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| Author | SHA1 | Date | |
|---|---|---|---|
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bffc9bd263 |
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@@ -1,13 +0,0 @@
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# Default ignored files
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/shelf/
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/workspace.xml
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# Rider ignored files
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/contentModel.xml
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/projectSettingsUpdater.xml
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/.idea.Infra.iml
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/modules.xml
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# Editor-based HTTP Client requests
|
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||||||
/httpRequests/
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||||||
# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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@@ -1,8 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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||||||
<project version="4">
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<component name="UserContentModel">
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||||||
<attachedFolders />
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||||||
<explicitIncludes />
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<explicitExcludes />
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</component>
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</project>
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@@ -1,6 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="" vcs="Git" />
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</component>
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</project>
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@@ -51,20 +51,20 @@
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<option name="hideEmptyMiddlePackages" value="true" />
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<option name="hideEmptyMiddlePackages" value="true" />
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<option name="showLibraryContents" value="true" />
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<option name="showLibraryContents" value="true" />
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</component>
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</component>
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||||||
<component name="PropertiesComponent">{
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<component name="PropertiesComponent"><![CDATA[{
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||||||
"keyToString": {
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"keyToString": {
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||||||
"Attach to Unity Editor.Attach to Unity Editor.executor": "Debug",
|
"Attach to Unity Editor.Attach to Unity Editor.executor": "Debug",
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||||||
"RunOnceActivity.ShowReadmeOnStart": "true",
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"RunOnceActivity.ShowReadmeOnStart": "true",
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||||||
"XThreadsFramesViewSplitterKey": "0.31173185",
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"XThreadsFramesViewSplitterKey": "0.31173185",
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"git-widget-placeholder": "NotLiminalOne",
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"git-widget-placeholder": "NotLiminalOne",
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"node.js.detected.package.eslint": "true",
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"node.js.detected.package.eslint": "true",
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"node.js.detected.package.tslint": "true",
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"node.js.detected.package.tslint": "true",
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||||||
"node.js.selected.package.eslint": "(autodetect)",
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"node.js.selected.package.eslint": "(autodetect)",
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"node.js.selected.package.tslint": "(autodetect)",
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"node.js.selected.package.tslint": "(autodetect)",
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||||||
"nodejs_package_manager_path": "npm",
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"nodejs_package_manager_path": "npm",
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"vue.rearranger.settings.migration": "true"
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"vue.rearranger.settings.migration": "true"
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}
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}
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}</component>
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}]]></component>
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<component name="RunManager" selected="Attach to Unity Editor.Attach to Unity Editor">
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<component name="RunManager" selected="Attach to Unity Editor.Attach to Unity Editor">
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||||||
<configuration name="Start Unity" type="RunUnityExe" factoryName="Unity Executable">
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<configuration name="Start Unity" type="RunUnityExe" factoryName="Unity Executable">
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<option name="EXE_PATH" value="C:\Program Files\Unity\Hub\Editor\6000.3.1f1\Editor\Unity.exe" />
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<option name="EXE_PATH" value="C:\Program Files\Unity\Hub\Editor\6000.3.1f1\Editor\Unity.exe" />
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@@ -92,10 +92,10 @@
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</option>
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</option>
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<method v="2" />
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<method v="2" />
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</configuration>
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</configuration>
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<configuration name="Attach to Unity Editor" type="UNITY_DEBUG_RUN_CONFIGURATION" factoryName="Unity Debug" show_console_on_std_err="false" show_console_on_std_out="false" port="50000" address="localhost">
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<configuration name="Attach to Unity Editor" type="UNITY_DEBUG_RUN_CONFIGURATION" factoryName="Unity Debug" show_console_on_std_err="false" show_console_on_std_out="false" port="50000" address="localhost" ignored-value-for-modified-check="2180">
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<option name="allowRunningInParallel" value="false" />
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<option name="allowRunningInParallel" value="false" />
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<option name="listenPortForConnections" value="false" />
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<option name="listenPortForConnections" value="false" />
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<option name="pid" />
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<option name="pid" value="2180" />
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<option name="projectPathOnTarget" />
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<option name="projectPathOnTarget" />
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<option name="selectedOptions">
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<option name="selectedOptions">
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<list />
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<list />
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@@ -27,6 +27,11 @@ MonoBehaviour:
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m_SerializedLabels:
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m_SerializedLabels:
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- SceneConfig
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- SceneConfig
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FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 8d54a5646fc9ef34383c560ce3c3d6ff
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m_Address: Liminal/Settings/InputServiceConfig
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: a78f552da8f156b469b95652e4b0209d
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- m_GUID: a78f552da8f156b469b95652e4b0209d
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m_Address: DebugClassConfig
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m_Address: DebugClassConfig
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m_ReadOnly: 0
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m_ReadOnly: 0
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@@ -57,11 +62,6 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_ReadOnly: 0
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m_SerializedLabels: []
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: eab71c0cf90c4b94294e497d3734cfe1
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m_Address: Assets/Resources_moved/Configs/InputServiceConfig.asset
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: f146779bcd07c524097072c871162bff
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- m_GUID: f146779bcd07c524097072c871162bff
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m_Address: Assets/Resources_moved/Configs/Camera/FPSConfig.asset
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m_Address: Assets/Resources_moved/Configs/Camera/FPSConfig.asset
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m_ReadOnly: 0
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m_ReadOnly: 0
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 07cf07a937934e0094469237b5865b60
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timeCreated: 1766350980
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: b03c560586d24e78b3fee9249e2f3d61
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timeCreated: 1766605332
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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||||||
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guid: b44837d95edd481087730e30635ab5fc
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timeCreated: 1766605342
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@@ -0,0 +1,483 @@
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using System.Collections.Generic;
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using KinematicCharacterController;
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using UnityEngine;
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namespace Code.Example.Liminal.Character
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{
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public enum CharacterState
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|
{
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Default,
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|
}
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||||||
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||||||
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public enum OrientationMethod
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||||||
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{
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TowardsCamera,
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TowardsMovement,
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||||||
|
}
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||||||
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||||||
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public class PlayerCharacterInputs
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||||||
|
{
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||||||
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public float MoveAxisForward;
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||||||
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public float MoveAxisRight;
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public Quaternion CameraRotation;
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||||||
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public bool CrouchDown;
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||||||
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public bool CrouchUp;
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||||||
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}
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||||||
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||||||
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public struct AICharacterInputs
