feat(lever): implement deactivating lever functionality and update prefab settings

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Данил Ярош 2025-11-26 10:25:11 +03:00
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# Архитектура проекта "Mario-like platformer"
## Обзор
Это 2D-платформер на Unity, созданный по образу классических игр Mario. Проект реализован на C# с использованием Unity 2D и включает систему управления через клавиатуру или COM-порт (для аркадных автоматов).
---
## Основные технологии
- **Unity Engine** (версия для 2D)
- **Unity Input System** - новая система ввода
- **Unity Audio Mixer** - управление звуком
- **Visual Effect Graph** - визуальные эффекты
- **Addressables** - динамическая загрузка ресурсов
- **Universal Render Pipeline (URP)** - графический конвейер
---
## Структура проекта
### 📁 Assets/Scripts/
#### **1. Abstract/** - Базовые абстракции
- `Interfaces.cs` - интерфейсы проекта:
- `IRecallable` - для возвращаемых объектов
- `IPickable` - для подбираемых предметов
- `IDamageable` - для объектов, получающих урон
- `ILaunchable` - для запускаемых снарядов
- `IBouncy` - для отскакивающих объектов
- `Enums.cs` - перечисления (Direction2D и др.)
#### **2. Managers/** - Центральные менеджеры (паттерн Singleton)
Основные управляющие классы игры:
##### `GameManager.cs` - Главный менеджер игры
- **Singleton** с автоинициализацией через `[RuntimeInitializeOnLoadMethod]`
- Управляет всеми остальными менеджерами
- Хранит игровое состояние:
- Жизни игрока (Lives)
- Монеты (Coins)
- Текущий мир и уровень (World, Stage)
- Состояние паузы (IsPaused)
- Управляет спавном игрока
- Система событий:
- `PauseStateChanged` - изменение паузы
- `PlayerSpawned` - спавн игрока
- `CoinsChanged`, `LivesChanged`, `MaxLivesChanged` - изменение игровых параметров
- `GameOverEvent`, `GameWonEvent` - завершение игры
- Интегрирует логирование через `CompositeLogger`
##### `SettingsManager.cs` - Управление настройками
- Загрузка/сохранение настроек в JSON
- Работа с `GameSettings` ScriptableObject
- События: `OnSettingsLoaded`, `OnSettingsSaved`
- Применение настроек к игре
##### `AudioManager.cs` - Управление звуком
- Управление фоновой музыкой:
- Плавные переходы (fade in/out)
- Кроссфейд между треками
- Пул AudioSource для звуковых эффектов (SFX)
- Интеграция с AudioMixer
- Round-robin система для проигрывания SFX
##### `PaymentManager.cs` - Система оплаты
- Управление кредитами для аркадного автомата
- Интеграция с COM-портом для приема монет
- События: `OnCreditsChanged`, `OnCreditAdded`, `OnCreditRemoved`
- Поддержка бесплатной игры
- Опциональное сохранение кредитов между сессиями
##### `PrizeSystemManager.cs` - Система призов
- Управление выдачей призов
- Интеграция с внешним оборудованием через COM
##### `GlobalsManager.cs` - Глобальные настройки
- Загрузка глобальных префабов
- DontDestroyOnLoad объекты
#### **3. Behaviour/** - Игровое поведение
##### **Camera/**
- `CameraFollow.cs` - Следование камеры за игроком:
- Плавное следование с damping
- Offset в зависимости от направления взгляда игрока
- Автоматический поиск игрока на сцене через корутину `BindLoop()`
- Snap к игроку при первом обнаружении
- `CameraManager.cs` - Управление камерой на уровне
- `CameraControlTrigger.cs` - Триггеры для особого поведения камеры
- `CinemachineFindPlayer.cs` - Интеграция с Cinemachine
##### **Controllers/**
- `PlayerController.cs` - Управление игроком:
- Физика через Rigidbody2D
