Added skybox, cleaned-up code, adjusted anims

This commit is contained in:
VladimirPirozhenko 2022-08-08 11:38:05 +03:00
parent 69b5665074
commit e3ba21a250
77 changed files with 17697 additions and 22071 deletions

View File

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@ -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

View File

@ -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;
// //}
//}
}

View File

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@ -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();
}
}

View File

@ -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;
}
}

View File

@ -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()

View File

@ -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;

View File

@ -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;
//}

View File

@ -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
}

View File

@ -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();
}

View File

@ -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;
}

View File

@ -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)
{

View File

@ -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;
}
}

View 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);
}
}

View File

@ -1,5 +1,5 @@
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MonoImporter:
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View File

@ -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();
}
}

View File

@ -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>
{}

View File

@ -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>
{ }

View File

@ -1,21 +0,0 @@
using System.Collections;
using UnityEngine;
namespace Assets.Scripts.Road
{
public class TurningChunk : MonoBehaviour
{
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
}

View File

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@ -0,0 +1,37 @@
using UnityEngine;
using System.Collections;
public class LookCamera : MonoBehaviour
{
public float speedNormal = 10.0f;
public float speedFast = 50.0f;
public float mouseSensitivityX = 5.0f;
public float mouseSensitivityY = 5.0f;
float rotY = 0.0f;
void Start()
{
if (GetComponent<Rigidbody>())
GetComponent<Rigidbody>().freezeRotation = true;
}
void Update()
{
// rotation
if (Input.GetMouseButton(1))
{
float rotX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * mouseSensitivityX;
rotY += Input.GetAxis("Mouse Y") * mouseSensitivityY;
rotY = Mathf.Clamp(rotY, -89.5f, 89.5f);
transform.localEulerAngles = new Vector3(-rotY, rotX, 0.0f);
}
if (Input.GetKey(KeyCode.U))
{
gameObject.transform.localPosition = new Vector3(0.0f, 3500.0f, 0.0f);
}
}
}

View File

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 76fc71d83f7883b40b320c0ab62a0a8b
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DefaultImporter:
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@ -0,0 +1,17 @@
{
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@ -0,0 +1,6 @@
{
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View File

@ -702,7 +702,7 @@ PlayerSettings:
webGLDecompressionFallback: 0
scriptingDefineSymbols:
: UNITY_POST_PROCESSING_STACK_V2
Android: UNITY_POST_PROCESSING_STACK_V2
Android: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT
CloudRendering: UNITY_POST_PROCESSING_STACK_V2
EmbeddedLinux: UNITY_POST_PROCESSING_STACK_V2
GameCoreXboxOne: UNITY_POST_PROCESSING_STACK_V2
@ -711,10 +711,11 @@ PlayerSettings:
PS4: UNITY_POST_PROCESSING_STACK_V2
PS5: UNITY_POST_PROCESSING_STACK_V2
Stadia: UNITY_POST_PROCESSING_STACK_V2
Standalone: UNITY_POST_PROCESSING_STACK_V2
WebGL: UNITY_POST_PROCESSING_STACK_V2
Standalone: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT
WebGL: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT
Windows Store Apps: UNITY_POST_PROCESSING_STACK_V2
XboxOne: UNITY_POST_PROCESSING_STACK_V2
iPhone: CROSS_PLATFORM_INPUT
tvOS: UNITY_POST_PROCESSING_STACK_V2
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