feat: Add prize status API, fix TextSplash rotation, and update game fonts
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- Добавлены публичные методы в PrizeSystem для проверки статуса выдачи приза (WasLastPrizeSuccessful, IsPrizing)
- Сохранение результата последней выдачи приза для внешнего контроля
- Исправлено вращение в TextSplash: теперь оно применяется относительно начального поворота вместо сброса до 0
- Начальное вращение сохраняется в Awake и используется как базовое для анимации покачивания
- Начата глобальная замена шрифтов в игре: добавлены BerlinSansFBCyrillic, Flatiron Casual, Flatiron Regular, RifficFree-Bold
- Заменена часть шрифтов в главном меню на новые
- Добавлены новые тайловые спрайты для фона (Forest, Hills, Sky)
- Удален лишний пробел в PlayerController.cs
- Исправлена BOM-метка в UICreditsTextController.cs
This commit is contained in:
Данил Ярош 2026-02-17 13:29:26 +03:00
parent a66aa2cb83
commit 6a4c23c154
37 changed files with 959240 additions and 17869 deletions

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@ -39,7 +39,7 @@ namespace RR.Game2D.Behaviour
[SerializeField] private float stuckSpeedThreshold = 0.5f; // Макс скорость для "застревания"
[SerializeField] private float unstuckForce = 15f; // Сила выталкивания вверх
[SerializeField] private float unstuckCooldown = 0.5f; // Задержка между выталкиваниями
[Header("Аниматор [Опционально]")]
[SerializeField] private Animator animator; // оставить в инспекторе на всякий случай

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@ -15,6 +15,7 @@ namespace RR.Common.Controls
private static Coroutine prizeCoroutine;
private static bool _prizing = false;
private static bool _lastPrizeSuccess = true;
public static readonly string key_starts = "STARTS";
public static readonly string key_startsNul = "STARTSNUL";
@ -24,6 +25,16 @@ namespace RR.Common.Controls
[SerializeField] AudioClip prizeErrorSound;
//===========================start: PUBLIC API===========================//
/// <summary>
/// Возвращает true, если последняя выдача приза прошла успешно, false - если была ошибка.
/// </summary>
public static bool WasLastPrizeSuccessful => _lastPrizeSuccess;
/// <summary>
/// Возвращает true, если в данный момент идет процесс выдачи приза.
/// </summary>
public static bool IsPrizing => _prizing;
/// <summary>
/// Инициализирует систему призов и счетчики статистики.
/// Должен быть вызван один раз при запуске приложения.
@ -109,6 +120,8 @@ namespace RR.Common.Controls
//Выключаем мотор
ComWrapper.Send("300");
// DebugWindow.Message("Закончил. Успех: " + success);
_lastPrizeSuccess = success;
_prizing = false;
if (!success) AudioManager.Instance.PlaySfx(prizeErrorSound);

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@ -40,6 +40,7 @@ namespace RR.Common.UI
private TextMeshProUGUI _textComponent;
private RectTransform _rectTransform;
private Vector2 _startPosition;
private Quaternion _startRotation;
private float _elapsed;
private bool _isAnimating;
@ -48,6 +49,7 @@ namespace RR.Common.UI
_textComponent = GetComponent<TextMeshProUGUI>();
_rectTransform = GetComponent<RectTransform>();
_startPosition = _rectTransform.anchoredPosition;
_startRotation = _rectTransform.localRotation;
}
private void OnEnable()
@ -62,7 +64,11 @@ namespace RR.Common.UI
{
_elapsed = 0f;
_isAnimating = true;
_startPosition = _rectTransform.anchoredPosition;
// Сохраняем только позицию, вращение сохраняется один раз в Awake
if (animateMovement)
{
_startPosition = _rectTransform.anchoredPosition;
}
}
/// <summary>
@ -107,7 +113,8 @@ namespace RR.Common.UI
float swingValue = swingCurve.Evaluate(t) * swingAmplitude;
// Используем частоту для создания непрерывного покачивания
float swingAngle = Mathf.Sin(t * Mathf.PI * 2 * swingFrequency) * swingValue;
_rectTransform.localRotation = Quaternion.Euler(0, 0, swingAngle);
// Применяем вращение относительно начального
_rectTransform.localRotation = _startRotation * Quaternion.Euler(0, 0, swingAngle);
}
// Анимация движения

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@ -1,4 +1,4 @@
using RR.Game2D.Core.Managers;
using RR.Game2D.Core.Managers;
using RR.Common.Settings;
using RR.Common.Managers;
using TMPro;