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 73026 additions and 3114 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_DefaultGroup: d447fc60305c17a17bf20948ab295a45
m_currentHash: m_currentHash:
serializedVersion: 2 serializedVersion: 2
Hash: f3899bd8b96717b1b70a2db310a9fcf2 Hash: 1290af012af335115858ec31670d830d
m_OptimizeCatalogSize: 0 m_OptimizeCatalogSize: 0
m_BuildRemoteCatalog: 0 m_BuildRemoteCatalog: 0
m_CatalogRequestsTimeout: 0 m_CatalogRequestsTimeout: 0
@@ -32,6 +32,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 19bfe93240786974ea9d7cd70a7bb635
m_Address: Prefabs/Rooms/Level5
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 1d4767c722c05b5d6b96bb226d378c65 - m_GUID: 1d4767c722c05b5d6b96bb226d378c65
m_Address: Assets/Resources_moved/Prefabs/Player/ArmsMesh.prefab m_Address: Assets/Resources_moved/Prefabs/Player/ArmsMesh.prefab
m_ReadOnly: 0 m_ReadOnly: 0
@@ -52,6 +57,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 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_GUID: 29bff8011973e4e519906b9da8fca0fc
m_Address: Audio/Dispatcher/late3 m_Address: Audio/Dispatcher/late3
m_ReadOnly: 0 m_ReadOnly: 0
@@ -62,6 +72,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 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_GUID: 2f6134357dc2a5641a846a7478ce4c2c
m_Address: bravo! m_Address: bravo!
m_ReadOnly: 0 m_ReadOnly: 0
@@ -77,6 +92,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 4283d6553fc7f3f4583b9bb0be9d7979
m_Address: Prefabs/Rooms/Box1
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 48aebfe8826dc0df79d047b5afbf8f5b - m_GUID: 48aebfe8826dc0df79d047b5afbf8f5b
m_Address: Canvas m_Address: Canvas
m_ReadOnly: 0 m_ReadOnly: 0
@@ -87,6 +107,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 7067a5248027e74478f4f0f53ddf06a4
m_Address: Prefabs/Rooms/Save1
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 735f38402ea347fa381408293503a24e - m_GUID: 735f38402ea347fa381408293503a24e
m_Address: Audio/Dispatcher/receiving_an_order1 m_Address: Audio/Dispatcher/receiving_an_order1
m_ReadOnly: 0 m_ReadOnly: 0
@@ -138,26 +163,76 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 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_GUID: a306df57f348ce7cf900d0b9431739ee
m_Address: launch_selectmenu m_Address: launch_selectmenu
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: ab5926b5200bedc49aec36c0afe6b028
m_Address: Prefabs/Rooms/Level3_Big
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: b2e8dc2aeb0311cd8a826b51cf8e94dc - m_GUID: b2e8dc2aeb0311cd8a826b51cf8e94dc
m_Address: GameOver m_Address: GameOver
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 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_GUID: c566fc932edefbbee9e53271eac3c560
m_Address: MainMenu m_Address: MainMenu
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: c938de3174f184741925c407a43a47f2
m_Address: Prefabs/Rooms/Level1
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: cab4b1ff78dd6b1fba61aa165aa17b4d - m_GUID: cab4b1ff78dd6b1fba61aa165aa17b4d
m_Address: Audio/Dispatcher/receiving_an_order2 m_Address: Audio/Dispatcher/receiving_an_order2
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 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_GUID: ebe18293a5ef86704b23dad3a1786476
m_Address: Half-Life01 m_Address: Half-Life01
m_ReadOnly: 0 m_ReadOnly: 0
@@ -168,6 +243,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 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_GUID: f74a409bf11b25148ad305acc05b14f5
m_Address: Audio/Dispatcher/take_damage2 m_Address: Audio/Dispatcher/take_damage2
m_ReadOnly: 0 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.Loading;
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Audio; using Code.Audio;
@@ -8,7 +5,6 @@ using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates; using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Character.Core; using Code.Gameplay.Character.Core;
using Code.Gameplay.Orders.Order; using Code.Gameplay.Orders.Order;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
@@ -19,7 +15,6 @@ using Code.UI.Panels;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Reflex.Core; using Reflex.Core;
using Reflex.Extensions; using Reflex.Extensions;
using Reflex.Injectors;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
@@ -28,30 +23,30 @@ namespace Code.App.AppStates
{ {
public class GameplayState : BaseState<AppStateMachineContext> public class GameplayState : BaseState<AppStateMachineContext>
{ {
private PlayerHealth _playerHealth; private PlayerHealth _playerHealth;
private IPlayerScore _playerScore; private IPlayerScore _playerScore;
private IOrderService _orderService; private IOrderService _orderService;
private CharacterProvider _playerCharacter; private CharacterProvider _playerCharacter;
public GameplayState(AppStateMachineContext context) : base(context) public GameplayState(AppStateMachineContext context) : base(context)
{ {
} }
public override void EnterState() public override void EnterState()
{ {
Context.UIService.LoadingScreen.Show();
Context.LoadingManager Context.LoadingManager
.RegisterLoading(LoadingWork.LoadScene) .RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI) .RegisterLoading(LoadingWork.LoadUI)
// .RegisterLoading(LoadingWork.LoadModelResource) .RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadAudio); .RegisterLoading(LoadingWork.LoadAudio);
_playerHealth = Context.PlayerFactory.CreatePlayerHealth(); //_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
_playerHealth.OnDamage += PlayerDamageTaken; //_playerHealth.OnDamage += PlayerDamageTaken;
_playerHealth.OnDeath += EndGame; //_playerHealth.OnDeath += EndGame;
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None); 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.Debug4, RoomPassedDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube); 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; 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 #pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
@@ -101,6 +96,10 @@ namespace Code.App.AppStates
WaitForPlayerCharacterLoad() WaitForPlayerCharacterLoad()
); );
_playerHealth = Context.PlayerProvider.Health;
_playerHealth.OnDamage += PlayerDamageTaken;
_playerHealth.OnDeath += EndGame;
Context.LoadingManager Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadModelResource); .UnregisterLoading(LoadingWork.LoadModelResource);
} }
@@ -257,7 +256,7 @@ namespace Code.App.AppStates
{ {
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>(); var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
_debugTube = sceneEnvironment.debugTube;
return sceneEnvironment; return sceneEnvironment;
} }
} }
@@ -46,7 +46,8 @@ namespace Code.App.AppStates
{ {
await UniTask.WhenAll( await UniTask.WhenAll(
Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu), Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
Context.AudioFactory.WarmMenuMusic() Context.AudioFactory.WarmMenuMusic(),
Context.AudioFactory.WarmAudioTestClips()
); );
Context.LoadingManager Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadUI) .UnregisterLoading(LoadingWork.LoadUI)
@@ -98,6 +99,7 @@ namespace Code.App.AppStates
menuPanel.exitButton.button.onClick.AddListener(ExitGame); menuPanel.exitButton.button.onClick.AddListener(ExitGame);
mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera; mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera;
mainMenuEnvironment.settingsCanvas.worldCamera = Context.CameraStateMachine.Camera;
} }
public override void Tick() public override void Tick()
@@ -120,6 +122,7 @@ namespace Code.App.AppStates
Context.InputService.DisableMap(ActionMappings.MainMenu); Context.InputService.DisableMap(ActionMappings.MainMenu);
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic); Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
Context.AudioFactory.ReleaseAudioTestClips();
base.ExitState(); base.ExitState();
} }
} }
@@ -5,8 +5,10 @@ using Code.Audio;
using Code.Configs; using Code.Configs;
using Code.Constants; using Code.Constants;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Gameplay.Enemies;
using Code.Gameplay.Orders.Order; using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Generator;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
using Code.StaticData; using Code.StaticData;
@@ -31,8 +33,11 @@ namespace Code.App
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager)); containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService)); containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
// Перенести нахуй в контейнер геймплея
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory)); containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
containerBuilder.AddSingleton(typeof(EnemyFactory), typeof(IEnemyFactory));
containerBuilder.AddSingleton(typeof(PlayerProvider), typeof(IPlayerProvider));
//
