HoloCop in progress

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ThomasCharester committed 2026-10-28 14:02:58 +03:00
1 parent 2697212f05
commit 430b250075
79 files changed
+120745 -45077

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@@ -1,35 +1,77 @@
using System.Linq;
using System.Threading;
using Code.Infrastructure.Input;
using Code.Infrastructure.Utils;
using Code.OfficeGame.BattleMode.Actions.HoloCopy;
using Code.OfficeGame.BattleMode.HitBoxes;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Serialization;
namespace Code.OfficeGame.BattleMode.Actions.Attacks
{
public class BattleActionPlayerAttackMMA : BattleAction
{
private Animator _animator;
[SerializeField] private HoloCop holoCop;
[SerializeField] private Animator animator;
private EntityHitBoxes _entityHitBoxes;
private AttackActionConfig _attackData;
public int EntryStateHash => Animator.StringToHash("WalkBlend");
private int _currentFrame;
private IInputService _inputService;
private CancellationTokenSource _waitForEnterTokenSource;
private BattleActionDecisionResultCode _decisionResultCode;
[Inject]
public void Construct(MultipleConfig<BattleActionParameters> attackData)
public void Construct(MultipleConfig<BattleActionParameters> attackData, IInputService inputService)
{
_animator = GetComponentInChildren<Animator>();
_inputService = inputService;
_entityHitBoxes = GetComponent<EntityHitBoxes>();
_attackData = (AttackActionConfig) attackData.Configs.SingleOrDefault(x=>x.ActionType == ActionType);
}
public override async UniTask<BattleActionDecisionResult> DecideAction()
{
_currentFrame = 0;
Finished = false;
_waitForEnterTokenSource = new CancellationTokenSource();
_decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
_inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Confirm,
ConfirmAttack);
_inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Cancel,
CancelAttack);
return new() { ResultCode = BattleActionDecisionResultCode.Decided, FrameDuration = _attackData.TotalFrames};
holoCop.Simulate(TickHoloCopy, _waitForEnterTokenSource.Token).Forget();
await UniTask.WaitUntilCanceled(_waitForEnterTokenSource.Token).SuppressCancellationThrow();
_inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Confirm,
ConfirmAttack);
_inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Cancel,
CancelAttack);
_currentFrame = 0;
return new() { ResultCode = _decisionResultCode, FrameDuration = _attackData.TotalFrames};
}
private void CancelAttack(InputAction.CallbackContext obj)
{
_decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
_waitForEnterTokenSource?.Cancel();
}
private void ConfirmAttack(InputAction.CallbackContext obj)
{
_decisionResultCode = BattleActionDecisionResultCode.Decided;
_waitForEnterTokenSource?.Cancel();
}
public override BattleActionType ActionType => BattleActionType.PlayerAttackMMA;
@@ -40,7 +82,7 @@ namespace Code.OfficeGame.BattleMode.Actions.Attacks
if (_currentFrame == 0)
{
_animator.Play(_attackData.StateHash, 0, 0f);
animator.Play(_attackData.StateHash, 0, 0f);
}
_currentFrame++;
@@ -70,9 +112,23 @@ namespace Code.OfficeGame.BattleMode.Actions.Attacks
public void CompleteOrInterruptAction()
{
_animator.Play(EntryStateHash, 0, 0f); // Создать None State и кинуть эту штуку туда
animator.Play(EntryStateHash, 0, 0f); // Создать None State и кинуть эту штуку туда
_entityHitBoxes.DisableAllHitboxes();
Finished = true;
}
// HoloCopy
private bool TickHoloCopy(HoloCop holoCop, float tickDelta)
{
if (_currentFrame == 0)
{
holoCop.Animator.Play(_attackData.StateHash, 0, 0f);
}
_currentFrame++;
return _currentFrame >= _attackData.TotalFrames;
}
}
}
@@ -2,6 +2,7 @@ using System.Threading;
using Code.Game.Gameplay.Player;
using Code.Infrastructure.Camera;
using Code.Infrastructure.Input;
using Code.OfficeGame.BattleMode.Actions.Player;
using Code.OfficeGame.BattleMode.Timeline;
using Cysharp.Threading.Tasks;
using KinematicCharacterController;
@@ -30,8 +31,10 @@ namespace Code.OfficeGame.BattleMode.Actions
[Inject]
public void Construct(
CameraStateMachine cameraStateMachine,
IInputService inputService)
