Essentials + extra crap
Loadings Startups Movement Camera
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Code.Infrastructure.Configs;
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using Cysharp.Threading.Tasks;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using Object = UnityEngine.Object;
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namespace Code.Infrastructure.Camera
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{
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public class CameraFactory : IDisposable
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{
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private AsyncOperationHandle<GameCameraConfig> _configHandle;
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private GameCameraConfig _config;
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private AssetReference _gameCameraConfigReference;
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private AsyncOperationHandle<IList<CameraSettingsConfig>> _settingsConfigsHandle;
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private Dictionary<CameraMode, CameraSettingsConfig> _settingsConfigs;
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private string _cameraConfigsLabel;
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private EventBus.EventBus _eventBus;
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private UnityEngine.Camera _camera;
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private IDisposable _disposableImplementation;
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public CameraFactory(IConfigLocator configLocator, EventBus.EventBus eventBus)
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{
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_gameCameraConfigReference = configLocator.TryGetConfigAssetReference<GameCameraConfig>();
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_cameraConfigsLabel = configLocator.TryGetManyConfigAssetReferences<CameraSettingsConfig>();
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_eventBus = eventBus;
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}
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public async UniTaskVoid CreateCameraStateMachine(CameraStateMachine stateMachine)
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{
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_settingsConfigsHandle = Addressables
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.LoadAssetsAsync<CameraSettingsConfig>(_cameraConfigsLabel, null, Addressables.MergeMode.Union);
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await _settingsConfigsHandle.ToUniTask();
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_settingsConfigs = _settingsConfigsHandle.Result.ToDictionary(x => x.cameraMode);
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_configHandle = Addressables.LoadAssetAsync<GameCameraConfig>(_gameCameraConfigReference);
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await _configHandle.ToUniTask();
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_config = _configHandle.Result;
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var cameraObject = await Addressables.InstantiateAsync(_config.Camera).ToUniTask();
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_camera = cameraObject.GetComponent<UnityEngine.Camera>();
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cameraObject.GetComponent<CameraStateMachineRunner>().StateMachine = stateMachine;
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Object.DontDestroyOnLoad(cameraObject);
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_eventBus.RaiseEvent<ICameraInitializedHandle>(x => x.CameraInitialized(new(_camera, _settingsConfigs)));
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}
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public void Dispose()
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{
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Addressables.Release(_configHandle);
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Addressables.Release(_settingsConfigsHandle);
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Addressables.ReleaseInstance(_camera.gameObject);
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}
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}
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}
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fileFormatVersion: 2
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guid: 4c05e01628b742be94dfd0bbbdfb87fa
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timeCreated: 1767302222
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using Code.Infrastructure.Generators;
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using UnityEngine;
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namespace Code.Infrastructure.Camera
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{
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[Config("Configs/Camera/CameraSettings", true)]
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public class CameraSettings
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{
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// Расстояния от персонажа до камеры
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[ToConfig] public float defaultDistance = 6f; // Стандартное расстояние камеры от цели
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[ToConfig] public float minDistance = 3f; // Минимальное расстояние при зуме
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[ToConfig] public float maxDistance = 10f; // Максимальное расстояние при зуме
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[ToConfig] public float distanceMovementSpeed = 5f; // Множитель скорости изменения дистанции при зуме
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// Скорость поворота камеры
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[ToConfig] public float rotationSpeed = 0.3f;
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[ToConfig] public float rotationSharpness = 100f; // Коэффициент плавности вращения камеры (чем выше - тем резче)
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[ToConfig] public float followSharpness = 100f; // Коэффициент плавности следования за движущейся целью (чем выше - тем резче)
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[ToConfig] public float minVerticalAngle = -70f; // Минимальный угол наклона камеры (вниз)
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[ToConfig] public float maxVerticalAngle = 70f; // Максимальный угол наклона камеры (вверх)
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[ToConfig] public float defaultVerticalAngle = 10f; // Стандартный угол наклона камеры
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[ToConfig] public float fov = 60; // Комментарии оставляет только нейросеть и долбаёбы, никому и так не будет понятно, что ты высрал
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[ToConfig] public CameraMode cameraMode;
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// Позиция следования по умолчанию
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[ToConfig] public Vector3 defaultFollowPosition = Vector3.zero;
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}
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}
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fileFormatVersion: 2
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guid: 5442de773645443b99f8b0733199a854
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timeCreated: 1766657458
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using System.Collections.Generic;
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using Code.Infrastructure.EventBus;
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using Code.Infrastructure.Generators;
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using Code.Infrastructure.Input;
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using Reflex.Attributes;
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using UnityEngine.AddressableAssets;
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namespace Code.Infrastructure.Camera
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{
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public enum CameraMode
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{
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None,
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FirstPerson,
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Static,
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Cinematic
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}
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[Config("Configs/Camera/CameraConfig")]
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public class GameCamera
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{
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[ToConfig] public AssetReference Camera;
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}
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public interface ICameraInitializedHandle : IGlobalSubscriber
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{
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void CameraInitialized(CameraStateMachineContext.CameraLoadedData data);
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}
