Added skybox, cleaned-up code, adjusted anims
@ -31960,7 +31960,917 @@ AnimationClip:
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mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 0
|
||||
cubemapConvolution: 0
|
||||
cubemapConvolutionSteps: 7
|
||||
cubemapConvolutionExponent: 1.5
|
||||
seamlessCubemap: 0
|
||||
textureFormat: -1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
filterMode: 0
|
||||
aniso: 0
|
||||
mipBias: -1
|
||||
wrapMode: 1
|
||||
nPOTScale: 1
|
||||
lightmap: 0
|
||||
rGBM: 0
|
||||
compressionQuality: 50
|
||||
allowsAlphaSplitting: 0
|
||||
spriteMode: 0
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spritePixelsToUnits: 100
|
||||
alphaIsTransparency: 0
|
||||
textureType: 0
|
||||
buildTargetSettings: []
|
||||
spriteSheet:
|
||||
sprites: []
|
||||
outline: []
|
||||
spritePackingTag:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -13,6 +13,6 @@ MonoBehaviour:
|
||||
m_Name: PlayerData
|
||||
m_EditorClassIdentifier:
|
||||
<InvincibilityTime>k__BackingField: 3
|
||||
<JumpHeight>k__BackingField: 5
|
||||
<LaneSwitchSpeed>k__BackingField: 15
|
||||
<JumpHeight>k__BackingField: 6
|
||||
<LaneSwitchSpeed>k__BackingField: 17.5
|
||||
<Speed>k__BackingField: 20
|
||||
|
@ -1,32 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
//Текущая вкладка
|
||||
//[RequireComponent(typeof(Player))]
|
||||
[Serializable]
|
||||
public class SessionStateSwitcher : MonoBehaviour
|
||||
{
|
||||
//GameSession
|
||||
// SetState
|
||||
//[SerializeField] public GameSession.ESessionState sessionState;
|
||||
//public void UpdateState()
|
||||
//{
|
||||
// //switch (sessionState)
|
||||
// //{
|
||||
// // case ESessionState.Move:
|
||||
// // //sm.ChangeTo<MoveTargetState>();
|
||||
// // break;
|
||||
// // case StateList.Attack:
|
||||
// // //sm.ChangeTo<ChooseTargetState>();
|
||||
// // break;
|
||||
// // case StateList.Skill:
|
||||
// // //sm.ChangeTo<ChooseTargetState>();
|
||||
// // break;
|
||||
// // case StateList.Item:
|
||||
// // //sm.ChangeTo<ItemSelectionState>();
|
||||
// // break;
|
||||
// // default:
|
||||
// // //sm.ChangeTo<WaitState>();
|
||||
// // break;
|
||||
// //}
|
||||
//}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fa56ff82c1c89f044b2bd39da716d521
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,21 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GameSessionResetter : MonoBehaviour, IResettable
|
||||
{
|
||||
private List<IResettable> resettables = new List<IResettable>();
|
||||
|
||||
public void RegisterResettable(IResettable resettable)
|
||||
{
|
||||
resettables.Add(resettable);
|
||||
}
|
||||
public void UnregisterResettable(IResettable resettable)
|
||||
{
|
||||
resettables.Remove(resettable);
|
||||
}
|
||||
public void ResetToDefault()
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
}
|
@ -1,17 +0,0 @@
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
public class LaneMovementController : MonoBehaviour
|
||||
{
|
||||
public EInputDirection? MovingDirection { get; private set; }
|
||||
[HideInInspector] public Vector3 HorizontalDeltaPosition;
|
||||
public float VerticalDeltaPosition { get; set; }
|
||||
[SerializeField] private LaneSystem laneSystem;
|
||||
public LaneSystem LaneSystem { get { return laneSystem; } private set { laneSystem = value; } }
|
||||
|
||||
public void ChangeLane(int lanesCount)
|
||||
{
|
||||
LaneSystem.TargetLane += lanesCount;
|
||||
}
|
||||
|
||||
}
|
@ -7,42 +7,48 @@ using UnityEngine.SceneManagement;
|
||||
[RequireComponent(typeof(Animator))]
|
||||
[RequireComponent(typeof(Health))]
|
||||
[RequireComponent(typeof(Statistics))]
|
||||
//[RequireComponent(typeof(WeaponController))] //NULL OBJECT PATTERN?