InitializeCamera(containerBuilder, staticDataService); InitializeCamera(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory)); containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
@@ -84,8 +89,13 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig)); 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.AudioMixerConfig, typeof(AudioMixerConfig));
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig)); containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig)); containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig)); containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig)); containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
@@ -93,6 +103,8 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig)); containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig)); containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
containerBuilder.AddSingleton(staticDataService.GeneratorConfig, typeof(GeneratorConfig));
} }
private AppStateMachine _appStateMachine; private AppStateMachine _appStateMachine;
@@ -1,8 +1,10 @@
using Code.App.Loading; using Code.App.Loading;
using Code.Gameplay.Orders.Order; using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Generator;
using Code.Scenes; using Code.Scenes;
using Code.Scenes.SceneEnvironments; using Code.Scenes.SceneEnvironments;
using Cysharp.Threading.Tasks;
using Reflex.Core; using Reflex.Core;
using UnityEngine; using UnityEngine;
using IPlayerScore = Code.Gameplay.Player.IPlayerScore; using IPlayerScore = Code.Gameplay.Player.IPlayerScore;
@@ -18,6 +20,8 @@ namespace Code.App.SceneInstallers
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment)); containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore)); containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService)); containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
containerBuilder.AddScoped(typeof(RoomGenerator));
containerBuilder.OnContainerBuilt += Initialize; containerBuilder.OnContainerBuilt += Initialize;
} }
@@ -32,6 +36,17 @@ namespace Code.App.SceneInstallers
loadingManager loadingManager
.UnregisterLoading(LoadingWork.LoadScene); .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.App.Loading;
using Code.Audio; using Code.Audio;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Gameplay.Enemies;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Generator;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
using Code.UI; using Code.UI;
@@ -18,7 +20,9 @@ namespace Code.App.StateMachine
[Inject] public CameraStateMachine CameraStateMachine { get; private set; } [Inject] public CameraStateMachine CameraStateMachine { get; private set; }
[Inject] public IUIService UIService { get; private set; } [Inject] public IUIService UIService { get; private set; }
[Inject] public IPlayerFactory PlayerFactory { 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 IAudioFactory AudioFactory { get; private set; }
[Inject] public IAudioService AudioService { 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;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using Code.Configs; using Code.Configs;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using UnityEngine; using UnityEngine;
@@ -15,6 +16,7 @@ namespace Code.Audio
public AudioMixer AudioMixer { get; private set; } public AudioMixer AudioMixer { get; private set; }
private AssetReference _audioSourcePrefab; private AssetReference _audioSourcePrefab;
private AssetReference[] _audioTestClipsReferences;
private AssetReference[] _peacefulSoundtrack; private AssetReference[] _peacefulSoundtrack;
private AssetReference[] _actionSoundtrack; private AssetReference[] _actionSoundtrack;
private AssetReference[] _menuSoundtrack; private AssetReference[] _menuSoundtrack;
@@ -23,6 +25,7 @@ namespace Code.Audio
private AssetReference[] _dispatcher; private AssetReference[] _dispatcher;
private AssetReference[] _character; private AssetReference[] _character;
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle; private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle; private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle; private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
@@ -30,6 +33,7 @@ namespace Code.Audio
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle; private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle; 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 Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
public List<AudioClip> SFXAudios { get; private set; } = new(); public List<AudioClip> SFXAudios { get; private set; } = new();
public List<AudioClip> EnemiesAudios { get; private set; } = new(); public List<AudioClip> EnemiesAudios { get; private set; } = new();
@@ -39,7 +43,8 @@ namespace Code.Audio
SoundtrackListConfig soundtrackListConfig, SoundtrackListConfig soundtrackListConfig,
SFXListConfig sfxListConfig, SFXListConfig sfxListConfig,
EnemiesSoundListConfig enemiesSoundListConfig, EnemiesSoundListConfig enemiesSoundListConfig,
DispatcherSoundListConfig dispatcherSoundListConfig DispatcherSoundListConfig dispatcherSoundListConfig,
AudioTestClipsConfig audioTestClipsConfig
) )
{ {
AudioMixer = audioMixerConfig.audioMixerAsset; AudioMixer = audioMixerConfig.audioMixerAsset;
@@ -51,6 +56,7 @@ namespace Code.Audio
_SFX = sfxListConfig.SFX; _SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies; _enemies = enemiesSoundListConfig.enemies;
_dispatcher = dispatcherSoundListConfig.dispatcher; _dispatcher = dispatcherSoundListConfig.dispatcher;
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
MusicDictionary.Add(MusicType.Menu, new ()); MusicDictionary.Add(MusicType.Menu, new ());
MusicDictionary.Add(MusicType.Peaceful, new ()); MusicDictionary.Add(MusicType.Peaceful, new ());
@@ -77,12 +83,28 @@ namespace Code.Audio
MusicDictionary[MusicType.Peaceful].Clear(); MusicDictionary[MusicType.Peaceful].Clear();
_peacefulMusicHandle.Release(); _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( ) public async UniTask WarmMenuMusic( )
{ {
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union); _menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>()); // foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
await _menuMusicHandle.ToUniTask(); await _menuMusicHandle.ToUniTask();
} }
public void ReleaseMenuMusic() public void ReleaseMenuMusic()
{ {
@@ -134,6 +156,12 @@ namespace Code.Audio
{ {
MusicDictionary[MusicType.Menu].Add(audioClip); MusicDictionary[MusicType.Menu].Add(audioClip);
} }
// private int _audioTestClipCounter;
private void OnAudioTestClipLoaded(AudioClip audioClip)
{
// AudioTestClips[(AudioType)_audioTestClipCounter] = audioClip;_audioTestClipCounter++;
}
private void OnActionTrackLoaded(AudioClip audioClip) private void OnActionTrackLoaded(AudioClip audioClip)
{ {
MusicDictionary[MusicType.Action].Add(audioClip); MusicDictionary[MusicType.Action].Add(audioClip);
+183 -10
View File
@@ -4,6 +4,7 @@ using System.Threading;
using Code.Configs; using Code.Configs;
using Code.Constants; using Code.Constants;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using DG.Tweening;
using Reflex.Attributes; using Reflex.Attributes;
using Unity.VisualScripting; using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
@@ -23,8 +24,9 @@ namespace Code.Audio
private AudioMixerGroup _masterGroup, private AudioMixerGroup _masterGroup,
// _musicGroup, // _musicGroup,
// _actionMusicGroup, _actionMusicGroup,
// _peacefulMusicGroup, _menuMusicGroup,
_peacefulMusicGroup,
_SFXGroup, _SFXGroup,
_creaturesGroup, _creaturesGroup,
_dispatcherGroup, _dispatcherGroup,
@@ -36,21 +38,90 @@ namespace Code.Audio
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new(); private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings; private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType,AudioSourceSettingsConfig> settings) public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings)
{ {
_audioFactory = audioFactory; _audioFactory = audioFactory;
_audioSourcePool = new(settings); _audioSourcePool = new(settings);
_settings = 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() public async UniTask Initialize()
{ {
// _mixer = await _audioFactory.CreateMixer(); // _mixer = await _audioFactory.CreateMixer();
_mixer = _audioFactory.AudioMixer; _mixer = _audioFactory.AudioMixer;
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0]; _masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
// _actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]; _menuMusicGroup = _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0];
// _peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusoup)[0]; _actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
_peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0]; // _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]); _musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]); _musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
