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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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# Editor-based HTTP Client requests
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# Datasource local storage ignored files
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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8"?>
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</list>
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|
||||||
<setting file="file://$PROJECT_DIR$/Library/PackageCache/com.gustavopsantos.reflex@b77d36a82a21/Injectors/MethodInjector.cs" root0="SKIP_HIGHLIGHTING" />
|
|
||||||
<setting file="file://$PROJECT_DIR$/Library/PackageCache/com.unity.addressables@45e9abf44299/Runtime/ResourceManager/AsyncOperations/AsyncOperationBase.cs" root0="SKIP_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Library/PackageCache/com.unity.addressables@45e9abf44299/Runtime/ResourceManager/AsyncOperations/AsyncOperationBase.cs" root0="SKIP_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Library/PackageCache/com.unity.addressables@45e9abf44299/Runtime/ResourceManager/AsyncOperations/AsyncOperationHandle.cs" root0="SKIP_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Library/PackageCache/com.unity.addressables@45e9abf44299/Runtime/ResourceManager/AsyncOperations/AsyncOperationHandle.cs" root0="SKIP_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Library/PackageCache/com.unity.addressables@45e9abf44299/Runtime/ResourceManager/AsyncOperations/ChainOperation.cs" root0="SKIP_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Library/PackageCache/com.unity.addressables@45e9abf44299/Runtime/ResourceManager/AsyncOperations/ChainOperation.cs" root0="SKIP_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Library/PackageCache/com.unity.addressables@45e9abf44299/Runtime/ResourceManager/Util/DelegateList.cs" root0="SKIP_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Library/PackageCache/com.unity.addressables@45e9abf44299/Runtime/ResourceManager/Util/DelegateList.cs" root0="SKIP_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Library/PackageCache/com.unity.addressables@45e9abf44299/Runtime/ResourceManager/Util/MonoBehaviourCallbackHooks.cs" root0="SKIP_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Library/PackageCache/com.unity.addressables@45e9abf44299/Runtime/ResourceManager/Util/MonoBehaviourCallbackHooks.cs" root0="SKIP_HIGHLIGHTING" />
|
||||||
<setting file="file://$APPLICATION_CONFIG_DIR$/resharper-host/DecompilerCache/decompiler/1eb9db207454431c84a47bcd81e79c3746ae00/50/ee0759d6/Dictionary`2.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$APPLICATION_CONFIG_DIR$/resharper-host/DecompilerCache/decompiler/1eb9db207454431c84a47bcd81e79c3746ae00/50/ee0759d6/Dictionary`2.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$APPLICATION_CONFIG_DIR$/resharper-host/DecompilerCache/decompiler/493b407efcb64dddad59f28bb0b831d3212400/1d/b6f4672d/Vector2.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$APPLICATION_CONFIG_DIR$/resharper-host/DecompilerCache/decompiler/493b407efcb64dddad59f28bb0b831d3212400/1d/b6f4672d/Vector2.cs" root0="SKIP_HIGHLIGHTING" />
|
||||||
<setting file="file://$APPLICATION_CONFIG_DIR$/resharper-host/DecompilerCache/decompiler/493b407efcb64dddad59f28bb0b831d3212400/e6/06b4bbec/Component.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$APPLICATION_CONFIG_DIR$/resharper-host/DecompilerCache/decompiler/493b407efcb64dddad59f28bb0b831d3212400/e6/06b4bbec/Component.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$APPLICATION_CONFIG_DIR$/resharper-host/DecompilerCache/decompiler/6faa6124236442759eb396cfbfdad50810fc00/3f/3a201145/Enumerable.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$APPLICATION_CONFIG_DIR$/resharper-host/DecompilerCache/decompiler/6faa6124236442759eb396cfbfdad50810fc00/3f/3a201145/Enumerable.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