|
||||
//[RequireComponent(typeof(RigController))]
|
||||
|
||||
public class Player : MonoBehaviour, IResettable
|
||||
{
|
||||
#region StateMachine
|
||||
|
||||
public PlayerStateMachine PlayerStateMachine { get; private set; }
|
||||
|
||||
#endregion
|
||||
|
||||
#region Animation
|
||||
|
||||
private Animator animator;
|
||||
[SerializeField] private AnimationCurve jumpDeltaYCurve;
|
||||
public AnimationCurve JumpDeltaYCurve { get { return jumpDeltaYCurve; } }
|
||||
public PlayerAnimator PlayerAnimator { get; private set; }
|
||||
|
||||
#endregion
|
||||
|
||||
#region PlayerComponents
|
||||
|
||||
[SerializeField] private PlayerData playerData;
|
||||
public IDamageable PlayerHealth { get; private set; }
|
||||
public Statistics PlayerStatictics { get; private set; }
|
||||
//public WeaponController PlayerWeaponController { get; private set; }
|
||||
//public RigController PlayerRigging { get; private set; }
|
||||
public PlayerData PlayerData { get { return playerData; } }
|
||||
|
||||
#endregion
|
||||
|
||||
#region MovementControl
|
||||
|
||||
private IPlayerInput input;
|
||||
public EInputDirection? InputDirection { get; private set; }
|
||||
|
||||
[SerializeField] private LaneSystem laneSystem;
|
||||
public LaneSystem LaneSystem { get { return laneSystem; } private set { laneSystem = value; } }
|
||||
public CharacterController CharacterController { get; private set; }
|
||||
public PlayerCollider playerCollider { get; private set; }
|
||||
//public bool IsTurned { get; private set; }
|
||||
public PlayerCollider PlayerCollider { get; private set; }
|
||||
|
||||
#endregion
|
||||
|
||||
public bool IsInvincible { get; private set; }
|
||||
public float InvincibilityTime { get; private set; } //PLAYER DATA ScriptableObject
|
||||
public EDirection Direction { get; private set; }
|
||||
public EDirection PendingDirection { get; private set; }
|
||||
public bool IsTurning { get; set; }
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
input = new ArrowKeysInput();
|
||||
@ -50,11 +56,9 @@ public class Player : MonoBehaviour, IResettable
|
||||
if (animator)
|
||||
PlayerAnimator = new PlayerAnimator(animator);
|
||||
CharacterController = GetComponent<CharacterController>();
|
||||
playerCollider = new PlayerCollider(CharacterController);
|
||||
PlayerCollider = new PlayerCollider(CharacterController);
|
||||
PlayerHealth = GetComponent<IDamageable>();
|
||||
PlayerStatictics = GetComponent<Statistics>();
|
||||
//PlayerWeaponController = GetComponent<WeaponController>();
|
||||
//PlayerRigging = GetComponent<RigController>();
|
||||
PlayerStateMachine = new PlayerStateMachine(this);
|
||||
InvincibilityTime = playerData.InvincibilityTime;
|
||||
}
|
||||
@ -69,89 +73,19 @@ public class Player : MonoBehaviour, IResettable
|
||||
private void Start()
|
||||
{
|
||||
PlayerStateMachine.SetState(PlayerStateMachine.PlayerStartingIdleState);
|
||||
//IsTurned = false;
|
||||
IsTurning = false;
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
//if (CurrentSession.IsSessionPaused())
|
||||
// return;
|
||||
InputDirection = input.ScanDirection();
|
||||
//if (input.IsShooting())
|
||||
//PlayerWeaponController.PerfomShoot();
|
||||
if (IsTurning)
|
||||
{
|
||||
if (InputDirection == EInputDirection.LEFT)
|
||||
{
|
||||
transform.Rotate(0, -90, 0, Space.Self);
|
||||
Direction = PendingDirection;
|
||||
LaneSystem.AdditionalOffset = PendingAdditionalOffset;
|
||||
LaneSystem.TargetPosition = LaneSystem.AdditionalOffset + LaneSystem.CurrentOffset;
|
||||
Debug.Log(Direction);
|
||||
Debug.Log(LaneSystem.TargetLane);
|
||||
//IsTurning = false;
|
||||
}
|
||||
if (InputDirection == EInputDirection.RIGHT)
|
||||
{
|
||||
transform.Rotate(0, 90, 0, Space.Self);
|
||||
Direction = PendingDirection;
|
||||
LaneSystem.AdditionalOffset = PendingAdditionalOffset;
|
||||
LaneSystem.TargetPosition = LaneSystem.AdditionalOffset + LaneSystem.CurrentOffset; ;
|
||||
Debug.Log(Direction);
|
||||
Debug.Log(LaneSystem.TargetLane);
|
||||
//IsTurning = false;
|
||||
}
|
||||
}
|
||||
PlayerStateMachine.Tick();
|
||||
}
|
||||
private void FixedUpdate()
|
||||
{
|
||||
PlayerStateMachine.FixedTick();
|
||||
}
|
||||
//private void OnTriggerStay(Collider other)
|
||||
//{
|
||||
// if (other.TryGetComponent(out TurningChunk chunk)) //switch..case
|
||||
// {
|
||||
// if (Input.GetKeyDown(KeyCode.LeftArrow))
|
||||
// {
|
||||
// if (Direction == chunk.Direction)
|
||||
// return;
|
||||
// Direction = chunk.Direction;
|
||||
// if (chunk.IsClockwise)
|
||||
// {
|
||||
// transform.Rotate(0, 90, 0, Space.Self);
|
||||
// LaneSystem.TargetLane = 0;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// transform.Rotate(0, -90, 0, Space.Self);
|
||||
// LaneSystem.TargetLane = 0;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
public Vector3 startPoint = Vector3.zero;
|
||||
public Vector3 endPoint = Vector3.zero;
|
||||
}
|
||||
public float PendingAdditionalOffset { get; private set; }
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.TryGetComponent(out TurningChunk chunk)) //switch..case
|
||||
{
|
||||
IsTurning = true;
|
||||
startPoint = chunk.Begin.transform.position;
|
||||
endPoint = chunk.End.transform.position;
|
||||
PendingDirection = chunk.Direction;
|
||||
if (chunk.Direction == EDirection.NORTH || chunk.Direction == EDirection.SOUTH)