@@ -76,7 +147,6 @@ namespace Code.Audio
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot); _snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize); await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
} }
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed #pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
@@ -86,7 +156,7 @@ namespace Code.Audio
public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType) public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType)
{ {
if(!_musicAudioSources[musicType]) if (!_musicAudioSources[musicType])
{ {
_musicAudioSources[musicType] = _audioSourcePool.GetSource(); _musicAudioSources[musicType] = _audioSourcePool.GetSource();
_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend; _musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
@@ -105,7 +175,7 @@ namespace Code.Audio
await UniTask.NextFrame(); await UniTask.NextFrame();
// Debug.Log($"Playing {musicType}"); // Debug.Log($"Playing {musicType}");
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType], var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
_ => !_musicAudioSources[musicType].isPlaying, _ => !_musicAudioSources[musicType].isPlaying,
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow(); cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
// Debug.Log($"Finished {musicType}"); // Debug.Log($"Finished {musicType}");
@@ -124,7 +194,8 @@ namespace Code.Audio
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType); PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType);
} }
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null) public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
{ {
TransitToSnapshot(audioSnapshotState, time); TransitToSnapshot(audioSnapshotState, time);
@@ -170,10 +241,112 @@ namespace Code.Audio
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг // Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted; public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded; public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
public void PlayDispatcher(DispatcherSounds dispatcherSoundId) public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
{ {
OnDispatcherStarted?.Invoke(); OnDispatcherStarted?.Invoke();
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup, AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke()); _audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup,
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke());
}
private CancellationTokenSource _testClipCancellationTokenSource = new();
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
// TODO Засунуть в словарь
public void PlayTestClip(AudioType audioType)
{
if(_currentTestClipAudioType == audioType) return;
_testClipCancellationTokenSource.Cancel();
_testClipCancellationTokenSource = new();
_currentTestClipAudioType = audioType;
switch (audioType)
{
case AudioType.SFX:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_SFXGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.Master:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_masterGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.Creatures:
_audioSourcePool.PlayOneShot( _audioFactory.AudioTestClips[audioType],
_creaturesGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.GameplayMusic:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_actionMusicGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.MenuMusic:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_menuMusicGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.DispatcherSounds:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_dispatcherGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
}
}
private AudioSource _testClipAudioSource;
private AudioType _currentTestClipAudioType;
// Эффективно и просто, может не так хитровыебано
private void ReleaseTestAudioClipSource()
{
_testClipAudioSource = null;
}
// TODO Засунуть в словарь
public void PlayTestClipDeprecated(AudioType audioType)
{
if (!_testClipAudioSource) _testClipAudioSource = _audioSourcePool.GetSource();
else if (_currentTestClipAudioType != audioType) _testClipAudioSource.Stop();
else return;
_currentTestClipAudioType = audioType;
switch (audioType)
{
case AudioType.SFX:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_SFXGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.Master:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_masterGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.Creatures:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_creaturesGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.GameplayMusic:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_actionMusicGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.MenuMusic:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_menuMusicGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.DispatcherSounds:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_dispatcherGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
}
} }
} }
} }
@@ -1,5 +1,6 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading;
using Code.Configs; using Code.Configs;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using UnityEngine; using UnityEngine;
@@ -86,6 +87,34 @@ namespace Code.Audio
onComplete?.Invoke(); onComplete?.Invoke();
_pool.Release(source); _pool.Release(source);
} }
public async UniTaskVoid PlayOneShot(AudioSource audioSource, AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
audioSource.PlayOneShot(clip);
audioSource.spatialBlend = _settings[audioSourceType].spatialBlend;
audioSource.outputAudioMixerGroup = audioMixerGroup;
// TODO Потом сделать. Можно с cancellation, но сейчас лень. Ну правда
await UniTask.WaitUntilValueChanged(audioSource, x => x.isPlaying);
if (!audioSource) return;
_pool.Release(audioSource);
onComplete?.Invoke();
}
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, CancellationTokenSource cancellationToken, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = _settings[audioSourceType].spatialBlend;
source.outputAudioMixerGroup = audioMixerGroup;
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(source, x => x.isPlaying, cancellationToken: cancellationToken.Token).SuppressCancellationThrow();
_pool.Release(source);
if(!isCanceled) onComplete?.Invoke();
else cancellationToken.Dispose();
}
public AudioSource GetSource() => _pool.Get(); public AudioSource GetSource() => _pool.Get();
public void ReleaseSource(AudioSource source) => _pool.Release(source); public void ReleaseSource(AudioSource source) => _pool.Release(source);
} }
@@ -8,22 +8,25 @@ namespace Code.Audio
{ {
public interface IAudioFactory public interface IAudioFactory
{ {
AudioMixer AudioMixer { get; }
Dictionary<AudioType, AudioClip> AudioTestClips { get; }
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
List<AudioClip> SFXAudios { get; } List<AudioClip> SFXAudios { get; }
List<AudioClip> EnemiesAudios { get; } List<AudioClip> EnemiesAudios { get; }
List<AudioClip> DispatcherAudios { get; } List<AudioClip> DispatcherAudios { get; }
AudioMixer AudioMixer { get; }
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
UniTask LoadAudioSourcePrefab(Action<GameObject> callback); UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
UniTask WarmGameplayMusic(); UniTask WarmGameplayMusic( );
void ReleaseActionMusic(); void ReleaseActionMusic();
UniTask WarmMenuMusic();
void ReleaseMenuMusic();
UniTask WarmSFX();
void ReleaseSFX();
UniTask WarmEnemies();
void ReleaseEnemies();
UniTask WarmDispatcher();
void ReleaseDispatcher();
void ReleasePeacefulMusic(); void ReleasePeacefulMusic();
UniTask WarmAudioTestClips( );
void ReleaseAudioTestClips();
UniTask WarmMenuMusic( );
void ReleaseMenuMusic();
UniTask WarmSFX( );
void ReleaseSFX();
UniTask WarmEnemies( );
void ReleaseEnemies();
UniTask WarmDispatcher( );
void ReleaseDispatcher();
} }
} }
@@ -20,5 +20,8 @@ namespace Code.Audio
event OnAudioPlayingDelegate OnDispatcherStarted; event OnAudioPlayingDelegate OnDispatcherStarted;
event OnAudioPlayingDelegate OnDispatcherEnded; event OnAudioPlayingDelegate OnDispatcherEnded;
void PlayDispatcher(DispatcherSounds dispatcherSoundId); void PlayDispatcher(DispatcherSounds dispatcherSoundId);
void ChangeSetting(AudioType type, float value);
float GetSetting(AudioType type);
void PlayTestClip(AudioType audioType);
} }
} }
@@ -6,4 +6,13 @@ namespace Code.Audio
Peaceful, Peaceful,
Action Action
} }
public enum AudioType
{
Master,
MenuMusic,
GameplayMusic,
Creatures,
DispatcherSounds,
SFX
}
} }
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/AudioTestClips", fileName = "AudioTestClipsConfig")]
public class AudioTestClipsConfig : ScriptableObject
{
public AssetReference[] audioTestClips;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f2f1c08a20a54a708336caf8ca6499e1
timeCreated: 1764263243
@@ -23,17 +23,11 @@ namespace Code.Configs
