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ThomasCharester committed 2026-09-20 15:26:03 +03:00
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using R3;
using UnityEngine;
namespace Code.D.Cleaning
{
public class Cleanable : MonoBehaviour
{
public ReactiveProperty<bool> Cleaned { get; } = new();
public ReactiveProperty<float> CleanProgress { get; } = new();
}
}
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fileFormatVersion: 2
guid: 219620ccf64f42d7a64d27a3a152f961
timeCreated: 1785923122
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using UnityEngine;
namespace Code.D.Cleaning
{
public class CleanableAsset : Cleanable
{
private Collider _dirtyCollider;
private static readonly int MaskMap = Shader.PropertyToID("_Mask");
[SerializeField] private float cleanCountPerFrame;
private Material _renderMaterial;
private void Awake()
{
_dirtyCollider = GetComponent<Collider>();
_renderMaterial = GetComponent<MeshRenderer>().material;
}
private void AssumedAsCleaned()
{
Cleaned.Value = true;
_dirtyCollider.enabled = false;
_renderMaterial.SetTexture(MaskMap, Texture2D.blackTexture);
}
public void Clean()
{
CleanProgress.Value += cleanCountPerFrame;
if(CleanProgress.CurrentValue >= 100)
AssumedAsCleaned();
Debug.Log($"{name} прогресс очистки: {CleanProgress.CurrentValue}");
}
}
}
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fileFormatVersion: 2
guid: b184056d80d64c5d9f9cdb03cb00efc7
timeCreated: 1785923122
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using System.Collections.Generic;
using Code.D.Cleaning.CleanTools;
using Cysharp.Threading.Tasks;
using TinyGoose.Tremble;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Rendering;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Code.D.Cleaning
{
[BrushEntity("CleanableSurface", layer: "Cleanable")]
public class CleanableSurface : Cleanable, IOnImportFromMapEntity
{
private static readonly int MaskMap = Shader.PropertyToID("_Mask");
private static readonly int DrawPosition = Shader.PropertyToID("_DrawPosition");
private static readonly int DrawRadius = Shader.PropertyToID("_DrawRadius");
private static readonly int ToolDirtiness = Shader.PropertyToID("_ToolDirtiness");
private static readonly int BrushTex = Shader.PropertyToID("_BrushTex");
private static readonly int DrawAngleX = Shader.PropertyToID("_DrawAngleX");
private static readonly int DrawAngleY = Shader.PropertyToID("_DrawAngleY");
private const int CalcResolution = 64;
[SerializeField] private float cleanedThreshold = 0.7f;
private RenderTexture _maskRT;
private RenderTexture _calcRT;
private Material _brushMaterial;
private Material _renderMaterial;
private bool _onProcess;
private UniTask _calculationOperation;
private void Awake()
{
gameObject.tag = "CleanableSurface";
_maskRT = new RenderTexture(1024, 1024, 0, RenderTextureFormat.ARGB32);
_maskRT.Create();
Graphics.Blit(Texture2D.whiteTexture, _maskRT);
_calcRT = new RenderTexture(CalcResolution, CalcResolution, 0, RenderTextureFormat.ARGB32);
_calcRT.Create();
_brushMaterial = new Material(Shader.Find("Unlit/BrushPainter"));
if (!TryGetComponent<MeshRenderer>(out var renderer)) return;
_renderMaterial = renderer.material;
_renderMaterial.SetTexture(MaskMap, _maskRT);
}
/// <summary>
/// Нейросеть написала и этот метод, слишком много математики мне он не нравится. Он заставляет игру лагать. Нужно сделать проще.
/// Хотябы комментарии оставлены человеком.
/// Я профнепригоден.
