4 Commits
Author SHA1 Message Date
ThomasCharester 85ac63425c CodeWriter and pain 2026-01-20 20:38:20 +03:00
ThomasCharester a409054750 SourceGen started 2026-01-20 16:59:57 +03:00
ThomasCharester a3cd3e86a1 No liminal 2026-01-20 13:49:24 +03:00
ThomasCharester a5ce0dbd6f Новый рефлекс 2026-01-12 20:59:45 +03:00
562 changed files with 15826 additions and 14921 deletions

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+13
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@@ -0,0 +1,13 @@
# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
/contentModel.xml
/projectSettingsUpdater.xml
/.idea.Infra.iml
/modules.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
+8
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@@ -0,0 +1,8 @@
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<component name="UserContentModel">
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</project>
+6
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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
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+51 -141
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@@ -5,130 +5,17 @@
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@@ -145,17 +32,13 @@
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@@ -168,20 +51,20 @@
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@@ -209,10 +92,10 @@
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@@ -262,6 +145,7 @@
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@@ -307,6 +191,32 @@
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<line>50</line>
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@@ -27,11 +27,6 @@ MonoBehaviour:
m_SerializedLabels:
- SceneConfig
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 8d54a5646fc9ef34383c560ce3c3d6ff
m_Address: Liminal/Settings/InputServiceConfig
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: a78f552da8f156b469b95652e4b0209d
m_Address: DebugClassConfig
m_ReadOnly: 0
@@ -62,6 +57,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: eab71c0cf90c4b94294e497d3734cfe1
m_Address: Assets/Resources_moved/Configs/InputServiceConfig.asset
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: f146779bcd07c524097072c871162bff
m_Address: Assets/Resources_moved/Configs/Camera/FPSConfig.asset
m_ReadOnly: 0
-3
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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 07cf07a937934e0094469237b5865b60
timeCreated: 1766350980
-3
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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: b03c560586d24e78b3fee9249e2f3d61
timeCreated: 1766605332
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: b44837d95edd481087730e30635ab5fc
timeCreated: 1766605342
@@ -1,483 +0,0 @@
using System.Collections.Generic;
using KinematicCharacterController;
using UnityEngine;
namespace Code.Example.Liminal.Character
{
public enum CharacterState
{
Default,
}
public enum OrientationMethod
{
TowardsCamera,
TowardsMovement,
}
public class PlayerCharacterInputs
{
public float MoveAxisForward;
public float MoveAxisRight;
public Quaternion CameraRotation;
public bool CrouchDown;
public bool CrouchUp;
}
public struct AICharacterInputs
{
public Vector3 MoveVector;
public Vector3 LookVector;
}
public enum BonusOrientationMethod
{
None,
TowardsGravity,
TowardsGroundSlopeAndGravity,
}
public class LiminalCharacterController : MonoBehaviour, ICharacterController
{
public KinematicCharacterMotor Motor;
[Header("Stable Movement")] public float MaxStableMoveSpeed = 10f;
public float StableMovementSharpness = 15f;
public float OrientationSharpness = 10f;
public bool InfinitelySharpRotation;
public OrientationMethod OrientationMethod = OrientationMethod.TowardsCamera;
[Header("Air Movement")] public float MaxAirMoveSpeed = 15f;
public float AirAccelerationSpeed = 15f;
public float Drag = 0.1f;