slideDuration = 0.8f, // Длительность слайда в секундах slideDuration = 0.8f, // Длительность слайда в секундах
slideCooldown = 1.5f; // Время перезарядки слайда в секундах slideCooldown = 1.5f; // Время перезарядки слайда в секундах
// Залазание на стены
public float
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
// Наклон при залазании на стены // Наклон при залазании на стены
public float public float
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах) leanAngle = 25f,
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче) leanThreshold = 0.3f,
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона" leanSmoothSpeed = 10f;
// Гравитация // Гравитация
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
@@ -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 UnityEngine;
using KinematicCharacterController;
namespace Code.Gameplay.Character.Controller.Abilities namespace Code.Gameplay.Character.Controller.Abilities
{ {
/*
* Механика наклона персонажа при контакте со стеной
* Управляет визуальным наклоном модели в зависимости от высоты подъёма по стене
*/
public class WallLeanMechanic public class WallLeanMechanic
{ {
private readonly float _maxLeanAngle; private readonly float _leanAngle;
private readonly float _leanSharpness; private readonly float _threshold;
private readonly float _heightScale; private readonly float _smoothSpeed;
private Transform _characterTransform; private Transform _model;
private Vector3 _lastWallNormal;
private float _lastWallContactHeight;
private float _leanFactor;
private float _leanSign;
private Vector3 _leanDirection;
private Vector3 _lastWallContactPoint; public WallLeanMechanic(
private bool _isLeaningOnWall; float leanAngle,
private const float WallProximityThreshold = 0.6f; float threshold,
float smoothSpeed)
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
{ {
_maxLeanAngle = maxLeanAngle; _leanAngle = leanAngle;
_leanSharpness = leanSharpness; _threshold = threshold;
_heightScale = heightScale; _smoothSpeed = smoothSpeed;
} }
// Назначаем трансформ визуальной модели один раз public void SetModel(Transform model) => _model = model;
public void SetCharacterTransform(Transform transform)
public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
{ {
_characterTransform = transform; if (!_model)
}
// 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)
{ {
switch (_leanDirection.x) _model.localRotation = Quaternion.identity;
{
case -1 or 1 when motor.CharacterRight.x > 0.1f:
_leanSign = -1;
break;
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
_leanDirection = new Vector3(0, 0, -1);
break;
}
}
else
{
switch (_leanDirection.z)
{
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
_leanSign = -1;
break;
case -1 when motor.CharacterRight.z < -0.1f:
case 1 when motor.CharacterRight.z > 0.1f:
_leanDirection = new Vector3(-1, 0, 0);
break;
case -1 when motor.CharacterRight.z > 0.1f:
case 1 when motor.CharacterRight.z < -0.1f:
_leanDirection = new Vector3(1, 0, 0);
break;
}
}
_isLeaningOnWall = true;
}
// Обновление каждый кадр
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
{
if (!_characterTransform) return;
var currentPosition = motor.TransientPosition;
var isStillNearWall = false;
if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
{
var toWall = currentPosition - _lastWallContactPoint;
var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
}
if (_isLeaningOnWall)
{
var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
if (!isStillNearWall || isBelowContactHeight)
{
_isLeaningOnWall = false;
}
else
{
var heightDelta = currentPosition.y - _lastWallContactHeight;
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
}
}
if (!_isLeaningOnWall)
{
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
}
ApplyLeanRotation(motor);
}
private void ApplyLeanRotation(KinematicCharacterMotor motor)
{
if (_leanFactor <= 0.01f)
{
_characterTransform.localRotation = Quaternion.identity;
return; return;
} }
if (_leanDirection.sqrMagnitude < 0.01f) return; var targetRotation = Quaternion.identity;
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle; if (isWallRunning)
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection); {
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis); var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
_characterTransform.localRotation = leanRotation; 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
@@ -28,44 +28,23 @@ namespace Code.Gameplay.Character.Controller
// Подсистемы // Подсистемы
private CharacterInputHandler _inputHandler; private CharacterInputHandler _inputHandler;
private SlideMechanic _slideMechanic; private SlideMechanic _slideMechanic;
private WallClimbMechanic _wallClimbMechanic; // private WallClimbMechanic _wallClimbMechanic;
private WallRunningMechanic _wallRunningMechanic;
private WallLeanMechanic _wallLeanMechanic; private WallLeanMechanic _wallLeanMechanic;
private GroundMovementSystem _groundMovement; private GroundMovementSystem _groundMovement;
private AirMovementSystem _airMovement; private AirMovementSystem _airMovement;
public bool IsSliding => _slideMechanic.IsSliding;
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
private float abilityBlockTimer;
private bool isAbilitiesBlocked;
private CharacterInputs _lastInputs;
public void SetPosition(Vector3 position) => motor.SetPosition(position); public void SetPosition(Vector3 position) => motor.SetPosition(position);
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation); public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
// Инициализация контроллера
// private void Awake()
// {
// // Инициализация подсистем с параметрами из конфига
// _inputHandler = new CharacterInputHandler(
// _characterConfig.sprintAngleThreshold
// );
// _slideMechanic = new SlideMechanic(
// _characterConfig.slideSpeed,
// _characterConfig.slideDuration,
// _characterConfig.slideCooldown
// );
// _wallClimbMechanic = new WallClimbMechanic(
// _characterConfig.wallClimbSpeedFactor,
// _characterConfig.minWallClimbSpeed,
// _characterConfig.wallDetectionAngleThreshold
// );
// _wallLeanMechanic = new WallLeanMechanic(
// _characterConfig.maxWallLeanAngle,
// _characterConfig.wallLeanSharpness,
// _characterConfig.wallLeanHeightScale
// );
// _groundMovement = new GroundMovementSystem(
// _characterConfig.maxStableMoveSpeed,
// _characterConfig.sprintMoveSpeed,
// _characterConfig.stableMovementSharpness,
// _characterConfig.jumpSpeed
// );
// _airMovement = new AirMovementSystem(_characterConfig.gravity);
// }
[Inject] [Inject]
private void Construct(CharacterConfig characterConfig) private void Construct(CharacterConfig characterConfig)
{ {
@@ -79,16 +58,25 @@ namespace Code.Gameplay.Character.Controller
_characterConfig.slideDuration, _characterConfig.slideDuration,
_characterConfig.slideCooldown _characterConfig.slideCooldown
); );
_wallClimbMechanic = new WallClimbMechanic( // _wallClimbMechanic = new WallClimbMechanic(
_characterConfig.wallClimbSpeedFactor, // _characterConfig.wallClimbSpeedFactor,
_characterConfig.minWallClimbSpeed, // _characterConfig.minWallClimbSpeed,
_characterConfig.wallDetectionAngleThreshold // _characterConfig.wallDetectionAngleThreshold
); // );
_wallRunningMechanic = new WallRunningMechanic();
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
_wallRunningMechanic.MaxWallRunTime = 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( _wallLeanMechanic = new WallLeanMechanic(
_characterConfig.maxWallLeanAngle, _characterConfig.leanAngle,
_characterConfig.wallLeanSharpness, _characterConfig.leanThreshold,
_characterConfig.wallLeanHeightScale _characterConfig.leanSmoothSpeed
); );
_groundMovement = new GroundMovementSystem( _groundMovement = new GroundMovementSystem(
_characterConfig.maxStableMoveSpeed, _characterConfig.maxStableMoveSpeed,
_characterConfig.sprintMoveSpeed, _characterConfig.sprintMoveSpeed,
@@ -101,31 +89,24 @@ namespace Code.Gameplay.Character.Controller
motor.CharacterController = this; // Регистрация этого контроллера в движке motor.CharacterController = this; // Регистрация этого контроллера в движке
_inputHandler.FirstPersonCameraRotation = _inputHandler.FirstPersonCameraRotation =
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
_wallLeanMechanic.SetCharacterTransform(characterTransform); _wallLeanMechanic.SetModel(characterTransform);
_wallRunningMechanic.Initialize(motor, _inputHandler);
} }
// Текущий режим камеры для адаптации поведения // Текущий режим камеры для адаптации поведения
private CameraMode _currentCameraMode = CameraMode.FirstPerson; private CameraMode _currentCameraMode = CameraMode.FirstPerson;
// Инициализация контроллера
// private void Start()
// {
// motor.CharacterController = this; // Регистрация этого контроллера в движке
// _inputHandler.FirstPersonCameraRotation =
// motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
// _wallLeanMechanic.SetCharacterTransform(characterTransform);
// }
