HitboxDisplay lots of broken stuff

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ThomasCharester committed 2026-11-09 02:51:36 +03:00
1 parent 9203f269db
commit f40a10912c
78 files changed
+12768 -309066

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using System.Collections.Generic;
using UnityEngine;
namespace Code.OfficeGame.BattleMode.Actions
{
public class EntityPreviewVisuals : MonoBehaviour
{
[Header("Материалы для MKToon")]
[Tooltip("Полупрозрачный материал для статичного слепка в точке снапшота")]
[SerializeField]
private Material snapshotGhostMaterial;
[Tooltip(
"Опционально: материал для самой движущейся модели во время превью (если null — меняется только Rim/Tint)")]
[SerializeField]
private Material activePreviewMaterial;
[Header("Настройки подсветки MKToon (если activePreviewMaterial не задан)")] [SerializeField]
private Color previewAlbedoTint = new Color(0.6f, 0.85f, 1f, 1f);
[SerializeField, ColorUsage(true, true)]
private Color previewRimColor = new Color(0f, 1.5f, 2f, 1f);
private SkinnedMeshRenderer[] _skinnedRenderers;
private MeshRenderer[] _meshRenderers;
// Кэш оригинальных материалов
private readonly Dictionary<Renderer, Material[]> _originalMaterials = new();
// Пул объектов для статичного слепка (чтобы не делать Instantiate и new Mesh каждый цикл превью)
private GameObject _snapshotGhostRoot;
private readonly List<Mesh> _bakedMeshes = new();
private readonly List<MeshFilter> _ghostMeshFilters = new();
private readonly List<MeshRenderer> _ghostMeshRenderers = new();
private MaterialPropertyBlock _propBlock;
private static readonly int AlbedoColorId = Shader.PropertyToID("_AlbedoColor");
private static readonly int RimColorId = Shader.PropertyToID("_RimColor");
private void Awake()
{
_propBlock = new MaterialPropertyBlock();
_skinnedRenderers = GetComponentsInChildren<SkinnedMeshRenderer>();
_meshRenderers = GetComponentsInChildren<MeshRenderer>();
// Сохраняем родные материалы MKToon
foreach (var sr in _skinnedRenderers)
_originalMaterials[sr] = sr.sharedMaterials;
foreach (var mr in _meshRenderers)
_originalMaterials[mr] = mr.sharedMaterials;
InitializeGhostPool();
}
private void InitializeGhostPool()
{
_snapshotGhostRoot = new GameObject($"{gameObject.name}_SnapshotGhost");
_snapshotGhostRoot.SetActive(false);
// Создаём легковесные меш-объекты под каждый SkinnedMeshRenderer персонажа
for (int i = 0; i < _skinnedRenderers.Length; i++)
{
var partGo = new GameObject($"GhostPart_{i}");
partGo.transform.SetParent(_snapshotGhostRoot.transform, false);
var mf = partGo.AddComponent<MeshFilter>();
var mr = partGo.AddComponent<MeshRenderer>();
// Отключаем тени у призрака для чистоты картинки и производительности
mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
var bakedMesh = new Mesh { name = $"BakedGhostMesh_{i}" };
mf.sharedMesh = bakedMesh;
_bakedMeshes.Add(bakedMesh);
_ghostMeshFilters.Add(mf);
_ghostMeshRenderers.Add(mr);
}
}
/// <summary>
/// Вызывается перед стартом цикла PreviewBattleLoopAsync (в момент снятия снапшота)
/// </summary>
public void ShowPreviewState(bool spawnStaticSnapshotGhost = true)
{
// 1. Запекаем полупрозрачную статую в текущей точке снапшота
if (spawnStaticSnapshotGhost && snapshotGhostMaterial != null)
{
_snapshotGhostRoot.transform.SetPositionAndRotation(transform.position, transform.rotation);
for (int i = 0; i < _skinnedRenderers.Length; i++)
{
var sr = _skinnedRenderers[i];
sr.BakeMesh(_bakedMeshes[i]); // Мгновенный снимок позы скелета!