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||||||
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{
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public Vector3 MoveVector;
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||||||
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public Vector3 LookVector;
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||||||
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}
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||||||
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||||||
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public enum BonusOrientationMethod
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||||||
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{
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None,
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||||||
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TowardsGravity,
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||||||
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TowardsGroundSlopeAndGravity,
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||||||
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}
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||||||
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||||||
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public class LiminalCharacterController : MonoBehaviour, ICharacterController
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||||||
|
{
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||||||
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public KinematicCharacterMotor Motor;
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||||||
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||||||
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[Header("Stable Movement")] public float MaxStableMoveSpeed = 10f;
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||||||
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public float StableMovementSharpness = 15f;
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||||||
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public float OrientationSharpness = 10f;
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||||||
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public bool InfinitelySharpRotation;
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||||||
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public OrientationMethod OrientationMethod = OrientationMethod.TowardsCamera;
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||||||
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[Header("Air Movement")] public float MaxAirMoveSpeed = 15f;
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public float AirAccelerationSpeed = 15f;
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||||||
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public float Drag = 0.1f;
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||||||
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||||||
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[Header("Misc")] public List<Collider> IgnoredColliders = new List<Collider>();
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||||||
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public BonusOrientationMethod BonusOrientationMethod = BonusOrientationMethod.None;
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||||||
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public float BonusOrientationSharpness = 10f;
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||||||
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||||||
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public Vector3 Gravity = new Vector3(0, -30f, 0);
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||||||
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||||||
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// public Transform MeshRoot;
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||||||
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public float CrouchedCapsuleHeight = 1f;
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||||||
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||||||
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public CharacterState CurrentCharacterState { get; private set; }
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||||||
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||||||
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private Collider[] _probedColliders = new Collider[8];
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||||||
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private RaycastHit[] _probedHits = new RaycastHit[8];
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||||||
|
private Vector3 _moveInputVector;
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||||||
|
private Vector3 _lookInputVector;
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||||||
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private Vector3 _internalVelocityAdd = Vector3.zero;
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||||||
|
private bool _shouldBeCrouching = false;
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||||||
|
private bool _isCrouching = false;
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||||||
|
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||||||
|
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||||||
|
public void Teleport(Vector3 position, Quaternion rotation)
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||||||
|
{
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||||||
|
Motor.SetPosition(position);
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||||||
|
Motor.SetRotation(rotation);
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||||||
|
}
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||||||
|
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||||||
|
private void Awake()
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||||||
|
{
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||||||
|
// Handle initial state
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||||||
|
TransitionToState(CharacterState.Default);
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||||||
|
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||||||
|
// Assign the characterController to the motor
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||||||
|
Motor.CharacterController = this;
|
||||||
|
}
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||||||
|
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||||||
|
/// <summary>
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||||||
|
/// Handles movement state transitions and enter/exit callbacks
|
||||||
|
/// </summary>
|
||||||
|
public void TransitionToState(CharacterState newState)
|
||||||
|
{
|
||||||
|
CharacterState tmpInitialState = CurrentCharacterState;
|
||||||
|
OnStateExit(tmpInitialState, newState);
|
||||||
|
CurrentCharacterState = newState;
|
||||||
|
OnStateEnter(newState, tmpInitialState);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Event when entering a state
|
||||||
|
/// </summary>
|
||||||
|
private void OnStateEnter(CharacterState state, CharacterState fromState)
|
||||||
|
{
|
||||||
|
switch (state)
|
||||||
|
{
|
||||||
|
case CharacterState.Default:
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Event when exiting a state
|
||||||
|
/// </summary>
|
||||||
|
private void OnStateExit(CharacterState state, CharacterState toState)
|
||||||
|
{
|
||||||
|
switch (state)
|
||||||
|
{
|
||||||
|
case CharacterState.Default:
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// This is called every frame by ExamplePlayer in order to tell the character what its inputs are
|
||||||
|
/// </summary>
|
||||||
|
public void SetInputs(PlayerCharacterInputs inputs)
|
||||||
|
{
|
||||||
|
// Clamp input
|
||||||
|
Vector3 moveInputVector =
|
||||||
|
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f);
|
||||||
|
|
||||||
|
// Calculate camera direction and rotation on the character plane
|
||||||
|
Vector3 cameraPlanarDirection =
|
||||||
|
Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized;
|
||||||
|
if (cameraPlanarDirection.sqrMagnitude == 0f)
|
||||||
|
{
|
||||||
|
cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp)
|
||||||
|
.normalized;
|
||||||
|
}
|
||||||
|
|
||||||
|
Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp);
|
||||||
|
|
||||||
|
switch (CurrentCharacterState)
|
||||||
|
{
|
||||||
|
case CharacterState.Default:
|
||||||
|
{
|
||||||
|
// Move and look inputs
|
||||||
|
_moveInputVector = cameraPlanarRotation * moveInputVector;
|
||||||
|
|
||||||
|
switch (OrientationMethod)
|
||||||
|
{
|
||||||
|
case OrientationMethod.TowardsCamera:
|
||||||
|
_lookInputVector = cameraPlanarDirection;
|
||||||
|
break;
|
||||||
|
case OrientationMethod.TowardsMovement:
|
||||||
|
_lookInputVector = _moveInputVector.normalized;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Crouching input
|
||||||
|
if (inputs.CrouchDown)
|
||||||
|
{
|
||||||
|
_shouldBeCrouching = true;
|
||||||
|
|
||||||
|
if (!_isCrouching)
|
||||||
|
{
|
||||||
|
_isCrouching = true;
|
||||||
|
Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f);
|
||||||
|
// MeshRoot.localScale = new Vector3(1f, 0.5f, 1f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (inputs.CrouchUp)
|
||||||
|
{
|
||||||
|
_shouldBeCrouching = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// This is called every frame by the AI script in order to tell the character what its inputs are
|
||||||
|
/// </summary>
|
||||||
|
public void SetInputs(ref AICharacterInputs inputs)
|
||||||
|
{
|
||||||
|
_moveInputVector = inputs.MoveVector;
|
||||||
|
_lookInputVector = inputs.LookVector;
|
||||||
|
}
|
||||||
|
|
||||||
|
private Quaternion _tmpTransientRot;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// (Called by KinematicCharacterMotor during its update cycle)
|
||||||
|
/// This is called before the character begins its movement update
|
||||||
|
/// </summary>
|
||||||
|
public void BeforeCharacterUpdate(float deltaTime)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// (Called by KinematicCharacterMotor during its update cycle)
|
||||||
|
/// This is where you tell your character what its rotation should be right now.
|
||||||
|
/// This is the ONLY place where you should set the character's rotation
|
||||||
|
/// </summary>
|
||||||
|
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||||
|
{
|
||||||
|
switch (CurrentCharacterState)
|
||||||
|
{
|
||||||
|
case CharacterState.Default:
|
||||||
|
{
|
||||||
|
if (!InfinitelySharpRotation)
|
||||||
|
{
|
||||||
|
if (_lookInputVector.sqrMagnitude > 0f && OrientationSharpness > 0f)
|
||||||
|
{
|
||||||
|
// Smoothly interpolate from current to target look direction
|
||||||
|
Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward,
|
||||||
|
_lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized;
|
||||||
|
|
||||||
|
// Set the current rotation (which will be used by the KinematicCharacterMotor)
|
||||||
|
currentRotation =
|
||||||
|
Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
currentRotation = Quaternion.LookRotation(_lookInputVector, Motor.CharacterUp);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 currentUp = (currentRotation * Vector3.up);
|
||||||
|
if (BonusOrientationMethod == BonusOrientationMethod.TowardsGravity)
|
||||||
|
{
|
||||||
|
// Rotate from current up to invert gravity
|
||||||
|
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized,
|
||||||
|
1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
|
||||||
|
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
|
||||||
|
}
|
||||||
|
else if (BonusOrientationMethod == BonusOrientationMethod.TowardsGroundSlopeAndGravity)
|
||||||
|
{
|
||||||
|
if (Motor.GroundingStatus.IsStableOnGround)
|
||||||
|
{
|
||||||
|
Vector3 initialCharacterBottomHemiCenter =
|
||||||
|
Motor.TransientPosition + (currentUp * Motor.Capsule.radius);
|
||||||
|
|
||||||
|
Vector3 smoothedGroundNormal = Vector3.Slerp(Motor.CharacterUp,
|
||||||
|
Motor.GroundingStatus.GroundNormal,
|
||||||
|
1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
|
||||||
|
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGroundNormal) *
|
||||||
|
currentRotation;
|
||||||
|
|
||||||
|
// Move the position to create a rotation around the bottom hemi center instead of around the pivot
|
||||||
|
Motor.SetTransientPosition(initialCharacterBottomHemiCenter +
|
||||||
|
(currentRotation * Vector3.down * Motor.Capsule.radius));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized,
|
||||||
|
1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
|
||||||
|
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) *
|
||||||
|
currentRotation;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, Vector3.up,
|
||||||
|
1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
|
||||||
|
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// (Called by KinematicCharacterMotor during its update cycle)
|
||||||
|
/// This is where you tell your character what its velocity should be right now.