[Header("Misc")] public List<Collider> IgnoredColliders = new List<Collider>();
public BonusOrientationMethod BonusOrientationMethod = BonusOrientationMethod.None;
public float BonusOrientationSharpness = 10f;
public Vector3 Gravity = new Vector3(0, -30f, 0);
// public Transform MeshRoot;
public float CrouchedCapsuleHeight = 1f;
public CharacterState CurrentCharacterState { get; private set; }
private Collider[] _probedColliders = new Collider[8];
private RaycastHit[] _probedHits = new RaycastHit[8];
private Vector3 _moveInputVector;
private Vector3 _lookInputVector;
private Vector3 _internalVelocityAdd = Vector3.zero;
private bool _shouldBeCrouching = false;
private bool _isCrouching = false;
public void Teleport(Vector3 position, Quaternion rotation)
{
Motor.SetPosition(position);
Motor.SetRotation(rotation);
}
private void Awake()
{
// Handle initial state
TransitionToState(CharacterState.Default);
// Assign the characterController to the motor
Motor.CharacterController = this;
}
/// <summary>
/// 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)
{
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: ba1cb0200be742ec8d680ad8b2d662cb
timeCreated: 1766610552
-3
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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: d7569a6973424ff5802b1635c5338316
timeCreated: 1766611137
@@ -1,18 +0,0 @@
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);
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e79636518658432a99481e476aeebc66
timeCreated: 1766610269
@@ -1,7 +0,0 @@
namespace Code.Example.Liminal.Player
{
public class PlayerFactory
{
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 60b7c1aa1c8c4189a2b442d2b4c628eb
timeCreated: 1766652945
@@ -1,74 +0,0 @@
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);
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 8dd688d33c434f999d0ff7cd0553f1ee
timeCreated: 1766611089
@@ -16,7 +16,7 @@ namespace Code.Infrastructure.App
[Inject] public CameraStateMachine Camera { get; set; }
}
[Generators.StateMachine(typeof(AppStateMachineContext),typeof(AppStates))]
[global::StateMachine(typeof(AppStateMachineContext),typeof(AppStates))]
public partial class AppStateMachine
{
+17 -16
View File
@@ -4,7 +4,9 @@ using Code.Infrastructure.Input;
using Code.Infrastructure.Loadings;
using Code.Infrastructure.SceneLoader;
using Reflex.Core;
using Reflex.Enums;
using UnityEngine;
using Resolution = Reflex.Enums.Resolution;
namespace Code.Infrastructure.App
{
@@ -12,34 +14,33 @@ namespace Code.Infrastructure.App
{
public void InstallBindings(ContainerBuilder containerBuilder)
{
containerBuilder.AddSingleton(typeof(EventBus.EventBus));
containerBuilder.AddSingleton(typeof(ConfigLocator), typeof(IConfigLocator));
containerBuilder.AddSingleton(typeof(SceneLoader.SceneLoader));
containerBuilder.AddSingleton(typeof(InputService),typeof(IInputService));
containerBuilder.RegisterType(typeof(EventBus.EventBus), Lifetime.Singleton, Resolution.Eager);
containerBuilder.RegisterType(typeof(ConfigLocator), new[] { typeof(IConfigLocator) }, Lifetime.Singleton, Resolution.Eager);
containerBuilder.RegisterType(typeof(SceneLoader.SceneLoader), Lifetime.Singleton, Resolution.Eager);
containerBuilder.RegisterType(typeof(InputService),new[] { typeof(IInputService) }, Lifetime.Singleton, Resolution.Eager);
containerBuilder.OnContainerBuilt += Bootstrap;
containerBuilder.AddSingleton(typeof(AppStateMachine));
containerBuilder.AddSingleton(typeof(AppStateMachineContext));
containerBuilder.RegisterType(typeof(AppStateMachine), Lifetime.Singleton, Resolution.Lazy);
containerBuilder.RegisterType(typeof(AppStateMachineContext), Lifetime.Singleton, Resolution.Lazy);
containerBuilder.AddSingleton(typeof(CameraFactory));
containerBuilder.AddSingleton(typeof(CameraStateMachine));
containerBuilder.AddSingleton(typeof(CameraStateMachineContext));
containerBuilder.RegisterType(typeof(CameraFactory), Lifetime.Singleton, Resolution.Lazy);
