fixed bug with no player spawn in build

This commit is contained in:
Данил Ярош 2025-09-08 09:27:27 +03:00
parent d3749f5847
commit 43e1a99726
169 changed files with 281972 additions and 20402 deletions

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@ -172,7 +172,7 @@ namespace Imphenzia
_meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
_meshRenderer.receiveShadows = false;
_meshRenderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
_meshRenderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
_meshRenderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
}

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@ -55,7 +55,7 @@ namespace Imphenzia
Debug.LogError("GameObject must have a camera component - aborting.");
return;
}
_camera = GetComponent<Camera>();
// Unity 5.x renders the skybox so you need to change Camera Clear flag to something else, like SolidColor

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@ -12,7 +12,8 @@ namespace Imphenzia
[ExecuteInEditMode]
// This class inherits from GradientSkyCommon.cs where there is common and reusable code
public class GradientSkyObject : GradientSkyCommon {
public class GradientSkyObject : GradientSkyCommon
{
// Keep a reference to the MeshFilter component for increased performance - but hide in Inspector since we don't need to see it
// We keep it public instead of private so it becomes serialized and maintains persistence between edit/play mode.

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@ -1,5 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using TMPro;

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// Projectile2D.cs
using System.Collections;
using UnityEngine;
namespace Projectiles2D
{
public interface IDamageable2D
{
void ApplyDamage(float amount, Vector2 hitPoint, Vector2 force, GameObject source);
}
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
public abstract class Projectile2D : MonoBehaviour
{
public float initialSpeed = 15f;
public float maxLifetime = 5f;
public bool alignRotationToVelocity = true;
protected float damage = 10f;
public float knockback = 0f;
public LayerMask hitLayers = ~0;
public int maxPierce = 0;
public bool useGravity = false;
public float gravityScale = 1f;
protected Rigidbody2D rb;
protected Collider2D col;
protected int remainingPierce;
protected bool launched;
protected GameObject owner;
protected virtual void Awake()
{
rb = GetComponent<Rigidbody2D>();
col = GetComponent<Collider2D>();
// Базовые настройки физики
rb.bodyType = RigidbodyType2D.Dynamic;
rb.gravityScale = useGravity ? gravityScale : 0f;
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
col.isTrigger = false;
}
protected virtual void OnEnable()
{
remainingPierce = maxPierce;
//if (maxLifetime > 0f)
// Invoke(nameof(Despawn), maxLifetime);
}
public virtual void Launch(Vector2 direction, float speed = -1f, GameObject owner = null, float ignoreOwnerTime = 0.1f)
{
this.owner = owner;
launched = true;
float finalSpeed = (speed > 0f) ? speed : initialSpeed;
rb.linearVelocity = direction.normalized * finalSpeed;
if (owner != null && ignoreOwnerTime > 0f)
StartCoroutine(IgnoreOwnerTemporarily(owner, ignoreOwnerTime));
}
protected virtual IEnumerator IgnoreOwnerTemporarily(GameObject who, float time)
{
var ownerColliders = who.GetComponentsInChildren<Collider2D>();
foreach (var oc in ownerColliders)
if (oc && col) Physics2D.IgnoreCollision(col, oc, true);
yield return new WaitForSeconds(time);
foreach (var oc in ownerColliders)
if (oc && col) Physics2D.IgnoreCollision(col, oc, false);
}
protected virtual void FixedUpdate()
{
if (!launched) return;
if (alignRotationToVelocity && rb.linearVelocity.sqrMagnitude > 0.0001f)
{
float angle = Mathf.Atan2(rb.linearVelocity.y, rb.linearVelocity.x) * Mathf.Rad2Deg;
rb.SetRotation(angle);
}
}
protected virtual void OnCollisionEnter2D(Collision2D collision)
{
var other = collision.collider;
if (!IsInHitLayer(other.gameObject.layer)) return;
Vector2 point = collision.GetContact(0).point;
HandleHit(other, point, collision.relativeVelocity, isTriggerEvent: false, collision);
}
protected virtual void OnTriggerEnter2D(Collider2D other)
{
if (!col.isTrigger) return;
if (!IsInHitLayer(other.gameObject.layer)) return;
Vector2 point = other.ClosestPoint(transform.position);
HandleHit(other, point, rb.linearVelocity, isTriggerEvent: true, collision: null);
}
protected bool IsInHitLayer(int layer)
{
return ((1 << layer) & hitLayers.value) != 0;
}
protected void HandleHit(Collider2D target, Vector2 point, Vector2 relativeVelocity, bool isTriggerEvent, Collision2D collision)
{
TryDealDamage(target, point, relativeVelocity);
OnHit(target, point, relativeVelocity);
if (remainingPierce > 0)
{
remainingPierce--;
return;
}
if (isTriggerEvent) OnImpactFinal(target);
else OnImpactFinal(collision);
}
protected void TryDealDamage(Collider2D target, Vector2 hitPoint, Vector2 relativeVelocity)
{
var dmg = target.GetComponentInParent<IDamageable2D>();
if (dmg != null)
{
Vector2 force = (rb != null && rb.linearVelocity.sqrMagnitude > 0.001f)
? rb.linearVelocity.normalized * knockback
: Vector2.zero;
dmg.ApplyDamage(damage, hitPoint, force, owner ?? gameObject);
}
}
protected virtual void OnHit(Collider2D target, Vector2 point, Vector2 relativeVelocity) { }
protected virtual void OnImpactFinal(Collision2D collision) => Despawn();
protected virtual void OnImpactFinal(Collider2D other) => Despawn();
public virtual void Despawn()
{
Destroy(gameObject);
}
}
}

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using Projectiles2D;
using UnityEngine;
public class BasicProjectile : Projectile2D
{
[Header("FX")]
[SerializeField] private GameObject hitVfxPrefab;
[SerializeField] private AudioClip hitSfx;
[SerializeField] private float sfxVolume = 1f;
protected override void OnHit(Collider2D target, Vector2 point, Vector2 relativeVelocity)
{
//var health = target.GetComponentInParent<Health>();
//if (health != null)
//{
// health.ApplyDamage(damage);
// if (knockback > 0f)
// {
// var targetRb = target.attachedRigidbody;
// if (targetRb != null)
// {
// var dir = relativeVelocity.sqrMagnitude > 0.0001f
// ? relativeVelocity.normalized
// : (Vector2)(target.transform.position - transform.position).normalized;
// targetRb.AddForce(dir * knockback, ForceMode2D.Impulse);
// }
// }
//}
if (hitVfxPrefab != null)
{
Instantiate(hitVfxPrefab, point, Quaternion.identity);
}
if (hitSfx != null)
{
AudioSource.PlayClipAtPoint(hitSfx, point, sfxVolume);
}
}
}

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