|
||||
{
|
||||
PendingAdditionalOffset = chunk.End.transform.position.x;
|
||||
Debug.Log(PendingAdditionalOffset);
|
||||
}
|
||||
else
|
||||
{
|
||||
PendingAdditionalOffset = chunk.End.transform.position.z;
|
||||
Debug.Log(PendingAdditionalOffset);
|
||||
}
|
||||
}
|
||||
if (other.TryGetComponent(out IDamageDealer damageDealer)) //switch..case
|
||||
{
|
||||
if (IsInvincible)
|
||||
@ -173,14 +107,6 @@ public class Player : MonoBehaviour, IResettable
|
||||
collectable.Collect();
|
||||
}
|
||||
}
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (other.TryGetComponent(out TurningChunk chunk)) //switch..case
|
||||
{
|
||||
IsTurning = false;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void Die()
|
||||
{
|
||||
@ -208,7 +134,7 @@ public class Player : MonoBehaviour, IResettable
|
||||
}
|
||||
public void RestartSession()
|
||||
{
|
||||
SceneManager.LoadScene("MainScene", LoadSceneMode.Single);
|
||||
SceneManager.LoadScene("GameScene", LoadSceneMode.Single);
|
||||
ResetToDefault();
|
||||
}
|
||||
public void GoToMainMenu()
|
||||
|
@ -9,7 +9,7 @@ public class JumpState : MovingState
|
||||
private float expiredTime = 0;
|
||||
private float previousDeltaY = 0;
|
||||
private float jumpHeight;
|
||||
private float internalJumpTime = 0.5f;
|
||||
private float internalJumpTime = 0.7f;
|
||||
public JumpState(PlayerStateMachine playerStateMachine, AnimationCurve curve) : base(playerStateMachine)
|
||||
{
|
||||
deltaYCurve = curve;
|
||||
|
@ -22,8 +22,8 @@ public abstract class MovingState : PlayerState
|
||||
public override void Tick()
|
||||
{
|
||||
HandleDirection();
|
||||
playerSM.HorizontalDeltaPosition = speed * playerSM.forwardDirection * Time.deltaTime ;
|
||||
playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.forward * speed * Time.deltaTime; //INCAPSULATE
|
||||
playerSM.HorizontalDeltaPosition = speed * playerSM.PlayerTransform.forward * Time.deltaTime ;
|
||||
playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.forward * speed * Time.deltaTime;
|
||||
playerSM.UpdateDistance(playerSM.HorizontalDeltaPosition.z); //вынести в контроллер
|
||||
SwitchLane();
|
||||
ApplyGravity();
|
||||
@ -59,142 +59,27 @@ public abstract class MovingState : PlayerState
|
||||
|
||||
public void SwitchLane()
|
||||
{
|
||||
//playerSM.HorizontalDeltaPosition = playerSM.PlayerTransform.forward * speed * Time.deltaTime; //INCAPSULATE
|
||||
float sidewaysPos = 0;
|
||||
Vector3 multiplierVector = Vector3.zero;
|
||||
if (playerSM.Direction == EDirection.NORTH)
|
||||
{
|
||||
sidewaysPos = playerTransform.localPosition.x;
|
||||
multiplierVector = Vector3.right;
|
||||
}
|
||||
if (playerSM.Direction == EDirection.SOUTH)
|
||||
{
|
||||
sidewaysPos = playerTransform.localPosition.x;
|
||||
multiplierVector = Vector3.left;
|
||||
}
|
||||
if (playerSM.Direction == EDirection.EAST)
|
||||
{
|
||||
sidewaysPos = playerTransform.localPosition.z;
|
||||
multiplierVector = Vector3.back;
|
||||
}
|
||||
if (playerSM.Direction == EDirection.WEST)
|
||||
{
|
||||
sidewaysPos = playerTransform.localPosition.z;
|
||||
multiplierVector = Vector3.forward;
|
||||
}
|
||||
|
||||
float targetPos = playerSM.TargetLanePosition;
|
||||
float sidewaysPos = playerTransform.localPosition.x;
|
||||
Vector3 playerDirection = playerTransform.right;
|
||||
|
||||
float targetPos = playerSM.TargetPosition;
|
||||
if (playerSM.IsOnTargetLane(sidewaysPos))
|
||||
{
|
||||
playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * 0;
|
||||
return;
|
||||
}
|
||||
//Vector3 diffX = playerSM.CalculateDistanceToTargetLane(sidewaysPos);
|
||||
float desiredPosition = playerSM.DesiredDifference + sidewaysPos;
|
||||
Vector3 diffX = (targetPos - sidewaysPos) * multiplierVector;
|
||||
Vector3 diffX = (targetPos - sidewaysPos) * playerDirection;
|
||||
Debug.DrawLine(playerTransform.position, diffX, Color.green);
|
||||
Vector3 deltaX = diffX.normalized * laneSwitchSpeed * Time.deltaTime;
|
||||
Debug.DrawLine(playerTransform.position, deltaX, Color.red);
|
||||
if (deltaX.sqrMagnitude < diffX.sqrMagnitude)
|
||||
{
|
||||
if (playerSM.Direction == EDirection.NORTH || playerSM.Direction == EDirection.SOUTH)
|
||||
{
|
||||
playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * deltaX.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * deltaX.z;
|
||||
}
|
||||
playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * deltaX.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (playerSM.Direction == EDirection.NORTH || playerSM.Direction == EDirection.SOUTH)
|
||||
{
|
||||
playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * diffX.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * diffX.z;
|
||||
}
|
||||
playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * diffX.x;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
////playerSM.HorizontalDeltaPosition = playerSM.PlayerTransform.forward * speed * Time.deltaTime; //INCAPSULATE
|
||||
//float sidewaysPos = 0;
|
||||
//Vector3 multiplierVector = Vector3.zero;
|
||||
//if (playerSM.Direction == EDirection.NORTH || playerSM.Direction == EDirection.SOUTH)
|
||||
//{
|
||||
// sidewaysPos = playerTransform.localPosition.x;
|
||||
// playerSM.HorizontalDeltaPosition.x = 0;
|
||||
// multiplierVector = Vector3.right;
