Timeline UI
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@@ -24,12 +24,12 @@ namespace Code.OfficeGame.BattleMode.Actions.Attacks
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_attackData = (AttackActionConfig) attackData.Configs.SingleOrDefault(x=>x.ActionType == ActionType);
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}
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public override async UniTask<BattleActionDecisionResultCode> DecideAction()
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public override async UniTask<BattleActionDecisionResult> DecideAction()
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{
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_currentFrame = 0;
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Finished = false;
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return BattleActionDecisionResultCode.Decided;
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return new() { ResultCode = BattleActionDecisionResultCode.Decided, FrameDuration = _attackData.TotalFrames};
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}
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public override BattleActionType ActionType => BattleActionType.PlayerAttackMMA;
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@@ -66,7 +66,6 @@ namespace Code.OfficeGame.BattleMode.Actions.Attacks
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Debug.Log($"Попадание в {enemyCollider.name} на {_currentFrame}-м кадре! Урон: {_attackData.Damage}");
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var entityActor = enemyCollider.GetComponentInParent<EntityTimelineActor>();
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entityActor.ForceDecideAction(BattleActionType.Stugger);
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}
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public void CompleteOrInterruptAction()
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@@ -7,7 +7,7 @@ namespace Code.OfficeGame.BattleMode.Actions
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{
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public bool Finished { get; protected set; }
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public abstract void Tick(float tickDelta);
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public abstract UniTask<BattleActionDecisionResultCode> DecideAction();
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public abstract UniTask<BattleActionDecisionResult> DecideAction();
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public abstract BattleActionType ActionType { get; }
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}
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}
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@@ -0,0 +1,8 @@
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namespace Code.OfficeGame.BattleMode.Actions
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{
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public struct BattleActionDecisionResult
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{
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public BattleActionDecisionResultCode ResultCode;
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public int FrameDuration;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 392d78f7e24c4a4bbceea3776e00272c
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timeCreated: 1793113452
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@@ -2,6 +2,7 @@ using System.Threading;
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using Code.Game.Gameplay.Player;
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using Code.Infrastructure.Camera;
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using Code.Infrastructure.Input;
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using Code.OfficeGame.BattleMode.Timeline;
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using Cysharp.Threading.Tasks;
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using KinematicCharacterController;
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using Reflex.Attributes;
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@@ -129,7 +130,7 @@ namespace Code.OfficeGame.BattleMode.Actions
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private CancellationTokenSource _waitForEnterTokenSource;
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private BattleActionDecisionResultCode _decisionResultCode;
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public override async UniTask<BattleActionDecisionResultCode> DecideAction()
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public override async UniTask<BattleActionDecisionResult> DecideAction()
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{
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_waitForEnterTokenSource = new CancellationTokenSource();
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_decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
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@@ -156,11 +157,13 @@ namespace Code.OfficeGame.BattleMode.Actions
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Finished = _decisionResultCode != BattleActionDecisionResultCode.Decided;
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return _decisionResultCode;
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return new() { ResultCode = _decisionResultCode, FrameDuration = _totalFrames};
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}
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public override BattleActionType ActionType => BattleActionType.Move;
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private int _totalFrames;
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private void CancelPosition(InputAction.CallbackContext obj)
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{
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_decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
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@@ -180,12 +183,40 @@ namespace Code.OfficeGame.BattleMode.Actions
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_corners = _path.corners;
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_currentCornerIndex = _corners.Length > 1 ? 1 : 0;
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_decisionResultCode = BattleActionDecisionResultCode.Decided;
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_totalFrames = CalculatePathFrames(_corners);
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}
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else
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{
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_decisionResultCode = BattleActionDecisionResultCode.Deciding;
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_totalFrames = 0;
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}
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else _decisionResultCode = BattleActionDecisionResultCode.Deciding;
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_waitForEnterTokenSource?.Cancel();
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}
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private int CalculatePathFrames(Vector3[] corners)
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{
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if (corners == null || corners.Length < 2)
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return 0;
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float totalDistanceXZ = 0f;
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for (int i = 1; i < corners.Length; i++)
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{
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Vector3 segment = corners[i] - corners[i - 1];
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segment.y = 0f;
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totalDistanceXZ += segment.magnitude;
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}
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float effectiveDistance = Mathf.Max(0f, totalDistanceXZ - StoppingDistance);
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float stepPerFrame = _movementController.MaxStableMoveSpeed * BattleTimeline.TickDelta;
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if (stepPerFrame <= 0.0001f)
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return 0;
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// Округляем вверх, так как последний неполный шаг тоже занимает 1 целый кадр
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return Mathf.CeilToInt(effectiveDistance / stepPerFrame);
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}