containerBuilder.RegisterType(typeof(CameraStateMachine), Lifetime.Singleton, Resolution.Lazy);
containerBuilder.RegisterType(typeof(CameraStateMachineContext), Lifetime.Singleton, Resolution.Lazy);
}
private Loading initialLoading;
private Loading _initialLoading;
private Container _thatRightContainer;
private void Bootstrap(Container container)
{
_thatRightContainer = container;
container.Resolve<EventBus.EventBus>().Subscribe(this);
container.Resolve<SceneLoader.SceneLoader>();
container.Resolve<IInputService>();
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)
@@ -50,12 +51,12 @@ namespace Code.Infrastructure.App
public void SceneConfigsLoaded()
{
initialLoading.DoProgress();
_initialLoading.DoProgress();
}
public void InputServiceInitialized()
{
initialLoading.DoProgress();
_initialLoading.DoProgress();
}
public void CameraInitialized(CameraStateMachineContext.CameraLoadedData data)
@@ -63,7 +64,7 @@ namespace Code.Infrastructure.App
_thatRightContainer.Resolve<CameraStateMachineContext>().cameraLoadedData = data;
_thatRightContainer.Resolve<CameraStateMachine>().SwitchState(CameraMode.None)
.AllowStateTransition(CameraMode.FirstPerson);
initialLoading.DoProgress();
_initialLoading.DoProgress();
}
}
}
@@ -1,4 +1,3 @@
using Code.Example;
using Reflex.Core;
using UnityEngine;
@@ -1,7 +1,4 @@
using Code.Infrastructure.Camera;
using Code.Infrastructure.Generators;
using Code.Infrastructure.SceneLoader;
using Cysharp.Threading.Tasks;
using Code.Infrastructure.SceneLoader;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -20,8 +17,7 @@ namespace Code.Infrastructure.App.States
public override AppStates myState => AppStates.Bootstrap;
protected override void OnEnterState()
{
_eventBus.Subscribe(this);
Context.Camera.SwitchState(CameraMode.FirstPerson).AllowStateTransition(CameraMode.None);
_eventBus.Subscribe(this);
Context.SceneLoader.LoadSceneAsync(SceneId.Gameplay, LoadSceneMode.Single).Forget();
}
@@ -1,5 +1,3 @@
using Code.Infrastructure.Camera;
using Code.Infrastructure.Generators;
using Code.Infrastructure.SceneLoader;
using UnityEngine;
@@ -16,7 +14,7 @@ namespace Code.Infrastructure.App.States
public override AppStates myState => AppStates.Gameplay;
protected override void OnEnterState()
{
Context.Camera.SwitchState(CameraMode.FirstPerson).AllowStateTransition(CameraMode.None);
}
protected override void OnExitState()
@@ -1,4 +1,4 @@
using Code.Infrastructure.Generators;
namespace Code.Infrastructure.App.States
{
@@ -1,4 +1,3 @@
using Code.Infrastructure.Generators;
using UnityEngine;
namespace Code.Infrastructure.Camera
@@ -1,6 +1,5 @@
using System.Collections.Generic;
using Code.Infrastructure.EventBus;
using Code.Infrastructure.Generators;
using Code.Infrastructure.Input;
using Reflex.Attributes;
using UnityEngine.AddressableAssets;
@@ -46,7 +45,7 @@ namespace Code.Infrastructure.Camera
[Inject] public EventBus.EventBus EventBus;
}
[Generators.StateMachine(typeof(CameraStateMachineContext), typeof(CameraMode))]
[global::StateMachine(typeof(CameraStateMachineContext), typeof(CameraMode))]
public partial class CameraStateMachine
{
public UnityEngine.Camera Camera => StateMachineContext.cameraLoadedData.Camera;
@@ -1,110 +0,0 @@
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
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 850f6325ab66480e9f7d1c03dbb37030
timeCreated: 1767346203
@@ -1,9 +1,8 @@
using Code.Infrastructure.Generators;
using UnityEngine;
namespace Code.Infrastructure.Camera.CameraStates
{
[State(typeof(CameraMode),typeof(CameraStateMachineContext), true)]
// [State(typeof(CameraMode),typeof(CameraStateMachineContext), true)]
public partial class NoneCameraState : BaseCameraState
{
public NoneCameraState(CameraStateMachineContext context, EventBus.EventBus eventBus) : base(context, eventBus)
@@ -52,8 +52,7 @@ namespace Code.Infrastructure.EventBus
where TSubscriber : class, IGlobalSubscriber
{