var ghostTransform = _ghostMeshFilters[i].transform;
ghostTransform.SetPositionAndRotation(sr.transform.position, sr.transform.rotation);
// ghostTransform.localScale = sr.transform.lossyScale;
// Назначаем прозрачный материал на все саб-меши
int subMeshCount = _bakedMeshes[i].subMeshCount;
Material[] ghostMats = new Material[Mathf.Max(1, subMeshCount)];
for (int m = 0; m < ghostMats.Length; m++)
ghostMats[m] = snapshotGhostMaterial;
_ghostMeshRenderers[i].sharedMaterials = ghostMats;
}
_snapshotGhostRoot.SetActive(true);
}
// 2. Меняем внешний вид самой модели, которая сейчас побежит в превью
ApplyPreviewLookToMainModel();
}
/// <summary>
/// Вызывается в блоке finally в PreviewBattleLoopAsync
/// </summary>
public void HidePreviewState()
{
if (_snapshotGhostRoot != null)
_snapshotGhostRoot.SetActive(false);
RestoreMainModelLook();
}
private void ApplyPreviewLookToMainModel()
{
foreach (var (renderer, origMats) in _originalMaterials)
{
if (renderer == null) continue;
// Способ 1: Если задан отдельный материал для превью — подменяем sharedMaterials
if (activePreviewMaterial != null)
{
Material[] previewMats = new Material[origMats.Length];
for (int i = 0; i < previewMats.Length; i++)
previewMats[i] = activePreviewMaterial;
renderer.sharedMaterials = previewMats;
}
// Способ 2: Иначе подкрашиваем родной MKToon через MaterialPropertyBlock (без аллокаций)
else
{
renderer.GetPropertyBlock(_propBlock);
_propBlock.SetColor(AlbedoColorId, previewAlbedoTint);
_propBlock.SetColor(RimColorId, previewRimColor);
renderer.SetPropertyBlock(_propBlock);
}
}
}
private void RestoreMainModelLook()
{
foreach (var (renderer, origMats) in _originalMaterials)
{
if (renderer == null) continue;
if (activePreviewMaterial != null)
{
renderer.sharedMaterials = origMats;
}
else
{
renderer.SetPropertyBlock(null); // Сбрасывает все переопределения PropertyBlock
}
}
}
private void OnDestroy()
{
foreach (var mesh in _bakedMeshes)
{
if (mesh != null) Destroy(mesh);
}
if (_snapshotGhostRoot != null)
Destroy(_snapshotGhostRoot);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 97e5f578c2c24bb7b3bd55d2b3ade97a
timeCreated: 1793990043
@@ -0,0 +1,18 @@
using Code.Game.Gameplay.Player;
using Code.OfficeGame.BattleMode.HitBoxes;
using KinematicCharacterController;
using UnityEngine;
namespace Code.OfficeGame.BattleMode.Actions
{
public class EntityProperties : MonoBehaviour
{
public Animator animator;
public BattleActionType[] battleActionTypes;
public MovementController MovementController;
public KinematicCharacterMotor KinematicCharacterMotor;
public EntityHitBoxes EntityHitBoxes;
public EntityPreviewVisuals EntityPreviewVisuals;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8e4a996f851e47ca8fc906e7e89fdca5
timeCreated: 1793291498
@@ -0,0 +1,173 @@
using UnityEngine;
namespace Code.OfficeGame.BattleMode.Actions
{
public struct EntitySnapshot
{
public Vector3 Position;
public Quaternion Rotation;
public AnimatorSnapshot AnimatorSnapshot;
public static EntitySnapshot GetSnapshot(EntityProperties entityProperties)
{
return new EntitySnapshot
{
Position = entityProperties.KinematicCharacterMotor.TransientPosition,
Rotation = entityProperties.KinematicCharacterMotor.TransientRotation,
AnimatorSnapshot = AnimatorSnapshot.GetSnapshot(entityProperties.animator)
};
}
public static void RestoreSnapshot(EntityProperties entityProperties, EntitySnapshot snapshot)
{
// 1. Возвращаем капсулу KCC
entityProperties.KinematicCharacterMotor.SetPositionAndRotation(snapshot.Position, snapshot.Rotation);
entityProperties.KinematicCharacterMotor.BaseVelocity = Vector3.zero;
// 2. Возвращаем позу и локальное смещение меша
snapshot.AnimatorSnapshot.RestoreTo(entityProperties.animator);
// 3. Синхронизируем физику
Physics.SyncTransforms();
