Refactored all code; added XML-doc; Fixed some bugs

This commit is contained in:
Данил Ярош 2025-09-15 15:50:59 +03:00
parent 23f256ae51
commit dbb4b576ca
38 changed files with 2594 additions and 2379 deletions

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View File

@ -1,26 +1,29 @@
using UnityEngine;
public class BGParallax : MonoBehaviour
namespace RR.Game2D.Core
{
[SerializeField][Range(-1f, 3f)] private float parallaxFactorX = 0.5f;
[SerializeField][Range(-1f, 3f)] private float parallaxFactorY = 0.5f;
[SerializeField] private bool lockYAxis = false;
private Transform cameraTransform;
private Vector3 previousCameraPosition;
void Start()
public class BGParallax : MonoBehaviour
{
cameraTransform = Camera.main.transform;
previousCameraPosition = cameraTransform.position;
}
[SerializeField][Range(-1f, 3f)] private float parallaxFactorX = 0.5f;
[SerializeField][Range(-1f, 3f)] private float parallaxFactorY = 0.5f;
[SerializeField] private bool lockYAxis = false;
private Transform cameraTransform;
private Vector3 previousCameraPosition;
void LateUpdate()
{
Vector3 delta = cameraTransform.position - previousCameraPosition;
if (lockYAxis)
transform.position += new Vector3(delta.x * parallaxFactorX, 0, 0);
else
transform.position += new Vector3(delta.x * parallaxFactorX, delta.y * parallaxFactorY, 0);
previousCameraPosition = cameraTransform.position;
void Start()
{
cameraTransform = Camera.main.transform;
previousCameraPosition = cameraTransform.position;
}
void LateUpdate()
{
Vector3 delta = cameraTransform.position - previousCameraPosition;
if (lockYAxis)
transform.position += new Vector3(delta.x * parallaxFactorX, 0, 0);
else
transform.position += new Vector3(delta.x * parallaxFactorX, delta.y * parallaxFactorY, 0);
previousCameraPosition = cameraTransform.position;
}
}
}
}

