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
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -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
|
||||
|
||||
|
||||
@ -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);
|
||||
|
||||
@ -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
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
using RR.Game2D.Core.Managers;
|
||||
using RR.Game2D.Core.Managers;
|
||||
using RR.Common.Settings;
|
||||
using RR.Common.Managers;
|
||||
using TMPro;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user