- Input System для управления (moveAction, jumpAction)
- Настройки движения: скорость, ускорение, торможение
- Прыжки с variable jump height
- Проверка приземления через GroundCheck
- Интеграция с системой здоровья (Health)
- Анимации через Animator
- Звуковые эффекты (шаги, урон, прыжки)
- Реализует интерфейс `IDamageable`
- `EnemyController.cs` - Управление врагами
- `MusicController.cs` - Контроллер музыки на сценах
##### **Checkpoints/**
- `Checkpoint.cs` - Чекпоинты на уровне
- `PlayerSpawn.cs` - Точки спавна игрока
- `CheckpointSystem.cs` - Система управления чекпоинтами
##### **Projectiles/** - Система снарядов
- `Projectile2D.cs` - Базовый снаряд
- `BasicProjectile.cs` - Простой снаряд
- `PhysicsProjectile.cs` - Снаряд с физикой
- `PickableProjectile.cs` - Подбираемый снаряд
- `EnemyBasicProjectile.cs` - Снаряды врагов
##### **ThrowProjectiles/** - Система стрельбы
- `FireScript2D.cs` - Базовая стрельба
- `PlayerFireScript.cs` - Стрельба игрока
- `EnemyFireScript.cs` - Стрельба врагов
##### **Другое**
- `Health.cs` - Компонент здоровья:
- Максимальное и текущее здоровье
- TakeDamage, Heal, ResetHealth
- Связь с владельцем через `IDamageable`
- `Parallax.cs` - Эффект параллакса для фона
- `LightDimmer.cs` - Управление освещением
#### **4. Entities/** - Игровые сущности
##### **Платформы:**
- `MovingPlatform.cs` - Движущиеся платформы
- `Oscillator.cs` - Осциллирующие платформы
- `ShiftingPlatform.cs` - Смещающиеся платформы
- `VanishingPlatform.cs` - Исчезающие платформы:
- Плавное исчезновение/появление (fade in/out)
- Корутины `Vanish()` и `Reappear()`
- Отключение CompositeCollider2D
- Работа с массивом SpriteRenderer для анимации прозрачности
##### **Props/** - Интерактивные объекты
- `Collectible.cs` - Собираемые предметы
- `CoinCollectible.cs` - Монеты
- `Trap.cs` - Ловушки
##### **Другое:**
- `JumpPad2D.cs` - Трамплины
- `Rotator.cs` - Вращающиеся объекты
- `LightActionsController.cs` - Управление светом
#### **5. Controls/** - Система управления
##### **Inputs/** - Абстракция ввода
- `In.cs` - Статический фасад для унифицированного доступа к вводу:
- Выбор источника ввода (клавиатура/COM)
- Автоматическая инициализация
- Единый интерфейс для игровой логики
- `InputSource.cs` - Базовый класс источника ввода
- `InputSourceType.cs` - Типы источников (Keyboard/COM)
- `KeyboardInput.cs` - Ввод с клавиатуры
- `COMInput.cs` - Ввод через COM-порт
##### **ComSystem/** - Работа с COM-портом
- `ComWrapper.cs` - Обертка для работы с COM
- `ComNativeWrapper.cs` - Нативные вызовы
- `PrizeSystem.cs` - Интеграция призовой системы
##### **Другое:**
- `PlayerAction.cs` - Действия игрока
- `ButtonPinMapping.cs` - Маппинг кнопок на пины
- `ComInputToInputSystemAdapter.cs` - Адаптер COM → Input System
#### **6. UI/** - Пользовательский интерфейс
- `MainMenu.cs` - Главное меню
- `PauseMenu.cs` - Меню паузы
- `GameEndUIController.cs` - UI завершения игры
- `LoseBannerController.cs` - Баннер поражения (с таймером продолжения)
- `SettingsUI.cs` - UI настроек
- `SettingsUIList.cs` - Список настроек:
- Слайдеры громкости (музыка/SFX)
- Тогглы оплаты (бесплатная игра, призы)
- Настройки жизней игрока
- `LevelSelectModal.cs` - Модальное окно выбора уровня
- `LevelButton.cs` - Кнопка уровня
- `TopPanelTextController.cs` - Верхняя панель с информацией
- `UICreditsTextController.cs` - Отображение кредитов
- `QRCodeUIController.cs` - Отображение QR-кодов
- `UIPointer.cs` - Указатель в меню
- `ScrollSelectionFollower.cs` - Следование скролла за выбранным элементом