|
||||||
|
/// This is the ONLY place where you can set the character's velocity
|
||||||
|
/// </summary>
|
||||||
|
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||||
|
{
|
||||||
|
switch (CurrentCharacterState)
|
||||||
|
{
|
||||||
|
case CharacterState.Default:
|
||||||
|
{
|
||||||
|
// Ground movement
|
||||||
|
if (Motor.GroundingStatus.IsStableOnGround)
|
||||||
|
{
|
||||||
|
float currentVelocityMagnitude = currentVelocity.magnitude;
|
||||||
|
|
||||||
|
Vector3 effectiveGroundNormal = Motor.GroundingStatus.GroundNormal;
|
||||||
|
|
||||||
|
// Reorient velocity on slope
|
||||||
|
currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) *
|
||||||
|
currentVelocityMagnitude;
|
||||||
|
|
||||||
|
// Calculate target velocity
|
||||||
|
Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp);
|
||||||
|
Vector3 reorientedInput = Vector3.Cross(effectiveGroundNormal, inputRight).normalized *
|
||||||
|
_moveInputVector.magnitude;
|
||||||
|
Vector3 targetMovementVelocity = reorientedInput * MaxStableMoveSpeed;
|
||||||
|
|
||||||
|
// Smooth movement Velocity
|
||||||
|
currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity,
|
||||||
|
1f - Mathf.Exp(-StableMovementSharpness * deltaTime));
|
||||||
|
}
|
||||||
|
// Air movement
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Add move input
|
||||||
|
if (_moveInputVector.sqrMagnitude > 0f)
|
||||||
|
{
|
||||||
|
Vector3 addedVelocity = _moveInputVector * AirAccelerationSpeed * deltaTime;
|
||||||
|
|
||||||
|
Vector3 currentVelocityOnInputsPlane =
|
||||||
|
Vector3.ProjectOnPlane(currentVelocity, Motor.CharacterUp);
|
||||||
|
|
||||||
|
// Limit air velocity from inputs
|
||||||
|
if (currentVelocityOnInputsPlane.magnitude < MaxAirMoveSpeed)
|
||||||
|
{
|
||||||
|
// clamp addedVel to make total vel not exceed max vel on inputs plane
|
||||||
|
Vector3 newTotal = Vector3.ClampMagnitude(currentVelocityOnInputsPlane + addedVelocity,
|
||||||
|
MaxAirMoveSpeed);
|
||||||
|
addedVelocity = newTotal - currentVelocityOnInputsPlane;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Make sure added vel doesn't go in the direction of the already-exceeding velocity
|
||||||
|
if (Vector3.Dot(currentVelocityOnInputsPlane, addedVelocity) > 0f)
|
||||||
|
{
|
||||||
|
addedVelocity = Vector3.ProjectOnPlane(addedVelocity,
|
||||||
|
currentVelocityOnInputsPlane.normalized);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Prevent air-climbing sloped walls
|
||||||
|
if (Motor.GroundingStatus.FoundAnyGround)
|
||||||
|
{
|
||||||
|
if (Vector3.Dot(currentVelocity + addedVelocity, addedVelocity) > 0f)
|
||||||
|
{
|
||||||
|
Vector3 perpenticularObstructionNormal = Vector3
|
||||||
|
.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal),
|
||||||
|
Motor.CharacterUp).normalized;
|
||||||
|
addedVelocity =
|
||||||
|
Vector3.ProjectOnPlane(addedVelocity, perpenticularObstructionNormal);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply added velocity
|
||||||
|
currentVelocity += addedVelocity;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Gravity
|
||||||
|
currentVelocity += Gravity * deltaTime;
|
||||||
|
|
||||||
|
// Drag
|
||||||
|
currentVelocity *= (1f / (1f + (Drag * deltaTime)));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Take into account additive velocity
|
||||||
|
if (_internalVelocityAdd.sqrMagnitude > 0f)
|
||||||
|
{
|
||||||
|
currentVelocity += _internalVelocityAdd;
|
||||||
|
_internalVelocityAdd = Vector3.zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// (Called by KinematicCharacterMotor during its update cycle)
|
||||||
|
/// This is called after the character has finished its movement update
|
||||||
|
/// </summary>
|
||||||
|
public void AfterCharacterUpdate(float deltaTime)
|
||||||
|
{
|
||||||
|
switch (CurrentCharacterState)
|
||||||
|
{
|
||||||
|
case CharacterState.Default:
|
||||||
|
{
|
||||||
|
// Handle uncrouching
|
||||||
|
if (_isCrouching && !_shouldBeCrouching)
|
||||||
|
{
|
||||||
|
// Do an overlap test with the character's standing height to see if there are any obstructions
|
||||||
|
Motor.SetCapsuleDimensions(0.5f, 2f, 1f);
|
||||||
|
if (Motor.CharacterOverlap(
|
||||||
|
Motor.TransientPosition,
|
||||||
|
Motor.TransientRotation,
|
||||||
|
_probedColliders,
|
||||||
|
Motor.CollidableLayers,
|
||||||
|
QueryTriggerInteraction.Ignore) > 0)
|
||||||
|
{
|
||||||
|
// If obstructions, just stick to crouching dimensions
|
||||||
|
Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// If no obstructions, uncrouch
|
||||||
|
// MeshRoot.localScale = new Vector3(1f, 1f, 1f);
|
||||||
|
_isCrouching = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PostGroundingUpdate(float deltaTime)
|
||||||
|
{
|
||||||
|
// Handle landing and leaving ground
|
||||||
|
if (Motor.GroundingStatus.IsStableOnGround && !Motor.LastGroundingStatus.IsStableOnGround)
|
||||||
|
{
|
||||||
|
OnLanded();
|
||||||
|
}
|
||||||
|
else if (!Motor.GroundingStatus.IsStableOnGround && Motor.LastGroundingStatus.IsStableOnGround)
|
||||||
|
{
|
||||||
|
OnLeaveStableGround();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsColliderValidForCollisions(Collider coll)
|
||||||
|
{
|
||||||
|
if (IgnoredColliders.Count == 0)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IgnoredColliders.Contains(coll))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
|
ref HitStabilityReport hitStabilityReport)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
|
ref HitStabilityReport hitStabilityReport)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddVelocity(Vector3 velocity)
|
||||||
|
{
|
||||||
|
switch (CurrentCharacterState)
|
||||||
|
{
|
||||||
|
case CharacterState.Default:
|
||||||
|
{
|
||||||
|
_internalVelocityAdd += velocity;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
|
Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
protected void OnLanded()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
protected void OnLeaveStableGround()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ba1cb0200be742ec8d680ad8b2d662cb
|
||||||
|
timeCreated: 1766610552
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d7569a6973424ff5802b1635c5338316
|
||||||
|
timeCreated: 1766611137
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
using KinematicCharacterController;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Example.Liminal.Player
|
||||||
|
{
|
||||||
|
public class PlayerAnimator : MonoBehaviour
|
||||||
|
{
|
||||||
|
private static readonly int Velocity = Animator.StringToHash("Velocity");
|
||||||
|
|
||||||
|
[SerializeField] private Animator animator;
|
||||||
|
[SerializeField] private KinematicCharacterMotor characterMotor;
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
animator.SetFloat(Velocity, characterMotor.Velocity.magnitude);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e79636518658432a99481e476aeebc66
|
||||||
|
timeCreated: 1766610269
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
namespace Code.Example.Liminal.Player
|
||||||
|
{
|
||||||
|
public class PlayerFactory
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 60b7c1aa1c8c4189a2b442d2b4c628eb
|
||||||
|
timeCreated: 1766652945
|
||||||
@@ -0,0 +1,74 @@
|
|||||||
|
using System;
|
||||||
|