// Обработка и преобразование входных данных от персонажа
public void SetInputs(ref CharacterInputs inputs) public void SetInputs(ref CharacterInputs inputs)
{ {
// Обновляем таймер перезарядки слайда _lastInputs = inputs;
// Обновляем таймеры механик
_slideMechanic.TickCooldown(Time.deltaTime); _slideMechanic.TickCooldown(Time.deltaTime);
_wallClimbMechanic.TickCooldown(Time.deltaTime); // _wallClimbMechanic.TickCooldown(Time.deltaTime);
_wallRunningMechanic.Tick(Time.deltaTime);
// Если активен слайд - игнорируем весь остальной ввод // Если активен слайд - игнорируем весь остальной ввод
if (_slideMechanic.IsSliding) if (_slideMechanic.IsSliding)
{ {
// Во время слайда не обрабатываем движение, прыжки и спринт
_inputHandler.MoveInputVector = Vector3.zero; _inputHandler.MoveInputVector = Vector3.zero;
_inputHandler.LookInputVector = Vector3.one; _inputHandler.LookInputVector = Vector3.one;
_inputHandler.IsSprinting = false; _inputHandler.IsSprinting = false;
@@ -133,51 +114,55 @@ namespace Code.Gameplay.Character.Controller
return; return;
} }
// Сохраняем текущий режим камеры
_currentCameraMode = inputs.CameraMode; _currentCameraMode = inputs.CameraMode;
if (isAbilitiesBlocked)
{
abilityBlockTimer -= Time.deltaTime;
if (abilityBlockTimer <= 0)
{
isAbilitiesBlocked = false;
}
else
{
inputs.SprintPressed = false;
inputs.SlidePressed = false;
}
}
// Обработка слайда // Обработка слайда
_slideMechanic.RequestSlide(inputs.SlidePressed); _slideMechanic.RequestSlide(inputs.SlidePressed);
// Обработка остального ввода // Обработка остального ввода
_inputHandler.ProcessInputs(ref inputs, motor); _inputHandler.ProcessInputs(ref inputs, motor);
// Передаём запрос прыжка напрямую в систему движения по земле // Передаём запрос прыжка
_groundMovement.RequestJump(inputs.JumpPressed); _groundMovement.RequestJump(inputs.JumpPressed);
} }
// Обновление вращения персонажа на основе входных данных
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
{ {
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return; if (_slideMechanic.IsSliding) return;
switch (_currentCameraMode) switch (_currentCameraMode)
{ {
// В FirstPerson режиме применяем вращение камеры напрямую к персонажу (только горизонталь)
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation: case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
// Немедленно применяем горизонтальное вращение камеры к персонажу
currentRotation = _inputHandler.FirstPersonCameraRotation; currentRotation = _inputHandler.FirstPersonCameraRotation;
break; break;
// В ThirdPerson режиме плавно поворачиваем персонаж в направлении движения
case CameraMode.ThirdPerson: case CameraMode.ThirdPerson:
{ {
// Вращение применяется только если есть направление движения и разрешена резкость вращения
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0) if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
{ {
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
var smoothedLookInputDirection = Vector3.Slerp( var smoothedLookInputDirection = Vector3.Slerp(
motor.CharacterForward, motor.CharacterForward,
_inputHandler.LookInputVector, _inputHandler.LookInputVector,
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime) 1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
).normalized; ).normalized;
// Установка нового вращения смотря в сглаженном направлении
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp); currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
} }
break; break;
} }
// Заготовка на будущее (если понадобится)
case CameraMode.Static: case CameraMode.Static:
case CameraMode.Cinematic: case CameraMode.Cinematic:
default: default:
@@ -185,96 +170,104 @@ namespace Code.Gameplay.Character.Controller
} }
} }
// Обновление скорости движения персонажа
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
{ {
// Если во время слайда запрошен прыжок — прерываем слайд
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested) if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
{ {
_slideMechanic.EndSlide(); _slideMechanic.EndSlide();
} }
// Проверяем запрос слайда и запускаем его если можно
if (!_slideMechanic.IsSliding) if (!_slideMechanic.IsSliding)
{ {
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
_inputHandler.LookInputVector); _inputHandler.LookInputVector);
} }
// Если активен слайд - обрабатываем отдельно
else else
{ {
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor); _slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
return; return;
} }
// === WALL RUNNING: обработка состояния ===
if (_wallRunningMechanic.IsWallRunning)
{
// 🔄 Передаём актуальные данные для walljump
if (_groundMovement.JumpRequested) // или _lastInputs.JumpPressed — зависит от логики
{
_wallRunningMechanic.PerformWallJump(_lastInputs, _inputHandler.FirstPersonCameraRotation);
_groundMovement.CancelJumpRequest(); // сброс, чтобы не сработало дважды
}
else
{
_wallRunningMechanic.HandleWallRun(ref currentVelocity, _lastInputs, deltaTime);
}
return;
}
// Если персонаж находится на земле // Если персонаж находится на земле
if (motor.GroundingStatus.IsStableOnGround) if (motor.GroundingStatus.IsStableOnGround)
{ {
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime); _groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
} }
// Если персонаж не находится на земле // Если персонаж не на земле — стандартное воздушное движение
else else
{ {
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime); _airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
_groundMovement.CancelJumpRequest(); _groundMovement.CancelJumpRequest();
} }
} }
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки) public void BlockAbilities(float duration)
{
isAbilitiesBlocked = true;
abilityBlockTimer = duration;
}
public void BeforeCharacterUpdate(float deltaTime) public void BeforeCharacterUpdate(float deltaTime)
{ {
} }
// Метод вызывается после обработки столкновения с землей
public void PostGroundingUpdate(float deltaTime) public void PostGroundingUpdate(float deltaTime)
{ {
// Если во время слайда персонаж оторвался от земли - заканчиваем слайд
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround) if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
{ {
_slideMechanic.EndSlide(); _slideMechanic.EndSlide();
} }
if (motor.GroundingStatus.IsStableOnGround)
{
_wallClimbMechanic.ResetWallClimbSession();
}
} }
// Метод вызывается после обновления персонажа
public void AfterCharacterUpdate(float deltaTime) public void AfterCharacterUpdate(float deltaTime)
{ {
_wallLeanMechanic.UpdateLean(motor, deltaTime); _wallLeanMechanic.Update(
_wallRunningMechanic.IsWallRunning,
_wallRunningMechanic.GetWallNormal(),
motor.CharacterForward
);
} }
// Проверка валидности коллайдера для обработки столкновений
public bool IsColliderValidForCollisions(Collider coll) 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, public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport) ref HitStabilityReport hitStabilityReport)
{ {
} }
// Обработка столкновения при движении (вызывается при ударе о препятствие)
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport) ref HitStabilityReport hitStabilityReport)
{ {
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal)) if (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint))
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y); {
}
} }
// Обработка отчета о стабильности столкновения
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
Vector3 atCharacterPosition, Vector3 atCharacterPosition,
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
{ {
} }
// Обработка дискретных столкновений (для триггеров и специальных коллайдеров)
public void OnDiscreteCollisionDetected(Collider hitCollider) public void OnDiscreteCollisionDetected(Collider hitCollider)
{ {
} }
@@ -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) public void OnTriggerEnter(Collider other)
{ {
if (!_pickupMode) return; if (!_pickupMode || !other.CompareTag("Player")) return;
_orderService.OrderRecieved(); _orderService.OrderRecieved();
Destroy(gameObject); Destroy(gameObject);
@@ -10,7 +10,7 @@ namespace Code.Gameplay.Orders.Order
private bool _playerEntered; private bool _playerEntered;
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
if (_playerEntered) return; if (_playerEntered ) return;
_playerEntered = true; _playerEntered = true;
_orderService.OrderDelivered(); _orderService.OrderDelivered();
@@ -14,18 +14,20 @@ namespace Code.Gameplay.Orders.Order
hatch.DORotate(new Vector3(-130f, 0, 0), 0.2f); hatch.DORotate(new Vector3(-130f, 0, 0), 0.2f);
order.rigidbody.isKinematic = false; 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 // DEBUG TODO ДИМКА УДАЛИ И ПРОПИШИ В СВОЕЙ ЛОГИКЕ
public void OnTriggerEnter(Collider other) // public void OnTriggerEnter(Collider other)
{ // {
if(_activated) return; // if(_activated) return;
_activated = true; // _activated = true;
//
ThrowOrder(); // ThrowOrder();
