feat(lever): implement deactivating lever functionality and update prefab settings
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ARCHITECTURE.md
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ARCHITECTURE.md
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# Архитектура проекта "Mario-like platformer"
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## Обзор
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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).
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---
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## Основные технологии
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- **Unity Engine** (версия для 2D)
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- **Unity Input System** - новая система ввода
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- **Unity Audio Mixer** - управление звуком
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- **Visual Effect Graph** - визуальные эффекты
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- **Addressables** - динамическая загрузка ресурсов
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- **Universal Render Pipeline (URP)** - графический конвейер
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---
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## Структура проекта
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### 📁 Assets/Scripts/
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#### **1. Abstract/** - Базовые абстракции
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- `Interfaces.cs` - интерфейсы проекта:
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- `IRecallable` - для возвращаемых объектов
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- `IPickable` - для подбираемых предметов
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- `IDamageable` - для объектов, получающих урон
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- `ILaunchable` - для запускаемых снарядов
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- `IBouncy` - для отскакивающих объектов
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- `Enums.cs` - перечисления (Direction2D и др.)
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#### **2. Managers/** - Центральные менеджеры (паттерн Singleton)
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Основные управляющие классы игры:
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##### `GameManager.cs` - Главный менеджер игры
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- **Singleton** с автоинициализацией через `[RuntimeInitializeOnLoadMethod]`
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- Управляет всеми остальными менеджерами
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- Хранит игровое состояние:
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- Жизни игрока (Lives)
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- Монеты (Coins)
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- Текущий мир и уровень (World, Stage)
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- Состояние паузы (IsPaused)
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- Управляет спавном игрока
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- Система событий:
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- `PauseStateChanged` - изменение паузы
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- `PlayerSpawned` - спавн игрока
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- `CoinsChanged`, `LivesChanged`, `MaxLivesChanged` - изменение игровых параметров
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- `GameOverEvent`, `GameWonEvent` - завершение игры
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- Интегрирует логирование через `CompositeLogger`
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##### `SettingsManager.cs` - Управление настройками
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- Загрузка/сохранение настроек в JSON
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- Работа с `GameSettings` ScriptableObject
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- События: `OnSettingsLoaded`, `OnSettingsSaved`
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- Применение настроек к игре
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##### `AudioManager.cs` - Управление звуком
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- Управление фоновой музыкой:
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- Плавные переходы (fade in/out)
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- Кроссфейд между треками
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- Пул AudioSource для звуковых эффектов (SFX)
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- Интеграция с AudioMixer
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- Round-robin система для проигрывания SFX
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##### `PaymentManager.cs` - Система оплаты
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- Управление кредитами для аркадного автомата
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- Интеграция с COM-портом для приема монет
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- События: `OnCreditsChanged`, `OnCreditAdded`, `OnCreditRemoved`
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- Поддержка бесплатной игры
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- Опциональное сохранение кредитов между сессиями
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##### `PrizeSystemManager.cs` - Система призов
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- Управление выдачей призов
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- Интеграция с внешним оборудованием через COM
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##### `GlobalsManager.cs` - Глобальные настройки
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- Загрузка глобальных префабов
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- DontDestroyOnLoad объекты
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#### **3. Behaviour/** - Игровое поведение
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##### **Camera/**
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- `CameraFollow.cs` - Следование камеры за игроком:
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- Плавное следование с damping
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- Offset в зависимости от направления взгляда игрока
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- Автоматический поиск игрока на сцене через корутину `BindLoop()`
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- Snap к игроку при первом обнаружении
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- `CameraManager.cs` - Управление камерой на уровне
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- `CameraControlTrigger.cs` - Триггеры для особого поведения камеры
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- `CinemachineFindPlayer.cs` - Интеграция с Cinemachine
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##### **Controllers/**
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- `PlayerController.cs` - Управление игроком:
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- Физика через Rigidbody2D
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- Input System для управления (moveAction, jumpAction)
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- Настройки движения: скорость, ускорение, торможение
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- Прыжки с variable jump height