for ( int i = 0; i < subscribers.List.Count; i++)
{
Debug.Log("Invoking " + typeof(TSubscriber).Name);
{
IGlobalSubscriber subscriber = subscribers.List[i];
try
{
@@ -1,49 +1,50 @@
using System;
namespace Code.Infrastructure.Generators
public class SceneIdEnum : Attribute
{
}
public class ToConfig : Attribute
{
}
public class Config : Attribute
{
public class StateMachine : Attribute
public bool Multiple;
public string MenuName;
public Config(string menuName, bool multiple = false)
{
public Type StateMachineContextType;
public Type StateMachineEnumType;
Multiple = multiple;
MenuName = menuName;
}
}
public StateMachine(Type stateMachineContextType, Type stateMachineEnumType)
{
StateMachineContextType = stateMachineContextType;
StateMachineEnumType = stateMachineEnumType;
}
}
public class State : Attribute
{
public Type StateEnum;
public Type StateMachineContext;
public bool SilentBitch; // Поэтому нейминг переменных очень важен
public class StateRaisingEvent : Attribute
{
}
public State(Type stateEnum,Type stateMachineContext, bool silentBitch = false)
{
StateEnum = stateEnum;
StateMachineContext = stateMachineContext;
SilentBitch = silentBitch;
}
}
public class StateRaisingEvent : Attribute
{
}
public class Config : Attribute
public class State : Attribute
{
public Type StateEnum;
public Type StateMachineContext;
public bool SilentBitch; // Поэтому нейминг переменных очень важен
public State(Type stateEnum,Type stateMachineContext, bool silentBitch = false)
{
public bool Multiple;
public string MenuName;
public Config(string menuName, bool multiple = false)
{
Multiple = multiple;
MenuName = menuName;
}
StateEnum = stateEnum;
StateMachineContext = stateMachineContext;
SilentBitch = silentBitch;
}
public class ToConfig : Attribute
{
}
public class SceneIdEnum : Attribute
{
}
public class StateMachine : Attribute
{
public Type StateMachineContextType;
public Type StateMachineEnumType;
public StateMachine(Type stateMachineContextType, Type stateMachineEnumType)
{
StateMachineContextType = stateMachineContextType;
StateMachineEnumType = stateMachineEnumType;
}
}
@@ -1,109 +0,0 @@
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);
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 026403be8eae4546adcb407308031c1d
timeCreated: 1765660396
@@ -1,148 +0,0 @@
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);
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 92ec56ffd46d4a569bb9a7d436790439
timeCreated: 1766423754
@@ -1,131 +0,0 @@
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);
}
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 9fb4b6961cd0471d8183511316c15000
timeCreated: 1765563824
@@ -1,7 +1,6 @@
using System;
using Code.Infrastructure.Configs;
using Code.Infrastructure.EventBus;
using Code.Infrastructure.Generators;
using Cysharp.Threading.Tasks;
using UnityEngine.AddressableAssets;
using UnityEngine.InputSystem;
@@ -31,8 +30,8 @@ namespace Code.Infrastructure.Input
inputActionAsset = _configHandle.Result.inputActionAsset;
inputActionAsset.actionMaps[(int)ActionMappings.Debug].Enable();
inputActionAsset.actionMaps[(int)ActionMappings.Gameplay].Enable();
// inputActionAsset.actionMaps[(int)ActionMappings.Debug].Enable();
// inputActionAsset.actionMaps[(int)ActionMappings.Gameplay].Enable();
_eventBus.RaiseEvent<IInputServiceInitializedHandle>(h => h.InputServiceInitialized());
}
@@ -1,4 +1,3 @@
using Code.Infrastructure.Generators;
namespace Code.Infrastructure.SceneLoader
{
@@ -1,8 +1,7 @@
using System;
using System.Collections.Generic;
using Code.Infrastructure.Configs;
using Code.Infrastructure.EventBus;
using Code.Infrastructure.Generators;
using Code.Infrastructure.EventBus;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
@@ -1,3 +1,5 @@
using Code.Infrastructure.App;
namespace Code.Infrastructure.StateMachine
{
public abstract class BaseState<TEnum, TStateMachineContext>
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