IInputService inputService,
PlayerDecisionMarker playerDecisionMarker)
{
_playerDecisionMarker = playerDecisionMarker;
_cameraStateMachine = cameraStateMachine;
_inputService = inputService;
_movementController = GetComponent<MovementController>();
@@ -87,7 +90,8 @@ namespace Code.OfficeGame.BattleMode.Actions
float inputMagnitude = (_currentCornerIndex == _corners.Length - 1 && distance < maxStep && maxStep > 0f)
? distance / maxStep
: 1f;
// TODO Для последнего кадра должен быть особый Look совпадающий с маркером
var aiInputs = new AICharacterInputs
{
MoveVector = moveNormal * inputMagnitude,
@@ -116,6 +120,7 @@ namespace Code.OfficeGame.BattleMode.Actions
private void StopMovementAndFinish()
{
Debug.Log("MovementFinished");
var emptyInputs = new AICharacterInputs
{
MoveVector = Vector3.zero,
@@ -142,15 +147,23 @@ namespace Code.OfficeGame.BattleMode.Actions
ConfirmPosition);
_inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Cancel,
CancelPosition);
_inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Watchment,
MarkPosition);
_playerDecisionMarker.Toggle(true);
await UniTask.WaitUntilCanceled(_waitForEnterTokenSource.Token).SuppressCancellationThrow();
_playerDecisionMarker.Toggle(false);
_inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Select,
SelectPosition);
_inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Confirm,
ConfirmPosition);
_inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Cancel,
CancelPosition);
_inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Watchment,
MarkPosition);
_waitForEnterTokenSource.Dispose();
_waitForEnterTokenSource = null;
@@ -163,6 +176,7 @@ namespace Code.OfficeGame.BattleMode.Actions
public override BattleActionType ActionType => BattleActionType.Move;
private int _totalFrames;
private PlayerDecisionMarker _playerDecisionMarker;
private void CancelPosition(InputAction.CallbackContext obj)
{
@@ -217,18 +231,37 @@ namespace Code.OfficeGame.BattleMode.Actions
// Округляем вверх, так как последний неполный шаг тоже занимает 1 целый кадр
return Mathf.CeilToInt(effectiveDistance / stepPerFrame);
}
private void SelectPosition(InputAction.CallbackContext input)
private RaycastHit[] _hitBuffer = new RaycastHit[1];
private Vector3 _lastViewedPosition;
private void MarkPosition(InputAction.CallbackContext input)
{
var position = _cameraStateMachine.Camera.transform.position;
var direction = _cameraStateMachine.Camera.transform.forward;
var didHit = Physics.Raycast(position, direction, out RaycastHit hit, Mathf.Infinity, _navMeshMask);
var hitCount = Physics.RaycastNonAlloc(position, direction, _hitBuffer, Mathf.Infinity, _navMeshMask);
if (!didHit) return;
if (hitCount == 0) return;
Debug.Log($"Hit {hit.point}");
var hit = _hitBuffer[0];
_playerDecisionMarker.MoveMarker(hit.point);
_targetPosition = hit.point;
_lastViewedPosition = hit.point;
}
private void SelectPosition(InputAction.CallbackContext input)
{
// var position = _cameraStateMachine.Camera.transform.position;
// var direction = _cameraStateMachine.Camera.transform.forward;
//
// var didHit = Physics.Raycast(position, direction, out RaycastHit hit, Mathf.Infinity, _navMeshMask);
//
// if (!didHit) return;
Debug.Log($"Hit {_lastViewedPosition}");
_targetPosition = _lastViewedPosition;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: fb857a2eae284b31b2eb19ac4abfcaa7
timeCreated: 1793141973
@@ -0,0 +1,91 @@
using System;
using System.Threading;
using Code.Game.Gameplay.Player;
using Code.OfficeGame.BattleMode.Timeline;
using Cysharp.Threading.Tasks;
using KinematicCharacterController;
using UnityEngine;
using UnityEngine.Serialization;
namespace Code.OfficeGame.BattleMode.Actions.HoloCopy
{
public class HoloCop : MonoBehaviour
{
private Func<HoloCop, float, bool> _action;
[SerializeField] private MovementController movementController;
[SerializeField] private KinematicCharacterMotor motor;
[SerializeField] private Animator animator;
public MovementController Controller => movementController;
public Animator Animator => animator;
private Vector3 _initialPosition;
private Quaternion _initialRotation;