using Code.Example.Liminal.Character;
|
||||||
|
using Code.Infrastructure.Camera;
|
||||||
|
using Code.Infrastructure.Camera.CameraStates;
|
||||||
|
using Code.Infrastructure.Input;
|
||||||
|
using Reflex.Attributes;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
namespace Code.Example.Liminal.Player
|
||||||
|
{
|
||||||
|
public class PlayerMovementController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private LiminalCharacterController characterController;
|
||||||
|
private PlayerCharacterInputs _currentInputs = new();
|
||||||
|
private IInputService _inputService;
|
||||||
|
|
||||||
|
private CameraStateMachine _cameraStateMachine;
|
||||||
|
|
||||||
|
public Transform PlayerHeadPoint;
|
||||||
|
|
||||||
|
[Inject]
|
||||||
|
private void Construct(IInputService inputService, CameraStateMachine stateMachine)
|
||||||
|
{
|
||||||
|
_inputService = inputService;
|
||||||
|
_inputService.BindActionPerformed((int) ActionMappings.Gameplay, (int) GameplayActions.Move, OnMovePerformed);
|
||||||
|
_inputService.BindActionCancel((int) ActionMappings.Gameplay, (int) GameplayActions.Move, OnMoveCanceled);
|
||||||
|
_inputService.BindActionPerformed((int) ActionMappings.Gameplay, (int) GameplayActions.Crouch, OnCrouchPerformed);
|
||||||
|
_inputService.BindActionCancel((int) ActionMappings.Gameplay, (int) GameplayActions.Crouch, OnCrouchCanceled);
|
||||||
|
|
||||||
|
_cameraStateMachine = stateMachine;
|
||||||
|
((FirstPersonCameraState)stateMachine.CurrentBaseState).SetPlayer(this);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_currentInputs.MoveAxisForward = 0;
|
||||||
|
_currentInputs.MoveAxisRight = 0;
|
||||||
|
_currentInputs.CrouchUp = true;
|
||||||
|
_currentInputs.CrouchDown = false;
|
||||||
|
_currentInputs.CameraRotation = Quaternion.identity;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetCameraRotation(Quaternion rotation) => _currentInputs.CameraRotation = rotation;
|
||||||
|
private void OnMovePerformed(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
_currentInputs.MoveAxisForward = context.ReadValue<Vector2>().y;
|
||||||
|
_currentInputs.MoveAxisRight = context.ReadValue<Vector2>().x;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMoveCanceled(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
_currentInputs.MoveAxisForward = 0;
|
||||||
|
_currentInputs.MoveAxisRight = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCrouchPerformed(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
_currentInputs.CrouchDown = true;
|
||||||
|
_currentInputs.CrouchUp = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCrouchCanceled(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
_currentInputs.CrouchUp = true;
|
||||||
|
_currentInputs.CrouchDown = false;
|
||||||
|
}
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
characterController.SetInputs(_currentInputs);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8dd688d33c434f999d0ff7cd0553f1ee
|
||||||
|
timeCreated: 1766611089
|
||||||
@@ -16,7 +16,7 @@ namespace Code.Infrastructure.App
|
|||||||
[Inject] public CameraStateMachine Camera { get; set; }
|
[Inject] public CameraStateMachine Camera { get; set; }
|
||||||
}
|
}
|
||||||
|
|
||||||
[global::StateMachine(typeof(AppStateMachineContext),typeof(AppStates))]
|
[Generators.StateMachine(typeof(AppStateMachineContext),typeof(AppStates))]
|
||||||
public partial class AppStateMachine
|
public partial class AppStateMachine
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|||||||
@@ -30,17 +30,18 @@ namespace Code.Infrastructure.App
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private Loading _initialLoading;
|
private Loading initialLoading;
|
||||||
private Container _thatRightContainer;
|
private Container _thatRightContainer;
|
||||||
private void Bootstrap(Container container)
|
private void Bootstrap(Container container)
|
||||||
{
|
{
|
||||||
_thatRightContainer = container;
|
_thatRightContainer = container;
|
||||||
|
|
||||||
container.Resolve<EventBus.EventBus>().Subscribe(this);
|
container.Resolve<EventBus.EventBus>().Subscribe(this);
|
||||||
|
// container.Resolve<SceneLoader.SceneLoader>();
|
||||||
|
// container.Resolve<IInputService>();
|
||||||
container.Resolve<CameraFactory>().CreateCameraStateMachine(container.Resolve<CameraStateMachine>()).Forget();
|
container.Resolve<CameraFactory>().CreateCameraStateMachine(container.Resolve<CameraStateMachine>()).Forget();
|
||||||
|
|
||||||
_initialLoading = new Loading(3, () => EssentialLoadEnded(container));
|
initialLoading = new Loading(3, () => EssentialLoadEnded(container));
|
||||||
}
|
}
|
||||||
|
|
||||||
private void EssentialLoadEnded(Container container)
|
private void EssentialLoadEnded(Container container)
|
||||||
@@ -51,12 +52,12 @@ namespace Code.Infrastructure.App
|
|||||||
|
|
||||||
public void SceneConfigsLoaded()
|
public void SceneConfigsLoaded()
|
||||||
{
|
{
|
||||||
_initialLoading.DoProgress();
|
initialLoading.DoProgress();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void InputServiceInitialized()
|
public void InputServiceInitialized()
|
||||||
{
|
{
|
||||||
_initialLoading.DoProgress();
|
initialLoading.DoProgress();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CameraInitialized(CameraStateMachineContext.CameraLoadedData data)
|
public void CameraInitialized(CameraStateMachineContext.CameraLoadedData data)
|
||||||
@@ -64,7 +65,7 @@ namespace Code.Infrastructure.App
|
|||||||
_thatRightContainer.Resolve<CameraStateMachineContext>().cameraLoadedData = data;
|
_thatRightContainer.Resolve<CameraStateMachineContext>().cameraLoadedData = data;
|
||||||
_thatRightContainer.Resolve<CameraStateMachine>().SwitchState(CameraMode.None)
|
_thatRightContainer.Resolve<CameraStateMachine>().SwitchState(CameraMode.None)
|
||||||
.AllowStateTransition(CameraMode.FirstPerson);
|
.AllowStateTransition(CameraMode.FirstPerson);
|
||||||
_initialLoading.DoProgress();
|
initialLoading.DoProgress();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using Code.Example;
|
||||||
using Reflex.Core;
|
using Reflex.Core;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,7 @@
|
|||||||
|
using Code.Infrastructure.Camera;
|
||||||
|
using Code.Infrastructure.Generators;
|
||||||
using Code.Infrastructure.SceneLoader;
|
using Code.Infrastructure.SceneLoader;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
@@ -18,6 +21,7 @@ namespace Code.Infrastructure.App.States
|
|||||||
protected override void OnEnterState()
|
protected override void OnEnterState()
|
||||||
{
|
{
|
||||||
_eventBus.Subscribe(this);
|
_eventBus.Subscribe(this);
|
||||||
|
Context.Camera.SwitchState(CameraMode.FirstPerson).AllowStateTransition(CameraMode.None);
|
||||||
Context.SceneLoader.LoadSceneAsync(SceneId.Gameplay, LoadSceneMode.Single).Forget();
|
Context.SceneLoader.LoadSceneAsync(SceneId.Gameplay, LoadSceneMode.Single).Forget();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,3 +1,5 @@
|
|||||||
|
using Code.Infrastructure.Camera;
|
||||||
|
using Code.Infrastructure.Generators;
|
||||||
using Code.Infrastructure.SceneLoader;
|
using Code.Infrastructure.SceneLoader;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
@@ -14,7 +16,7 @@ namespace Code.Infrastructure.App.States
|
|||||||