</component>
|
</component>
|
||||||
@@ -168,20 +51,20 @@
|
|||||||
<option name="hideEmptyMiddlePackages" value="true" />
|
<option name="hideEmptyMiddlePackages" value="true" />
|
||||||
<option name="showLibraryContents" value="true" />
|
<option name="showLibraryContents" value="true" />
|
||||||
</component>
|
</component>
|
||||||
<component name="PropertiesComponent"><![CDATA[{
|
<component name="PropertiesComponent">{
|
||||||
"keyToString": {
|
"keyToString": {
|
||||||
"Attach to Unity Editor.Attach to Unity Editor.executor": "Debug",
|
"Attach to Unity Editor.Attach to Unity Editor.executor": "Debug",
|
||||||
"RunOnceActivity.ShowReadmeOnStart": "true",
|
"RunOnceActivity.ShowReadmeOnStart": "true",
|
||||||
"XThreadsFramesViewSplitterKey": "0.31173185",
|
"XThreadsFramesViewSplitterKey": "0.31173185",
|
||||||
"git-widget-placeholder": "main",
|
"git-widget-placeholder": "NotLiminalOne",
|
||||||
"node.js.detected.package.eslint": "true",
|
"node.js.detected.package.eslint": "true",
|
||||||
"node.js.detected.package.tslint": "true",
|
"node.js.detected.package.tslint": "true",
|
||||||
"node.js.selected.package.eslint": "(autodetect)",
|
"node.js.selected.package.eslint": "(autodetect)",
|
||||||
"node.js.selected.package.tslint": "(autodetect)",
|
"node.js.selected.package.tslint": "(autodetect)",
|
||||||
"nodejs_package_manager_path": "npm",
|
"nodejs_package_manager_path": "npm",
|
||||||
"vue.rearranger.settings.migration": "true"
|
"vue.rearranger.settings.migration": "true"
|
||||||
}
|
}
|
||||||
}]]></component>
|
}</component>
|
||||||
<component name="RunManager" selected="Attach to Unity Editor.Attach to Unity Editor">
|
<component name="RunManager" selected="Attach to Unity Editor.Attach to Unity Editor">
|
||||||
<configuration name="Start Unity" type="RunUnityExe" factoryName="Unity Executable">
|
<configuration name="Start Unity" type="RunUnityExe" factoryName="Unity Executable">
|
||||||
<option name="EXE_PATH" value="C:\Program Files\Unity\Hub\Editor\6000.3.1f1\Editor\Unity.exe" />
|
<option name="EXE_PATH" value="C:\Program Files\Unity\Hub\Editor\6000.3.1f1\Editor\Unity.exe" />
|
||||||
@@ -209,10 +92,10 @@
|
|||||||
</option>
|
</option>
|
||||||
<method v="2" />
|
<method v="2" />
|
||||||
</configuration>
|
</configuration>
|
||||||
<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="3060">
|
<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">
|
||||||
<option name="allowRunningInParallel" value="false" />
|
<option name="allowRunningInParallel" value="false" />
|
||||||
<option name="listenPortForConnections" value="false" />
|
<option name="listenPortForConnections" value="false" />
|
||||||
<option name="pid" value="3060" />
|
<option name="pid" />
|
||||||
<option name="projectPathOnTarget" />
|
<option name="projectPathOnTarget" />
|
||||||
<option name="selectedOptions">
|
<option name="selectedOptions">
|
||||||
<list />
|
<list />
|
||||||
@@ -262,6 +145,7 @@
|
|||||||
<workItem from="1767345100869" duration="2686000" />
|
<workItem from="1767345100869" duration="2686000" />
|
||||||
<workItem from="1768124782138" duration="5579000" />
|
<workItem from="1768124782138" duration="5579000" />
|
||||||
<workItem from="1768228201670" duration="4137000" />
|
<workItem from="1768228201670" duration="4137000" />
|
||||||
|
<workItem from="1768237217087" duration="2844000" />
|
||||||
</task>
|
</task>
|
||||||
<servers />
|
<servers />
|
||||||
</component>
|
</component>
|
||||||
@@ -307,6 +191,32 @@
|
|||||||
</properties>
|
</properties>
|
||||||
<option name="timeStamp" value="58" />