}
}
public struct AnimatorSnapshot
{
public struct LayerStateSnapshot
{
public int FullPathHash;
public float NormalizedTime;
public float LayerWeight;
}
public struct ParameterSnapshot
{
public int NameHash;
public AnimatorControllerParameterType Type;
public float FloatValue;
public int IntValue;
public bool BoolValue;
}
private LayerStateSnapshot[] _layers;
private ParameterSnapshot[] _parameters;
private Vector3 _localPosition;
private Quaternion _localRotation;
private float _speed;
public static AnimatorSnapshot GetSnapshot(Animator animator)
{
var snapshot = new AnimatorSnapshot();
snapshot.CaptureFrom(animator);
return snapshot;
}
public void CaptureFrom(Animator animator)
{
if (animator == null) return;
Transform animTransform = animator.transform;
_localPosition = animTransform.localPosition;
_localRotation = animTransform.localRotation;
_speed = animator.speed;
int layerCount = animator.layerCount;
if (_layers == null || _layers.Length != layerCount)
_layers = new LayerStateSnapshot[layerCount];
for (int i = 0; i < layerCount; i++)
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i);
_layers[i] = new LayerStateSnapshot
{
FullPathHash = stateInfo.fullPathHash,
NormalizedTime = stateInfo.normalizedTime,
LayerWeight = animator.GetLayerWeight(i)
};
}
int paramCount = animator.parameterCount;
if (_parameters == null || _parameters.Length != paramCount)
_parameters = new ParameterSnapshot[paramCount];
for (int i = 0; i < paramCount; i++)
{
AnimatorControllerParameter param = animator.GetParameter(i);
int hash = param.nameHash;
var paramSnapshot = new ParameterSnapshot { NameHash = hash, Type = param.type };
switch (param.type)
{
case AnimatorControllerParameterType.Float:
paramSnapshot.FloatValue = animator.GetFloat(hash);
break;
case AnimatorControllerParameterType.Int:
paramSnapshot.IntValue = animator.GetInteger(hash);
break;
case AnimatorControllerParameterType.Bool:
case AnimatorControllerParameterType.Trigger:
paramSnapshot.BoolValue = animator.GetBool(hash);
break;
}
_parameters[i] = paramSnapshot;
}
}
public void RestoreTo(Animator targetAnimator)
{
if (targetAnimator == null || _layers == null) return;
targetAnimator.Rebind();
// Отключаем applyRootMotion на время Update(0f), чтобы Play() не начислил дельту смещения
bool prevRootMotion = targetAnimator.applyRootMotion;
targetAnimator.applyRootMotion = false;
targetAnimator.speed = _speed;
if (_parameters != null)
{
for (int i = 0; i < _parameters.Length; i++)
{
var p = _parameters[i];
if (targetAnimator.IsParameterControlledByCurve(p.NameHash))
continue;
switch (p.Type)
{
case AnimatorControllerParameterType.Float:
targetAnimator.SetFloat(p.NameHash, p.FloatValue);
break;
case AnimatorControllerParameterType.Int:
targetAnimator.SetInteger(p.NameHash, p.IntValue);
break;
case AnimatorControllerParameterType.Bool:
targetAnimator.SetBool(p.NameHash, p.BoolValue);
break;
case AnimatorControllerParameterType.Trigger:
if (p.BoolValue) targetAnimator.SetTrigger(p.NameHash);
else targetAnimator.ResetTrigger(p.NameHash);
break;
}
}
}
int layerCount = Mathf.Min(_layers.Length, targetAnimator.layerCount);
for (int i = 0; i < layerCount; i++)
{
var layer = _layers[i];
targetAnimator.SetLayerWeight(i, layer.LayerWeight);
targetAnimator.Play(layer.FullPathHash, i, layer.NormalizedTime);
}
targetAnimator.Update(0f);
// ОБЯЗАТЕЛЬНО восстанавливаем сохраненные локальные координаты меша после Update(0f)!
Transform targetTransform = targetAnimator.transform;
targetTransform.localPosition = _localPosition;
targetTransform.localRotation = _localRotation;
targetAnimator.applyRootMotion = prevRootMotion;
}
}
}
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fileFormatVersion: 2
guid: b014c8950464495f9b5022a81d6f5e2e
timeCreated: 1793381535