public override AppStates myState => AppStates.Gameplay;
|
public override AppStates myState => AppStates.Gameplay;
|
||||||
protected override void OnEnterState()
|
protected override void OnEnterState()
|
||||||
{
|
{
|
||||||
|
Context.Camera.SwitchState(CameraMode.FirstPerson).AllowStateTransition(CameraMode.None);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void OnExitState()
|
protected override void OnExitState()
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
|
using Code.Infrastructure.Generators;
|
||||||
|
|
||||||
namespace Code.Infrastructure.App.States
|
namespace Code.Infrastructure.App.States
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using Code.Infrastructure.Generators;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Code.Infrastructure.Camera
|
namespace Code.Infrastructure.Camera
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Code.Infrastructure.EventBus;
|
using Code.Infrastructure.EventBus;
|
||||||
|
using Code.Infrastructure.Generators;
|
||||||
using Code.Infrastructure.Input;
|
using Code.Infrastructure.Input;
|
||||||
using Reflex.Attributes;
|
using Reflex.Attributes;
|
||||||
using UnityEngine.AddressableAssets;
|
using UnityEngine.AddressableAssets;
|
||||||
@@ -45,7 +46,7 @@ namespace Code.Infrastructure.Camera
|
|||||||
[Inject] public EventBus.EventBus EventBus;
|
[Inject] public EventBus.EventBus EventBus;
|
||||||
}
|
}
|
||||||
|
|
||||||
[global::StateMachine(typeof(CameraStateMachineContext), typeof(CameraMode))]
|
[Generators.StateMachine(typeof(CameraStateMachineContext), typeof(CameraMode))]
|
||||||
public partial class CameraStateMachine
|
public partial class CameraStateMachine
|
||||||
{
|
{
|
||||||
public UnityEngine.Camera Camera => StateMachineContext.cameraLoadedData.Camera;
|
public UnityEngine.Camera Camera => StateMachineContext.cameraLoadedData.Camera;
|
||||||
|
|||||||
@@ -0,0 +1,110 @@
|
|||||||
|
using Code.Example.Liminal.Player;
|
||||||
|
using Code.Infrastructure.Generators;
|
||||||
|
using Code.Infrastructure.Input;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
namespace Code.Infrastructure.Camera.CameraStates
|
||||||
|
{
|
||||||
|
|
||||||
|
[State(typeof(CameraMode),typeof(CameraStateMachineContext), true)]
|
||||||
|
public partial class FirstPersonCameraState : BaseCameraState
|
||||||
|
{
|
||||||
|
private CameraSettingsConfig _settings;
|
||||||
|
|
||||||
|
public FirstPersonCameraState(CameraStateMachineContext context, EventBus.EventBus eventBus) : base(context, eventBus)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override CameraMode myState => CameraMode.FirstPerson;
|
||||||
|
protected override void OnEnterState()
|
||||||
|
{
|
||||||
|
_settings = Context.cameraLoadedData.SettingsConfigs[myState];
|
||||||
|
|
||||||
|
Context.InputService.BindActionPerformed((int)ActionMappings.Gameplay, (int) GameplayActions.Look, OnLookPerformed);
|
||||||
|
Context.InputService.BindActionCancel((int)ActionMappings.Gameplay, (int) GameplayActions.Look, OnLookCanceled);
|
||||||
|
}
|
||||||
|
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
||||||
|
{
|
||||||
|
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
||||||
|
var rotationFromInput = Quaternion.Euler(Vector3.up * (rotationInput.x * _settings.rotationSpeed));
|
||||||
|
PlanarDirection = rotationFromInput * PlanarDirection;
|
||||||
|
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
||||||
|
|
||||||
|
// Вращение вокруг горизонтальной оси (вертикальный наклон)
|
||||||
|
TargetVerticalAngle -= rotationInput.y * _settings.rotationSpeed;
|
||||||
|
TargetVerticalAngle = Mathf.Clamp(TargetVerticalAngle, _settings.minVerticalAngle, _settings.maxVerticalAngle);
|
||||||
|
var verticalRotation = Quaternion.Euler(TargetVerticalAngle, 0, 0);
|
||||||
|
|
||||||
|
// Интерполяция к целевому вращению для плавности
|
||||||
|
targetRotation = Quaternion.Slerp(Context.cameraLoadedData.Camera.transform.rotation, planarRotation * verticalRotation, deltaTime * _settings.rotationSharpness);
|
||||||
|
|
||||||
|
// Применение финального вращения
|
||||||
|
Context.cameraLoadedData.Camera.transform.rotation = targetRotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void OnExitState()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void HandlePosition(float deltaTime, object targetRotation)
|
||||||
|
{
|
||||||
|
// Плавное следование за целью с использованием экспоненциального сглаживания
|
||||||
|
// CurrentFollowPosition = Vector3.Lerp(CurrentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-_settings.followSharpness * deltaTime));
|
||||||
|
|
||||||
|
// В FirstPerson режиме камера находится прямо на позиции цели Да ну нахуй чё правда пиздец
|
||||||
|
// var targetPosition = CurrentFollowPosition;
|
||||||
|
|
||||||
|
// Установка финальной позиции камеры Да ну нахуй чё правда пиздец
|
||||||
|
Context.cameraLoadedData.Camera.transform.position = FollowTransform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
private Vector2 _lookInput;
|
||||||
|
|
||||||
|
private void OnLookPerformed(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
_lookInput = context.ReadValue<Vector2>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnLookCanceled(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
_lookInput = Vector2.zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Update()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void LateUpdate()
|
||||||
|
{
|
||||||
|
// Обновляем камеру только если есть цель для следования
|
||||||
|
// if (FollowTransform)
|
||||||
|
// {
|
||||||
|
// UpdateWithInput(Time.deltaTime, _lookInput);
|
||||||
|
// }
|
||||||
|
if (_playerMovementController)
|
||||||
|
{
|
||||||
|
UpdateWithInput(Time.deltaTime, _lookInput);
|
||||||
|
|
||||||
|
_playerMovementController.SetCameraRotation(Context.cameraLoadedData.Camera.transform.rotation);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetFollowTransform(Transform t)
|
||||||
|
{
|
||||||
|
FollowTransform = t;
|
||||||
|
CurrentFollowPosition = t.position;
|
||||||
|
PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
|
||||||
|
}
|
||||||
|
|
||||||
|
private PlayerMovementController _playerMovementController;
|
||||||
|
public void SetPlayer(PlayerMovementController playerMovementController)
|
||||||
|
{
|
||||||
|
_playerMovementController = playerMovementController;
|
||||||
|
|
||||||
|
FollowTransform = _playerMovementController.PlayerHeadPoint;
|
||||||
|
CurrentFollowPosition = _playerMovementController.PlayerHeadPoint.position;
|
||||||
|
PlanarDirection = _playerMovementController.PlayerHeadPoint.forward; // Начальное направление совпадает с направлением цели
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 850f6325ab66480e9f7d1c03dbb37030
|
||||||
|
timeCreated: 1767346203
|
||||||
@@ -1,8 +1,9 @@
|
|||||||
|
using Code.Infrastructure.Generators;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Code.Infrastructure.Camera.CameraStates
|
namespace Code.Infrastructure.Camera.CameraStates
|
||||||
{
|
{
|
||||||
// [State(typeof(CameraMode),typeof(CameraStateMachineContext), true)]
|
[State(typeof(CameraMode),typeof(CameraStateMachineContext), true)]
|
||||||
public partial class NoneCameraState : BaseCameraState
|
public partial class NoneCameraState : BaseCameraState
