfigSingle, "Gameplay", "OrderServiceConfig"));
OrderBoxConfig = Resources.Load<OrderBoxConfig>(string.Format(StringPaths.ConfigSingle, "Gameplay", "OrderBoxConfig"));
GeneratorConfig = Resources.Load<GeneratorConfig>(string.Format(StringPaths.ConfigSingle, "App", "GeneratorConfig"));
CameraConfig = Resources.Load<CameraConfig>(string.Format(StringPaths.ConfigSingle, "Camera", "CameraConfig"));
CameraSettingsConfigs = Resources
@@ -47,12 +60,14 @@ namespace Code.StaticData
.ToDictionary(x => x.cameraMode);
LoadAudioConfigs();
LoadEnemiesConfigs();
}
private void LoadAudioConfigs()
{
AudioMixerConfig = Resources.Load<AudioMixerConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioMixerConfig"));
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"));
DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig"));
EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
@@ -61,6 +76,13 @@ namespace Code.StaticData
.ToDictionary(x => x.sourceType);
}
private void LoadEnemiesConfigs()
{
DrunkenGrandpaConfig = Resources.Load<DrunkenGrandpaConfig>(string.Format(StringPaths.ConfigSingle, "Enemies", "DrunkenGrandpaConfig"));
CockroachConfig = Resources.Load<CockroachConfig>(string.Format(StringPaths.ConfigSingle, "Enemies", "CockroachConfig"));
FogConfig = Resources.Load<FogConfig>(string.Format(StringPaths.ConfigSingle, "Enemies", "FogConfig"));
}
public async Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour
{
return (await Addressables.InstantiateAsync(assetReference).ToUniTask()).GetComponent<T>();
@@ -1,3 +1,4 @@
using Code.Audio;
using Code.Gameplay.Door;
using Code.UI.Panels.Etc;
@@ -36,7 +37,7 @@ namespace Code.UI.Panels
settingButton.OnPointerExitEvent = CloseDoor;
exitButton.OnPointerExitEvent = CloseDoor;
_cinematicDoorOpening = new(mainMenuUIVariables.MainMenuDoor, mainMenuUIVariables.DoorLight);
_cinematicDoorOpening = new(mainMenuUIVariables.MainMenuDoor, mainMenuUIVariables.DoorLight);
}
private void OpenStart() => _cinematicDoorOpening.PreOpen(0);
@@ -45,6 +46,6 @@ namespace Code.UI.Panels
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 UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
using AudioType = Code.Audio.AudioType;
namespace Code.UI
{
public class SettingsPanel : UIElement
{
[SerializeField] private TMP_Text scoreText;
[SerializeField] private TMP_Text gameOverText;
[SerializeField] private Image _background;
public void UpdateScoreText(int score) => scoreText.text = score.ToString();
[SerializeField] private Slider master;
[SerializeField] private Slider sfx;
[SerializeField] private Slider dispatcher;
[SerializeField] private Slider creatures;
[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()
{
_background.enabled = false;
scoreText.enabled = false;
gameOverText.enabled = false;
base.Hide();
}
public override void Show()
{
_background.enabled = true;
scoreText.enabled = true;
gameOverText.enabled = true;
base.Show();
}
}
@@ -133,7 +133,6 @@ AudioMixerGroupController:
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m_Pitch: ae94fcb7df36f4368a5d909499b1cf45
m_Send: 00000000000000000000000000000000
@@ -175,7 +174,21 @@ AudioMixerController:
m_SuspendThreshold: -80
m_EnableSuspend: 1
m_UpdateMode: 0
m_ExposedParameters: []
m_ExposedParameters:
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name: Action
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name: Creatures
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name: Dispatcher
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name: Master
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name: Menu
- guid: dd0b3fe80d006124baa36e791e6953f0
name: Peaceful
- guid: 8b55cf81ebbf71b7db1aeb9d32d1f6a1
name: SFX
m_AudioMixerGroupViews:
- guids:
- ddc760a902e7b5553952924aeaa5473e
@@ -190,7 +203,7 @@ AudioMixerController:
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name: View
m_CurrentViewIndex: 0
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--- !u!243 &24300002
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@@ -13,18 +13,48 @@ MonoBehaviour:
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