private int _initialAnimationState;
private void Awake()
{
animator = GetComponentInChildren<Animator>();
movementController = GetComponent<MovementController>();
motor = GetComponent<KinematicCharacterMotor>();
}
private void Snapshot()
{
_initialPosition = motor.transform.position;
_initialRotation = motor.transform.rotation;
_initialAnimationState = animator.GetCurrentAnimatorStateInfo(0).shortNameHash;
}
private void ReturnToSnapshot()
{
motor.SetPositionAndRotation(_initialPosition, _initialRotation);
animator.Play(_initialAnimationState, 0);
}
public async UniTask Simulate(Func<HoloCop, float, bool> action, CancellationToken ctx)
{
_action = action;
float accumulator = 0f;
Snapshot();
try
{
gameObject.SetActive(true);
while (!ctx.IsCancellationRequested)
{
await UniTask.Yield(PlayerLoopTiming.Update, ctx);
accumulator += Time.unscaledDeltaTime;
while (accumulator >= BattleTimeline.TickDelta)
{
accumulator -= BattleTimeline.TickDelta;
if (_action == null) return;
bool result = _action(this, BattleTimeline.TickDelta);
animator.Update(BattleTimeline.TickDelta);
Physics.Simulate(BattleTimeline.TickDelta);
Physics.SyncTransforms();
if (result) ReturnToSnapshot();
}
}
}
finally
{
ReturnToSnapshot();
gameObject.SetActive(false);
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b4067e559c4d4556a335b4c507f9702f
timeCreated: 1793142036
@@ -1,4 +1,6 @@
using System.Threading;
using Code.Game.OfficeGame.BattleMode;
using Code.Infrastructure.Camera;
using Code.OfficeGame.BattleMode.UI;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
@@ -9,6 +11,7 @@ namespace Code.OfficeGame.BattleMode.Actions.Player
public class PlayerControlledTimelineActor : EntityTimelineActor
{
[Inject] private BattleActionDecisionPanel _battleActionDecisionPanel;
[Inject] private CameraStateMachine _cameraStateMachine;
public override async UniTask DecideAction(CancellationToken ctx)
{
@@ -22,6 +25,8 @@ namespace Code.OfficeGame.BattleMode.Actions.Player
{
Cursor.lockState = CursorLockMode.Confined;
((CameraBattleModeState)_cameraStateMachine.CurrentBaseState).battleDeciding = true;
await _battleActionDecisionPanel.Open(ctx);
decidedAction = await _battleActionDecisionPanel.GetDecision(ctx);
@@ -31,6 +36,8 @@ namespace Code.OfficeGame.BattleMode.Actions.Player
{
Cursor.lockState = CursorLockMode.Locked;
((CameraBattleModeState)_cameraStateMachine.CurrentBaseState).battleDeciding = false;
await _battleActionDecisionPanel.Close(ctx);
decision = await BattleActions[decidedAction].DecideAction();
@@ -42,6 +49,7 @@ namespace Code.OfficeGame.BattleMode.Actions.Player
break;
}
}
SetCurrentAction(BattleActions[decidedAction], decision.FrameDuration);
}
@@ -0,0 +1,21 @@
using UnityEngine;
namespace Code.OfficeGame.BattleMode.Actions.Player
{
public class PlayerDecisionMarker : MonoBehaviour
{
public bool locked;
public void Toggle(bool onOff)
{
locked = false;
gameObject.SetActive(onOff);
}
public void MoveMarker(Vector3 position)
{
if (locked) return;
transform.position = position;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6dcb7d02c6a54c0a9758279c38260aef
timeCreated: 1793143524
@@ -0,0 +1,13 @@
using Code.Infrastructure.Generators;
using UnityEngine;
namespace Code.OfficeGame.BattleMode.Actions.Player
{
// TODO Эта штука просто загружена вместе с конфигом
[Config("Configs/PlayerDecisionMarker")]
[CreateAssetMenu(fileName = "PlayerDecisionMarkerConfig", menuName = "Configs/PlayerDecisionMarker")]
public class PlayerDecisionMarkerConfig : ScriptableObject
{
public PlayerDecisionMarker PlayerDecisionMarkerPrefab;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9ae7c4b6492048df8d5bbb43e7909af0
timeCreated: 1793143622
@@ -1,4 +1,3 @@
using System;
using Code.Infrastructure.Camera;
using Code.Infrastructure.Camera.CameraStates;
using Code.Infrastructure.Input;
@@ -11,15 +10,18 @@ namespace Code.Game.OfficeGame.BattleMode
[Infrastructure.Generators.State(typeof(CameraMode), typeof(CameraStateMachineContext), ManualInherit = true)]
public partial class CameraBattleModeState : BaseCameraState
{
public bool battleDeciding = false;