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@ -1,101 +1,115 @@
using System.Collections;
using UnityEngine;
public class CameraFollow2D : MonoBehaviour
namespace RR.Game2D.Core
{
[Header("Follow")]
public float damping = 1.5f;
public Vector2 offset = new(2f, 1f);
public bool faceLeft;
[Header("Behaviour")]
public bool snapOnFound = true; // мгновенно «прилипнуть», когда нашли игрока
private Transform player;
private float lastX;
private Coroutine bindRoutine;
void OnEnable()
public class CameraFollow2D : MonoBehaviour
{
offset = new Vector2(Mathf.Abs(offset.x), offset.y);
// запускаем цикл привязки — он подождёт появления игрока в билде
bindRoutine = StartCoroutine(BindLoop());
}
[Header("Follow")]
public float damping = 1.5f;
public Vector2 offset = new(2f, 1f);
public bool faceLeft;
void OnDisable()
{
if (bindRoutine != null) { StopCoroutine(bindRoutine); bindRoutine = null; }
}
[Header("Behaviour")]
public bool snapOnFound = true;
// Главный цикл: если игрока нет/его уничтожили — пытаемся найти снова
private IEnumerator BindLoop()
{
while (true)
private Transform player;
private float lastX;
private Coroutine bindRoutine;
void OnEnable()
{
offset = new Vector2(Mathf.Abs(offset.x), offset.y);
bindRoutine = StartCoroutine(BindLoop());
}
void OnDisable()
{
if (bindRoutine != null) { StopCoroutine(bindRoutine); bindRoutine = null; }
}
void FixedUpdate()
{
if (!player) return; // ждём появления
float currentX = player.position.x;
if (currentX > lastX + 0.01f) faceLeft = false;
else if (currentX < lastX - 0.01f) faceLeft = true;
lastX = currentX;
Vector3 target = player.position;
target.x += faceLeft ? -offset.x : +offset.x;
target.y += offset.y;
target.z = transform.position.z;
transform.position = Vector3.Lerp(transform.position, target, damping * Time.deltaTime);
}
/// <summary>
/// Цикл привязки камеры к игроку. Ищет игрока на сцене.
/// </summary>
private IEnumerator BindLoop()
{
while (true)
{
if (!player)
{
var t = ResolvePlayer();
if (t)
{
player = t;
lastX = player.position.x;
if (snapOnFound) SnapToPlayer(faceLeft);
}
}
yield return null; // подождём кадр
}
}
/// <summary>
/// Метод для поиска объекта игрока.
/// Сначала ищет экземпляр объекта игрока в GameManager,
/// затем, ели не нашел, то ищет по тегу на сцене
/// </summary>
/// <returns>Transform playerPosition - позиция игрокка</returns>
private Transform ResolvePlayer()
{
if (GameManager.Instance && GameManager.Instance.PlayerObj)
return GameManager.Instance.PlayerObj.transform;
var go = GameObject.FindWithTag("Player");
return go ? go.transform : null;
}
/// <summary>
/// Метод для поиска игрока и привязки к нему камеры.
/// </summary>
/// <param name="playerFaceLeft">Повернут ли игрок налево</param>
public void FindPlayer(bool playerFaceLeft)
{
faceLeft = playerFaceLeft;
player = ResolvePlayer();
if (!player)
{
var t = ResolvePlayer();
if (t)
{
player = t;
lastX = player.position.x;
if (snapOnFound) SnapToPlayer(faceLeft);
}
Debug.Log("CameraFollow2D: player not found yet, will wait.");
return;
}
yield return null; // подождём кадр
lastX = player.position.x;
SnapToPlayer(faceLeft);
}
}
// Пытаемся получить трансформ игрока сначала из GameManager, потом по тегу
private Transform ResolvePlayer()
{
// 1) Через GameManager, если он есть и уже создал игрока
if (GameManager.Instance && GameManager.Instance.PlayerObj)
return GameManager.Instance.PlayerObj.transform;
// 2) Фолбэк по тегу (если префаб помечен "Player")
var go = GameObject.FindWithTag("Player");
return go ? go.transform : null;
}
// Совместимость с твоим прежним API — теперь безопасно
public void FindPlayer(bool playerFaceLeft)
{
faceLeft = playerFaceLeft;
player = ResolvePlayer();
if (!player)
/// <summary>
/// Метод для привязки камеры к игроку.
/// </summary>
/// <param name="playerFaceLeft">Повернут ли игрок налево</param>
private void SnapToPlayer(bool playerFaceLeft)
{
Debug.Log("CameraFollow2D: player not found yet, will wait.");
return; // BindLoop сам подцепит позже
if (!player) return;
Vector3 p = player.position;
p.x += (playerFaceLeft ? -offset.x : offset.x);
p.y += offset.y;
p.z = transform.position.z;
transform.position = p;
}
lastX = player.position.x;
SnapToPlayer(faceLeft);
}
private void SnapToPlayer(bool playerFaceLeft)
{
if (!player) return;
Vector3 p = player.position;
p.x += (playerFaceLeft ? -offset.x : offset.x);
p.y += offset.y;
p.z = transform.position.z;
transform.position = p;
}
void FixedUpdate()
{
if (!player) return; // ждём появления
float currentX = player.position.x;
if (currentX > lastX + 0.01f) faceLeft = false;
else if (currentX < lastX - 0.01f) faceLeft = true;
lastX = currentX;
Vector3 target = player.position;
target.x += faceLeft ? -offset.x : +offset.x;
target.y += offset.y;
target.z = transform.position.z;
transform.position = Vector3.Lerp(transform.position, target, damping * Time.deltaTime);
}
}
}

