Danro-Jump/Assets/Scripts/Runtime/Gameplay/GameplayDifficultyProgression.cs
Danil Iarosh cefb2fd345 Build initial vertical platformer foundation
Подробные изменения:
- Добавлены сцены Bootstrap, MainMenu и Game с текущей вертикальной 9:16 структурой проекта.
- Добавлены runtime-скрипты gameplay-архитектуры: DI через Extenject, спавнер платформ, прогрессия этапов, one-way платформы, игрок, камера и оборудование JumpPad.
- Добавлены ScriptableObject-этапы сложности, weighted-настройки платформ, оборудования, противников и collectibles.
- Добавлены UI Toolkit ресурсы главного меню, preview-материалы, шрифты, спрайты, анимации и игровые prefab-ассеты.
- Перенесена и оформлена новая COM-система для работы с аппаратными портами и StreamingAssets.
- Обновлены проектные гайды, AGENTS.md, правила Git/Git LFS, .gitignore, Unity Packages и ProjectSettings.
- Удалён локальный skill start-required-mcp-servers из репозитория.
2026-05-11 07:41:14 +03:00

146 lines
4.5 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Zenject;
namespace DanroJump.Gameplay
{
public sealed class GameplayDifficultyProgression : MonoBehaviour, IGameplayDifficultyProgression
{
[SerializeField] private JumpPlayerController player;
[SerializeField] private bool progressionEnabled = true;
[SerializeField] private List<GameplayDifficultyStage> stages = new();
public bool HasStages => stages != null && stages.Exists(stage => stage != null);
public float InitialSpawnY => GetInitialSpawnY();
public float CurrentProgress => CalculateProgress(player != null ? player.HighestY : 0f);
public string CurrentStageName => GetStage(player != null ? player.HighestY : 0f)?.StageName ?? string.Empty;
[Inject]
public void Construct(JumpPlayerController injectedPlayer)
{
player = injectedPlayer;
}
public GameObject GetPlatformPrefab(float worldY, System.Random random)
{
var stage = GetStage(worldY);
return stage != null ? stage.GetPlatformPrefab(random) : null;
}
public float GetVerticalSpacing(float worldY)
{
var stage = GetStage(worldY);
if (stage == null)
{
return 0f;
}
return stage.GetVerticalSpacing(worldY);
}
public float GetHorizontalDistribution(float worldY)
{
var stage = GetStage(worldY);
return stage != null ? stage.GetHorizontalDistribution() : 0f;
}
public IPlatformContentSource CreateContentSource(float worldY)
{
var stage = GetStage(worldY);
if (stage == null)
{
return null;
}
return stage.CreateContentSource(worldY);
}
public string GetStageName(float worldY)
{
return GetStage(worldY)?.StageName ?? string.Empty;
}
public float GetStageProgress(float worldY)
{
var stage = GetStage(worldY);
return stage != null ? stage.CalculateProgress(worldY) : 0f;
}
private float CalculateProgress(float worldY)
{
var stage = GetStage(worldY);
return stage != null ? stage.CalculateProgress(worldY) : 0f;
}
private float GetInitialSpawnY()
{
var firstStage = GetFirstStage();
return firstStage != null ? firstStage.StartY : 0f;
}
private GameplayDifficultyStage GetFirstStage()
{
if (stages == null || stages.Count == 0)
{
return null;
}
GameplayDifficultyStage firstStage = null;
foreach (var stage in stages)
{
if (stage == null)
{
continue;
}
if (firstStage == null || stage.StartY < firstStage.StartY)
{
firstStage = stage;
}
}
return firstStage;
}
private GameplayDifficultyStage GetStage(float worldY)
{
if (!progressionEnabled || stages == null || stages.Count == 0)
{
return null;
}
GameplayDifficultyStage currentStage = null;
foreach (var stage in stages)
{
if (stage == null || worldY < stage.StartY)
{
continue;
}
if (currentStage == null || stage.StartY >= currentStage.StartY)
{
currentStage = stage;
}
}
// The last reached stage intentionally keeps running forever after its length ends.
// verticalLength controls curve progress only; it does not disable the stage.
return currentStage;
}
}
public interface IGameplayDifficultyProgression
{
float CurrentProgress { get; }
string CurrentStageName { get; }
bool HasStages { get; }
float InitialSpawnY { get; }
GameObject GetPlatformPrefab(float worldY, System.Random random);
float GetVerticalSpacing(float worldY);
float GetHorizontalDistribution(float worldY);
IPlatformContentSource CreateContentSource(float worldY);
string GetStageName(float worldY);
float GetStageProgress(float worldY);
}
}