private bool _rightClickHold = false;
private Vector2 _mouseDelta;
private Vector2 _rotation = Vector2.zero;
private Vector2 _movement;
private float _verticalMovement; // Если захотите добавить Space / Ctrl как в Minecraft
[Header("Look Settings")] private float _sensitivityX = 0.1f;
private float _sensitivityX = 0.1f;
private float _sensitivityY = 0.1f;
[Header("Spectator Flight Settings")] private float _moveSpeed = 12f;
private float _moveSpeed = 12f;
private float _cameraRadius = 0.25f; // Должен быть больше nearClipPlane камеры (обычно 0.05 - 0.1)
private LayerMask _obstacleMask = ~0; // По умолчанию все слои (настройте, исключив триггеры/юнитов)
@@ -55,6 +57,15 @@ namespace Code.Game.OfficeGame.BattleMode
(int)ActionMappings.BattleMode,
(int)BattleModeActions.Watchment,
LookCancelled);
Context.InputService.BindActionPerformed(
(int)ActionMappings.BattleMode,
(int)BattleModeActions.RightClick,
RightClickPerformed);
Context.InputService.BindActionCancelled(
(int)ActionMappings.BattleMode,
(int)BattleModeActions.RightClick,
RightClickCancelled);
var camTransform = Context.cameraLoadedData.Camera.transform;
@@ -102,6 +113,9 @@ namespace Code.Game.OfficeGame.BattleMode
private void LookCancelled(InputAction.CallbackContext obj) => _mouseDelta = Vector2.zero;
private void LookPerformed(InputAction.CallbackContext obj) => _mouseDelta = obj.ReadValue<Vector2>();
private void RightClickCancelled(InputAction.CallbackContext obj) => _rightClickHold = false;
private void RightClickPerformed(InputAction.CallbackContext obj) => _rightClickHold = true;
public override void Update()
{
@@ -112,15 +126,15 @@ namespace Code.Game.OfficeGame.BattleMode
var camTransform = Context.cameraLoadedData.Camera.transform;
float dt = Time.unscaledDeltaTime;
// --- 1. СВОБОДНЫЙ ОБЗОР ОТ ПЕРВОГО ЛИЦА (Yaw + Pitch) ---
_rotation.x += _mouseDelta.x * _sensitivityX;
_rotation.y -= _mouseDelta.y * _sensitivityY;
_rotation.y = Mathf.Clamp(_rotation.y, -89.9f, 89.9f);
if (!(battleDeciding && !_rightClickHold))
{
_rotation.x += _mouseDelta.x * _sensitivityX;
_rotation.y -= _mouseDelta.y * _sensitivityY;
_rotation.y = Mathf.Clamp(_rotation.y, -89.9f, 89.9f);
// Используем мировое вращение, чтобы камера всегда держала горизонт ровно (без завала Roll)
camTransform.rotation = Quaternion.Euler(_rotation.y, _rotation.x, 0f);
// --- 2. ВЕКТОР ПОЛЁТА КАК В CS / MINECRAFT SPECTATOR ---
camTransform.rotation = Quaternion.Euler(_rotation.y, _rotation.x, 0f);
}
Vector3 wishDir = camTransform.forward * _movement.y + camTransform.right * _movement.x;
// Если добавите кнопки вверх/вниз (Space/Ctrl), раскомментируйте:
@@ -131,10 +145,8 @@ namespace Code.Game.OfficeGame.BattleMode
Vector3 currentPos = camTransform.position;
// --- 3. ВЫТАЛКИВАНИЕ (Если камера начала кадр внутри стены или двери) ---
currentPos = Depenetrate(currentPos);
// --- 4. ДВИЖЕНИЕ И СКОЛЬЖЕНИЕ ПО СТЕНАМ И УГЛАМ ---
if (wishDir.sqrMagnitude > 0.0001f)
{
Vector3 displacement = wishDir * (_moveSpeed * dt);
@@ -29,7 +29,6 @@ namespace Code.OfficeGame.BattleMode.Timeline
_entities = entities;
_currentBattleFrame.Value = 0;
// Контейнер подписок на время текущего боя (автоматически очистится при выходе из метода)
_battleSubscriptions = new DisposableBag();
try
@@ -42,7 +41,6 @@ namespace Code.OfficeGame.BattleMode.Timeline
entity.OnActionSet
.Subscribe(action =>
{
// Переводим длительность действия в абсолютный кадр окончания на таймлайне
action.Frame += _currentBattleFrame.Value;
_timelinePanel.SetAction(action);
})
@@ -72,14 +70,14 @@ namespace Code.OfficeGame.BattleMode.Timeline
}
}
private async UniTask<List<EntityTimelineActor>> PlayTimelineUntilPause(CancellationToken ct)
private async UniTask<List<EntityTimelineActor>> PlayTimelineUntilPause(CancellationToken ctx)
{
float accumulator = 0f;
var readyEntities = new List<EntityTimelineActor>();
while (readyEntities.Count == 0 && !ct.IsCancellationRequested)
while (readyEntities.Count == 0 && !ctx.IsCancellationRequested)
{
await UniTask.Yield(PlayerLoopTiming.Update, ct);
await UniTask.Yield(PlayerLoopTiming.Update, ctx);
accumulator += Time.unscaledDeltaTime;