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private void SelectPosition(InputAction.CallbackContext input)
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{
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var position = _cameraStateMachine.Camera.transform.position;
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@@ -25,12 +25,13 @@ namespace Code.OfficeGame.BattleMode.Actions
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_entityHitBoxes = GetComponent<EntityHitBoxes>();
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_actionParameters = actionData.Configs.SingleOrDefault(x => x.ActionType == ActionType);
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}
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public override async UniTask<BattleActionDecisionResultCode> DecideAction()
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public override async UniTask<BattleActionDecisionResult> DecideAction()
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{
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_currentFrame = 0;
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Finished = false;
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return BattleActionDecisionResultCode.Decided;
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return new() { ResultCode = BattleActionDecisionResultCode.Decided, FrameDuration = _actionParameters.TotalFrames};
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}
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public override BattleActionType ActionType => BattleActionType.Stugger;
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@@ -11,13 +11,17 @@ namespace Code.OfficeGame.BattleMode.Actions
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if (_waitFrames <= 0) Finished = true;
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}
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public override async UniTask<BattleActionDecisionResultCode> DecideAction()
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public override async UniTask<BattleActionDecisionResult> DecideAction()
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{
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Finished = false;
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_waitFrames = 120;
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return BattleActionDecisionResultCode.Decided;
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return new()
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{
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ResultCode = BattleActionDecisionResultCode.Decided,
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FrameDuration = _waitFrames
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};
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}
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public override BattleActionType ActionType => BattleActionType.Wait;
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@@ -1,6 +1,8 @@
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using System.Collections.Generic;
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using System.Threading;
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using Code.OfficeGame.BattleMode.Timeline;
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using Cysharp.Threading.Tasks;
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using R3;
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using Unity.VisualScripting;
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using UnityEngine;
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@@ -10,9 +12,27 @@ namespace Code.OfficeGame.BattleMode.Actions
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{
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public BattleAction CurrentAction { get; protected set;}
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public bool Finished => CurrentAction == null || CurrentAction.Finished;
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private readonly Subject<TimelineBattleAction> _onActionSet = new();
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public Observable<TimelineBattleAction> OnActionSet => _onActionSet;
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protected void SetCurrentAction(BattleAction action, int durationInFrames)
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{
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CurrentAction = action;
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_onActionSet.OnNext(new TimelineBattleAction
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{
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EntityId = gameObject.GetEntityId(),
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Frame = durationInFrames
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});
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}
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private void OnDestroy()
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{
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_onActionSet.Dispose();
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}
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public abstract UniTask DecideAction(CancellationToken ctx);
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public abstract void ForceDecideAction(BattleActionType actionType);
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public abstract UniTaskVoid ForceDecideAction(BattleActionType actionType);
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[DoNotSerialize] public Animator animator;
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@@ -16,6 +16,8 @@ namespace Code.OfficeGame.BattleMode.Actions.Player
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BattleActionType decidedAction = BattleActionType.None;
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BattleActionDecisionResult decision = new();
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while (decidedAction == BattleActionType.None || ctx.IsCancellationRequested)
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{
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Cursor.lockState = CursorLockMode.Confined;
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@@ -23,29 +25,30 @@ namespace Code.OfficeGame.BattleMode.Actions.Player
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await _battleActionDecisionPanel.Open(ctx);
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decidedAction = await _battleActionDecisionPanel.GetDecision(ctx);
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var decision = BattleActionDecisionResultCode.Deciding;
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while (decidedAction != BattleActionType.None
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&& decision == BattleActionDecisionResultCode.Deciding
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&& !ctx.IsCancellationRequested)
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{
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Cursor.lockState = CursorLockMode.Locked;
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await _battleActionDecisionPanel.Close(ctx);
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decision = await BattleActions[decidedAction].DecideAction();
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if (decision == BattleActionDecisionResultCode.CancelDecision)
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if (decision.ResultCode == BattleActionDecisionResultCode.CancelDecision)
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decidedAction = BattleActionType.None;
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if (decision.ResultCode != BattleActionDecisionResultCode.Deciding)
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break;
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}
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}
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CurrentAction = BattleActions[decidedAction];
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SetCurrentAction(BattleActions[decidedAction], decision.FrameDuration);
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}
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public override void ForceDecideAction(BattleActionType actionType)
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public override async UniTaskVoid ForceDecideAction(BattleActionType actionType)
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{
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CurrentAction = BattleActions[actionType];
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CurrentAction.DecideAction();
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var decision = await CurrentAction.DecideAction();