|
||||||
{
|
{
|
||||||
public NoneCameraState(CameraStateMachineContext context, EventBus.EventBus eventBus) : base(context, eventBus)
|
public NoneCameraState(CameraStateMachineContext context, EventBus.EventBus eventBus) : base(context, eventBus)
|
||||||
|
|||||||
@@ -1,50 +1,49 @@
|
|||||||
using System;
|
using System;
|
||||||
|
|
||||||
public class SceneIdEnum : Attribute
|
namespace Code.Infrastructure.Generators
|
||||||
{
|
{
|
||||||
}
|
public class StateMachine : Attribute
|
||||||
|
|
||||||
public class ToConfig : Attribute
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public class Config : Attribute
|
|
||||||
{
|
|
||||||
public bool Multiple;
|
|
||||||
public string MenuName;
|
|
||||||
public Config(string menuName, bool multiple = false)
|
|
||||||
{
|
{
|
||||||
Multiple = multiple;
|
public Type StateMachineContextType;
|
||||||
MenuName = menuName;
|
public Type StateMachineEnumType;
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public class StateRaisingEvent : Attribute
|
public StateMachine(Type stateMachineContextType, Type stateMachineEnumType)
|
||||||
{
|
{
|
||||||
}
|
StateMachineContextType = stateMachineContextType;
|
||||||
|
StateMachineEnumType = stateMachineEnumType;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public class State : Attribute
|
public class State : Attribute
|
||||||
{
|
{
|
||||||
public Type StateEnum;
|
public Type StateEnum;
|
||||||
public Type StateMachineContext;
|
public Type StateMachineContext;
|
||||||
public bool SilentBitch; // Поэтому нейминг переменных очень важен
|
public bool SilentBitch; // Поэтому нейминг переменных очень важен
|
||||||
|
|
||||||
public State(Type stateEnum,Type stateMachineContext, bool silentBitch = false)
|
public State(Type stateEnum,Type stateMachineContext, bool silentBitch = false)
|
||||||
|
{
|
||||||
|
StateEnum = stateEnum;
|
||||||
|
StateMachineContext = stateMachineContext;
|
||||||
|
SilentBitch = silentBitch;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public class StateRaisingEvent : Attribute
|
||||||
{
|
{
|
||||||
StateEnum = stateEnum;
|
|
||||||
StateMachineContext = stateMachineContext;
|
|
||||||
SilentBitch = silentBitch;
|
|
||||||
}
|
}
|
||||||
}
|
public class Config : Attribute
|
||||||
|
{
|
||||||
public class StateMachine : Attribute
|
public bool Multiple;
|
||||||
{
|
public string MenuName;
|
||||||
public Type StateMachineContextType;
|
public Config(string menuName, bool multiple = false)
|
||||||
public Type StateMachineEnumType;
|
{
|
||||||
|
Multiple = multiple;
|
||||||
public StateMachine(Type stateMachineContextType, Type stateMachineEnumType)
|
MenuName = menuName;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public class ToConfig : Attribute
|
||||||
|
{
|
||||||
|
}
|
||||||
|
public class SceneIdEnum : Attribute
|
||||||
{
|
{
|
||||||
StateMachineContextType = stateMachineContextType;
|
|
||||||
StateMachineEnumType = stateMachineEnumType;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,109 @@
|
|||||||
|
using System.Linq;
|
||||||
|
using Unity.VisualScripting;
|
||||||
|
using UnityCodeGen;
|
||||||
|
using UnityEditor;
|
||||||
|
|
||||||
|
namespace Code.Infrastructure.Generators
|
||||||
|
{
|
||||||
|
[Generator]
|
||||||
|
public class ConfigGenerator : ICodeGenerator
|
||||||
|
{
|
||||||
|
public void Execute(GeneratorContext context)
|
||||||
|
{
|
||||||
|
var configs = TypeCache.GetTypesWithAttribute<Config>();
|
||||||
|
|
||||||
|
var configsCode = "";
|
||||||
|
var configAddCode = "";
|
||||||
|
var configReferencesCode = "";
|
||||||
|
var configReferencesUsingsCode = "";
|
||||||
|
var configOfConfigsCode = "";
|
||||||
|
|
||||||
|
foreach (var cfg in configs)
|
||||||
|
{
|
||||||
|
var configFields = "";
|
||||||
|
var configUsings = "";
|
||||||
|
|
||||||
|
var mem = cfg.GetFields();
|
||||||
|
var members = mem.Where(m => m.HasAttribute<ToConfig>()).ToList();
|
||||||
|
foreach (var m in members)
|
||||||
|
{
|
||||||
|
configUsings += $"using {m.FieldType.Namespace};\n";
|
||||||
|
configFields += $"public {m.FieldType.FullName} {m.Name};\n";
|
||||||
|
}
|
||||||
|
|
||||||
|
var attribute = cfg.GetAttribute<Config>();
|
||||||
|
|
||||||
|
configUsings += @"
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
";
|
||||||
|
var configCode = $@"
|
||||||
|
#pragma warning disable CS0105
|
||||||
|
{configUsings}
|
||||||
|
namespace {cfg.Namespace}{{
|
||||||
|
#pragma warning restore CS0105
|
||||||
|
[CreateAssetMenu(fileName = ""{cfg.Name}Config"", menuName = ""{attribute.MenuName}"")]
|
||||||
|
public class {cfg.Name}Config : ScriptableObject
|
||||||
|
{{
|
||||||
|
{configFields}
|
||||||
|
}}
|
||||||
|
}}
|
||||||
|
";
|
||||||
|
context.AddCode($"{cfg.Name}Config.Generated.cs", configCode);
|
||||||
|
|
||||||
|
configReferencesUsingsCode += $"using {cfg.Namespace};\n";
|
||||||
|
|
||||||
|
if (attribute.Multiple)
|
||||||
|
{
|
||||||
|
configReferencesCode += $"public string {cfg.Name};\n";
|
||||||
|
configAddCode += $@"
|
||||||
|
_multipleConfigReferences.Add(typeof({cfg.FullName}Config), systemConfigsReferences.{cfg.Name});
|
||||||
|
";
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
configReferencesCode += $"public AssetReference {cfg.Name};\n";
|
||||||
|
configAddCode += $@"
|
||||||
|
_singleConfigReferences.Add(typeof({cfg.FullName}Config), systemConfigsReferences.{cfg.Name});
|
||||||
|
";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
configsCode += $@"
|
||||||
|
#pragma warning disable CS0105
|
||||||
|
{configReferencesUsingsCode}
|
||||||
|
using UnityEngine;
|
||||||
|
#pragma warning restore CS0105
|
||||||
|
|
||||||
|
namespace Code.Infrastructure.Configs
|
||||||
|
{{
|
||||||
|
|
||||||
|
public partial class ConfigLocator
|
||||||
|
{{
|
||||||
|
partial void LoadConfigs()
|
||||||
|
{{
|
||||||
|
SystemConfigsReferences systemConfigsReferences = Resources.Load<SystemConfigsReferences>(""SystemConfigsReferences"");
|
||||||
|
{configAddCode}
|
||||||
|
//_singleConfigReferences.Add(typeof(ScenesAssetReferences), systemConfigsReferences.scenesAssetReferences);
|
||||||
|
}}
|
||||||
|
}}
|
||||||
|
}}
|
||||||
|
";
|
||||||
|
context.AddCode($"ConfigLocator.Generated.cs", configsCode);
|
||||||
|
|
||||||
|
configOfConfigsCode += $@"
|
||||||
|
#pragma warning disable CS0105
|
||||||
|
{configReferencesUsingsCode}
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
#pragma warning restore CS0105
|
||||||
|
|
||||||
|
namespace Code.Infrastructure.Configs{{
|
||||||
|
public partial class SystemConfigsReferences
|
||||||
|
{{
|
||||||
|
{configReferencesCode}
|
||||||
|
}}
|
||||||
|
}}
|
||||||
|
";
|
||||||
|
context.AddCode($"SystemConfigsReferences.Generated.cs", configOfConfigsCode);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 026403be8eae4546adcb407308031c1d
|
||||||
|
timeCreated: 1765660396
|
||||||
@@ -0,0 +1,148 @@
|
|||||||
|
using System.Linq;
|
||||||
|
using Unity.VisualScripting;
|
||||||
|
using UnityCodeGen;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Infrastructure.Generators
|
||||||
|
{
|
||||||
|
[Generator]
|
||||||
|
public class SceneLoaderGenerator : ICodeGenerator
|
||||||
|
{
|
||||||
|
public void Execute(GeneratorContext context)