order.SwitchMode(); // order.SwitchMode();
} // }
// DEBUG // DEBUG
} }
} }
@@ -9,7 +9,7 @@ namespace Code.Gameplay.Orders.Order
private bool _playerEntered; private bool _playerEntered;
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
if (_playerEntered) return; if (_playerEntered ) return;
_playerEntered = true; _playerEntered = true;
_orderService.OrderGive(); _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 public class PlayerFactory : IPlayerFactory
{ {
[Inject] PlayerConfig _playerConfig; [Inject] PlayerConfig _playerConfig;
[Inject] private IPlayerProvider _playerProvider;
public PlayerHealth CreatePlayerHealth(int count = -1) public PlayerHealth CreatePlayerHealth(int count = -1)
{ {
@@ -24,14 +25,20 @@ namespace Code.Gameplay.Player
public async UniTask<CharacterProvider> CreatePlayer() public async UniTask<CharacterProvider> CreatePlayer()
{ {
CharacterProvider characterProvider = (await Addressables.InstantiateAsync(_playerConfig.characterPrefab).ToUniTask()).GetComponent<CharacterProvider>(); var go = await Addressables.InstantiateAsync(_playerConfig.characterPrefab).ToUniTask();
AttributeInjector.Inject(characterProvider, Container.ProjectContainer); var provider = go.GetComponent<CharacterProvider>();
AttributeInjector.Inject(characterProvider.CustomCharacterController, Container.ProjectContainer);
return characterProvider; AttributeInjector.Inject(provider, Container.ProjectContainer);
AttributeInjector.Inject(provider.CustomCharacterController, Container.ProjectContainer);
((PlayerProvider)_playerProvider).SetPlayer(provider, _playerConfig);
return provider;
} }
public void ReleasePlayer(CharacterProvider characterProvider) public void ReleasePlayer(CharacterProvider characterProvider)
{ {
((PlayerProvider)_playerProvider).ClearPlayer();
Addressables.ReleaseInstance(characterProvider.gameObject); 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 Cysharp.Threading.Tasks;
using UnityEngine; using UnityEngine;
@@ -5,8 +7,10 @@ namespace Code.Generator
{ {
public interface IRoomGeneratorFactory public interface IRoomGeneratorFactory
{ {
UniTask PreloadRooms(); UniTask PreloadRooms(IOrderService orderService);
GameObject GetCachedPrefab(int index); GameObject GetCachedPrefab(int index, RoomType roomType);
UniTask<Room> CreateRoomByIndex(int index); 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
+10 -5
View File
@@ -1,21 +1,24 @@
using System; using System;
using Code.Gameplay.Door;
using Code.UI; using Code.UI;
using UnityEngine; using UnityEngine;
namespace Code.Generator namespace Code.Generator
{ {
[RequireComponent(typeof(Transform))]
public class Room : MonoBehaviour public class Room : MonoBehaviour
{ {
[SerializeField] private RoomType roomType; [SerializeField] protected RoomType roomType;
public RoomType RoomType => roomType; public RoomType RoomType => roomType;
[SerializeField] private float roomTimer; [SerializeField] protected float roomTimer;
public float RoomTimer => roomTimer; public float RoomTimer => roomTimer;
[SerializeField] private Transform enterMarker; [SerializeField] protected Transform enterMarker;
public Transform EnterMarker => enterMarker; public Transform EnterMarker => enterMarker;
[SerializeField] private Transform exitMarker; [SerializeField] protected Transform exitMarker;
public Transform ExitMarker => exitMarker; public Transform ExitMarker => exitMarker;
[SerializeField] protected Door door;
private void Awake() protected void Awake()
{ {
if (EnterMarker == null || ExitMarker == null) if (EnterMarker == null || ExitMarker == null)
{ {
@@ -23,6 +26,8 @@ namespace Code.Generator
} }
} }
public void Initialize() => door.TranslationMode(false);
//PIZDEC //PIZDEC
} }
} }
@@ -1,183 +1,169 @@
using System.Collections.Generic; using System.Collections.Generic;
using Code.Gameplay.Orders.Order;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using UnityEngine; using UnityEngine;
namespace Code.Generator namespace Code.Generator
{ {
public class RoomGenerator : MonoBehaviour public class RoomGenerator
{ {
[SerializeField] private GeneratorConfig generatorConfig; [Inject] private IOrderService _orderService;
private RoomGeneratorFactory _factory; [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 List<Room> _spawnedRooms;
private async void Awake() private int _nextRoomStackIndex;
public void Initialize()
{ {
_factory = new RoomGeneratorFactory(generatorConfig); // _orderService.OrderGive();
_spawnedRooms = new List<Room>(); _spawnedRooms = new List<Room>();
_roomIndexesStack = new List<int>(); _roomIndexesStack = new();
_timer = Random.Range(60, 120f); Debug.LogWarning($"КОТЛЫ ГЕНЕРАЛЬСКИЕ{_orderService.DeliveryTimer}");
Debug.LogWarning($"КОТЛЫ ГЕНЕРАЛЬСКИЕ{_timer}");
await _factory.PreloadRooms(); // CreateRoomsStack();
CreateRoomsStack(); // SpawnInitialRoomsAsync();
await GenerateRoomsAsync(); _orderService.OnOrderGiven += CreateRoomsStack;
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
CreateInitialRoom();
SpawnNextRoomAsync();
} }
private void CreateRoomsStack() private void OnEnable()
{ {
_roomIndexesStack.Clear(); RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
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);
int saveIndex = FindRoomIndexByType(RoomType.Save); private void OnDisable()
if (saveIndex != -1) {
RoomTrigger.PlayerEnteredRoom -= OnPlayerEntered;
}
public void OnPlayerEntered()
{
SpawnNextRoomAsync();
if (_spawnedRooms.Count > 3)
{ {
var prefab = _factory.GetCachedPrefab(saveIndex); Room roomToRemove = _spawnedRooms[0];
if (prefab != null) _spawnedRooms.RemoveAt(0);
{
Room saveRoom = prefab.GetComponent<Room>();
if (saveRoom != null)
{
_roomIndexesStack.Add(saveIndex);
availableIndexes.Remove(saveIndex);
Debug.Log($"Первая комната: {saveRoom.name}"); // _factory.ReleaseRoom(roomToRemove);
} Object.Destroy(roomToRemove.gameObject);
}
} }
}
while (remainingTime > 0 && availableIndexes.Count > 0) private void CreateRoomsStack(float timer)
{
_nextRoomStackIndex = 0;
_roomIndexesStack.Clear();
var remainingTime = timer;
while (remainingTime > 0)
{ {
int randomIndex = Random.Range(0, availableIndexes.Count); var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.Basic, out int roomIndex);
int chosenOne = availableIndexes[randomIndex];
var prefab = _factory.GetCachedPrefab(chosenOne);
if (prefab == null)
continue;
Room room = prefab.GetComponent<Room>(); Room room = prefab.GetComponent<Room>();
if (room == null)
continue;
switch (room.RoomType) _roomIndexesStack.Add(new(RoomType.Basic, roomIndex));
{ remainingTime -= room.RoomTimer;
case RoomType.Save or RoomType.PickUp: Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
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($"тип комнаты {room.RoomType}");
availableIndexes.RemoveAt(randomIndex);
break;
}
} }
CreateSaveRoom();
AddPickupRoom(); AddPickupRoom();
Debug.Log($"стек комнат: {_roomIndexesStack.Count}"); Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
SpawnNextRoomAsync();
} }
private async UniTask GenerateRoomsAsync() private void CreateSaveRoom()
{ {
for (int i = 0; i < _roomIndexesStack.Count; i++) var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.Save, out int roomIndex);
{ Room saveRoom = prefab.GetComponent<Room>();
int index = _roomIndexesStack[i]; _roomIndexesStack.Add(new(RoomType.Save, roomIndex));
Room room = await _factory.CreateRoomByIndex(index);
if (i == 0) Debug.Log($"Первая комната: {saveRoom.name}");
{
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) [Inject] private CurrentSceneEnvironment _currentSceneEnvironment;
private void CreateInitialRoom()
{ {
int totalRooms = generatorConfig.roomAssetReferences.Length; GameplaySceneEnvironment gameplaySceneEnvironment = (GameplaySceneEnvironment)_currentSceneEnvironment;
for (int i = 0; i < totalRooms; i++)
_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($"Первая комната: {instantiated.name}");
}
private void SpawnNextRoomAsync()
{
if (_nextRoomStackIndex >= _roomIndexesStack.Count)
return;
RoomIndex index = _roomIndexesStack[_nextRoomStackIndex];
Room room = _factory.CreateRoomByIndex(index.Index, index.RoomType);
if (_spawnedRooms.Count == 0)
{ {
var prefab = _factory.GetCachedPrefab(i); room.transform.position = Vector3.zero;
if (prefab == null) room.transform.rotation = Quaternion.identity;
continue; }
else
Room room = prefab.GetComponent<Room>(); {
if (room == null) Room previousRoom = _spawnedRooms[_spawnedRooms.Count - 1];
continue; PlaceRoom(room, previousRoom);
if (room.RoomType == neededType)
return i;
} }
return -1; _spawnedRooms.Add(room);
_nextRoomStackIndex++;
} }
private void AddPickupRoom() private void AddPickupRoom()
{ {
int pickupIndex = FindRoomIndexByType(RoomType.PickUp); var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.PickUp, out int pickupIndex);
if (pickupIndex == -1)
{
Debug.Log("PickUp комнат не найдено але");
return;
}
var prefab = _factory.GetCachedPrefab(pickupIndex);