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// sidewaysPos = playerTransform.localPosition.z;
|
||||
// playerSM.HorizontalDeltaPosition.z = 0;
|
||||
// multiplierVector = Vector3.forward;
|
||||
//}
|
||||
//float targetPos = sidewaysPos + playerSM.TargetLanePosition;
|
||||
//// if (playerSM.IsOnTargetLane(sidewaysPos))
|
||||
//if (targetPos == sidewaysPos)
|
||||
//{
|
||||
// // playerSM.HorizontalDeltaPosition = playerSM.PlayerTransform.right * 0;
|
||||
// return;
|
||||
//}
|
||||
////Vector3 diffX = playerSM.CalculateDistanceToTargetLane(sidewaysPos);
|
||||
////float desiredPosition = playerSM.DesiredDifference + sidewaysPos;
|
||||
//Vector3 diffX = (playerSM.DesiredDifference - sidewaysPos) * multiplierVector;
|
||||
//Vector3 deltaX = diffX.normalized * laneSwitchSpeed * Time.deltaTime;
|
||||
//if (deltaX.sqrMagnitude < diffX.sqrMagnitude)
|
||||
//{
|
||||
// if (playerSM.Direction == EDirection.NORTH || playerSM.Direction == EDirection.SOUTH)
|
||||
// {
|
||||
// playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * deltaX.x;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * deltaX.z;
|
||||
// }
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// if (playerSM.Direction == EDirection.NORTH || playerSM.Direction == EDirection.SOUTH)
|
||||
// {
|
||||
// playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * diffX.x;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * diffX.z;
|
||||
// }
|
||||
//}
|
||||
|
||||
//float sidewaysPos = 0;
|
||||
//Vector3 multiplierVector = Vector3.zero;
|
||||
//if (playerSM.Direction == EDirection.NORTH || playerSM.Direction == EDirection.SOUTH)
|
||||
//{
|
||||
// sidewaysPos = playerTransform.localPosition.x;
|
||||
// multiplierVector = Vector3.right;
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// sidewaysPos = playerTransform.localPosition.z;
|
||||
// multiplierVector = Vector3.forward;
|
||||
//}
|
||||
//float targetPos = sidewaysPos + playerSM.TargetLanePosition;
|
||||
//if (playerSM.IsOnTargetLane(sidewaysPos))
|
||||
//{
|
||||
// playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * 0;
|
||||
// return;
|
||||
//}
|
||||
////Vector3 diffX = playerSM.CalculateDistanceToTargetLane(sidewaysPos);
|
||||
//float desiredPosition = playerSM.DesiredDifference + sidewaysPos;
|
||||
//Vector3 diffX = desiredPosition * multiplierVector;
|
||||
|
||||
//Vector3 deltaX = diffX.normalized * laneSwitchSpeed * Time.deltaTime;
|
||||
//if (deltaX.sqrMagnitude < diffX.sqrMagnitude)
|
||||
//{
|
||||
// playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * deltaX.x;
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * diffX.x;
|
||||
//}
|
@ -34,80 +34,26 @@ public class PlayerStateMachine : StateMachine<Player>
|
||||
public Vector3 HorizontalDeltaPosition;
|
||||
public float VerticalDeltaPosition;
|
||||
|
||||
public Vector3 DeltaPosition;
|
||||
public Vector3 forwardDirection;
|
||||
public Vector3 sidewaysDirection;
|
||||
//public EForwardDirection? InputDirection { get { return player.InputDirection; } }
|
||||
public EDirection Direction => player.Direction;
|
||||
public EInputDirection? InputDirection { get { return player.InputDirection; } }
|
||||
public bool IsOnTargetLane(float position)
|
||||
{
|
||||
return player.LaneSystem.IsOnTargetLane(position);
|
||||
}
|
||||
public float DesiredDifference { get { return player.LaneSystem.DesiredDifference; } }
|
||||
public float TargetLanePosition { get { return player.LaneSystem.TargetPosition; } }
|
||||
public float TargetPosition { get { return player.LaneSystem.TargetPosition; } }
|
||||
|
||||
public float CalculateDistanceToTargetLane(float position)
|
||||
{
|
||||
//
|
||||
return player.LaneSystem.CalculateDistanceToTargetLane(position) ;
|
||||
|
||||
//return player.LaneSystem.CalculateDistanceToTargetLane(playerTransform.position.z) * playerTransform.right;
|
||||
// return player.LaneSystem.CalculateDistanceToTargetLane(playerTransform.position.x) * playerTransform.right;
|
||||
}
|
||||
|
||||
public void IncreaseTargetLane(int amount = 1)
|
||||
{
|
||||
if (player.IsTurning)
|
||||
{
|
||||
player.IsTurning = false;
|
||||
return;
|
||||
}
|
||||
if (Direction == EDirection.NORTH || Direction == EDirection.WEST)
|
||||
{
|
||||
player.LaneSystem.TargetLane += amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
player.LaneSystem.TargetLane -= amount;
|
||||
}
|
||||
|
||||
player.LaneSystem.IncreaseTargetLane(amount);
|
||||
}
|
||||
public void DecreaseTargetLane(int amount = 1)
|
||||
{
|
||||
if (player.IsTurning)
|
||||
{
|
||||
player.IsTurning = false;
|
||||
return;
|
||||
}
|
||||
if (Direction == EDirection.NORTH || Direction == EDirection.WEST)
|
||||
{
|
||||
player.LaneSystem.TargetLane -= amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
player.LaneSystem.TargetLane += amount;
|
||||
}
|
||||
player.LaneSystem.DecreaseTargetLane(amount);
|
||||
}
|
||||
public bool IsTurning { get { return player.IsTurning; } set { player.IsTurning = value; } }
|
||||
public Vector3 start => player.startPoint;
|
||||
public Vector3 end => player.endPoint;
|
||||
//public void ChangeHorizontalDelta()
|
||||
//{
|
||||
// switch (playerSM.Direction)
|
||||
// {
|
||||
// case EDirection.NORTH:
|
||||
// playerSM.HorizontalDeltaPosition.z = speed * Time.deltaTime; //INCAPSULATE