|
<option name="timeStamp" value="58" />
|
||||||
</line-breakpoint>
|
</line-breakpoint>
|
||||||
|
<line-breakpoint enabled="true" type="DotNet Breakpoints">
|
||||||
|
<url>file://$PROJECT_DIR$/Assets/Code/Infrastructure/Camera/CameraFactory.cs</url>
|
||||||
|
<line>50</line>
|
||||||
|
<properties documentPath="A:\Projects\Infratest\Assets\Code\Infrastructure\Camera\CameraFactory.cs" containingFunctionPresentation="Method 'CreateCameraStateMachine'">
|
||||||
|
<startOffsets>
|
||||||
|
<option value="2190" />
|
||||||
|
</startOffsets>
|
||||||
|
<endOffsets>
|
||||||
|
<option value="2295" />
|
||||||
|
</endOffsets>
|
||||||
|
</properties>
|
||||||
|
<option name="timeStamp" value="60" />
|
||||||
|
</line-breakpoint>
|
||||||
|
<line-breakpoint enabled="true" type="DotNet Breakpoints">
|
||||||
|
<url>file://$PROJECT_DIR$/Assets/Code/Infrastructure/Camera/CameraFactory.cs</url>
|
||||||
|
<line>35</line>
|
||||||
|
<properties documentPath="A:\Projects\Infratest\Assets\Code\Infrastructure\Camera\CameraFactory.cs" containingFunctionPresentation="Method 'CreateCameraStateMachine'">
|
||||||
|
<startOffsets>
|
||||||
|
<option value="1345" />
|
||||||
|
</startOffsets>
|
||||||
|
<endOffsets>
|
||||||
|
<option value="1495" />
|
||||||
|
</endOffsets>
|
||||||
|
</properties>
|
||||||
|
<option name="timeStamp" value="61" />
|
||||||
|
</line-breakpoint>
|
||||||
</breakpoints>
|
</breakpoints>
|
||||||
</breakpoint-manager>
|
</breakpoint-manager>
|
||||||
</component>
|
</component>
|
||||||
|
|||||||
@@ -27,11 +27,6 @@ MonoBehaviour:
|
|||||||
m_SerializedLabels:
|
m_SerializedLabels:
|
||||||
- SceneConfig
|
- SceneConfig
|
||||||
FlaggedDuringContentUpdateRestriction: 0
|
FlaggedDuringContentUpdateRestriction: 0
|
||||||
- m_GUID: 8d54a5646fc9ef34383c560ce3c3d6ff
|
|
||||||
m_Address: Liminal/Settings/InputServiceConfig
|
|
||||||
m_ReadOnly: 0
|
|
||||||
m_SerializedLabels: []
|
|
||||||
FlaggedDuringContentUpdateRestriction: 0
|
|
||||||
- m_GUID: a78f552da8f156b469b95652e4b0209d
|
- m_GUID: a78f552da8f156b469b95652e4b0209d
|
||||||
m_Address: DebugClassConfig
|
m_Address: DebugClassConfig
|
||||||
m_ReadOnly: 0
|
m_ReadOnly: 0
|
||||||
@@ -62,6 +57,11 @@ MonoBehaviour:
|
|||||||
m_ReadOnly: 0
|
m_ReadOnly: 0
|
||||||
m_SerializedLabels: []
|
m_SerializedLabels: []
|
||||||
FlaggedDuringContentUpdateRestriction: 0
|
FlaggedDuringContentUpdateRestriction: 0
|
||||||
|
- m_GUID: eab71c0cf90c4b94294e497d3734cfe1
|
||||||
|
m_Address: Assets/Resources_moved/Configs/InputServiceConfig.asset
|
||||||
|
m_ReadOnly: 0
|
||||||
|
m_SerializedLabels: []
|
||||||
|
FlaggedDuringContentUpdateRestriction: 0
|
||||||
- m_GUID: f146779bcd07c524097072c871162bff
|
- m_GUID: f146779bcd07c524097072c871162bff
|
||||||
m_Address: Assets/Resources_moved/Configs/Camera/FPSConfig.asset
|
m_Address: Assets/Resources_moved/Configs/Camera/FPSConfig.asset
|
||||||
m_ReadOnly: 0
|
m_ReadOnly: 0
|
||||||
|
|||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 07cf07a937934e0094469237b5865b60
|
|
||||||
timeCreated: 1766350980
|
|
||||||
@@ -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
|
|
||||||
@@ -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; }
|
[Inject] public CameraStateMachine Camera { get; set; }
|
||||||
}
|
}
|
||||||
|
|
||||||
[Generators.StateMachine(typeof(AppStateMachineContext),typeof(AppStates))]
|
[global::StateMachine(typeof(AppStateMachineContext),typeof(AppStates))]
|
||||||
public partial class AppStateMachine
|
public partial class AppStateMachine
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|||||||
@@ -4,7 +4,9 @@ using Code.Infrastructure.Input;
|
|||||||
using Code.Infrastructure.Loadings;
|
using Code.Infrastructure.Loadings;
|
||||||
using Code.Infrastructure.SceneLoader;