/// </summary>
/// <param name="hit"></param>
/// <param name="tryapkaUsageInfo"></param>
/// <param name="playerCamera"></param>
public void Clean(RaycastHit hit, TryapkaUsageInfo tryapkaUsageInfo, Transform playerCamera)
{
if (Cleaned.CurrentValue) return;
Vector2 uv = hit.textureCoord;
// Логика вычисления направления кисти
Vector3 dirToCamera = playerCamera.position - hit.point;
Vector3 projDir = Vector3.ProjectOnPlane(dirToCamera, hit.normal);
if (projDir.sqrMagnitude < 0.0001f)
{
projDir = Vector3.ProjectOnPlane(playerCamera.up, hit.normal);
}
projDir.Normalize();
// Логика определения U V или W
Vector3 localDir = hit.transform.InverseTransformDirection(projDir);
Vector3 localNormal = hit.transform.InverseTransformDirection(hit.normal).normalized;
ComputeTangentBasis(localNormal, out var axisU, out var axisV);
// Определяем синус и косинус поворота
float u = Vector3.Dot(localDir, axisU);
float v = Vector3.Dot(localDir, axisV);
_brushMaterial.SetVector(DrawPosition, uv);
_brushMaterial.SetFloat(DrawRadius, tryapkaUsageInfo.Radius);
_brushMaterial.SetFloat(DrawAngleX, v);
_brushMaterial.SetFloat(DrawAngleY, u);
_brushMaterial.SetFloat(ToolDirtiness, tryapkaUsageInfo.Dirtiness);
_brushMaterial.SetTexture(BrushTex, tryapkaUsageInfo.BrushTexture);
Graphics.Blit(Texture2D.blackTexture, _maskRT, _brushMaterial, 0);
if (_calculationOperation.Status != UniTaskStatus.Pending)
{
_calculationOperation = CalculateCleanPercentage();
}
}
private static void ComputeTangentBasis(Vector3 normal, out Vector3 axisU, out Vector3 axisV)
{
if (Mathf.Abs(normal.y) > FlatNormalThreshold)
{
axisU = Vector3.right;
axisV = Vector3.forward;
}
else
{
axisU = Vector3.Cross(Vector3.up, normal).normalized;
axisV = Vector3.up;
}
}
private async UniTask CalculateCleanPercentage()
{
if (!_maskRT || _onProcess) return;
_onProcess = true;
Graphics.Blit(_maskRT, _calcRT);
var destroyToken = this.GetCancellationTokenOnDestroy();
var request = AsyncGPUReadback.Request(_calcRT, 0, TextureFormat.RGBA32);
await request.ToUniTask(cancellationToken: destroyToken);
if (request.hasError)
{
_onProcess = false;
return;
}
NativeArray<byte> data = request.GetData<byte>();
int totalBytes = data.Length;
long totalBrightness = 0;
for (var i = 0; i < totalBytes; i += 4)
{
totalBrightness += data[i];
}
int pixelCount = totalBytes / 4;
float maxPossibleBrightness = pixelCount * 255f;
float progress = 1.0f - (totalBrightness / maxPossibleBrightness);
if (Mathf.Abs(progress - CleanProgress.CurrentValue) > 0.01f)
{
CleanProgress.Value = progress;
}
if (CleanProgress.CurrentValue >= cleanedThreshold && !Cleaned.CurrentValue)
{
AssumedAsCleaned();
}
_onProcess = false;
}
private void AssumedAsCleaned()
{
Cleaned.Value = true;
FinishClean();
}
private void FinishClean()
{
Graphics.Blit(Texture2D.blackTexture, _maskRT);
}
private void OnDestroy()
{
if (_maskRT) _maskRT.Release();
if (_calcRT) _calcRT.Release();
if (_brushMaterial) Destroy(_brushMaterial);
if (_renderMaterial) Destroy(_renderMaterial);
}
public void OnImportFromMapEntity(MapBsp mapBsp, BspEntity entity)
{
Debug.Log("Found a brush!");
var meshFilter = gameObject.GetComponent<MeshFilter>();
if (meshFilter == null)
{
Debug.LogError($"[CleanableSurface] MeshFilter отсутствует на {gameObject.name}");
return;
}
var sourceMesh = meshFilter.sharedMesh;