- `ModalFocusTrap.cs` - Захват фокуса в модальных окнах
- `FullscreenToggle.cs` - Переключение полноэкранного режима
#### **7. ScriptableObjects/** - Ресурсы конфигурации
- `GameSettings.cs` - Настройки игры:
- Общие: полноэкранный режим, громкость
- Оплата: бесплатная игра, призы, телефон
- Игрок: стартовые жизни, прирост жизней
- Методы: `SetDefaultValues()`, `ValidateSettings()`, `ApplySettings()`
- `SFXAsset.cs` - Набор звуковых эффектов
- `EnemySFXAsset.cs` - Звуки врагов
- `EnemyControllerConfiguration.cs` - Конфигурация врагов
- `EnemyFireConfiguration.cs` - Конфигурация стрельбы врагов
#### **8. Animations/** - Анимационные события
- `PlayerAnimationEvents.cs` - События анимаций игрока
- `EnemyAnimationEvents.cs` - События анимаций врагов
#### **9. Audio/** - Звуковая система
- `SoundEffect.cs` - Базовый звуковой эффект
- `LevelPlayerSFX.cs` - SFX для уровня
#### **10. FX/** - Визуальные эффекты
- `PlayerRunVFX.cs` - Эффекты бега игрока
- `CheckPointFX.cs` - Эффекты чекпоинтов
#### **11. Utilities/** - Вспомогательные утилиты
- `FileLogger.cs` - Логирование в файл
- `CompositeLogger.cs` - Комбинированное логирование
- `LoggerInitializer.cs` - Инициализация логгера
- `DebugSettings.cs` - Настройки отладки
- `QRCodeUtils.cs` - Утилиты для QR-кодов
- `PhoneNumberUtils.cs` - Валидация телефонных номеров (мультистрановая)
- `AutoCursorHider.cs` - Автоматическое скрытие курсора
- `ReadOnlyInInspectorAttribute.cs` - Атрибут только для чтения в Inspector
- `AdvancedLoggingExample.cs` - Пример продвинутого логирования
#### **12. Editor/** - Редакторские скрипты
- `MusicController_Inspector.cs` - Кастомный инспектор для MusicController
#### **13. Settings/_sega/** - Альтернативная система настроек (для SEGA автоматов)
- `SettingsScreen.cs` - Экран настроек
- `SettingsManager.cs` - Менеджер настроек
- `SettingsCombination.cs` - Комбинации настроек
- `SettingOption.cs` - Отдельная настройка
- `GameSettings.cs` - Настройки игры
---
## Архитектурные паттерны
### 1. **Singleton Pattern**
Все менеджеры реализованы как синглтоны с автоинициализацией:
```csharp
public static GameManager Instance { get; private set; }
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void Initialize()
{
if (Instance != null) return;
GameObject go = new GameObject(nameof(GameManager));
Instance = go.AddComponent<GameManager>();
DontDestroyOnLoad(go);
}
```
### 2. **Event-Driven Architecture**
Все менеджеры используют события для коммуникации:
```csharp
public event Action<bool> PauseStateChanged;
public event Action<GameObject> PlayerSpawned;
public UnityEvent<int> OnCreditsChanged;
```
### 3. **Dependency Injection через Inspector**
Компоненты конфигурируются через Inspector с использованием SerializeField:
```csharp
[SerializeField] private InputActionReference moveAction;
[SerializeField] private float moveSpeed = 8f;
```
### 4. **Component-Based Architecture**
Игровые объекты состоят из переиспользуемых компонентов:
- `Health` - здоровье
- `PlayerController` - управление
- `Animator` - анимация
### 5. **Interface Segregation**
Четко определенные интерфейсы для разных типов поведения:
- `IDamageable` - может получать урон
- `IPickable` - можно подобрать
- `ILaunchable` - можно запустить
### 6. **Facade Pattern**
`In.cs` предоставляет единый интерфейс для работы с разными источниками ввода.
### 7. **Object Pool**
AudioManager использует пул AudioSource для эффективного проигрывания SFX.
