Multiple entities

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ThomasCharester committed 2026-10-23 20:09:32 +03:00
1 parent ccc4c04234
commit 1de0e93ae0
5677 files changed
+364912 -919855

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@@ -1,11 +1,13 @@
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Code.OfficeGame.BattleMode.Actions
{
public abstract class BattleAction
public abstract class BattleAction : MonoBehaviour
{
public bool Finished { get; protected set; }
public abstract void Tick(float tickDelta);
public abstract UniTask<BattleActionDecisionResultCode> DecideAction();
public abstract BattleActionType ActionType { get; }
}
}
@@ -4,6 +4,7 @@ using Code.Infrastructure.Camera;
using Code.Infrastructure.Input;
using Cysharp.Threading.Tasks;
using KinematicCharacterController;
using Reflex.Attributes;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.InputSystem;
@@ -14,9 +15,9 @@ namespace Code.OfficeGame.BattleMode.Actions
{
private CameraStateMachine _cameraStateMachine;
private IInputService _inputService;
private PlayerMovementController _playerMovementController;
private MovementController _movementController;
private readonly NavMeshPath _path = new();
private NavMeshPath _path;
private Vector3[] _corners;
private int _currentCornerIndex;
@@ -25,14 +26,14 @@ namespace Code.OfficeGame.BattleMode.Actions
private const float StoppingDistance = 0.15f;
public BattleActionMove(
[Inject]
public void Construct(
CameraStateMachine cameraStateMachine,
IInputService inputService,
PlayerMovementController playerMovementController)
IInputService inputService)
{
_cameraStateMachine = cameraStateMachine;
_inputService = inputService;
_playerMovementController = playerMovementController;
_movementController = GetComponent<MovementController>();
_navMeshMask = LayerMask.GetMask("Environment");
}
@@ -46,7 +47,7 @@ namespace Code.OfficeGame.BattleMode.Actions
return;
}
Vector3 currentPos = _playerMovementController.Motor.TransientPosition;
Vector3 currentPos = _movementController.Motor.TransientPosition;
while (_currentCornerIndex < _corners.Length)
{
@@ -81,7 +82,7 @@ namespace Code.OfficeGame.BattleMode.Actions
float distance = moveDirection.magnitude;
Vector3 moveNormal = distance > 0.0001f ? moveDirection / distance : Vector3.zero;
float maxStep = _playerMovementController.MaxStableMoveSpeed * tickDelta;
float maxStep = _movementController.MaxStableMoveSpeed * tickDelta;
float inputMagnitude = (_currentCornerIndex == _corners.Length - 1 && distance < maxStep && maxStep > 0f)
? distance / maxStep
: 1f;
@@ -90,11 +91,11 @@ namespace Code.OfficeGame.BattleMode.Actions
{
MoveVector = moveNormal * inputMagnitude,
Look = moveNormal.sqrMagnitude > 0.0001f
? Quaternion.LookRotation(moveNormal, _playerMovementController.Motor.CharacterUp)
: _playerMovementController.Motor.TransientRotation
? Quaternion.LookRotation(moveNormal, _movementController.Motor.CharacterUp)
: _movementController.Motor.TransientRotation
};
_playerMovementController.SetInputs(ref aiInputs);
_movementController.SetInputs(ref aiInputs);
KinematicCharacterSystem.Simulate(
tickDelta,
@@ -102,7 +103,7 @@ namespace Code.OfficeGame.BattleMode.Actions
KinematicCharacterSystem.PhysicsMovers
);
Vector3 postMovePos = _playerMovementController.Motor.TransientPosition;
Vector3 postMovePos = _movementController.Motor.TransientPosition;
Vector3 toFinal = _corners[^1] - postMovePos;
toFinal.y = 0f;
@@ -117,10 +118,10 @@ namespace Code.OfficeGame.BattleMode.Actions
var emptyInputs = new AICharacterInputs
{
MoveVector = Vector3.zero,
Look = _playerMovementController.Motor.TransientRotation
Look = _movementController.Motor.TransientRotation
};
_playerMovementController.SetInputs(ref emptyInputs);
_playerMovementController.Motor.BaseVelocity = Vector3.zero;