if (sourceMesh == null)
{
Debug.LogError($"[CleanableSurface] sharedMesh == null на {gameObject.name}");
return;
}
if (!sourceMesh.isReadable)
{
Debug.LogError($"[CleanableSurface] Меш '{sourceMesh.name}' не readable, не могу построить UV");
return;
}
if (sourceMesh.vertexCount == 0 || sourceMesh.triangles.Length == 0)
{
Debug.LogError($"[CleanableSurface] Меш '{sourceMesh.name}' пустой");
return;
}
try
{
BuildLayeredUVInPlace(sourceMesh);
}
catch (System.Exception ex)
{
Debug.LogError($"[CleanableSurface] Исключение при построении UV для {gameObject.name}: {ex}");
return;
}
var meshCollider = gameObject.GetComponent<MeshCollider>();
if (meshCollider != null)
meshCollider.sharedMesh = sourceMesh;
#if UNITY_EDITOR
var existingFlags = GameObjectUtility.GetStaticEditorFlags(gameObject);
GameObjectUtility.SetStaticEditorFlags(gameObject, existingFlags | StaticEditorFlags.ContributeGI);
#endif
Debug.Log(
$"[CleanableSurface] UV построен для {gameObject.name}: verts={sourceMesh.vertexCount}, tris={sourceMesh.triangles.Length / 3}");
}
private const float MaskUvPadding = 0.08f;
private const float WeldEpsilon = 0.0005f;
private const float CoplanarDotThreshold = 0.999f;
private const float FlatNormalThreshold = 0.999f;
/// <summary>
/// Этот большой и сложный метод написан нейросетью Claude Sonnet 5 Medium. Я профнепригоден
/// </summary>
/// <param name="mesh"></param>
private static void BuildLayeredUVInPlace(Mesh mesh)
{
var srcVerts = mesh.vertices;
var srcNormals = mesh.normals;
var srcUvTile = mesh.uv;
bool hasNormals = srcNormals.Length == srcVerts.Length;
bool hasUvTile = srcUvTile.Length == srcVerts.Length;
int subMeshCount = mesh.subMeshCount;
var posToId = new Dictionary<Vector3Int, int>();
int CanonicalId(Vector3 p)
{
var key = new Vector3Int(
Mathf.RoundToInt(p.x / WeldEpsilon),
Mathf.RoundToInt(p.y / WeldEpsilon),
Mathf.RoundToInt(p.z / WeldEpsilon));
if (posToId.TryGetValue(key, out var id)) return id;
id = posToId.Count;
posToId[key] = id;
return id;
}
var triSubMesh = new List<int>();
var triI0 = new List<int>();
var triI1 = new List<int>();
var triI2 = new List<int>();
var triCanonA = new List<int>();
var triCanonB = new List<int>();
var triCanonC = new List<int>();
var triNormal = new List<Vector3>();
for (int s = 0; s < subMeshCount; s++)
{
var tris = mesh.GetTriangles(s);
for (int t = 0; t < tris.Length; t += 3)
{
int i0 = tris[t], i1 = tris[t + 1], i2 = tris[t + 2];
Vector3 p0 = srcVerts[i0], p1 = srcVerts[i1], p2 = srcVerts[i2];
Vector3 n = Vector3.Cross(p1 - p0, p2 - p0);
n = n.sqrMagnitude > 1e-10f ? n.normalized : Vector3.up;
triSubMesh.Add(s);
triI0.Add(i0);
triI1.Add(i1);
triI2.Add(i2);
triCanonA.Add(CanonicalId(p0));
triCanonB.Add(CanonicalId(p1));
triCanonC.Add(CanonicalId(p2));
triNormal.Add(n);
}
}
int triCount = triSubMesh.Count;
var parent = new int[triCount];
for (int i = 0; i < triCount; i++) parent[i] = i;
int Find(int x)
{
while (parent[x] != x)
{
parent[x] = parent[parent[x]];
x = parent[x];
}
return x;
}
void Union(int a, int b)
{
a = Find(a);
b = Find(b);
if (a != b) parent[a] = b;
}
var edgeMap = new Dictionary<long, int>();
long PackEdge(int a, int b)
{
if (a > b) (a, b) = (b, a);
return ((long)a << 32) | (uint)b;
}
void ProcessEdge(long e, int t)
{
if (edgeMap.TryGetValue(e, out var other))
{