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public class CameraStateMachineContext
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{
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public class CameraLoadedData
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{
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public UnityEngine.Camera Camera;
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public Dictionary<CameraMode, CameraSettingsConfig> SettingsConfigs;
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public CameraLoadedData(UnityEngine.Camera camera, Dictionary<CameraMode, CameraSettingsConfig> settingsConfigs)
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{
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Camera = camera;
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SettingsConfigs = settingsConfigs;
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}
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}
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public CameraLoadedData cameraLoadedData;
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[Inject] public IInputService InputService;
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[Inject] public EventBus.EventBus EventBus;
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}
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[Generators.StateMachine(typeof(CameraStateMachineContext), typeof(CameraMode))]
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public partial class CameraStateMachine
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{
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public UnityEngine.Camera Camera => StateMachineContext.cameraLoadedData.Camera;
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}
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}
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fileFormatVersion: 2
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guid: b220b02510c34ea08257cc951d949fd7
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timeCreated: 1761671720
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using Code.Infrastructure.Camera.CameraStates;
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using UnityEngine;
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namespace Code.Infrastructure.Camera
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{
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public class CameraStateMachineRunner : MonoBehaviour
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{
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public CameraStateMachine StateMachine;
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private void Update()
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{
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((BaseCameraState)StateMachine.CurrentBaseState).Update();
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}
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private void LateUpdate()
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{
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((BaseCameraState)StateMachine.CurrentBaseState).LateUpdate();
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}
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}
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}
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fileFormatVersion: 2
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guid: 293de8ebc2f54fa097ba2f1be8c8ed41
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timeCreated: 1767277431
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fileFormatVersion: 2
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guid: d7399e433dff42a185f62d79b546b059
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timeCreated: 1761671908
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using Code.Infrastructure.StateMachine;
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using UnityEngine;
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namespace Code.Infrastructure.Camera.CameraStates
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{
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// [State(typeof(CameraMode),typeof(CameraStateMachineContext))]
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public abstract class BaseCameraState : BaseState<CameraMode, CameraStateMachineContext>
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{
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protected EventBus.EventBus _eventBus;
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// Трансформ объекта, за которым следует камера
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protected Transform FollowTransform;
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// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
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protected Vector3 CurrentFollowPosition;
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// Целевой вертикальный угол камеры (наклон вверх/вниз)
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protected float TargetVerticalAngle;
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// Текущая и целевая дистанция камеры от цели
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protected float CurrentDistance, TargetDistance;
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// Исходные значения дистанции для восстановления
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protected float OriginalDefaultDistance, OriginalMinDistance, OriginalMaxDistance;
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// Горизонтальное направление камеры (проекция forward на плоскость)
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protected Vector3 PlanarDirection { get; set; }
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protected BaseCameraState(CameraStateMachineContext context, EventBus.EventBus eventBus) : base(context, eventBus)
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{
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_eventBus = eventBus;
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}
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// Основной метод обновления камеры, вызываемый извне каждый кадр
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protected void UpdateWithInput(float deltaTime, Vector3 rotationInput)
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{
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// Обработка ввода и позиционирования
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HandleRotationInput(deltaTime, rotationInput, out var targetRotation);
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HandlePosition(deltaTime , targetRotation);
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}
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protected abstract void HandlePosition(float deltaTime, object o);
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protected abstract void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion q);
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public abstract void Update();
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public abstract void LateUpdate();
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}
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}
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fileFormatVersion: 2
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guid: 7901175f2c0646fda8741c4c269ce54b
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timeCreated: 1767127681
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using Code.Example.Liminal.Player;
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using Code.Infrastructure.Generators;
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using Code.Infrastructure.Input;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Code.Infrastructure.Camera.CameraStates
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{
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[State(typeof(CameraMode),typeof(CameraStateMachineContext), true)]
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public partial class FirstPersonCameraState : BaseCameraState
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{
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private CameraSettingsConfig _settings;
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public FirstPersonCameraState(CameraStateMachineContext context, EventBus.EventBus eventBus) : base(context, eventBus)
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{
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}
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public override CameraMode myState => CameraMode.FirstPerson;
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protected override void OnEnterState()
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{
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_settings = Context.cameraLoadedData.SettingsConfigs[myState];
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Context.InputService.BindActionPerformed((int)ActionMappings.Gameplay, (int) GameplayActions.Look, OnLookPerformed);
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Context.InputService.BindActionCancel((int)ActionMappings.Gameplay, (int) GameplayActions.Look, OnLookCanceled);
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}