|
||||
// break;
|
||||
// case EDirection.SOUTH:
|
||||
// playerSM.HorizontalDeltaPosition.z = -speed * Time.deltaTime; //INCAPSULATE
|
||||
// break;
|
||||
// case EDirection.WEST:
|
||||
// playerSM.HorizontalDeltaPosition.x = -speed * Time.deltaTime; //INCAPSULATE
|
||||
// break;
|
||||
// case EDirection.EAST:
|
||||
// playerSM.HorizontalDeltaPosition.x = speed * Time.deltaTime; //INCAPSULATE
|
||||
// break;
|
||||
// }
|
||||
//}
|
||||
|
||||
public void Move(Vector3 deltaPosition)
|
||||
{
|
||||
@ -157,19 +103,19 @@ public class PlayerStateMachine : StateMachine<Player>
|
||||
//ADD CALCULATE SCORE
|
||||
#endregion
|
||||
#region Collider
|
||||
public float DefaultColliderHeight { get { return player.playerCollider.defaultHeight; } } // =>
|
||||
public Vector3 DefaultColliderCenter { get { return player.playerCollider.defaultCenter; } }
|
||||
public float DefaultColliderHeight { get { return player.PlayerCollider.defaultHeight; } } // =>
|
||||
public Vector3 DefaultColliderCenter { get { return player.PlayerCollider.defaultCenter; } }
|
||||
public void ChangeColliderHeight(float newHeight)
|
||||
{
|
||||
player.playerCollider.ChangeColliderHeight(newHeight);
|
||||
player.PlayerCollider.ChangeColliderHeight(newHeight);
|
||||
}
|
||||
public void ChangeColliderCenter(Vector3 newCenter)
|
||||
{
|
||||
player.playerCollider.ChangeColliderCenter(newCenter);
|
||||
player.PlayerCollider.ChangeColliderCenter(newCenter);
|
||||
}
|
||||
public void ResetColliderToDefault()
|
||||
{
|
||||
player.playerCollider.ResetToDefault();
|
||||
player.PlayerCollider.ResetToDefault();
|
||||
}
|
||||
#endregion
|
||||
}
|
@ -13,7 +13,7 @@ public class StartingIdleState : PlayerState
|
||||
playerSM.PlayIdleAnimation(true);
|
||||
//Session.SetPlayingState();
|
||||
//Session.ShowGameOverPopUp(false);
|
||||
playerTransform.position = new Vector3(0, 0, 20);
|
||||
playerTransform.position = new Vector3(0, 0, 15);
|
||||
countdownTime = 3;
|
||||
CountdownBeforeTheStart();
|
||||
}
|
||||
|
@ -8,39 +8,20 @@ using UnityEngine;
|
||||
public class ChunkSpawner : MonoBehaviour // TODO: ISpawner
|
||||
{
|
||||
[SerializeField] private StraightChunk chunkPrefab;
|
||||
//[SerializeField] private TurningChunk turningChunkPrefab;
|
||||
[SerializeField] [Range(1, 1000)] private int chunkCount;
|
||||
[SerializeField] private TurningChunk turningChunkPrefab;
|
||||
[SerializeField] [Range(1, 100)] private int chunkCount;
|
||||
[SerializeField] private float spawnDelay;
|
||||
[SerializeField] private ChunkGenerator chunkGenerator;
|
||||
|
||||
// private ChunkPool chunkPool;
|
||||
private ObjectPool<Chunk> chunkPool; //ÂÛÍÅÑÒÈ Â ÊËÀÑÑ
|
||||
private ObjectPool<Chunk> turningChunkPool;
|
||||
private Chunk lastChunk;
|
||||
private WaitForSeconds waitBeforeSpawn;
|
||||
|
||||
float defaultTurningChunkSpawnCooldown = 10;
|
||||
float turningChunkSpawnCooldownTimeLeft = 0;
|
||||
bool isTurningChunksOnCooldown = false;
|
||||
|
||||
//private EMovingDirection spawnDirection;
|
||||
private Vector3 newSpawnPosition;
|
||||
//SEND DIRECTION AS AN ACTION?
|
||||
//Action<EMovingDirection> OnDirectionChanged;
|
||||
// private event Action OnChunkReturned;
|
||||
private void Start()
|
||||
{
|
||||
waitBeforeSpawn = new WaitForSeconds(spawnDelay);
|
||||
SpawnInitialChunks();
|
||||
}
|
||||
//private void OnEnable()
|
||||
//{
|
||||
// OnChunkReturned += Spawn;
|
||||
//}
|
||||
//private void OnDisable()
|
||||
//{
|
||||
// OnChunkReturned -= Spawn;
|
||||
//}
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.S))
|
||||
@ -48,28 +29,15 @@ public class ChunkSpawner : MonoBehaviour // TODO: ISpawner
|
||||
}
|
||||
public void SpawnInitialChunks()
|
||||
{
|
||||
//chunkPool.CreateChunkPool(chunkPrefab);
|
||||
chunkPool = new ObjectPool<Chunk>(CreateChunk, GetChunk, ReleaseChunk, chunkCount);
|
||||
// turningChunkPool = new ObjectPool<Chunk>(CreateTurningChunk, GetChunk, ReleaseChunk, chunkCount);
|
||||
float zOffset = 0;
|
||||
lastChunk = chunkPool[0];
|
||||
for (int i = 0; i < chunkCount / 2; i++)
|
||||
{
|
||||
Chunk chunk = chunkPool.Get();
|
||||
//chunk.transform.position = lastChunk.transform.position + (zOffset * Vector3.forward);
|
||||
chunk.ChangeTransformBasedOnPreviousChunk(lastChunk);
|
||||
//zOffset = chunk.Collider.size.z;
|
||||
lastChunk = chunk;
|
||||
}
|
||||
}
|
||||
//private Chunk CreateTurningChunk()
|
||||
//{
|
||||
//Chunk chunk = Instantiate(turningChunkPrefab);
|
||||
//chunk.Init(this);
|
||||
//chunk.transform.parent = this.transform;
|
||||
//chunk.gameObject.SetActive(false);
|
||||
//return chunk;
|
||||
//}
|
||||
private Chunk CreateChunk()
|
||||
{
|
||||
Chunk chunk = Instantiate(chunkPrefab);
|
||||
@ -78,25 +46,21 @@ public class ChunkSpawner : MonoBehaviour // TODO: ISpawner
|
||||
chunk.gameObject.SetActive(false);
|
||||
return chunk;
|
||||
}
|
||||
|
||||
private void GetChunk(Chunk chunk)
|
||||
{
|
||||
//chunk.OnChunkPassed += DelayedReturnToPool;
|
||||
//chunk.ResetToDefault();
|
||||
//lastChunk.Collider.size.z * Vector3.forward;
|
||||
chunk.gameObject.SetActive(true);
|
||||
//chunkGenerator.Generate(chunk);
|
||||
}
|
||||
|
||||
private void ReleaseChunk(Chunk chunk)
|
||||
{
|
||||
//chunk.OnChunkPassed -= DelayedReturnToPool;
|
||||
|
||||
foreach (Coin coin in chunk.Coins)