|
||||||
|
{
|
||||||
|
var Enum = TypeCache.GetTypesWithAttribute<SceneIdEnum>();
|
||||||
|
|
||||||
|
var loaderCode = "";
|
||||||
|
var dictionaryCode = "";
|
||||||
|
var interfacesCode = "";
|
||||||
|
var interfacesUsingsCode = $@"
|
||||||
|
using Code.Infrastructure.EventBus;
|
||||||
|
";
|
||||||
|
|
||||||
|
foreach (var en in Enum)
|
||||||
|
{
|
||||||
|
if (!en.IsEnum) return;
|
||||||
|
|
||||||
|
var members = en.GetFields();
|
||||||
|
foreach (var member in members)
|
||||||
|
{
|
||||||
|
if(member.FieldType.FullName != en.FullName) continue;
|
||||||
|
interfacesCode += $@"
|
||||||
|
public interface IOn{member.Name}SceneLoadedHandler : IGlobalSubscriber
|
||||||
|
{{
|
||||||
|
void On{member.Name}SceneLoaded();
|
||||||
|
}}
|
||||||
|
";
|
||||||
|
dictionaryCode += $@"
|
||||||
|
|
||||||
|
_scenesActions.Add(SceneId.{member.Name},() => _eventBus.RaiseEvent<IOn{member.Name}SceneLoadedHandler>(h=> h.On{member.Name}SceneLoaded()));
|
||||||
|
";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
loaderCode = $@"
|
||||||
|
#pragma warning disable CS0105
|
||||||
|
{interfacesUsingsCode}
|
||||||
|
#pragma warning restore CS0105
|
||||||
|
|
||||||
|
namespace Code.Infrastructure.SceneLoader
|
||||||
|
{{
|
||||||
|
public partial class SceneLoader{{
|
||||||
|
partial void SetupScenesInfo(){{
|
||||||
|
{dictionaryCode}
|
||||||
|
}}
|
||||||
|
}}
|
||||||
|
{interfacesCode}
|
||||||
|
}}
|
||||||
|
";
|
||||||
|
context.AddCode($"SceneLoader.Generated.cs", loaderCode);
|
||||||
|
// var configsCode = "";
|
||||||
|
// var configCode = "";
|
||||||
|
// var configUsings = "";
|
||||||
|
// var configFields = "";
|
||||||
|
// var configAddCode = "";
|
||||||
|
// var configReferencesCode = "";
|
||||||
|
// var configReferencesUsingsCode = "";
|
||||||
|
// var configOfConfigsCode = "";
|
||||||
|
//
|
||||||
|
// foreach (var cfg in configs)
|
||||||
|
// {
|
||||||
|
// var mem = cfg.GetFields();
|
||||||
|
// var members = mem.Where(m => m.HasAttribute<ToConfig>()).ToList();
|
||||||
|
// foreach (var m in members)
|
||||||
|
// {
|
||||||
|
// configUsings += $"using {m.FieldType.Namespace};\n";
|
||||||
|
// configFields += $"public {m.FieldType.FullName} {m.Name};\n";
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// var attribute = cfg.GetAttribute<Config>();
|
||||||
|
//
|
||||||
|
// configUsings += @"
|
||||||
|
// using UnityEngine;
|
||||||
|
// using UnityEngine.AddressableAssets;
|
||||||
|
// ";
|
||||||
|
// configCode = $@"
|
||||||
|
// {configUsings}
|
||||||
|
// namespace {cfg.Namespace}{{
|
||||||
|
// [CreateAssetMenu(fileName = ""{cfg.Name}Config"", menuName = ""{attribute.MenuName}"")]
|
||||||
|
// public class {cfg.Name}Config : ScriptableObject
|
||||||
|
// {{
|
||||||
|
// {configFields}
|
||||||
|
// }}
|
||||||
|
// }}
|
||||||
|
// ";
|
||||||
|
// context.AddCode($"{cfg.Name}Config.Generated.cs", configCode);
|
||||||
|
//
|
||||||
|
// configReferencesUsingsCode += $"using {cfg.Namespace};\n";
|
||||||
|
//
|
||||||
|
// if (attribute.Multiple)
|
||||||
|
// {
|
||||||
|
// configReferencesCode += $"public String {cfg.Name};\n";
|
||||||
|
// configAddCode += $@"
|
||||||
|
// _multipleConfigReferences.Add(typeof({cfg.FullName}), systemConfigsReferences.{cfg.Name});
|
||||||
|
// ";
|
||||||
|
// }
|
||||||
|
// else
|
||||||
|
// {
|
||||||
|
// configReferencesCode += $"public AssetReference {cfg.Name};\n";
|
||||||
|
// configAddCode += $@"
|
||||||
|
// _singleConfigReferences.Add(typeof({cfg.FullName}Config), systemConfigsReferences.{cfg.Name});
|
||||||
|
// ";
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// configsCode += $@"
|
||||||
|
// {configReferencesUsingsCode}
|
||||||
|
// using UnityEngine;
|
||||||
|
//
|
||||||
|
// namespace Code.Infrastructure.Configs
|
||||||
|
// {{
|
||||||
|
//
|
||||||
|
// public partial class ConfigLocator
|
||||||
|
// {{
|
||||||
|
// partial void LoadConfigs()
|
||||||
|
// {{
|
||||||
|
// SystemConfigsReferences systemConfigsReferences = Resources.Load<SystemConfigsReferences>(""SystemConfigsReferences"");
|
||||||
|
// {configAddCode}
|
||||||
|
// //_singleConfigReferences.Add(typeof(ScenesAssetReferences), systemConfigsReferences.scenesAssetReferences);
|
||||||
|
// }}
|
||||||
|
// }}
|
||||||
|
// }}
|
||||||
|
// ";
|
||||||
|
// context.AddCode($"ConfigLocator.Generated.cs", configsCode);
|
||||||
|
//
|
||||||
|
// configOfConfigsCode += $@"
|
||||||
|
// {configReferencesUsingsCode}
|
||||||
|
// using UnityEngine.AddressableAssets;
|
||||||
|
//
|
||||||
|
// namespace Code.Infrastructure.Configs{{
|
||||||
|
// public partial class SystemConfigsReferences
|
||||||
|
// {{
|
||||||
|
// {configReferencesCode}
|
||||||
|
// }}
|
||||||
|
// }}
|
||||||
|
// ";
|
||||||
|
// context.AddCode($"SystemConfigsReferences.Generated.cs", configOfConfigsCode);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 92ec56ffd46d4a569bb9a7d436790439
|
||||||
|
timeCreated: 1766423754
|
||||||
@@ -0,0 +1,131 @@
|
|||||||
|
using System.Linq;
|
||||||
|
using Unity.VisualScripting;
|
||||||
|
using UnityCodeGen;
|
||||||
|
using UnityEditor;
|
||||||
|
|
||||||
|
namespace Code.Infrastructure.Generators
|
||||||
|
{
|
||||||
|
[Generator]
|
||||||
|
public class StateMachineGenerator : ICodeGenerator
|
||||||
|
{
|
||||||
|
public void Execute(GeneratorContext context)
|
||||||
|
{
|
||||||
|
GenerateStates(context);
|
||||||
|
|
||||||
|
GenerateStateMachine(context);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void GenerateStateMachine(GeneratorContext context)
|
||||||
|
{
|
||||||
|
var stateMachines = TypeCache.GetTypesWithAttribute<StateMachine>();
|
||||||
|
|
||||||
|
foreach (var sm in stateMachines)
|
||||||
|
{
|
||||||
|
var attribute = sm.GetAttribute<StateMachine>();
|
||||||
|
|
||||||
|
var states = TypeCache.GetTypesWithAttribute<State>()
|
||||||
|
.Where(st =>
|
||||||
|
st.GetAttribute<State>().StateMachineContext.FullName ==
|
||||||
|
attribute.StateMachineContextType.FullName);
|
||||||
|
|
||||||
|
var statesCode = "";
|
||||||
|
var statesNamespacesCode = "";
|
||||||
|
|
||||||
|
foreach (var st in states)
|
||||||
|
{
|
||||||
|
statesNamespacesCode += $@"
|
||||||
|
using {st.Namespace};
|
||||||
|
";
|
||||||
|
statesCode += $@"
|
||||||
|
var state{st.Name} = new {st.Name}(StateMachineContext,eventBus);
|
||||||
|
States.Add(state{st.Name}.myState, state{st.Name});
|
||||||
|
";
|
||||||
|
}
|
||||||
|
|
||||||
|
var stateMachineCode =
|
||||||
|
$@"
|
||||||
|
// <auto-generated/>
|
||||||
|
#pragma warning disable CS0105
|
||||||
|
using Code.Infrastructure.StateMachine;
|
||||||
|
{statesNamespacesCode}
|
||||||
|
#pragma warning restore CS0105
|
||||||
|
namespace {sm.Namespace}
|
||||||
|
{{
|
||||||
|
|
||||||
|
public partial class {sm.Name} : AbstractStateMachine<{attribute.StateMachineEnumType.FullName},{attribute.StateMachineContextType.FullName}>
|
||||||
|
{{
|
||||||
|
|
||||||
|
public {sm.Name}({attribute.StateMachineContextType.FullName} context, EventBus.EventBus eventBus) : base(context)
|
||||||
|
{{
|
||||||
|
{statesCode}
|
||||||
|
}}
|
||||||
|
|
||||||
|
protected override bool CheckTransitionAllowed({attribute.StateMachineEnumType.FullName} nextState) => AllowedStates.HasFlag(nextState);