if (Vector3.Dot(triNormal[t], triNormal[other]) > CoplanarDotThreshold)
Union(t, other);
}
else
{
edgeMap[e] = t;
}
}
for (int t = 0; t < triCount; t++)
{
int a = triCanonA[t], b = triCanonB[t], c = triCanonC[t];
ProcessEdge(PackEdge(a, b), t);
ProcessEdge(PackEdge(b, c), t);
ProcessEdge(PackEdge(c, a), t);
}
var islandOf = new int[triCount];
var islandRootToIndex = new Dictionary<int, int>();
for (int t = 0; t < triCount; t++)
{
int root = Find(t);
if (!islandRootToIndex.TryGetValue(root, out var idx))
{
idx = islandRootToIndex.Count;
islandRootToIndex[root] = idx;
}
islandOf[t] = idx;
}
int islandCount = islandRootToIndex.Count;
var accumNormal = new Vector3[islandCount];
for (int t = 0; t < triCount; t++)
accumNormal[islandOf[t]] += triNormal[t];
var islandAxisU = new Vector3[islandCount];
var islandAxisV = new Vector3[islandCount];
for (int i = 0; i < islandCount; i++)
{
var n = accumNormal[i].normalized;
ComputeTangentBasis(n, out islandAxisU[i], out islandAxisV[i]);
}
var islandMinU = new float[islandCount];
var islandMinV = new float[islandCount];
var islandMaxU = new float[islandCount];
var islandMaxV = new float[islandCount];
for (int i = 0; i < islandCount; i++)
{
islandMinU[i] = islandMinV[i] = float.PositiveInfinity;
islandMaxU[i] = islandMaxV[i] = float.NegativeInfinity;
}
Vector2 ProjectUV(Vector3 local, Vector3 axisU, Vector3 axisV) =>
new Vector2(Vector3.Dot(local, axisU), Vector3.Dot(local, axisV));
for (int t = 0; t < triCount; t++)
{
int island = islandOf[t];
Vector2 a = ProjectUV(srcVerts[triI0[t]], islandAxisU[island], islandAxisV[island]);
Vector2 b = ProjectUV(srcVerts[triI1[t]], islandAxisU[island], islandAxisV[island]);
Vector2 c = ProjectUV(srcVerts[triI2[t]], islandAxisU[island], islandAxisV[island]);
islandMinU[island] = Mathf.Min(islandMinU[island], a.x, b.x, c.x);
islandMinV[island] = Mathf.Min(islandMinV[island], a.y, b.y, c.y);
islandMaxU[island] = Mathf.Max(islandMaxU[island], a.x, b.x, c.x);
islandMaxV[island] = Mathf.Max(islandMaxV[island], a.y, b.y, c.y);
}
int gridSize = Mathf.Max(1, Mathf.CeilToInt(Mathf.Sqrt(islandCount)));
float cellSize = 1f / gridSize;
float cellPad = cellSize * MaskUvPadding * 0.5f;
var islandCellOrigin = new Vector2[islandCount];
var islandScale = new float[islandCount];
for (int i = 0; i < islandCount; i++)
{
int col = i % gridSize;
int row = i / gridSize;
islandCellOrigin[i] = new Vector2(col * cellSize, row * cellSize);
float span = Mathf.Max(Mathf.Max(islandMaxU[i] - islandMinU[i], islandMaxV[i] - islandMinV[i]), 1e-5f);
float usableCell = cellSize - cellPad * 2f;
islandScale[i] = usableCell / span;
}
var newVerts = new List<Vector3>();
var newNormals = new List<Vector3>();
var newUvMask = new List<Vector2>();
var newUvTile = new List<Vector2>();
var subTriangleLists = new List<int>[subMeshCount];
for (int s = 0; s < subMeshCount; s++) subTriangleLists[s] = new List<int>();
for (int t = 0; t < triCount; t++)
{
int island = islandOf[t];
Vector2 MapAtlas(Vector3 local)
{
Vector2 uv = ProjectUV(local, islandAxisU[island], islandAxisV[island]);
Vector2 norm = new Vector2(uv.x - islandMinU[island], uv.y - islandMinV[island]) *
islandScale[island];
return islandCellOrigin[island] + new Vector2(cellPad, cellPad) + norm;
}
int i0 = triI0[t], i1 = triI1[t], i2 = triI2[t];
Vector3 p0 = srcVerts[i0], p1 = srcVerts[i1], p2 = srcVerts[i2];