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- Проверка приземления через GroundCheck
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- Интеграция с системой здоровья (Health)
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- Анимации через Animator
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- Звуковые эффекты (шаги, урон, прыжки)
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- Реализует интерфейс `IDamageable`
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- `EnemyController.cs` - Управление врагами
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- `MusicController.cs` - Контроллер музыки на сценах
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##### **Checkpoints/**
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- `Checkpoint.cs` - Чекпоинты на уровне
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- `PlayerSpawn.cs` - Точки спавна игрока
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- `CheckpointSystem.cs` - Система управления чекпоинтами
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##### **Projectiles/** - Система снарядов
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- `Projectile2D.cs` - Базовый снаряд
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- `BasicProjectile.cs` - Простой снаряд
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- `PhysicsProjectile.cs` - Снаряд с физикой
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- `PickableProjectile.cs` - Подбираемый снаряд
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- `EnemyBasicProjectile.cs` - Снаряды врагов
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##### **ThrowProjectiles/** - Система стрельбы
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- `FireScript2D.cs` - Базовая стрельба
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- `PlayerFireScript.cs` - Стрельба игрока
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- `EnemyFireScript.cs` - Стрельба врагов
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##### **Другое**
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- `Health.cs` - Компонент здоровья:
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- Максимальное и текущее здоровье
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- TakeDamage, Heal, ResetHealth
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- Связь с владельцем через `IDamageable`
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- `Parallax.cs` - Эффект параллакса для фона
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- `LightDimmer.cs` - Управление освещением
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#### **4. Entities/** - Игровые сущности
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##### **Платформы:**
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- `MovingPlatform.cs` - Движущиеся платформы
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- `Oscillator.cs` - Осциллирующие платформы
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- `ShiftingPlatform.cs` - Смещающиеся платформы
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- `VanishingPlatform.cs` - Исчезающие платформы:
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- Плавное исчезновение/появление (fade in/out)
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- Корутины `Vanish()` и `Reappear()`
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- Отключение CompositeCollider2D
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- Работа с массивом SpriteRenderer для анимации прозрачности
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##### **Props/** - Интерактивные объекты
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- `Collectible.cs` - Собираемые предметы
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- `CoinCollectible.cs` - Монеты
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- `Trap.cs` - Ловушки
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##### **Другое:**
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- `JumpPad2D.cs` - Трамплины
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- `Rotator.cs` - Вращающиеся объекты
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- `LightActionsController.cs` - Управление светом
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#### **5. Controls/** - Система управления
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##### **Inputs/** - Абстракция ввода
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- `In.cs` - Статический фасад для унифицированного доступа к вводу:
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- Выбор источника ввода (клавиатура/COM)
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- Автоматическая инициализация
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- Единый интерфейс для игровой логики
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- `InputSource.cs` - Базовый класс источника ввода
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- `InputSourceType.cs` - Типы источников (Keyboard/COM)
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- `KeyboardInput.cs` - Ввод с клавиатуры
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- `COMInput.cs` - Ввод через COM-порт
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##### **ComSystem/** - Работа с COM-портом
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- `ComWrapper.cs` - Обертка для работы с COM
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- `ComNativeWrapper.cs` - Нативные вызовы
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- `PrizeSystem.cs` - Интеграция призовой системы
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##### **Другое:**
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- `PlayerAction.cs` - Действия игрока
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- `ButtonPinMapping.cs` - Маппинг кнопок на пины
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- `ComInputToInputSystemAdapter.cs` - Адаптер COM → Input System
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#### **6. UI/** - Пользовательский интерфейс
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- `MainMenu.cs` - Главное меню
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- `PauseMenu.cs` - Меню паузы
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- `GameEndUIController.cs` - UI завершения игры
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- `LoseBannerController.cs` - Баннер поражения (с таймером продолжения)
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- `SettingsUI.cs` - UI настроек
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- `SettingsUIList.cs` - Список настроек:
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- Слайдеры громкости (музыка/SFX)
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- Тогглы оплаты (бесплатная игра, призы)
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- Настройки жизней игрока
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- `LevelSelectModal.cs` - Модальное окно выбора уровня
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- `LevelButton.cs` - Кнопка уровня
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- `TopPanelTextController.cs` - Верхняя панель с информацией
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- `UICreditsTextController.cs` - Отображение кредитов
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- `QRCodeUIController.cs` - Отображение QR-кодов
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- `UIPointer.cs` - Указатель в меню