|
||||
{
|
||||
chunkGenerator.CoinPool.ReturnToPool(coin);
|
||||
//chunkGenerator.CoinPool.ReturnToPool(coin);
|
||||
}
|
||||
foreach (Obstacle obstacle in chunk.Obstacles)
|
||||
{
|
||||
chunkGenerator.ObstaclePool.ReturnToPool(obstacle);
|
||||
//chunkGenerator.ObstaclePool.ReturnToPool(obstacle);
|
||||
}
|
||||
chunk.ResetToDefault();
|
||||
chunk.Coins.Clear();
|
||||
@ -104,35 +68,9 @@ public class ChunkSpawner : MonoBehaviour // TODO: ISpawner
|
||||
chunk.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
|
||||
private IEnumerator PutTurningChunksOnCooldown()
|
||||
{
|
||||
isTurningChunksOnCooldown = true;
|
||||
while (turningChunkSpawnCooldownTimeLeft > 0)
|
||||
{
|
||||
turningChunkSpawnCooldownTimeLeft -= Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
turningChunkSpawnCooldownTimeLeft = defaultTurningChunkSpawnCooldown;
|
||||
isTurningChunksOnCooldown = false;
|
||||
}
|
||||
private System.Random spawnChanceRandomGenerator = new System.Random();
|
||||
public void Spawn()
|
||||
{
|
||||
Chunk newChunk = null;
|
||||
const double margin = 90.0 / 100.0;
|
||||
//int chunkSpawnChance = spawnChanceRandomGenerator.NextDouble() <= margin ? 1 : 0;
|
||||
//if (chunkSpawnChance == 1 || isTurningChunksOnCooldown)
|
||||
//{
|
||||
// newChunk = chunkPool.Get();
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// StartCoroutine(PutTurningChunksOnCooldown());
|
||||
// newChunk = turningChunkPool.Get();
|
||||
//}
|
||||
newChunk = chunkPool.Get();
|
||||
//newChunk.transform.position = lastChunk.transform.position + newSpawnPosition;
|
||||
Chunk newChunk = chunkPool.Get();
|
||||
newChunk.ChangeTransformBasedOnPreviousChunk(lastChunk);
|
||||
lastChunk = newChunk;
|
||||
}
|
||||
|
@ -57,30 +57,30 @@ public abstract class Chunk : MonoBehaviour, IResettable
|
||||
//}
|
||||
public void ChangeTransformBasedOnPreviousChunk(Chunk previousChunk)
|
||||
{
|
||||
//ChangeDirectionBasedOnPreviousChunk(previousChunk);
|
||||
ChangeDirectionBasedOnPreviousChunk(previousChunk);
|
||||
ChangePositionBasedOnPreviousChunk(previousChunk);
|
||||
// ChangeRotationBasedOnPreviousChunk(previousChunk);
|
||||
ChangeRotationBasedOnPreviousChunk(previousChunk);
|
||||
}
|
||||
abstract public void ChangeDirectionBasedOnPreviousChunk(Chunk previousChunk);
|
||||
private void ChangePositionBasedOnPreviousChunk(Chunk previousChunk)
|
||||
{
|
||||
float diffBetweenBeginAndCenter = Begin.localPosition.z;
|
||||
transform.position = previousChunk.End.position - Begin.localPosition;
|
||||
//switch (previousChunk.Direction)
|
||||
//{
|
||||
// case EDirection.NORTH:
|
||||
// transform.position = previousChunk.End.position - Begin.localPosition;
|
||||
// break;
|
||||
// case EDirection.SOUTH:
|
||||
// transform.position = previousChunk.End.position + (diffBetweenBeginAndCenter * Vector3.forward);
|
||||
// break;
|
||||
// case EDirection.WEST:
|
||||
// transform.position = previousChunk.End.position + (diffBetweenBeginAndCenter * Vector3.right);
|
||||
// break;
|
||||
// case EDirection.EAST:
|
||||
// transform.position = previousChunk.End.position - (diffBetweenBeginAndCenter * Vector3.right);
|
||||
// break;
|
||||
//}
|
||||
//transform.position = previousChunk.End.position - Begin.localPosition;
|
||||
switch (previousChunk.Direction)
|
||||
{
|
||||
case EDirection.NORTH:
|
||||
transform.position = previousChunk.End.position - Begin.localPosition;
|
||||
break;
|
||||
case EDirection.SOUTH:
|
||||
transform.position = previousChunk.End.position + (diffBetweenBeginAndCenter * Vector3.forward);
|
||||
break;
|
||||
case EDirection.WEST:
|
||||
transform.position = previousChunk.End.position - (Begin.localPosition.x * Vector3.right);
|
||||
break;
|
||||
case EDirection.EAST:
|
||||
transform.position = previousChunk.End.position - (diffBetweenBeginAndCenter * Vector3.right);
|
||||
break;
|
||||
}
|
||||
}
|
||||
private void ChangeRotationBasedOnPreviousChunk(Chunk previousChunk)
|
||||
{
|
||||
|
@ -4,64 +4,50 @@ using UnityEngine;
|
||||
|
||||
public class LaneSystem : MonoBehaviour,IResettable
|
||||
{
|
||||
[field: SerializeField] public float LaneWidth { get; private set; }
|
||||
|
||||
[SerializeField] private int laneCount;
|
||||
public List<int> Lanes { get; private set; }
|
||||
public float CurrentPosition { get; private set; }
|
||||
public Transform TargetTransform;
|
||||
public float TargetPosition { get; set; }
|
||||
public float AdditionalOffset { get; set; }
|
||||
public float CurrentOffset { get; private set; }
|
||||
public float DesiredDifference { get; set; }
|
||||
public int TargetLane { get; private set; }
|
||||
|
||||
[SerializeField] private float laneWidth;
|
||||
public float LaneWidth
|
||||
{
|
||||
get
|
||||
{
|
||||
return laneWidth;
|
||||
}
|
||||
//public int TargetLane
|
||||
//{
|
||||
// get
|
||||
// {
|
||||
// return targetLane;
|
||||
// }
|
||||
// set
|
||||
// {
|
||||
// if (value == targetLane)
|
||||
// return;
|
||||
// if (value < Lanes[0])
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
// if (value > Lanes[Lanes.Count-1])
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
// if (value < targetLane)
|
||||
// {
|
||||
|
||||
private set
|
||||
{
|
||||
laneWidth = value;
|
||||
}
|
||||
}
|
||||
private int targetLane;
|
||||
