added EventTrigger component and AmbientVFXController, updated visual effects settings

This commit is contained in:
Данил Ярош 2025-12-19 16:03:20 +03:00
parent cf701414d1
commit 269648b7cd
29 changed files with 9914 additions and 867 deletions

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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);
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);
}
}
}

View 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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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();
}
}
}

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