if (prefab == null)
return;
Room pickupRoom = prefab.GetComponent<Room>(); Room pickupRoom = prefab.GetComponent<Room>();
if (pickupRoom == null)
return;
if (_roomIndexesStack.Count == 0) if (_roomIndexesStack.Count == 0) return;
{
Debug.LogWarning("стек пуст, нет позиции после первой");
return;
}
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1); int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
_roomIndexesStack.Insert(insertPos, pickupIndex); _roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
Debug.Log($"PickUp комната '{pickupRoom.name}' позиция {insertPos}");
} }
@@ -186,14 +172,143 @@ namespace Code.Generator
if (current.EnterMarker == null || previous.ExitMarker == null) if (current.EnterMarker == null || previous.ExitMarker == null)
return; return;
Transform enter = current.EnterMarker; Vector3 segmentOriginPosition = previous.ExitMarker.transform.position;
Transform exit = previous.ExitMarker;
Quaternion rotationDiff = Quaternion.FromToRotation(enter.forward, exit.forward); Transform randomDoorOrigin = current.EnterMarker;
current.transform.rotation = rotationDiff * current.transform.rotation; Vector3 randomDoorOriginPosition = randomDoorOrigin.localPosition * current.transform.localScale.x;
Quaternion randomDoorOriginRotation = randomDoorOrigin.localRotation;
Vector3 offset = enter.localPosition; float segmentOriginYRotation;
current.transform.position = exit.position - offset;
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.Configs;
using Code.Gameplay.Orders.Order;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Reflex.Extensions;
using Reflex.Injectors;
using UnityEngine; using UnityEngine;
using UnityEngine.AddressableAssets; using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.SceneManagement;
using Object = System.Object;
using Random = UnityEngine.Random;
namespace Code.Generator namespace Code.Generator
{ {
public class RoomGeneratorFactory : IRoomGeneratorFactory public class RoomGeneratorFactory : IRoomGeneratorFactory
{ {
private AsyncOperationHandle<IList<GameObject>> _roomsHandle;
private readonly AssetReference[] _roomAssetReferences; private readonly AssetReference[] _roomAssetReferences;
private readonly GameObject[] _cashedRooms; private Dictionary<RoomType, List<GameObject>> _cashedRooms = new();
private bool _isInitialized;
public RoomGeneratorFactory(GeneratorConfig generatorConfig) public RoomGeneratorFactory(GeneratorConfig generatorConfig)
{ {
_roomAssetReferences = generatorConfig.roomAssetReferences; _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() public async UniTask PreloadRooms(IOrderService orderService)
{ {
if (_isInitialized) _roomsHandle =
return; Addressables.LoadAssetsAsync<GameObject>(_roomAssetReferences, OnRoomLoaded, Addressables.MergeMode.Union);
await _roomsHandle.ToUniTask();
// _cashedRooms = rooms.ToArray(); var rooms =
for (int i = 0; i < _roomAssetReferences.Length; i++) // Debug.Log($"Комнат в памяти есть: {_cashedRooms.Length}");
{
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 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 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)
{ {
if (!_isInitialized) var room = UnityEngine.Object.Instantiate(_cashedRooms[roomType][index]);
await PreloadRooms(); return room.GetComponent<Room>();
}
Room room = Object.Instantiate(_cashedRooms[index]).GetComponent<Room>(); public void ReleaseRooms()
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 public enum RoomType
{ {
Basic, Basic,
Ladder,
Save, 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] [System.Serializable]
public class GameplaySceneEnvironment : CurrentSceneEnvironment public class GameplaySceneEnvironment : CurrentSceneEnvironment
{ {
[FormerlySerializedAs("sfxTarget")] public Transform debugSfxTarget;
public Transform playerSpawnPoint; public Transform playerSpawnPoint;
public OrderDispenser debugTube;
public void TransitVariables(GameplaySceneEnvironment env) public void TransitVariables(GameplaySceneEnvironment env)
{ {
debugSfxTarget = env.debugSfxTarget;
playerSpawnPoint = env.playerSpawnPoint; playerSpawnPoint = env.playerSpawnPoint;
debugTube = env.debugTube;
} }
} }
} }
@@ -1,4 +1,5 @@
using Code.Gameplay.Door; using Code.Gameplay.Door;
using Code.UI;
using Code.UI.Panels.Etc; using Code.UI.Panels.Etc;
using UnityEngine; using UnityEngine;
using UnityEngine.Experimental.GlobalIllumination; using UnityEngine.Experimental.GlobalIllumination;
@@ -15,6 +16,7 @@ namespace Code.Scenes.SceneEnvironments
public MainMenuButton settingButton; public MainMenuButton settingButton;
public MainMenuButton exitButton; public MainMenuButton exitButton;
public Canvas menuButtonsCanvas; public Canvas menuButtonsCanvas;
public Canvas settingsCanvas;
public void TransitVariables(MainMenuEnvironment env) public void TransitVariables(MainMenuEnvironment env)
{ {
@@ -24,6 +26,7 @@ namespace Code.Scenes.SceneEnvironments
settingButton = env.settingButton; settingButton = env.settingButton;
exitButton = env.exitButton; exitButton = env.exitButton;
menuButtonsCanvas = env.menuButtonsCanvas; menuButtonsCanvas = env.menuButtonsCanvas;
settingsCanvas = env.settingsCanvas;
} }
} }
} }
@@ -4,6 +4,7 @@ using System.Threading.Tasks;
using Code.Audio; using Code.Audio;
using Code.Configs; using Code.Configs;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Generator;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using UnityEngine; using UnityEngine;
using UnityEngine.AddressableAssets; using UnityEngine.AddressableAssets;
@@ -23,10 +24,15 @@ namespace Code.StaticData
SFXListConfig SFXListConfig { get; } SFXListConfig SFXListConfig { get; }
DispatcherSoundListConfig DispatcherSoundListConfig { get; } DispatcherSoundListConfig DispatcherSoundListConfig { get; }
EnemiesSoundListConfig EnemiesSoundListConfig { get; } EnemiesSoundListConfig EnemiesSoundListConfig { get; }
DrunkenGrandpaConfig DrunkenGrandpaConfig { get; }
CockroachConfig CockroachConfig { get; }
FogConfig FogConfig { get; }
OrderServiceConfig OrderServiceConfig { get; } OrderServiceConfig OrderServiceConfig { get; }
OrderBoxConfig OrderBoxConfig { get; } OrderBoxConfig OrderBoxConfig { get; }
Dictionary<CameraMode, CameraSettingsConfig> CameraSettingsConfigs { get; } Dictionary<CameraMode, CameraSettingsConfig> CameraSettingsConfigs { get; }
Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; } Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; }
AudioTestClipsConfig AudioTestClipsConfig { get; }
GeneratorConfig GeneratorConfig { get; }
void Load(); void Load();
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour; Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
} }
@@ -5,6 +5,7 @@ using Code.Audio;
using Code.Configs; using Code.Configs;
using Code.Constants; using Code.Constants;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Generator;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using UnityEngine; using UnityEngine;
using UnityEngine.AddressableAssets; using UnityEngine.AddressableAssets;
@@ -16,17 +17,28 @@ namespace Code.StaticData
public AppConfig AppConfig { get; private set; } public AppConfig AppConfig { get; private set; }
public InputConfig InputConfig { get; private set; } public InputConfig InputConfig { get; private set; }
public CameraConfig CameraConfig { get; private set; } public CameraConfig CameraConfig { get; private set; }
public CharacterConfig CharacterConfig { get; private set; } public CharacterConfig CharacterConfig { get; private set; }
public UIConfig UIConfig { get; private set; }
public PlayerConfig PlayerConfig { get; private set; } public PlayerConfig PlayerConfig { get; private set; }
public UIConfig UIConfig { get; private set; }
public AudioMixerConfig AudioMixerConfig { get; private set; } public AudioMixerConfig AudioMixerConfig { get; private set; }
public SoundtrackListConfig SoundtrackListConfig { get; private set; } public SoundtrackListConfig SoundtrackListConfig { get; private set; }
public SFXListConfig SFXListConfig { get; private set; } public SFXListConfig SFXListConfig { get; private set; }
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; } public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; } public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
public AudioTestClipsConfig AudioTestClipsConfig { get; private set; }
public DrunkenGrandpaConfig DrunkenGrandpaConfig {get; private set;}
public CockroachConfig CockroachConfig { get; private set; }
public FogConfig FogConfig { get; private set; }
public OrderServiceConfig OrderServiceConfig { get; private set; } public OrderServiceConfig OrderServiceConfig { get; private set; }
public OrderBoxConfig OrderBoxConfig { get; private set; } public OrderBoxConfig OrderBoxConfig { get; private set; }
public GeneratorConfig GeneratorConfig { get; private set; }