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- `ScrollSelectionFollower.cs` - Следование скролла за выбранным элементом
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- `ModalFocusTrap.cs` - Захват фокуса в модальных окнах
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- `FullscreenToggle.cs` - Переключение полноэкранного режима
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#### **7. ScriptableObjects/** - Ресурсы конфигурации
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- `GameSettings.cs` - Настройки игры:
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- Общие: полноэкранный режим, громкость
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- Оплата: бесплатная игра, призы, телефон
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- Игрок: стартовые жизни, прирост жизней
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- Методы: `SetDefaultValues()`, `ValidateSettings()`, `ApplySettings()`
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- `SFXAsset.cs` - Набор звуковых эффектов
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- `EnemySFXAsset.cs` - Звуки врагов
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- `EnemyControllerConfiguration.cs` - Конфигурация врагов
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- `EnemyFireConfiguration.cs` - Конфигурация стрельбы врагов
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#### **8. Animations/** - Анимационные события
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- `PlayerAnimationEvents.cs` - События анимаций игрока
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- `EnemyAnimationEvents.cs` - События анимаций врагов
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#### **9. Audio/** - Звуковая система
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- `SoundEffect.cs` - Базовый звуковой эффект
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- `LevelPlayerSFX.cs` - SFX для уровня
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#### **10. FX/** - Визуальные эффекты
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- `PlayerRunVFX.cs` - Эффекты бега игрока
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- `CheckPointFX.cs` - Эффекты чекпоинтов
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#### **11. Utilities/** - Вспомогательные утилиты
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- `FileLogger.cs` - Логирование в файл
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- `CompositeLogger.cs` - Комбинированное логирование
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- `LoggerInitializer.cs` - Инициализация логгера
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- `DebugSettings.cs` - Настройки отладки
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- `QRCodeUtils.cs` - Утилиты для QR-кодов
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- `PhoneNumberUtils.cs` - Валидация телефонных номеров (мультистрановая)
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- `AutoCursorHider.cs` - Автоматическое скрытие курсора
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- `ReadOnlyInInspectorAttribute.cs` - Атрибут только для чтения в Inspector
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- `AdvancedLoggingExample.cs` - Пример продвинутого логирования
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#### **12. Editor/** - Редакторские скрипты
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- `MusicController_Inspector.cs` - Кастомный инспектор для MusicController
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#### **13. Settings/_sega/** - Альтернативная система настроек (для SEGA автоматов)
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- `SettingsScreen.cs` - Экран настроек
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- `SettingsManager.cs` - Менеджер настроек
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- `SettingsCombination.cs` - Комбинации настроек
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- `SettingOption.cs` - Отдельная настройка
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- `GameSettings.cs` - Настройки игры
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---
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## Архитектурные паттерны
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### 1. **Singleton Pattern**
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Все менеджеры реализованы как синглтоны с автоинициализацией:
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```csharp
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public static GameManager Instance { get; private set; }
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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private static void Initialize()
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{
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if (Instance != null) return;
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GameObject go = new GameObject(nameof(GameManager));
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Instance = go.AddComponent<GameManager>();
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DontDestroyOnLoad(go);
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}
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```
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### 2. **Event-Driven Architecture**
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Все менеджеры используют события для коммуникации:
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```csharp
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public event Action<bool> PauseStateChanged;
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public event Action<GameObject> PlayerSpawned;
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public UnityEvent<int> OnCreditsChanged;
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```
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### 3. **Dependency Injection через Inspector**
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Компоненты конфигурируются через Inspector с использованием SerializeField:
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```csharp
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[SerializeField] private InputActionReference moveAction;
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[SerializeField] private float moveSpeed = 8f;
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```
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### 4. **Component-Based Architecture**
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Игровые объекты состоят из переиспользуемых компонентов:
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- `Health` - здоровье
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- `PlayerController` - управление
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- `Animator` - анимация
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### 5. **Interface Segregation**
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Четко определенные интерфейсы для разных типов поведения:
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- `IDamageable` - может получать урон
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- `IPickable` - можно подобрать
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- `ILaunchable` - можно запустить
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### 6. **Facade Pattern**
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`In.cs` предоставляет единый интерфейс для работы с разными источниками ввода.