|
||||||
|
protected override void ResetAllowedTransitions() => AllowedStates = 0;
|
||||||
|
}}
|
||||||
|
|
||||||
|
public static class {sm.Name}Extensions
|
||||||
|
{{
|
||||||
|
public static AbstractStateMachine<{attribute.StateMachineEnumType.FullName}, {attribute.StateMachineContextType.FullName}> AllowStateTransition(
|
||||||
|
this AbstractStateMachine<{attribute.StateMachineEnumType.FullName}, {attribute.StateMachineContextType.FullName}> stateMachine, {attribute.StateMachineEnumType.FullName} state)
|
||||||
|
{{
|
||||||
|
if (stateMachine == null) return null;
|
||||||
|
|
||||||
|
stateMachine.AllowedStates |= state;
|
||||||
|
return stateMachine;
|
||||||
|
}}
|
||||||
|
}}
|
||||||
|
}}
|
||||||
|
|
||||||
|
";
|
||||||
|
|
||||||
|
context.AddCode($"{sm.FullName}.Generated.cs", stateMachineCode);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void GenerateStates(GeneratorContext context)
|
||||||
|
{
|
||||||
|
var states = TypeCache.GetTypesWithAttribute<State>();
|
||||||
|
|
||||||
|
var statesCode = "";
|
||||||
|
foreach (var st in states)
|
||||||
|
{
|
||||||
|
var attribute = st.GetAttribute<State>();
|
||||||
|
|
||||||
|
var fireStatesCode = "";
|
||||||
|
if(st.HasAttribute<StateRaisingEvent>()) fireStatesCode = $@"
|
||||||
|
protected override void _fireEnterState()
|
||||||
|
{{
|
||||||
|
EventBus.RaiseEvent<IEnterStateHandle<{st.FullName}>>(h => h.EnterState());
|
||||||
|
}}
|
||||||
|
|
||||||
|
protected override void _fireExitState()
|
||||||
|
{{
|
||||||
|
EventBus.RaiseEvent<IExitStateHandle<{st.FullName}>>(h => h.ExitState());
|
||||||
|
}}
|
||||||
|
";
|
||||||
|
var genetics = "";
|
||||||
|
if(!attribute.SilentBitch) genetics = $@" : BaseState<{attribute.StateEnum.FullName}, {attribute.StateMachineContext.FullName}>";
|
||||||
|
|
||||||
|
statesCode = $@"
|
||||||
|
|
||||||
|
// retard-generated
|
||||||
|
|
||||||
|
using Code.Infrastructure.StateMachine;
|
||||||
|
|
||||||
|
namespace {st.Namespace}
|
||||||
|
{{
|
||||||
|
public partial class {st.Name} {genetics}
|
||||||
|
{{
|
||||||
|
{fireStatesCode}
|
||||||
|
}}
|
||||||
|
}}
|
||||||
|
";
|
||||||
|
|
||||||
|
|
||||||
|
context.AddCode($"{st.FullName}.Generated.cs", statesCode);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9fb4b6961cd0471d8183511316c15000
|
||||||
|
timeCreated: 1765563824
|
||||||
@@ -1,6 +1,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using Code.Infrastructure.Configs;
|
using Code.Infrastructure.Configs;
|
||||||
using Code.Infrastructure.EventBus;
|
using Code.Infrastructure.EventBus;
|
||||||
|
using Code.Infrastructure.Generators;
|
||||||
using Cysharp.Threading.Tasks;
|
using Cysharp.Threading.Tasks;
|
||||||
using UnityEngine.AddressableAssets;
|
using UnityEngine.AddressableAssets;
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
@@ -30,8 +31,8 @@ namespace Code.Infrastructure.Input
|
|||||||
|
|
||||||
inputActionAsset = _configHandle.Result.inputActionAsset;
|
inputActionAsset = _configHandle.Result.inputActionAsset;
|
||||||
|
|
||||||
// inputActionAsset.actionMaps[(int)ActionMappings.Debug].Enable();
|
inputActionAsset.actionMaps[(int)ActionMappings.Debug].Enable();
|
||||||
// inputActionAsset.actionMaps[(int)ActionMappings.Gameplay].Enable();
|
inputActionAsset.actionMaps[(int)ActionMappings.Gameplay].Enable();
|
||||||
|
|
||||||
_eventBus.RaiseEvent<IInputServiceInitializedHandle>(h => h.InputServiceInitialized());
|
_eventBus.RaiseEvent<IInputServiceInitializedHandle>(h => h.InputServiceInitialized());
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using Code.Infrastructure.Generators;
|
||||||
|
|
||||||
namespace Code.Infrastructure.SceneLoader
|
namespace Code.Infrastructure.SceneLoader
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -2,6 +2,7 @@ using System;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Code.Infrastructure.Configs;
|
using Code.Infrastructure.Configs;
|
||||||
using Code.Infrastructure.EventBus;
|
using Code.Infrastructure.EventBus;
|
||||||
|
using Code.Infrastructure.Generators;
|
||||||
using Cysharp.Threading.Tasks;
|
using Cysharp.Threading.Tasks;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AddressableAssets;
|
using UnityEngine.AddressableAssets;
|
||||||
|
|||||||
@@ -1,5 +1,3 @@
|
|||||||
using Code.Infrastructure.App;
|
|
||||||
|
|
||||||
namespace Code.Infrastructure.StateMachine
|
namespace Code.Infrastructure.StateMachine
|
||||||
{
|
{
|
||||||
public abstract class BaseState<TEnum, TStateMachineContext>
|
public abstract class BaseState<TEnum, TStateMachineContext>
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 3d2c689e65afcd2498be16afac55fa0f
|
guid: d35d03e698d7cea47a8f3bd40a1c7ae7
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f04e3007b6b949c47a0b5c4e63dd0568
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,142 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!1 &8288514960993881008
|
||||||
|
GameObject:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
serializedVersion: 6
|
||||||
|
m_Component:
|
||||||
|
- component: {fileID: 3473359003234186410}
|
||||||
|
m_Layer: 0
|
||||||
|
m_Name: podezd
|
||||||
|
m_TagString: Untagged
|
||||||
|
m_Icon: {fileID: 0}
|
||||||
|
m_NavMeshLayer: 0
|
||||||
|
m_StaticEditorFlags: 0
|
||||||
|
m_IsActive: 1
|
||||||
|
--- !u!4 &3473359003234186410
|
||||||
|
Transform:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 8288514960993881008}
|
||||||
|
serializedVersion: 2
|
||||||
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||||
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_ConstrainProportionsScale: 0
|
||||||
|
m_Children:
|
||||||
|
- {fileID: 3247784904140446222}
|
||||||
|
m_Father: {fileID: 0}
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
|
--- !u!1001 &3069425611678662117
|
||||||
|
PrefabInstance:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Modification:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TransformParent: {fileID: 3473359003234186410}
|
||||||
|
m_Modifications:
|
||||||
|
- target: {fileID: -8679921383154817045, guid: 1dab9e09cf761ed439904eef9b203fd0, type: 3}
|
||||||
|
propertyPath: m_LocalScale.x
|
||||||
|
value: 2
|
||||||
|
objectReference: {fileID: 0}
|
||||||
|
- target: {fileID: -8679921383154817045, guid: 1dab9e09cf761ed439904eef9b203fd0, type: 3}
|
||||||
|
propertyPath: m_LocalScale.y
|
||||||
|
value: 2
|
||||||
|
objectReference: {fileID: 0}
|
||||||
|
- target: {fileID: -8679921383154817045, guid: 1dab9e09cf761ed439904eef9b203fd0, type: 3}
|
||||||
|
propertyPath: m_LocalScale.z
|
||||||
|
value: 2
|
||||||
|
objectReference: {fileID: 0}
|
||||||
|
- target: {fileID: -8679921383154817045, guid: 1dab9e09cf761ed439904eef9b203fd0, type: 3}
|
||||||
|
propertyPath: m_LocalPosition.x
|
||||||
|
value: 0
|
||||||
|
objectReference: {fileID: 0}
|
||||||
|
- target: {fileID: -8679921383154817045, guid: 1dab9e09cf761ed439904eef9b203fd0, type: 3}
|
||||||
|
propertyPath: m_LocalPosition.y
|
||||||
|
value: 0
|
||||||
|
objectReference: {fileID: 0}
|
||||||
|
- target: {fileID: -8679921383154817045, guid: 1dab9e09cf761ed439904eef9b203fd0, type: 3}
|
||||||
|
propertyPath: m_LocalPosition.z
|
||||||
|
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