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SetCurrentAction(BattleActions[actionType], decision.FrameDuration);
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}
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}
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}
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@@ -10,10 +10,12 @@ using Code.Infrastructure.SceneLoader;
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using Code.OfficeGame.BattleMode.Actions;
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using Code.OfficeGame.BattleMode.Actions.Player;
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using Code.OfficeGame.BattleMode.Timeline;
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using Code.OfficeGame.BattleMode.UI;
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using Code.OfficeGame.Player;
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using Cysharp.Threading.Tasks;
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using KinematicCharacterController;
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using Reflex.Core;
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using Reflex.Injectors;
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using UnityEngine;
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using UnityEngine.InputSystem;
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@@ -28,7 +30,7 @@ namespace Code.Game.OfficeGame.GameStates
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public override AppStates MyState => AppStates.BattleState;
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private BattleTimeline _battleTimeline = new BattleTimeline();
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private BattleTimeline _battleTimeline;
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private CancellationTokenSource _battleTokenSource = new CancellationTokenSource();
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public override async UniTask EnterState()
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@@ -52,6 +54,8 @@ namespace Code.Game.OfficeGame.GameStates
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{
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_battleTokenSource = new();
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_battleTimeline = ConstructorInjector.Construct(typeof(BattleTimeline), container) as BattleTimeline;
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Physics.simulationMode = SimulationMode.Script;
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KinematicCharacterSystem.EnsureCreation();
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KinematicCharacterSystem.Settings.AutoSimulation = false;
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@@ -66,8 +70,10 @@ namespace Code.Game.OfficeGame.GameStates
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entity.animator.enabled = false;
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}
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}
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_battleTimeline?.RunBattleLoopAsync(entities,_battleTokenSource.Token).Forget();
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_battleTimeline.RunBattleLoopAsync(entities,_battleTokenSource.Token).Forget();
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await container.Resolve<BattleTimelinePanel>().Open();
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}
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private void TogglePlayerBattleMode(Container container, bool enabled)
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@@ -95,6 +101,7 @@ namespace Code.Game.OfficeGame.GameStates
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var container = Context.SceneContainerManager.ScenesContainers[SceneId.Testing];
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TogglePlayerBattleMode(container, true);
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await container.Resolve<BattleTimelinePanel>().Close();
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// T
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var entities =
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@@ -1,7 +1,9 @@
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using System.Collections.Generic;
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using System.Threading;
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using Code.OfficeGame.BattleMode.Actions;
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using Code.OfficeGame.BattleMode.UI;
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using Cysharp.Threading.Tasks;
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using R3;
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using UnityEngine;
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namespace Code.OfficeGame.BattleMode.Timeline
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@@ -11,23 +13,53 @@ namespace Code.OfficeGame.BattleMode.Timeline
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public const int TicksPerSecond = 60;
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public const float TickDelta = 1f / TicksPerSecond;
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public int CurrentBattleFrame { get; private set; }
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private readonly ReactiveProperty<int> _currentBattleFrame = new(0);
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public ReadOnlyReactiveProperty<int> CurrentBattleFrame => _currentBattleFrame;
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private readonly BattleTimelinePanel _timelinePanel;
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private List<EntityTimelineActor> _entities;
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private DisposableBag _battleSubscriptions;
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public async UniTask RunBattleLoopAsync(List<EntityTimelineActor> entities, CancellationToken ct)
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public BattleTimeline(BattleTimelinePanel timelinePanel)
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{
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_timelinePanel = timelinePanel;
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}
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public async UniTask RunBattleLoopAsync(List<EntityTimelineActor> entities, CancellationToken ctx)
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{
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_entities = entities;
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CurrentBattleFrame = 0;
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_currentBattleFrame.Value = 0;
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await DecideActions(_entities, ct);
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// Контейнер подписок на время текущего боя (автоматически очистится при выходе из метода)
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_battleSubscriptions = new DisposableBag();
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while (!IsBattleOver() && !ct.IsCancellationRequested)
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try
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{
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List<EntityTimelineActor> entitiesNeedOrders = await PlayTimelineUntilPause(ct);
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_currentBattleFrame
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.Subscribe(_timelinePanel.OnFrameTick)
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.AddTo(ref _battleSubscriptions);
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await DecideActions(entitiesNeedOrders, ct);
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foreach (var entity in entities)
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entity.OnActionSet
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.Subscribe(action =>
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{
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// Переводим длительность действия в абсолютный кадр окончания на таймлайне
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action.Frame += _currentBattleFrame.Value;
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_timelinePanel.SetAction(action);
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})
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.AddTo(ref _battleSubscriptions);
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await DecideActions(_entities, ctx);
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while (!IsBattleOver() && !ctx.IsCancellationRequested)