### 8. **ScriptableObject Configuration**
Конфигурация через ScriptableObjects для удобного редактирования:
- `GameSettings`
- `SFXAsset`
- `EnemyControllerConfiguration`
---
## Потоки данных
### 1. **Инициализация игры**
```
Runtime Initialize → GameManager.Awake()
├── Инициализация Logger
├── Загрузка Globals
├── Инициализация SettingsManager
├── Инициализация AudioManager
└── Инициализация PaymentManager
```
### 2. **Игровой цикл**
```
Player Input → InputSystem/COMInput
↓
PlayerController.Update/FixedUpdate
↓
Physics (Rigidbody2D)
↓
Animator
↓
Camera Follow
```
### 3. **Система урона**
```
Trap/Enemy → IDamageable.TakeDamage()
↓
Health.TakeDamage()
↓
Health <= 0? → IDamageable.Die()
↓
GameManager.GameOverEvent
```
### 4. **Система настроек**
```
SettingsUI → GameSettings (ScriptableObject)
↓
SettingsManager.SaveSettings()
↓
JSON File (persistentDataPath)
↓
SettingsManager.LoadSettings()
↓
GameSettings.ApplySettings()
```
---
## Ключевые особенности
### 1. **Поддержка аркадных автоматов**
- Ввод через COM-порт
- Система приема монет
- Выдача призов
- Бесплатная игра (настраиваемо)
### 2. **Гибкая система управления**
- Unity Input System
- Поддержка клавиатуры и аркадных кнопок
- Легко расширяемая через `InputSource`
### 3. **Продвинутое логирование**
- Составное логирование (консоль + файл)
- Категории логов
- Уровни важности
### 4. **Система сохранения**
- JSON сериализация настроек
- Сохранение в `persistentDataPath`
- Валидация при загрузке
### 5. **Аудио система**
- Плавные переходы музыки
- Эффективный пул для SFX
- Интеграция с AudioMixer
### 6. **UI навигация**
- Поддержка навигации без мыши (для автоматов)
- Визуальный указатель выбора
- Автоскролл к выбранному элементу
- Модальные окна с фокусом
---
## Пространства имен
Проект использует следующие пространства имен:
- `RR.Game2D.Core` - основной функционал игры
- `RR.Game2D.Core.Managers` - менеджеры
- `RR.Game2D.Behaviour` - поведение объектов
- `RR.Game2D.Entities` - игровые сущности
- `RR.Common.Managers` - общие менеджеры
- `RR.Common.Controls` - система управления
- `RR.Common.UI` - пользовательский интерфейс
- `RR.Common.Interfaces` - интерфейсы
- `RR.Common.Utility` - утилиты
- `RR.Common.Audio` - звуковая система
- `RR.Common.Behaviour.ScriptableObjects` - ScriptableObjects
---
## Зависимости и интеграции
### Unity пакеты:
- Input System
- Universal Render Pipeline (URP)
- Visual Effect Graph
- Addressables
- Cinemachine (опционально)
- TextMeshPro
### Внешние зависимости:
- System.IO.Ports (для COM-порта)
- System.Text.Json (для сохранения настроек)
---
## Принципы разработки
1. **Модульность** - каждый компонент независим и переиспользуем
2. **Расширяемость** - легко добавлять новые функции через интерфейсы
3. **Конфигурируемость** - большинство параметров настраивается в Inspector
4. **Отказоустойчивость** - валидация, проверки на null, fallback значения
5. **Производительность** - пулы объектов, кэширование компонентов
6. **Читаемость** - четкие названия, комментарии, XML документация
7. **Отладка** - продвинутая система логирования
---
## Структура сцен
### Persistent Scene (DontDestroyOnLoad):
- GameManager
- SettingsManager
- AudioManager
- PaymentManager
- Globals
### Level Scene:
- Player
- Enemies
- Platforms
- Collectibles
- UI Canvas
- Camera
- Lighting
---
## Порядок выполнения (Execution Order)
1. **-1000**: GameManager (через `[DefaultExecutionOrder(-1000)]`)
2. **Default**: Остальные компоненты
3. **Late Update**: Camera Follow
---
## Рекомендации по расширению
### Добавление нового врага:
1. Создать префаб с компонентами Rigidbody2D, Collider2D, Animator
2. Добавить компонент `Health` и реализовать `IDamageable`
3. Добавить `EnemyController` или создать новый контроллер
4. Создать `EnemySFXAsset` и `EnemyControllerConfiguration`
### Добавление новой платформы:
1. Наследоваться от MonoBehaviour
2. Использовать Rigidbody2D для физики
3. Реагировать на `OnCollisionEnter2D`/`OnCollisionExit2D`
4. Использовать корутины для анимаций
### Добавление нового источника ввода:
1. Создать класс, наследующий `InputSource`
2. Реализовать методы `Initialize()`, `GetAxis()`, `GetButton()` и т.д.
3. Добавить новый тип в `InputSourceType`
4. Обновить switch в `In.Initialize()`
### Добавление новой настройки:
1. Добавить поле в `GameSettings`
2. Обновить UI в `SettingsUIList`
3. Добавить валидацию в `GameSettings.ValidateSettings()`
4. Реализовать применение в `GameSettings.ApplySettings()`
---
## Известные особенности
1. **Двойная система настроек**: Есть основная система настроек и альтернативная в папке `_sega` для специфичных аркадных автоматов.