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### 7. **Object Pool**
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AudioManager использует пул AudioSource для эффективного проигрывания SFX.
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### 8. **ScriptableObject Configuration**
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Конфигурация через ScriptableObjects для удобного редактирования:
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- `GameSettings`
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- `SFXAsset`
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- `EnemyControllerConfiguration`
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---
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## Потоки данных
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### 1. **Инициализация игры**
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```
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Runtime Initialize → GameManager.Awake()
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├── Инициализация Logger
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├── Загрузка Globals
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├── Инициализация SettingsManager
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├── Инициализация AudioManager
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└── Инициализация PaymentManager
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```
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### 2. **Игровой цикл**
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```
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Player Input → InputSystem/COMInput
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↓
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PlayerController.Update/FixedUpdate
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↓
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Physics (Rigidbody2D)
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↓
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Animator
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↓
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Camera Follow
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```
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### 3. **Система урона**
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```
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Trap/Enemy → IDamageable.TakeDamage()
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↓
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Health.TakeDamage()
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↓
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Health <= 0? → IDamageable.Die()
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↓
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GameManager.GameOverEvent
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```
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### 4. **Система настроек**
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```
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SettingsUI → GameSettings (ScriptableObject)
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↓
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SettingsManager.SaveSettings()
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↓
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JSON File (persistentDataPath)
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↓
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SettingsManager.LoadSettings()
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↓
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GameSettings.ApplySettings()
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```
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---
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## Ключевые особенности
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### 1. **Поддержка аркадных автоматов**
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- Ввод через COM-порт
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- Система приема монет
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- Выдача призов
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- Бесплатная игра (настраиваемо)
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### 2. **Гибкая система управления**
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- Unity Input System
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- Поддержка клавиатуры и аркадных кнопок
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- Легко расширяемая через `InputSource`
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### 3. **Продвинутое логирование**
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- Составное логирование (консоль + файл)
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- Категории логов
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- Уровни важности
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### 4. **Система сохранения**
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- 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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|
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|
||||
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|
||||
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|
||||
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||||
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||||
{
|
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"name": "Action",
|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
{
|
||||
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|
||||
"type": "Button",
|
||||
"id": "9bacd1bb-585c-4b0f-9a6c-4b74542cb8bc",
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"isPartOfComposite": false
|
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|
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|
||||
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|
||||
"path": "<Gamepad>/dpad/left",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Left",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
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|
||||
{
|
||||
"name": "",
|
||||
"id": "41afb007-4193-44ae-a247-5ea7128e3893",
|
||||
"path": "<Gamepad>/dpad/right",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Right",
|
||||
"isComposite": false,
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Fire",
|
||||
"isComposite": false,
|
||||
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|
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|
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"groups": "",
|
||||
"action": "Secret",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"controlSchemes": [
|
||||
|
||||
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113
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File diff suppressed because it is too large
Load Diff
@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
29
Assets/Scripts/Entities/Props/DeactivatingLever.cs
Normal file
29
Assets/Scripts/Entities/Props/DeactivatingLever.cs
Normal file
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Entities/Props/DeactivatingLever.cs.meta
Normal file
3
Assets/Scripts/Entities/Props/DeactivatingLever.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 41e8b3836bf6432fba1a10087949a2d7
|
||||
timeCreated: 1764068799
|
||||
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -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
|
||||
{
|
||||
|
||||
@ -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()
|
||||
{
|
||||
|
||||
@ -29,6 +29,9 @@ EditorBuildSettings:
|
||||
- enabled: 1
|
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