Развитие гоночек
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using Code.Infrastructure.Generators;
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using DG.Tweening;
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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 ThirdPersonState : BaseCameraState
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{
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public ThirdPersonState(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.ThirdPerson;
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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 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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private Transform _carTarget;
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private Rigidbody _carRigidbody;
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public void SetFollowTarget(Transform carTarget, Rigidbody carRigidbody)
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{
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_carTarget = carTarget;
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_carRigidbody = carRigidbody;
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}
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private Vector3 _lookAtOffset = new Vector3(0, 1.5f, 0);
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protected override void HandlePosition(float deltaTime, object targetRotation)
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{
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Fuck();
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}
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private void Fuck()
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{
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// Автоматическое вращение вокруг машины
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Vector3 targetPosition = CalculateFollowPosition();
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// Плавное перемещение
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Vector3 velocity = _carRigidbody ? _carRigidbody.linearVelocity : new Vector3();
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// Context.cameraLoadedData.Camera.transform.DOMove(targetPosition,
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// Context.cameraLoadedData.SettingsConfigs[CameraMode.ThirdPerson].followSharpness);
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Context.cameraLoadedData.Camera.transform.position = Vector3.SmoothDamp(
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Context.cameraLoadedData.Camera.transform.position,
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targetPosition,
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ref velocity,
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Context.cameraLoadedData.SettingsConfigs[CameraMode.ThirdPerson].followSharpness
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);
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// Направление взгляда с опережением
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Vector3 lookTarget = _carTarget.position +
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_carTarget.forward * Context.cameraLoadedData.SettingsConfigs[CameraMode.ThirdPerson].defaultDistance +
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_lookAtOffset;
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Context.cameraLoadedData.Camera.transform.LookAt(lookTarget);
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}
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private Vector3 _followOffset = new Vector3(0, 3, -8);
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private Vector3 CalculateFollowPosition()
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{
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Vector3 basePosition = _carTarget.position +
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_carTarget.TransformDirection(_followOffset);
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// Динамическое смещение на основе скорости
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if (!_carRigidbody) return basePosition;
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var speedFactor = Mathf.Clamp01(_carRigidbody.linearVelocity.magnitude / 50f);
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var speedOffset = _carTarget.forward * (speedFactor * -3f);
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basePosition += speedOffset;
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return basePosition;
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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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Fuck();
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}
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}
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}
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