View File

@ -1,60 +1,70 @@
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine;
using RR.Game2D.Entities.Projectiles;
public class EnemyFireScript : MonoBehaviour
namespace RR.Game2D.Behaviour
{
[Header("Снаряд")]
[SerializeField] private BasicProjectile projectilePrefab;
[SerializeField] private float projectileLifetime = 1f;
[SerializeField] private float throwCooldown = 5f;
[SerializeField] private float throwSpeed = 20f;
private float lastThrowTime = -999f;
private BasicProjectile projectile;
//private BasicProjectile projectile;
void Start()
public class EnemyFireScript : MonoBehaviour
{
lastThrowTime = Time.time;
}
[Header("Снаряд")]
[SerializeField] private BasicProjectile projectilePrefab;
[SerializeField] private float projectileLifetime = 1f;
[SerializeField] private float throwCooldown = 5f;
[SerializeField] private float throwSpeed = 20f;
void Update()
{
if (!projectilePrefab)
{
Debug.LogError("EnemyFireScript: projectile prefab missing; assign projectile prefab in the inspector");
return;
}
private float lastThrowTime = -999f;
private BasicProjectile projectile;
if (Time.time - lastThrowTime >= throwCooldown)
void Start()
{
Throw();
lastThrowTime = Time.time;
}
if (projectile != null && Time.time - lastThrowTime >= projectile.maxLifetime)
projectile.Despawn();
void Update()
{
if (!projectilePrefab)
{
Debug.LogError("EnemyFireScript: projectile prefab missing; assign projectile prefab in the inspector");
return;
}
if (projectile != null && Time.time - lastThrowTime >= projectile.maxLifetime)
projectile.Despawn();
// Бросок
if (Time.time - lastThrowTime >= throwCooldown)
Throw();
}
private void OnDestroy()
{
// При смерти врага сго снаряд тоже пропадает
if (projectile != null) projectile.Despawn();
}
/// <summary>
/// Метод для броска снаряда (выстрела).
/// У снаряда обязательно должен быть метод Launch(Vector2 direction)
/// </summary>
private void Throw()
{
float rotationY = transform.localEulerAngles.y;
Vector2 throwDirection = rotationY >= 180f ? Vector2.right : Vector2.left;
Collider2D enemyCol = GetComponent<Collider2D>();
Vector2 throwPosition = new(1.4f * throwDirection.x + transform.position.x, enemyCol.bounds.center.y);
projectile = Instantiate(projectilePrefab, throwPosition, Quaternion.identity);
projectile.maxLifetime = projectileLifetime;
Collider2D projectileCol = projectile.GetComponent<Collider2D>();
projectile.transform.localRotation = throwDirection.x < 0 ? Quaternion.Inverse(projectile.transform.localRotation) : projectile.transform.localRotation;
projectile.transform.position = throwPosition;
projectile.Launch(throwDirection, throwSpeed);
if (enemyCol && projectileCol) Physics2D.IgnoreCollision(enemyCol, projectileCol, true);
lastThrowTime = Time.time;
}
}
private void Throw()
{
float rotationX = transform.localRotation.x;
Vector2 throwDirection = rotationX >= 180 ? Vector2.right : Vector2.left;
Collider2D enemyCol = GetComponent<Collider2D>();
Vector2 throwPosition = new (1.4f * throwDirection.x + transform.position.x, enemyCol.bounds.center.y);
projectile = Instantiate(projectilePrefab, throwPosition, Quaternion.identity);
projectile.maxLifetime = projectileLifetime;
Collider2D projectileCol = projectile.GetComponent<Collider2D>();
projectile.transform.localRotation = throwDirection.x < 0 ? Quaternion.Inverse(projectile.transform.localRotation) : projectile.transform.localRotation;
projectile.transform.position = throwPosition;
projectile.Launch(throwDirection, throwSpeed);
if (enemyCol && projectileCol) Physics2D.IgnoreCollision(enemyCol, projectileCol, true);
}
}
}