int baseIndex = newVerts.Count;
newVerts.Add(p0);
newVerts.Add(p1);
newVerts.Add(p2);
newNormals.Add(hasNormals ? srcNormals[i0] : triNormal[t]);
newNormals.Add(hasNormals ? srcNormals[i1] : triNormal[t]);
newNormals.Add(hasNormals ? srcNormals[i2] : triNormal[t]);
newUvMask.Add(MapAtlas(p0));
newUvMask.Add(MapAtlas(p1));
newUvMask.Add(MapAtlas(p2));
newUvTile.Add(hasUvTile ? srcUvTile[i0] : Vector2.zero);
newUvTile.Add(hasUvTile ? srcUvTile[i1] : Vector2.zero);
newUvTile.Add(hasUvTile ? srcUvTile[i2] : Vector2.zero);
int subMesh = triSubMesh[t];
subTriangleLists[subMesh].Add(baseIndex);
subTriangleLists[subMesh].Add(baseIndex + 1);
subTriangleLists[subMesh].Add(baseIndex + 2);
}
mesh.Clear();
mesh.indexFormat = newVerts.Count > 65000
? UnityEngine.Rendering.IndexFormat.UInt32
: UnityEngine.Rendering.IndexFormat.UInt16;
mesh.SetVertices(newVerts);
mesh.SetNormals(newNormals);
mesh.SetUVs(0, newUvMask);
mesh.SetUVs(2, newUvTile);
mesh.subMeshCount = subMeshCount;
for (int s = 0; s < subMeshCount; s++)
mesh.SetTriangles(subTriangleLists[s], s);
mesh.RecalculateBounds();
if (!hasNormals) mesh.RecalculateNormals();
mesh.RecalculateTangents();
#if UNITY_EDITOR
Unwrapping.GenerateSecondaryUVSet(mesh);
#endif
}
}
}
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fileFormatVersion: 2
guid: a09905e536314ef1bd4c016d3b5cfb76
timeCreated: 1785923052
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using System;
using System.Collections.Generic;
using R3;
using UnityEngine;
namespace Code.D.Cleaning
{
public interface ICleaningService
{
}
public class CleaningService : IDisposable, ICleaningService
{
private List<Cleanable> _cleanableSurfaces = new();
private IDisposable _surfaces;
public ReactiveProperty<bool> LevelCleaned { get; } = new();
public CleaningService(Cleanable[] cleanableSurfaces)
{
DisposableBuilder builder = new DisposableBuilder();
foreach (var cleanable in cleanableSurfaces)
{
_cleanableSurfaces.Add(cleanable);
builder.Add(cleanable.Cleaned
.Subscribe(x => CheckProgress(cleanable)));
}
_surfaces = builder.Build();
}
private void CheckProgress(Cleanable cleanable)
{
if(cleanable.Cleaned.CurrentValue) Debug.Log($"{cleanable.name} cleaned");
CheckOverallProgress();
}
private void CheckOverallProgress()
{
if (LevelCleaned.CurrentValue)
return;
foreach (var t in _cleanableSurfaces)
if (!t.Cleaned.CurrentValue) return;
Debug.Log($"VICTORY!!!");
LevelCleaned.Value = true;
}
public void Dispose()
{
_surfaces?.Dispose();
}
}
}
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fileFormatVersion: 2
guid: b5ce468dffcf438d98691a527f9c51ba
timeCreated: 1785923122
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fileFormatVersion: 2
guid: 9a45200a1a0d48beaea636b4b794ed95
timeCreated: 1785925560
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Shader "Unlit/BrushPainter"
{
Properties
{
_DrawPosition("Draw Position", Vector) = (0.5, 0.5, 0, 0)
_DrawRadius("Draw Radius", Float) = 0.05
_DrawAngleX("Draw Angle (Rad) X", Float) = 0.0
_DrawAngleY("Draw Angle (Rad) Y", Float) = 0.0
_ToolDirtiness("Tool Dirtiness", Range(0, 1)) = 0
[MainTexture] _BrushTex("Brush Texture", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent"
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest Always
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _DrawPosition;