public int TargetLane
|
||||
{
|
||||
get
|
||||
{
|
||||
return targetLane;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (value == targetLane)
|
||||
return;
|
||||
if (value < Lanes[0])
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (value > Lanes[Lanes.Count-1])
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (value < targetLane)
|
||||
{
|
||||
|
||||
TargetPosition -= LaneWidth ;
|
||||
CurrentOffset -= laneWidth;
|
||||
// DesiredDifference = -LaneWidth;
|
||||
}
|
||||
else
|
||||
{
|
||||
// TargetPosition -= LaneWidth ;
|
||||
// CurrentOffset -= LaneWidth;
|
||||
// // DesiredDifference = -LaneWidth;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
|
||||
TargetPosition += LaneWidth; //+ AdditionalOffset;
|
||||
CurrentOffset += laneWidth;
|
||||
// DesiredDifference = LaneWidth;
|
||||
}
|
||||
targetLane = value;
|
||||
}
|
||||
}
|
||||
// TargetPosition += LaneWidth; //+ AdditionalOffset;
|
||||
// CurrentOffset += LaneWidth;
|
||||
// // DesiredDifference = LaneWidth;
|
||||
// }
|
||||
// targetLane = value;
|
||||
// }
|
||||
//}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@ -72,6 +58,29 @@ public class LaneSystem : MonoBehaviour,IResettable
|
||||
}
|
||||
ResetToDefault();
|
||||
}
|
||||
public void IncreaseTargetLane(int amount)
|
||||
{
|
||||
TargetLane += amount;
|
||||
if (TargetLane > Lanes[Lanes.Count - 1])
|
||||
{
|
||||
TargetLane -= amount;
|
||||
return;
|
||||
}
|
||||
TargetPosition += LaneWidth;
|
||||
CurrentOffset += LaneWidth;
|
||||
}
|
||||
|
||||
public void DecreaseTargetLane(int amount)
|
||||
{
|
||||
TargetLane -= amount;
|
||||
if (TargetLane < Lanes[0])
|
||||
{
|
||||
TargetLane += amount;
|
||||
return;
|
||||
}
|
||||
TargetPosition -= LaneWidth;
|
||||
CurrentOffset -= LaneWidth;
|
||||
}
|
||||
public bool IsOnTargetLane(float position)
|
||||
{
|
||||
return TargetPosition == position ? true : false;
|
||||
@ -83,9 +92,9 @@ public class LaneSystem : MonoBehaviour,IResettable
|
||||
|
||||
public void ResetToDefault()
|
||||
{
|
||||
targetLane = laneCount / 2;
|
||||
AdditionalOffset = 0;
|
||||
TargetLane = laneCount / 2;
|
||||
CurrentOffset = 0;
|
||||
TargetPosition = AdditionalOffset;
|
||||
CurrentPosition = 0;
|
||||
TargetPosition = 0;
|
||||
}
|
||||
}
|
||||
|
42
Assets/Scripts/Road/Pools/BasePool.cs
Normal file
@ -0,0 +1,42 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class BasePool<T> : MonoBehaviour where T : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private int capacity;
|
||||
[SerializeField] private T prefab;
|
||||
private ObjectPool<T> pool;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
pool = new ObjectPool<T>(CreateAction, GetAction, ReturnAction, capacity);
|
||||
}
|
||||
|
||||
protected virtual T CreateAction()
|
||||
{
|
||||
T instance = Instantiate(prefab);
|
||||
instance.gameObject.SetActive(false);
|
||||
instance.transform.SetParent(gameObject.transform, false);
|
||||
return instance;
|
||||
}
|
||||
|
||||
protected virtual void GetAction(T instance)
|
||||
{
|
||||
instance.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
protected virtual void ReturnAction(T instance)
|
||||
{
|
||||
instance.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public T GetFromPool()
|
||||
{
|
||||
return pool.Get();
|
||||
}
|
||||
|
||||
public void ReturnToPool(T instance)
|
||||
{
|
||||
pool.ReturnToPool(instance);
|
||||
}
|
||||
}
|
||||
|
@ -1,5 +1,5 @@
|
||||
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@ -2,58 +2,30 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
[RequireComponent(typeof(ChunkSpawner))]
|
||||
public class ChunkPool : MonoBehaviour
|
||||
{
|
||||
private ObjectPool<Chunk> pool;
|
||||
private ChunkSpawner spawner;
|
||||
[SerializeField] private ChunkGenerator generator;
|
||||
private void Awake()
|
||||
{
|
||||
spawner = GetComponent<ChunkSpawner>();
|
||||
}
|
||||
public void CreateChunkPool(Chunk chunkPrefab)
|
||||
{
|
||||
Func<Chunk> createChunk = () =>
|
||||
{
|
||||
Chunk chunk = Instantiate(chunkPrefab);
|
||||
chunk.Init(spawner);
|
||||
chunk.gameObject.SetActive(false);
|
||||
chunk.transform.SetParent(gameObject.transform, false);
|
||||
return chunk;
|
||||
};
|
||||
Action<Chunk> getChunk = (Chunk chunk) =>
|
||||
{
|
||||
//Debug.LogError("COIN_POS_GET: " + coin.transform.position);
|
||||
//chunk.transform.position = spawner.lastChunk.transform.position + spawner.lastChunk.Collider.size.z * Vector3.forward;
|
||||
chunk.gameObject.SetActive(true);
|
||||
generator.Generate(chunk);
|
||||
public class ChunkPool : BasePool<Chunk>
|
||||
{
|
||||
[SerializeField] private ChunkSpawner spawner;
|
||||
|
||||
};
|
||||
Action<Chunk> releaseChunk = (Chunk chunk) =>
|
||||
{
|
||||
//Debug.LogError("COIN_POS_RELEASE: " + coin.transform.position);
|
||||
foreach (Coin coin in chunk.Coins)
|
||||
{
|
||||
generator.CoinPool.ReturnToPool(coin);
|
||||
}
|
||||
foreach (Obstacle obstacle in chunk.Obstacles)
|
||||
{
|
||||
generator.ObstaclePool.ReturnToPool(obstacle);
|
||||
}
|
||||
chunk.ResetToDefault();
|
||||
chunk.Coins.Clear();
|
||||
chunk.Obstacles.Clear();
|
||||
chunk.gameObject.SetActive(false);
|
||||
protected override Chunk CreateAction()
|
||||
{
|
||||
Chunk chunk = base.CreateAction();
|
||||
chunk.Init(spawner);
|
||||
return chunk;
|