_movementController.SetInputs(ref emptyInputs);
_movementController.Motor.BaseVelocity = Vector3.zero;
Finished = true;
}
@@ -132,7 +133,7 @@ namespace Code.OfficeGame.BattleMode.Actions
{
_waitForEnterTokenSource = new CancellationTokenSource();
_decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
_targetPosition = _playerMovementController.transform.position;
_targetPosition = _movementController.transform.position;
_inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Select,
SelectPosition);
@@ -158,6 +159,8 @@ namespace Code.OfficeGame.BattleMode.Actions
return _decisionResultCode;
}
public override BattleActionType ActionType => BattleActionType.Move;
private void CancelPosition(InputAction.CallbackContext obj)
{
_decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
@@ -166,8 +169,10 @@ namespace Code.OfficeGame.BattleMode.Actions
private void ConfirmPosition(InputAction.CallbackContext input)
{
Vector3 startPos = _playerMovementController.Motor.TransientPosition;
Vector3 startPos = _movementController.Motor.TransientPosition;
_path = new();
if ((_targetPosition - startPos).sqrMagnitude > StoppingDistance * StoppingDistance
&& NavMesh.CalculatePath(startPos, _targetPosition, NavMesh.AllAreas, _path)
&& _path.corners.Length > 0)
@@ -19,5 +19,7 @@ namespace Code.OfficeGame.BattleMode.Actions
return BattleActionDecisionResultCode.Decided;
}
public override BattleActionType ActionType => BattleActionType.Wait;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8a301d248b3d4b3b8218e5e6d0bcb10a
timeCreated: 1792768701
@@ -0,0 +1,11 @@
using TinyGoose.Tremble;
using UnityEngine;
namespace Code.OfficeGame.BattleMode.Actions.Companions
{
[PrefabEntity()]
public class OnMapCompanion : MonoBehaviour
{
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 86667e70b64146cda8e1a79a88fb8d6d
timeCreated: 1792774265
@@ -15,5 +15,13 @@ namespace Code.OfficeGame.BattleMode.Actions
public Animator animator;
protected readonly Dictionary<BattleActionType, BattleAction> BattleActions = new();
private void Awake()
{
foreach (var action in GetComponents<BattleAction>())
{
BattleActions.Add(action.ActionType, action);
}
}
}
}
@@ -1,7 +1,4 @@
using System.Threading;
using Code.Game.Gameplay.Player;
using Code.Infrastructure.Camera;
using Code.Infrastructure.Input;
using Code.OfficeGame.BattleMode.UI;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
@@ -9,21 +6,10 @@ using UnityEngine;
namespace Code.OfficeGame.BattleMode.Actions.Player
{
public class PlayerTimelineActor : EntityTimelineActor
public class PlayerControlledTimelineActor : EntityTimelineActor
{
[Inject] private BattleActionDecisionPanel _battleActionDecisionPanel;
[Inject]
private void Construct(
CameraStateMachine cameraStateMachine,
IInputService inputService,
PlayerMovementController playerMovementController)
{
BattleActions.Add(BattleActionType.Wait, new BattleActionWait());
BattleActions.Add(BattleActionType.Move,
new BattleActionMove(cameraStateMachine, inputService, playerMovementController));
}
public override async UniTask DecideAction(CancellationToken ctx)
{
BattleActionDecisionResultCode decision = BattleActionDecisionResultCode.Deciding;
@@ -35,7 +21,7 @@ namespace Code.OfficeGame.BattleMode.Actions.Player
while (decidedAction == BattleActionType.None || ctx.IsCancellationRequested)
{
Cursor.lockState = CursorLockMode.Confined;
await _battleActionDecisionPanel.Open(ctx);
decidedAction = await _battleActionDecisionPanel.GetDecision(ctx);
@@ -45,10 +31,8 @@ namespace Code.OfficeGame.BattleMode.Actions.Player
&& !ctx.IsCancellationRequested)
{
Cursor.lockState = CursorLockMode.Locked;
await _battleActionDecisionPanel.Close(ctx);
// Панель UI здесь
await _battleActionDecisionPanel.Close(ctx);
decision = await BattleActions[decidedAction].DecideAction();