float _DrawRadius;
float _DrawAngleX;
float _DrawAngleY;
float _ToolDirtiness;
TEXTURE2D(_BrushTex);
SAMPLER(sampler_BrushTex);
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
float2 centeredUV = (IN.uv - _DrawPosition.xy) / (_DrawRadius * 2.0);
float2 rotatedUV;
rotatedUV.x = centeredUV.x * _DrawAngleX - centeredUV.y * _DrawAngleY;
rotatedUV.y = centeredUV.x * _DrawAngleY + centeredUV.y * _DrawAngleX;
float2 brushUV = rotatedUV + 0.5;
float inBounds = step(0.0, brushUV.x) * step(brushUV.x, 1.0) *
step(0.0, brushUV.y) * step(brushUV.y, 1.0);
half4 brushColor = SAMPLE_TEXTURE2D(_BrushTex, sampler_BrushTex, brushUV);
float brushMask = brushColor.a * inBounds;
float fillValue = _ToolDirtiness * brushMask;
return half4(fillValue, fillValue, fillValue, brushMask);
}
ENDHLSL
}
}
}
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fileFormatVersion: 2
guid: 31f42842d3a8460ea125575cb5a72a5a
timeCreated: 1785925570
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fileFormatVersion: 2
guid: b5e608514d754bcfb44c3df7c722601d
timeCreated: 1786025274
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using UnityEngine;
namespace Code.D.Cleaning.UI
{
public abstract class CleanToolWidget : MonoBehaviour
{
public abstract void SetToolDirtiness(float dirtiness);
}
}
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fileFormatVersion: 2
guid: 95907fda6bb942a1865c6f1d9a6c1f91
timeCreated: 1786025360
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using System.Collections.Generic;
using System.Threading;
using Code.D.Cleaning.CleanTools;
using Code.Infrastructure.UI;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using UnityEngine;
namespace Code.D.Cleaning.UI
{
public class CleaningPanel : UIPanel
{
[Inject]
private void Construct(List<CleanTool> cleanTools)
{
Debug.Log("InjectingPanel");
foreach (var cleanTool in cleanTools) Debug.Log(cleanTool);
}
public override UniTask Open(CancellationToken cts = default)
{
return UniTask.CompletedTask;
}
public override UniTask Close(CancellationToken cts = default)
{
return UniTask.CompletedTask;
}
}
}
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fileFormatVersion: 2
guid: 4f7be6d67e6944899ab2c3ae0255b58e
timeCreated: 1786025297
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using System;
using System.Collections.Generic;
using System.Linq;
using Code.D.Cleaning.CleanTools;
using R3;
using Reflex.Attributes;
using UnityEngine;
using UnityEngine.UI;
namespace Code.D.Cleaning.UI
{
public class TryapkaWidget : CleanToolWidget
{
[SerializeField] private Image toolImage;
[SerializeField] private Color cleanToolColor;
[SerializeField] private Color dirtyToolColor;
private IDisposable _disposable;
[Inject]
private void Construct(List<CleanTool> cleanTools)
{
Debug.Log("InjectingWidget");
var tool = cleanTools.SingleOrDefault(x => x.ToolType == CleanToolType.Tryapka);
if (tool == null) return;
_disposable = tool.CurrentDirtiness
.Subscribe(SetToolDirtiness);
}
private void OnDestroy()
{
_disposable?.Dispose();
}
public override void SetToolDirtiness(float dirtiness)
{
toolImage.color = Color.Lerp(cleanToolColor, dirtyToolColor, dirtiness);
}
}
}
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fileFormatVersion: 2
guid: 6cbf9cd4573e4544a67318da5d5fa072
timeCreated: 1786025415