added EventTrigger component and AmbientVFXController, updated visual effects settings
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22
Assets/Scenes/Levels/Test Timeline.playable
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22
Assets/Scenes/Levels/Test Timeline.playable
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8
Assets/Scenes/Levels/Test Timeline.playable.meta
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@ -76,7 +76,7 @@ namespace RR.Game2D.Behaviour.Lighting
|
||||
if (string.IsNullOrEmpty(playerTag)) playerTag = "Player";
|
||||
|
||||
// Пытаемся найти игрока на сцене для удобства — это позволит скрипту работать, даже если playerTransform не задан вручную.
|
||||
var playerObj = GameObject.FindGameObjectWithTag(playerTag);
|
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GameObject playerObj = GameObject.FindGameObjectWithTag(playerTag);
|
||||
if (playerObj != null)
|
||||
_playerTransform = playerObj.transform;
|
||||
|
||||
@ -125,7 +125,7 @@ namespace RR.Game2D.Behaviour.Lighting
|
||||
private void Update()
|
||||
{
|
||||
// Требуем наличие: playerTransform, массив lights и targetCollider
|
||||
if (!_playerTransform || lights == null || lights.Length == 0 || targetCollider == null)
|
||||
if (!_playerTransform || lights == null || lights.Length == 0 || !targetCollider)
|
||||
return;
|
||||
// Debug.Log($"{name}: Player Transform Detected");
|
||||
|
||||
@ -167,18 +167,18 @@ namespace RR.Game2D.Behaviour.Lighting
|
||||
// Проходим по всем светам и плавно (или мгновенно, если smoothing<=0) приводим интенсивность к целевой
|
||||
for (int i = 0; i < lights.Length; i++)
|
||||
{
|
||||
var light2D = lights[i];
|
||||
Light2D light2D = lights[i];
|
||||
|
||||
// Безопасность: если света нет, пропускаем
|
||||
if (!light2D)
|
||||
continue;
|
||||
|
||||
// Получаем заранее закэшированный Volume (может быть null)
|
||||
var vol = _volumes != null && i < _volumes.Length ? _volumes[i] : null;
|
||||
Volume vol = _volumes != null && i < _volumes.Length ? _volumes[i] : null;
|
||||
|
||||
// Пытаемся извлечь компонент Bloom из профиля, если volume и профиль присутствуют
|
||||
Bloom bloom = null;
|
||||
if (applyBloom && vol != null && vol.profile != null)
|
||||
if (applyBloom && vol && vol.profile)
|
||||
{
|
||||
// TryGet возвращает true если компонент есть, и мы получаем ссылку на него
|
||||
vol.profile.TryGet(out bloom);
|
||||
@ -188,13 +188,13 @@ namespace RR.Game2D.Behaviour.Lighting
|
||||
{
|
||||
// Мгновенное изменение — полезно для теста или резких переключателей
|
||||
light2D.intensity = desiredForPosition;
|
||||
if (applyBloom && bloom != null) bloom.intensity.value = desiredForBloom;
|
||||
if (applyBloom && bloom) bloom.intensity.value = desiredForBloom;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Плавное изменение — используем MoveTowards для стабильного изменения без overshoot
|
||||
light2D.intensity = Mathf.MoveTowards(light2D.intensity, desiredForPosition, smoothing * Time.deltaTime);
|
||||
if (applyBloom && bloom != null)
|
||||
if (applyBloom && bloom)
|
||||
bloom.intensity.value = Mathf.MoveTowards(bloom.intensity.value, desiredForBloom, smoothing * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
@ -235,37 +235,33 @@ namespace RR.Game2D.Behaviour.Lighting
|
||||
/// </summary>
|
||||
private void UpdateBounds()
|
||||
{
|
||||
var b = targetCollider.bounds;
|
||||
Bounds b = targetCollider.bounds;
|
||||
_boundsMin = b.min.x;
|
||||
_boundsMax = b.max.x;
|
||||
|
||||
if (useYProgress)
|
||||
{
|
||||
_boundsMin = b.min.y;
|
||||
_boundsMax = b.max.y;
|
||||
}
|
||||
if (!useYProgress) return;
|
||||
_boundsMin = b.min.y;
|
||||
_boundsMax = b.max.y;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Рисует в редакторе границу collider'а и позицию игрока для удобства отладки.