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protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
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{
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// Вращение вокруг вертикальной оси (горизонтальный поворот)
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var rotationFromInput = Quaternion.Euler(Vector3.up * (rotationInput.x * _settings.rotationSpeed));
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PlanarDirection = rotationFromInput * PlanarDirection;
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var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
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// Вращение вокруг горизонтальной оси (вертикальный наклон)
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TargetVerticalAngle -= rotationInput.y * _settings.rotationSpeed;
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TargetVerticalAngle = Mathf.Clamp(TargetVerticalAngle, _settings.minVerticalAngle, _settings.maxVerticalAngle);
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var verticalRotation = Quaternion.Euler(TargetVerticalAngle, 0, 0);
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// Интерполяция к целевому вращению для плавности
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targetRotation = Quaternion.Slerp(Context.cameraLoadedData.Camera.transform.rotation, planarRotation * verticalRotation, deltaTime * _settings.rotationSharpness);
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// Применение финального вращения
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Context.cameraLoadedData.Camera.transform.rotation = targetRotation;
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}
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protected override void OnExitState()
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{
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}
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protected override void HandlePosition(float deltaTime, object targetRotation)
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{
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// Плавное следование за целью с использованием экспоненциального сглаживания
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// CurrentFollowPosition = Vector3.Lerp(CurrentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-_settings.followSharpness * deltaTime));
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// В FirstPerson режиме камера находится прямо на позиции цели Да ну нахуй чё правда пиздец
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// var targetPosition = CurrentFollowPosition;
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// Установка финальной позиции камеры Да ну нахуй чё правда пиздец
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Context.cameraLoadedData.Camera.transform.position = FollowTransform.position;
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}
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private Vector2 _lookInput;
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private void OnLookPerformed(InputAction.CallbackContext context)
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{
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_lookInput = context.ReadValue<Vector2>();
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}
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private void OnLookCanceled(InputAction.CallbackContext context)
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{
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_lookInput = Vector2.zero;
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}
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public override void Update()
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{
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}
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public override void LateUpdate()
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{
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// Обновляем камеру только если есть цель для следования
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// if (FollowTransform)
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// {
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// UpdateWithInput(Time.deltaTime, _lookInput);
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// }
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if (_playerMovementController)
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{
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UpdateWithInput(Time.deltaTime, _lookInput);
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_playerMovementController.SetCameraRotation(Context.cameraLoadedData.Camera.transform.rotation);
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}
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}
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public void SetFollowTransform(Transform t)
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{
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FollowTransform = t;
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CurrentFollowPosition = t.position;
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PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
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}
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private PlayerMovementController _playerMovementController;
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public void SetPlayer(PlayerMovementController playerMovementController)
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{
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_playerMovementController = playerMovementController;
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FollowTransform = _playerMovementController.PlayerHeadPoint;
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CurrentFollowPosition = _playerMovementController.PlayerHeadPoint.position;
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PlanarDirection = _playerMovementController.PlayerHeadPoint.forward; // Начальное направление совпадает с направлением цели
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}
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}
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}
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fileFormatVersion: 2
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guid: 850f6325ab66480e9f7d1c03dbb37030
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timeCreated: 1767346203
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@@ -0,0 +1,40 @@
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using Code.Infrastructure.Generators;
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using UnityEngine;
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namespace Code.Infrastructure.Camera.CameraStates
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{
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[State(typeof(CameraMode),typeof(CameraStateMachineContext), true)]
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public partial class NoneCameraState : BaseCameraState
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{
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public NoneCameraState(CameraStateMachineContext context, EventBus.EventBus eventBus) : base(context, eventBus)
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{
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}
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public override CameraMode myState => CameraMode.None;
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protected override void OnEnterState()
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{
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}
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protected override void OnExitState()
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{
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}
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protected override void HandlePosition(float deltaTime, object targetRotation)
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{
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throw new System.NotImplementedException();
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}
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protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion q)
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{
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throw new System.NotImplementedException();
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}
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public override void Update()
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{
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}
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public override void LateUpdate()
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{
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}
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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: cb14de48ff13488c8edb4431ac34e5be
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timeCreated: 1767301090
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Block a user