||||
}
|
||||
|
||||
};
|
||||
pool = new ObjectPool<Chunk>(createChunk, getChunk, releaseChunk, 100);
|
||||
}
|
||||
public Chunk GetFromPool()
|
||||
protected override void ReturnAction(Chunk chunk)
|
||||
{
|
||||
return pool.Get();
|
||||
}
|
||||
public void ReturnToPool(Chunk coin)
|
||||
{
|
||||
pool.ReturnToPool(coin);
|
||||
base.ReturnAction(chunk);
|
||||
//foreach (Coin coin in chunk.Coins)
|
||||
//{
|
||||
// generator.CoinPool.ReturnToPool(coin);
|
||||
//}
|
||||
//foreach (Obstacle obstacle in chunk.Obstacles)
|
||||
//{
|
||||
// generator.ObstaclePool.ReturnToPool(obstacle);
|
||||
//}
|
||||
chunk.ResetToDefault();
|
||||
chunk.Coins.Clear();
|
||||
chunk.Obstacles.Clear();
|
||||
}
|
||||
}
|
||||
|
@ -1,42 +1,5 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
public class CoinPool : MonoBehaviour
|
||||
{
|
||||
private ObjectPool<Coin> pool;// { get; private set; } //ВЫНЕСТИ В ОТДЕЛЬНЫЙ КЛАСС, ЗДЕСЬ ХРАНИТЬ СПИСКИ
|
||||
public void CreateCoinPool(Coin coinPrefab) // ВЫНЕСТИ В КЛАССЫ
|
||||
{
|
||||
Func<Coin> createCoin = () =>
|
||||
{
|
||||
Coin coin = Instantiate(coinPrefab);
|
||||
coin.gameObject.SetActive(false);
|
||||
coin.transform.SetParent(gameObject.transform, false);
|
||||
return coin;
|
||||
};
|
||||
Action<Coin> getCoin = (Coin coin) =>
|
||||
{
|
||||
//Debug.LogError("COIN_POS_GET: " + coin.transform.position);
|
||||
coin.gameObject.SetActive(true);
|
||||
|
||||
};
|
||||
Action<Coin> releaseCoin = (Coin coin) =>
|
||||
{
|
||||
//Debug.LogError("COIN_POS_RELEASE: " + coin.transform.position);
|
||||
coin.gameObject.SetActive(false);
|
||||
coin.transform.position = Vector3.zero;
|
||||
coin.transform.localPosition = Vector3.zero;
|
||||
coin.transform.rotation = Quaternion.identity;
|
||||
coin.transform.SetParent(null);
|
||||
|
||||
};
|
||||
pool = new ObjectPool<Coin>(createCoin, getCoin, releaseCoin, 100);
|
||||
}
|
||||
public Coin GetFromPool()
|
||||
{
|
||||
return pool.Get();
|
||||
}
|
||||
public void ReturnToPool(Coin coin)
|
||||
{
|
||||
pool.ReturnToPool(coin);
|
||||
}
|
||||
}
|
||||
public class CoinPool : BasePool<Chunk>
|
||||
{}
|
||||
|
@ -1,36 +1,5 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class ObstaclePool : MonoBehaviour
|
||||
{
|
||||
//[SerializeField] private Obstacle defaultObstaclePrefab;
|
||||
private ObjectPool<Obstacle> pool;// { get; private set; } //ВЫНЕСТИ В ОТДЕЛЬНЫЙ КЛАСС, ЗДЕСЬ ХРАНИТЬ СПИСКИ
|
||||
public void CreateObstaclePool(Obstacle obstaclePrefab) // ВЫНЕСТИ В КЛАССЫ
|
||||
{
|
||||
Func<Obstacle> createObstacle = () =>
|
||||
{
|
||||
Obstacle obstacle = Instantiate(obstaclePrefab);
|
||||
obstacle.gameObject.SetActive(false);
|
||||
obstacle.transform.SetParent(gameObject.transform, false);
|
||||
return obstacle;
|
||||
};
|
||||
Action<Obstacle> getObstacle = (Obstacle obstacle) =>
|
||||
{
|
||||
obstacle.gameObject.SetActive(true);
|
||||
};
|
||||
Action<Obstacle> releaseObstacle = (Obstacle obstacle) =>
|
||||
{
|
||||
obstacle.transform.SetParent(gameObject.transform, false);
|
||||
obstacle.gameObject.SetActive(false);
|
||||
};
|
||||
pool = new ObjectPool<Obstacle>(createObstacle, getObstacle, releaseObstacle,100);
|
||||
}
|
||||
public Obstacle GetFromPool()
|
||||
{
|
||||
return pool.Get();
|
||||
}
|
||||
public void ReturnToPool(Obstacle obstacle)
|
||||
{
|
||||
pool.ReturnToPool(obstacle);
|
||||
}
|
||||
}
|
||||
public class ObstaclePool : BasePool<Chunk>
|
||||
{ }
|
||||
|
@ -1,21 +0,0 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Assets.Scripts.Road
|
||||
{
|
||||
public class TurningChunk : MonoBehaviour
|
||||
{
|
||||
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||||
// Use this for initialization
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
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Assets/Skyboxes/Script/LookCamera.cs
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using UnityEngine;
|
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using System.Collections;
|
||||
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public class LookCamera : MonoBehaviour
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{
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public float speedNormal = 10.0f;
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public float speedFast = 50.0f;
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if (GetComponent<Rigidbody>())
|
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void Update()
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{
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||||
// rotation
|
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if (Input.GetMouseButton(1))
|
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{
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float rotX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * mouseSensitivityX;
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rotY += Input.GetAxis("Mouse Y") * mouseSensitivityY;
|
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rotY = Mathf.Clamp(rotY, -89.5f, 89.5f);
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transform.localEulerAngles = new Vector3(-rotY, rotX, 0.0f);
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}
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