public Dictionary<CameraMode, CameraSettingsConfig> CameraSettingsConfigs { get; private set; } = new(); public Dictionary<CameraMode, CameraSettingsConfig> CameraSettingsConfigs { get; private set; } = new();
public Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; private set; } = new(); public Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; private set; } = new();
@@ -40,6 +52,7 @@ namespace Code.StaticData
PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig")); PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig"));
OrderServiceConfig = Resources.Load<OrderServiceConfig>(string.Format(StringPaths.ConfigSingle, "Gameplay", "OrderServiceConfig")); OrderServiceConfig = Resources.Load<OrderServiceConfig>(string.Format(StringPaths.ConfigSingle, "Gameplay", "OrderServiceConfig"));
OrderBoxConfig = Resources.Load<OrderBoxConfig>(string.Format(StringPaths.ConfigSingle, "Gameplay", "OrderBoxConfig")); 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")); CameraConfig = Resources.Load<CameraConfig>(string.Format(StringPaths.ConfigSingle, "Camera", "CameraConfig"));
CameraSettingsConfigs = Resources CameraSettingsConfigs = Resources
@@ -47,12 +60,14 @@ namespace Code.StaticData
.ToDictionary(x => x.cameraMode); .ToDictionary(x => x.cameraMode);
LoadAudioConfigs(); LoadAudioConfigs();
LoadEnemiesConfigs();
} }
private void LoadAudioConfigs() private void LoadAudioConfigs()
{ {
AudioMixerConfig = Resources.Load<AudioMixerConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioMixerConfig")); AudioMixerConfig = Resources.Load<AudioMixerConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioMixerConfig"));
SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig")); SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig"));
AudioTestClipsConfig = Resources.Load<AudioTestClipsConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioTestClipsConfig"));
SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig")); SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig"));
DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig")); DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig"));
EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig")); EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
@@ -61,6 +76,13 @@ namespace Code.StaticData
.ToDictionary(x => x.sourceType); .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 public async Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour
{ {
return (await Addressables.InstantiateAsync(assetReference).ToUniTask()).GetComponent<T>(); return (await Addressables.InstantiateAsync(assetReference).ToUniTask()).GetComponent<T>();
@@ -1,3 +1,4 @@
using Code.Audio;
using Code.Gameplay.Door; using Code.Gameplay.Door;
using Code.UI.Panels.Etc; using Code.UI.Panels.Etc;
@@ -1,29 +1,83 @@
using System;
using Code.Audio;
using Reflex.Attributes;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI; using UnityEngine.UI;
using AudioType = Code.Audio.AudioType;
namespace Code.UI namespace Code.UI
{ {
public class SettingsPanel : UIElement public class SettingsPanel : UIElement
{ {
[SerializeField] private TMP_Text scoreText; [SerializeField] private Slider master;
[SerializeField] private TMP_Text gameOverText; [SerializeField] private Slider sfx;
[SerializeField] private Image _background; [SerializeField] private Slider dispatcher;
[SerializeField] private Slider creatures;
[SerializeField] private Slider menuMusic;
[SerializeField] private Slider gameplayMusic;
public void UpdateScoreText(int score) => scoreText.text = score.ToString(); [Inject] IAudioService _audioService;
private void Start()
{
master.SetValueWithoutNotify(_audioService.GetSetting(AudioType.Master));
master.onValueChanged.AddListener(OnMasterUpdate);
sfx.value = _audioService.GetSetting(AudioType.SFX);
sfx.onValueChanged.AddListener(OnSFXUpdate);
dispatcher.value = _audioService.GetSetting(AudioType.DispatcherSounds);
dispatcher.onValueChanged.AddListener(OnDispatcherUpdate);
creatures.value = _audioService.GetSetting(AudioType.Creatures);
creatures.onValueChanged.AddListener(OnEnemiesUpdate);
menuMusic.value = _audioService.GetSetting(AudioType.MenuMusic);
menuMusic.onValueChanged.AddListener(OnMenuMusicUpdate);
gameplayMusic.value = _audioService.GetSetting(AudioType.GameplayMusic);
gameplayMusic.onValueChanged.AddListener(OnGameplayUpdate);
}
private void OnMasterUpdate(float value)
{
_audioService.ChangeSetting(AudioType.Master, value);
// _audioService.PlayTestClip(AudioType.Master); XDXDXDXD TODO Убрать или придумать что-нибудь
}
private void OnSFXUpdate(float value)
{
_audioService.ChangeSetting(AudioType.SFX, value);
_audioService.PlayTestClip(AudioType.SFX);
}
private void OnDispatcherUpdate(float value)
{
_audioService.ChangeSetting(AudioType.DispatcherSounds, value);
_audioService.PlayTestClip(AudioType.DispatcherSounds);
}
private void OnEnemiesUpdate(float value)
{
_audioService.ChangeSetting(AudioType.Creatures, value);
_audioService.PlayTestClip(AudioType.Creatures);
}
private void OnMenuMusicUpdate(float value)
{
_audioService.ChangeSetting(AudioType.MenuMusic, value);
_audioService.PlayTestClip(AudioType.MenuMusic);
}
private void OnGameplayUpdate(float value)
{
_audioService.ChangeSetting(AudioType.GameplayMusic, value);
_audioService.PlayTestClip(AudioType.GameplayMusic);
}
public override void Hide() public override void Hide()
{ {
_background.enabled = false;
scoreText.enabled = false;
gameOverText.enabled = false;
base.Hide(); base.Hide();
} }
public override void Show() public override void Show()
{ {
_background.enabled = true;
scoreText.enabled = true;
gameOverText.enabled = true;
base.Show(); base.Show();
} }
} }
@@ -133,7 +133,6 @@ AudioMixerGroupController:
m_Children: m_Children:
- {fileID: -6229038418282119915} - {fileID: -6229038418282119915}
- {fileID: 4051589110822387517} - {fileID: 4051589110822387517}
- {fileID: 2578226848385654679}
m_Volume: 5e2f5c7e3d526b9aaa68f56dfb7d553b m_Volume: 5e2f5c7e3d526b9aaa68f56dfb7d553b
m_Pitch: ae94fcb7df36f4368a5d909499b1cf45 m_Pitch: ae94fcb7df36f4368a5d909499b1cf45
m_Send: 00000000000000000000000000000000 m_Send: 00000000000000000000000000000000
@@ -175,7 +174,21 @@ AudioMixerController:
m_SuspendThreshold: -80 m_SuspendThreshold: -80
m_EnableSuspend: 1 m_EnableSuspend: 1
m_UpdateMode: 0 m_UpdateMode: 0
m_ExposedParameters: [] m_ExposedParameters:
- guid: ddab7e07de3c686e296ff10b1cd77a47
name: Action
- guid: 5e2f5c7e3d526b9aaa68f56dfb7d553b
name: Creatures
- guid: 19969023eed85c7999691c4897eebc2e
name: Dispatcher
- guid: 9823d3a409fe914cdbb45f92705c5186
name: Master
- guid: b9fc0df121fe7134e9cbd35aa5a65755
name: Menu
- guid: dd0b3fe80d006124baa36e791e6953f0
name: Peaceful
- guid: 8b55cf81ebbf71b7db1aeb9d32d1f6a1
name: SFX
m_AudioMixerGroupViews: m_AudioMixerGroupViews:
- guids: - guids:
- ddc760a902e7b5553952924aeaa5473e - ddc760a902e7b5553952924aeaa5473e
@@ -190,7 +203,7 @@ AudioMixerController:
- af6d3dead2e9e4848a2ca2fa55634108 - af6d3dead2e9e4848a2ca2fa55634108
name: View name: View
m_CurrentViewIndex: 0 m_CurrentViewIndex: 0
m_TargetSnapshot: {fileID: -1214924791136564940} m_TargetSnapshot: {fileID: -5566153147845745614}
--- !u!243 &24300002 --- !u!243 &24300002
AudioMixerGroupController: AudioMixerGroupController:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -201,6 +214,7 @@ AudioMixerGroupController:
m_AudioMixer: {fileID: 24100000} m_AudioMixer: {fileID: 24100000}
m_GroupID: ddc760a902e7b5553952924aeaa5473e m_GroupID: ddc760a902e7b5553952924aeaa5473e
m_Children: m_Children:
- {fileID: 2578226848385654679}
- {fileID: -2580822303892902013} - {fileID: -2580822303892902013}
- {fileID: -6672183372375525094} - {fileID: -6672183372375525094}
- {fileID: -4235790927912365957} - {fileID: -4235790927912365957}
@@ -13,18 +13,48 @@ MonoBehaviour:
m_Name: GeneratorConfig m_Name: GeneratorConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Generator.GeneratorConfig m_EditorClassIdentifier: Assembly-CSharp::Code.Generator.GeneratorConfig
roomAssetReferences: roomAssetReferences:
- m_AssetGUID: 4472dd84628855c4085cacaec19efa29 - m_AssetGUID: d4eaf1439c2788c458127b9ba67e4fbf
m_SubObjectName: m_SubObjectName:
m_SubObjectType: m_SubObjectType:
m_SubObjectGUID: m_SubObjectGUID:
m_EditorAssetChanged: 0 m_EditorAssetChanged: 0
- m_AssetGUID: 3d195945b1fbf114a88457cba466bc2b - m_AssetGUID: b3471d165fe389f479380f61034bea57
m_SubObjectName: m_SubObjectName:
m_SubObjectType: m_SubObjectType:
m_SubObjectGUID: m_SubObjectGUID:
m_EditorAssetChanged: 0 m_EditorAssetChanged: 0
- m_AssetGUID: 4f660559d76c3ed42a7c34a0b16487f7 - m_AssetGUID: 28a6c7a4124141341ab7c2b7dfd3e95b
m_SubObjectName: m_SubObjectName:
m_SubObjectType: m_SubObjectType:
m_SubObjectGUID: m_SubObjectGUID:
m_EditorAssetChanged: 1 m_EditorAssetChanged: 1
- m_AssetGUID: e3a3840a7963bf841872cddb02e90151
m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 0
- m_AssetGUID: c938de3174f184741925c407a43a47f2
m_SubObjectName:
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