2. **Временные файлы**: Файлы с суффиксом `_Temp` являются временными решениями или устаревшими версиями.
3. **COM-интеграция**: Работа с COM-портом требует правильной настройки прав доступа в Windows и корректного маппинга пинов.
4. **Логирование**: Логи пишутся в файл `game.log` в корневой папке проекта (рядом с Assets).
5. **Ресурсы**: Префабы загружаются из папки Resources по заданным путям (настраиваемо в Inspector).
---
## Автор
Проект разработан с использованием пространства имен `RR` (предположительно инициалы разработчика или компании).
---
*Документ создан автоматически на основе анализа структуры проекта.*

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@ -285,7 +285,7 @@
{
"name": "",
"id": "b68728dc-63a0-476c-96f9-9f2e24f2ca57",
"path": "<Gamepad>/rightShoulder",
"path": "<Gamepad>/dpad/up",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
@ -784,6 +784,134 @@
"isPartOfComposite": true
}
]
},
{
"name": "ComPlate",
"id": "5d158dd2-1b36-4eae-9fb5-ec93beaba5f9",
"actions": [
{
"name": "Up",
"type": "Button",
"id": "471e4863-d13b-4421-bc66-3eb666451e7f",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Left",
"type": "Button",
"id": "e262a299-36ca-4c5b-b093-bc138bf4819d",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Right",
"type": "Button",
"id": "97fb115c-aada-41aa-8672-428c21a04d1f",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Fire",
"type": "Button",
"id": "bbd9e23e-b9fd-450a-b9db-a6b70973f9c5",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Action",
"type": "Button",
"id": "04fec7e3-7f89-4871-942b-ad36b3e0d359",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Secret",
"type": "Button",
"id": "9bacd1bb-585c-4b0f-9a6c-4b74542cb8bc",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
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@ -42,19 +42,19 @@ namespace RR.Common.Interfaces
/// Метод для получения урона объектом.
/// </summary>
/// <param name="amount">Количество урона</param>
void TakeDamage(float amount);
public void TakeDamage(float amount);
/// <summary>
/// Метод для восстановления здоровья объекта.
/// </summary>
/// <param name="amount">Количество восстанавливаемого здоровья</param>
void Heal(float amount);
public void Heal(float amount);
/// <summary>
/// Метод для обработки смерти объекта.
/// Вызывается когда здоровье достигает нуля или меньше.
/// </summary>
void Die();
public void Die();
}
/// <summary>
@ -67,7 +67,7 @@ namespace RR.Common.Interfaces
/// Выполняет действие, связанное с объектом.
/// Например, активация механизма, открытие двери и т.д.
/// </summary>
void PerformAction();
public void Activate();
}
}

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@ -0,0 +1,29 @@
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.InputSystem;
namespace RR.Game2D.Entities
{
public class DeactivatingLever : Lever
{
[SerializeField] private UnityEvent onDeactivate;
protected virtual void Deactivate()
{
if (!_isActivated) return;
StopAllCoroutines();
StartCoroutine(RotateLever(stick.rotation, _initialRotation));
onDeactivate?.Invoke();
}
protected override void OnActivateKey(InputAction.CallbackContext obj)
{
if (!_canBeActivated) return;
if (_isActivated) Deactivate();
else Activate();
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 41e8b3836bf6432fba1a10087949a2d7
timeCreated: 1764068799

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@ -12,25 +12,25 @@ namespace RR.Game2D.Entities
public class Lever : MonoBehaviour, IActionable
{
[Header("Управление")]
[SerializeField] private InputActionReference activateKey;
[SerializeField] protected InputActionReference activateKey;
[Header("Настройки частей рычага")]
[SerializeField] private Transform stick;
[SerializeField] private Transform leverBase;
[SerializeField] protected Transform stick;
[SerializeField] protected Transform leverBase;
[Header("Настройки поворота рычага")]
[SerializeField] private float rotationAngle = 90f;
[SerializeField] private float rotationSpeed = 5f;
[SerializeField] protected float rotationAngle = -90f;