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{
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List<EntityTimelineActor> entitiesNeedOrders = await PlayTimelineUntilPause(ctx);
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await DecideActions(entitiesNeedOrders, ctx);
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}
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}
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finally
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{
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_battleSubscriptions.Dispose();
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}
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}
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@@ -65,28 +97,21 @@ namespace Code.OfficeGame.BattleMode.Timeline
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private void SimulateSingleFrame(List<EntityTimelineActor> outReadyEntities)
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{
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CurrentBattleFrame++;
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_currentBattleFrame.Value++;
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foreach (var entity in _entities)
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{
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entity.CurrentAction.Tick(TickDelta);
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}
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foreach (var entity in _entities)
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{
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entity.animator.Update(TickDelta);
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}
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Physics.Simulate(TickDelta);
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Physics.SyncTransforms();
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foreach (var entity in _entities)
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{
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if (entity.Finished)
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{
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outReadyEntities.Add(entity);
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}
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}
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Physics.Simulate(TickDelta);
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Physics.SyncTransforms();
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}
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private bool IsBattleOver() => false;
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@@ -1,29 +1,91 @@
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using System.Collections.Generic;
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using System.Threading;
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using Code.Infrastructure.UI;
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using Code.OfficeGame.BattleMode.Timeline;
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using Cysharp.Threading.Tasks;
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using LitMotion;
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using LitMotion.Extensions;
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using UnityEngine;
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namespace Code.OfficeGame.BattleMode.UI
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{
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public class BattleTimelinePanel : UIPanel
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{
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[SerializeField] private int maxFrames = 250;
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[SerializeField] private GameObject timelineKeyPrefab;
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[SerializeField] private float duration = 0.35f;
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[SerializeField] private BattleActionDecisionButton actionButtonPrefab;
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[SerializeField] private RectTransform timelineItself;
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// TODO Вырезать или пощадить
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private readonly Dictionary<EntityId, int> _entityEndFrames = new();
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private readonly Dictionary<EntityId, RectTransform> _entityKeys = new();
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private int _lastKnownCurrentFrame;
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private List<BattleActionDecisionButton> _actionButtons = new();
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private MotionHandle _motionHandle;
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public void SetAction(TimelineBattleAction action)
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{
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_entityEndFrames[action.EntityId] = action.Frame;
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if (!_entityKeys.TryGetValue(action.EntityId, out RectTransform keyRect))
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{
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keyRect = (RectTransform)Instantiate(timelineKeyPrefab, timelineItself).transform;
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_entityKeys[action.EntityId] = keyRect;
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}
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UpdateKeyPosition(keyRect, action.Frame - _lastKnownCurrentFrame);
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}
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public void OnFrameTick(int currentFrame)
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{
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_lastKnownCurrentFrame = currentFrame;
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foreach (var (entityId, endFrame) in _entityEndFrames)
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{
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if (_entityKeys.TryGetValue(entityId, out RectTransform keyRect))
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{
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int remainingFrames = Mathf.Max(0, endFrame - currentFrame);
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UpdateKeyPosition(keyRect, remainingFrames);
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}
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}
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}
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private void UpdateKeyPosition(RectTransform keyRect, int relativeFrame)
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{
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var rectWidth = timelineItself.rect.width;
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var frameSize = rectWidth / maxFrames;
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keyRect.anchoredPosition = new Vector2(frameSize * relativeFrame - rectWidth / 2f, 0f);
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}
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public override async UniTask Open(CancellationToken cts = default)
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{
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gameObject.SetActive(true);
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float startY = -((RectTransform)transform).rect.height;
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float targetY = 0f;
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_motionHandle = LMotion.Create(startY, targetY, duration)
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.WithEase(Ease.OutCubic)
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.WithScheduler(MotionScheduler.UpdateIgnoreTimeScale)
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.BindToAnchoredPositionY((RectTransform)transform);
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await _motionHandle.ToUniTask(cts);
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}
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|
||||
public override async UniTask Close(CancellationToken cts = default)
|
||||
{
|
||||
|
||||
float startY = 0;
|
||||
float targetY = ((RectTransform)transform).rect.height;
|
||||
|
||||
_motionHandle = LMotion.Create(startY, targetY, duration)
|
||||
.WithEase(Ease.InBack)
|
||||
.WithScheduler(MotionScheduler.UpdateIgnoreTimeScale)
|
||||
.BindToAnchoredPositionY((RectTransform)transform);
|
||||
|
||||
await _motionHandle.ToUniTask(cts);
|
||||
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user