|
using Code.Infrastructure.SceneLoader;
|
||||||
using Reflex.Core;
|
using Reflex.Core;
|
||||||
|
using Reflex.Enums;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Resolution = Reflex.Enums.Resolution;
|
||||||
|
|
||||||
namespace Code.Infrastructure.App
|
namespace Code.Infrastructure.App
|
||||||
{
|
{
|
||||||
@@ -12,34 +14,33 @@ namespace Code.Infrastructure.App
|
|||||||
{
|
{
|
||||||
public void InstallBindings(ContainerBuilder containerBuilder)
|
public void InstallBindings(ContainerBuilder containerBuilder)
|
||||||
{
|
{
|
||||||
containerBuilder.AddSingleton(typeof(EventBus.EventBus));
|
containerBuilder.RegisterType(typeof(EventBus.EventBus), Lifetime.Singleton, Resolution.Eager);
|
||||||
containerBuilder.AddSingleton(typeof(ConfigLocator), typeof(IConfigLocator));
|
containerBuilder.RegisterType(typeof(ConfigLocator), new[] { typeof(IConfigLocator) }, Lifetime.Singleton, Resolution.Eager);
|
||||||
containerBuilder.AddSingleton(typeof(SceneLoader.SceneLoader));
|
containerBuilder.RegisterType(typeof(SceneLoader.SceneLoader), Lifetime.Singleton, Resolution.Eager);
|
||||||
containerBuilder.AddSingleton(typeof(InputService),typeof(IInputService));
|
containerBuilder.RegisterType(typeof(InputService),new[] { typeof(IInputService) }, Lifetime.Singleton, Resolution.Eager);
|
||||||
|
|
||||||
containerBuilder.OnContainerBuilt += Bootstrap;
|
containerBuilder.OnContainerBuilt += Bootstrap;
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(AppStateMachine));
|
containerBuilder.RegisterType(typeof(AppStateMachine), Lifetime.Singleton, Resolution.Lazy);
|
||||||
containerBuilder.AddSingleton(typeof(AppStateMachineContext));
|
containerBuilder.RegisterType(typeof(AppStateMachineContext), Lifetime.Singleton, Resolution.Lazy);
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(CameraFactory));
|
containerBuilder.RegisterType(typeof(CameraFactory), Lifetime.Singleton, Resolution.Lazy);
|
||||||
containerBuilder.AddSingleton(typeof(CameraStateMachine));
|
containerBuilder.RegisterType(typeof(CameraStateMachine), Lifetime.Singleton, Resolution.Lazy);
|
||||||
containerBuilder.AddSingleton(typeof(CameraStateMachineContext));
|
containerBuilder.RegisterType(typeof(CameraStateMachineContext), Lifetime.Singleton, Resolution.Lazy);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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)
|
||||||
@@ -50,12 +51,12 @@ 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)
|
||||||
@@ -63,7 +64,7 @@ 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();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,4 +1,3 @@
|
|||||||
using Code.Example;
|
|
||||||
using Reflex.Core;
|
using Reflex.Core;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
|||||||
@@ -1,7 +1,4 @@
|
|||||||
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;
|
||||||
|
|
||||||
@@ -21,7 +18,6 @@ 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();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,3 @@
|
|||||||
using Code.Infrastructure.Camera;
|
|
||||||
using Code.Infrastructure.Generators;
|
|
||||||
using Code.Infrastructure.SceneLoader;
|
using Code.Infrastructure.SceneLoader;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
@@ -16,7 +14,7 @@ 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
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Code.Infrastructure.Generators;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Code.Infrastructure.Camera
|
namespace Code.Infrastructure.Camera
|
||||||
|
|||||||
@@ -1,6 +1,5 @@
|
|||||||
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;
|
||||||
@@ -46,7 +45,7 @@ namespace Code.Infrastructure.Camera
|
|||||||
[Inject] public EventBus.EventBus EventBus;
|
[Inject] public EventBus.EventBus EventBus;
|