[SerializeField] protected float rotationSpeed = 5f;
[Header("События после активации")]
[SerializeField] private UnityEvent onActivate;
[SerializeField] protected UnityEvent onActivate;
private Quaternion _initialRotation;
private Collider2D _collider;
private bool _isActivated;
private bool _canBeActivated = false;
protected Quaternion _initialRotation;
protected Collider2D _collider;
protected bool _isActivated;
protected bool _canBeActivated = false;
private void Start()
protected void Start()
{
_isActivated = false;
// onActivate = new UnityEvent();
@ -53,47 +53,49 @@ namespace RR.Game2D.Entities
activateKey.action.Enable();
}
private void OnTriggerEnter2D(Collider2D other)
protected void OnTriggerEnter2D(Collider2D other)
{
if (!other.CompareTag("Player")) return;
_canBeActivated = true;
}
private void OnTriggerExit2D(Collider2D other)
protected void OnTriggerExit2D(Collider2D other)
{
if (!other.CompareTag("Player")) return;
_canBeActivated = false;
}
public void PerformAction()
public virtual void Activate()
{
if (_isActivated) return;
StopAllCoroutines();
StartCoroutine(RotateLever());
StartCoroutine(RotateLever(_initialRotation, _initialRotation * Quaternion.Euler(0f, 0f, rotationAngle)));
onActivate?.Invoke();
}
private IEnumerator RotateLever()
protected virtual IEnumerator RotateLever(Quaternion initialRotation, Quaternion targetRotation)
{
// initialRotation = stick.rotation;
Quaternion targetRotation = _initialRotation * Quaternion.Euler(0f, 0f, rotationAngle);
float elapsedTime = 0f;
_isActivated = initialRotation == _initialRotation;
float speedModifier = Mathf.Abs(Quaternion.Angle(initialRotation, targetRotation) / rotationAngle);
while (elapsedTime < rotationSpeed)
{
stick.rotation = Quaternion.Slerp(_initialRotation, targetRotation, elapsedTime / rotationSpeed);
stick.rotation = Quaternion.Slerp(initialRotation, targetRotation, elapsedTime / (rotationSpeed * speedModifier));
elapsedTime += Time.deltaTime;
yield return null;
}
stick.rotation = targetRotation;
_isActivated = true;
}
private void OnActivateKey(InputAction.CallbackContext obj)
protected virtual void OnActivateKey(InputAction.CallbackContext obj)
{
if (!_canBeActivated) return;
PerformAction();
if (_isActivated) return;
Activate();
}
}
}

View File

@ -12,11 +12,37 @@ namespace RR.Game2D.Entities.Platforms
[Header("Прикрепление игрока")]
[SerializeField] private bool attachPlayer = true;
[Header("Задержка перед началом движения (в секундах)")]
[SerializeField] private float startDelay = 0;
private int _currentTargetIndex;
private float _delayTimer;
private bool _started;
private void Start()
{
_delayTimer = Mathf.Max(0f, startDelay);
_started = _delayTimer <= 0f;
}
private void FixedUpdate()
{
if (coordinates == null || coordinates.Length == 0) return;
// Если ещё идёт задержка старта, уменьшаем таймер и ожидаем
if (!_started)
{
_delayTimer -= Time.fixedDeltaTime;
if (_delayTimer <= 0f)
{
_started = true;
}
else
{
return; // пока не стартовали, не двигаемся
}
}
// Определяем целевую точку
Vector3 targetPoint = coordinates[_currentTargetIndex];
@ -28,13 +54,8 @@ namespace RR.Game2D.Entities.Platforms
if (loop)
{
// Режим зацикливания: переходим к следующей точке по кругу
_currentTargetIndex = (_currentTargetIndex + 1) % (coordinates.Length + 1);
// Если вернулись к началу, корректируем индекс
if (_currentTargetIndex == coordinates.Length)
{
_currentTargetIndex = 0;
}
_currentTargetIndex = (_currentTargetIndex + 1) % coordinates.Length;
if (_currentTargetIndex == 0) _started = false;
}
else
{

View File

@ -31,6 +31,20 @@ namespace RR.Game2D.Entities.Platforms
_ => _startPosition
};
}
private void OnCollisionEnter2D(Collision2D other)
{
if (!attachPlayer) return;
if (!other.gameObject.CompareTag("Player")) return;
other.transform.SetParent(transform);
}
private void OnCollisionExit2D(Collision2D other)
{
if (!attachPlayer) return;
if (!other.gameObject.CompareTag("Player")) return;
other.transform.SetParent(null);
}
public void Move()
{

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