|
||||
/// </summary>
|
||||
void OnDrawGizmosSelected()
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if (targetCollider == null) return;
|
||||
|
||||
var b = targetCollider.bounds;
|
||||
Bounds b = targetCollider.bounds;
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawLine(new Vector3(b.min.x, b.min.y, 0f), new Vector3(b.max.x, b.min.y, 0f));
|
||||
Gizmos.DrawLine(new Vector3(b.max.x, b.min.y, 0f), new Vector3(b.max.x, b.max.y, 0f));
|
||||
Gizmos.DrawLine(new Vector3(b.max.x, b.max.y, 0f), new Vector3(b.min.x, b.max.y, 0f));
|
||||
Gizmos.DrawLine(new Vector3(b.min.x, b.max.y, 0f), new Vector3(b.min.x, b.min.y, 0f));
|
||||
|
||||
if (_playerTransform != null)
|
||||
{
|
||||
Gizmos.color = Color.cyan;
|
||||
Vector3 p = _playerTransform.position;
|
||||
Gizmos.DrawSphere(new Vector3(p.x, p.y, 0f), 0.05f);
|
||||
}
|
||||
if (_playerTransform == null) return;
|
||||
Gizmos.color = Color.cyan;
|
||||
Vector3 p = _playerTransform.position;
|
||||
Gizmos.DrawSphere(new Vector3(p.x, p.y, 0f), 0.05f);
|
||||
}
|
||||
}
|
||||
}
|
||||
32
Assets/Scripts/Entities/EventTrigger.cs
Normal file
32
Assets/Scripts/Entities/EventTrigger.cs
Normal file
@ -0,0 +1,32 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace RR.Game2D.Entities
|
||||
{
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class EventTrigger : MonoBehaviour
|
||||
{
|
||||
[SerializeField] public UnityEvent OnEventTriggerEnter;
|
||||
[SerializeField] public UnityEvent OnEventTriggerExit;
|
||||
|
||||
private Collider2D _col;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (!_col) _col = GetComponent<Collider2D>();
|
||||
if (!_col) _col = gameObject.AddComponent<Collider2D>();
|
||||
|
||||
if (!_col.isTrigger) _col.isTrigger = true;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Player")) OnEventTriggerEnter.Invoke();
|
||||
}
|
||||
|
||||
private void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Player")) OnEventTriggerExit.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
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3
Assets/Scripts/Entities/EventTrigger.cs.meta
Normal file
3
Assets/Scripts/Entities/EventTrigger.cs.meta
Normal file
@ -0,0 +1,3 @@
|
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fileFormatVersion: 2
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guid: 0d22f52a5da94aa9898b020ff36d5b6a
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timeCreated: 1766140028
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65
Assets/Scripts/FX/AmbientVFXController.cs
Normal file
65
Assets/Scripts/FX/AmbientVFXController.cs
Normal file
@ -0,0 +1,65 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.VFX;
|
||||
|
||||
namespace RR.Game2D.FX
|
||||
{
|
||||
public class AmbientVFXController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private VisualEffect vfx;
|
||||
|
||||
private VisualEffectAsset _currentVFXAsset;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Инициализация VFX компонента и установка текущего эффекта
|
||||
_currentVFXAsset = null;
|
||||
if (!vfx) vfx = GetComponent<VisualEffect>();
|
||||
|
||||
SetVFXAsset(vfx.visualEffectAsset);
|
||||
|
||||
// Воспроизведение текущего VFX эффекта при старте
|
||||
PlayCurrentVFX();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Метод для воспроизведения текущего VFX эффекта
|
||||
/// </summary>
|
||||
private void PlayCurrentVFX()
|
||||
{
|
||||
// Если VFX компонент или текущий эффект не установлены, выходим из метода
|
||||
if (!vfx) return;
|
||||
if (!_currentVFXAsset) return;
|
||||
|
||||
vfx.Play();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Метод для остановки текущего VFX эффекта
|
||||
/// </summary>
|
||||
private void StopCurrentVFX()
|
||||
{
|
||||
vfx.Stop();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Метод для установки нового VFX эффекта
|
||||
/// </summary>
|
||||
/// <param name="newVFXAsset">Новый VFX эффект</param>
|
||||
public void SetVFXAsset(VisualEffectAsset newVFXAsset)
|
||||
{
|
||||
// Если новый эффект совпадает с текущим, выходим из метода
|
||||
if (newVFXAsset == _currentVFXAsset) return;
|
||||
|
||||
StopCurrentVFX();
|
||||
|
||||
// Обновление текущего эффекта и установка его в VFX компонент
|
||||
_currentVFXAsset = newVFXAsset;
|
||||
vfx.visualEffectAsset = _currentVFXAsset;
|
||||
|
||||
// Если новый эффект не установлен, выходим из метода
|
||||
if (!newVFXAsset) return;
|
||||
|
||||
PlayCurrentVFX();
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/FX/AmbientVFXController.cs.meta
Normal file
2
Assets/Scripts/FX/AmbientVFXController.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
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guid: e5844f26e98ca3c458a75540e0f4e83d
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@ -597,6 +597,9 @@
|
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"m_Guid": {
|
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"m_GuidSerialized": "096fca33-ff2b-4238-ba8c-56ce02eb69de"
|
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},
|
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"promotedFromAssetID": "",
|
||||
"promotedFromCategoryName": "",
|
||||
"promotedOrdering": -1,
|
||||
"m_Name": "Color",
|
||||
"m_DefaultRefNameVersion": 1,
|
||||
"m_RefNameGeneratedByDisplayName": "Color",
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@ -654,7 +657,8 @@
|
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"y": 0.0,
|
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"z": 0.0,
|
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"w": 0.0
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}
|
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},
|
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"m_LiteralMode": false
|
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}
|
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|
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{
|
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@ -746,7 +750,8 @@
|
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"m_StageCapability": 3,
|
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"m_Value": 0.0,
|
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"m_DefaultValue": 0.0,
|
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"m_Labels": []
|
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"m_Labels": [],
|
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"m_LiteralMode": false
|
||||
}
|
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|
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{
|
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@ -761,7 +766,8 @@
|
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"m_StageCapability": 3,
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"m_Value": 0.0,
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"m_DefaultValue": 0.0,
|
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"m_Labels": []
|
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"m_Labels": [],
|
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"m_LiteralMode": false
|
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}
|
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|
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{
|
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@ -776,7 +782,8 @@
|
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"m_StageCapability": 3,
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"m_Value": 2.0,
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"m_DefaultValue": 2.0,
|
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"m_Labels": []
|
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"m_Labels": [],
|
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"m_LiteralMode": false
|
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}
|
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|
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{
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@ -800,7 +807,8 @@
|
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"y": 0.0,
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"z": 0.0,
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"w": 0.0
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}
|
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},
|
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"m_LiteralMode": false
|
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}
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5194
Assets/Shaders/Portal_Sprite_Shader.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
18
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16
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16
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Loading…
x
Reference in New Issue
Block a user