||||||
}
|
}
|
||||||
|
|
||||||
[Generators.StateMachine(typeof(CameraStateMachineContext), typeof(CameraMode))]
|
[global::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;
|
||||||
|
|||||||
@@ -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;
|
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)
|
||||||
|
|||||||
@@ -53,7 +53,6 @@ namespace Code.Infrastructure.EventBus
|
|||||||
{
|
{
|
||||||
for ( int i = 0; i < subscribers.List.Count; i++)
|
for ( int i = 0; i < subscribers.List.Count; i++)
|
||||||
{
|
{
|
||||||
Debug.Log("Invoking " + typeof(TSubscriber).Name);
|
|
||||||
IGlobalSubscriber subscriber = subscribers.List[i];
|
IGlobalSubscriber subscriber = subscribers.List[i];
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,17 +1,26 @@
|
|||||||
using System;
|
using System;
|
||||||
|
|
||||||
namespace Code.Infrastructure.Generators
|
public class SceneIdEnum : Attribute
|
||||||
{
|
{
|
||||||
public class StateMachine : Attribute
|
|
||||||
{
|
|
||||||
public Type StateMachineContextType;
|
|
||||||
public Type StateMachineEnumType;
|
|
||||||
|
|
||||||
public StateMachine(Type stateMachineContextType, Type stateMachineEnumType)
|
|
||||||
{
|
|
||||||
StateMachineContextType = stateMachineContextType;
|
|
||||||
StateMachineEnumType = stateMachineEnumType;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public class ToConfig : Attribute
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public class Config : Attribute
|
||||||
|
{
|
||||||
|
public bool Multiple;
|
||||||
|
public string MenuName;
|
||||||
|
public Config(string menuName, bool multiple = false)
|
||||||
|
{
|
||||||
|
Multiple = multiple;
|
||||||
|
MenuName = menuName;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public class StateRaisingEvent : Attribute
|
||||||
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
public class State : Attribute
|
public class State : Attribute
|
||||||
@@ -27,23 +36,15 @@ namespace Code.Infrastructure.Generators
|
|||||||
SilentBitch = silentBitch;
|
SilentBitch = silentBitch;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public class StateRaisingEvent : Attribute
|
|
||||||
|
public class StateMachine : Attribute
|
||||||
{
|
{
|
||||||
}
|
public Type StateMachineContextType;
|
||||||
public class Config : Attribute
|
public Type StateMachineEnumType;
|
||||||
{
|
|
||||||
public bool Multiple;
|
public StateMachine(Type stateMachineContextType, Type stateMachineEnumType)
|
||||||
public string MenuName;
|
|
||||||
public Config(string menuName, bool multiple = false)
|
|
||||||
{
|
|
||||||
Multiple = multiple;
|
|
||||||
MenuName = menuName;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public class ToConfig : Attribute
|
|
||||||
{
|
|
||||||
}
|
|
||||||
public class SceneIdEnum : Attribute
|
|
||||||
{
|
{
|
||||||
|
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 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;
|
||||||
@@ -31,8 +30,8 @@ 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());
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Code.Infrastructure.Generators;
|
|
||||||
|
|
||||||
namespace Code.Infrastructure.SceneLoader
|
namespace Code.Infrastructure.SceneLoader
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -2,7 +2,6 @@ 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;
|
||||||
|
|||||||
@@ -1,3 +1,5 @@
|
|||||||
|
using Code.Infrastructure.App;
|
||||||
|
|
||||||
namespace Code.Infrastructure.StateMachine
|
namespace Code.Infrastructure.StateMachine
|
||||||
{
|
{
|
||||||
public abstract class BaseState<TEnum, TStateMachineContext>
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public abstract class BaseState<TEnum, TStateMachineContext>
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