View File

@ -1,34 +1,38 @@
using UnityEngine;
using RR.Game2D.Entities.Projectiles;
public class FireScript2D : MonoBehaviour
{
[Header("Снаряды")]
public BasicProjectile projectilePrefab;
public Transform muzzle;
public float shotSpeed = 20f;
public KeyCode actionKey = KeyCode.F;
void Update()
namespace RR.Game2D.Behaviour
{
public class FireScript2D : MonoBehaviour
{
if (Input.GetKeyDown(actionKey))
[Header("Снаряды")]
public BasicProjectile projectilePrefab;
public Transform muzzle;
public float shotSpeed = 20f;
public KeyCode actionKey = KeyCode.F;
void Update()
{
if (projectilePrefab == null) { Debug.LogWarning("No projectilePrefab"); return; }
if (Input.GetKeyDown(actionKey))
{
if (projectilePrefab == null) { Debug.LogWarning("No projectilePrefab"); return; }
float sx = transform.localScale.x;
float facing = Mathf.Sign(sx == 0 ? 1 : sx);
Vector2 dir = facing > 0 ? Vector2.right : Vector2.left;
float sx = transform.localScale.x;
float facing = Mathf.Sign(sx == 0 ? 1 : sx);
Vector2 dir = facing > 0 ? Vector2.right : Vector2.left;
Vector2 launchPos = muzzle
? (Vector2)muzzle.position
: (Vector2)transform.position + new Vector2(1.4f * facing, 0f);
Vector2 launchPos = muzzle
? (Vector2)muzzle.position
: (Vector2)transform.position + new Vector2(1.4f * facing, 0f);
BasicProjectile projectile = Instantiate(projectilePrefab, launchPos, Quaternion.identity);
projectile.transform.localScale = new Vector3(-facing * projectile.transform.localScale.x, projectile.transform.localScale.y, projectile.transform.localScale.z);
projectile.Launch(dir, shotSpeed);
BasicProjectile projectile = Instantiate(projectilePrefab, launchPos, Quaternion.identity);
projectile.transform.localScale = new Vector3(-facing * projectile.transform.localScale.x, projectile.transform.localScale.y, projectile.transform.localScale.z);
projectile.Launch(dir, shotSpeed);
var myCol = GetComponent<Collider2D>();
var pCol = projectile.GetComponent<Collider2D>();
if (myCol && pCol) Physics2D.IgnoreCollision(myCol, pCol, true);
var myCol = GetComponent<Collider2D>();
var pCol = projectile.GetComponent<Collider2D>();
if (myCol && pCol) Physics2D.IgnoreCollision(myCol, pCol, true);
}
}
}
}
}

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@ -1,47 +1,56 @@
using UnityEngine;
using RR.Game2D.Entities.Projectiles;
public class PlayerFireScript : MonoBehaviour
namespace RR.Game2D.Behaviour
{
[Header("Снаряд")]
[SerializeField] private PickableProjectile projectilePrefab;
public bool spawnIfMissing = false;
[Header("Бросок / Подбор")]
[SerializeField] private KeyCode actionKey = KeyCode.F;
[SerializeField] private float throwSpeed = 20f;
public Transform attachPoint;
private PickableProjectile pickableProjectile;
void Awake()
public class PlayerFireScript : MonoBehaviour
{
if (!attachPoint)
Debug.LogWarning("PlayerFireScript: attachPoint не задан и HandPoint не найден. Будет использован корень игрока.");
}
[Header("Снаряд")]
[SerializeField] private PickableProjectile projectilePrefab;
public bool spawnIfMissing = false;
void Update()
{
if (!Input.GetKeyDown(actionKey)) return;
[Header("Бросок / Подбор")]
[SerializeField] private KeyCode actionKey = KeyCode.F;
[SerializeField] private float throwSpeed = 20f;
public Transform attachPoint;
if (pickableProjectile == null)
pickableProjectile = PickableProjectile.Instance;
private PickableProjectile pickableProjectile;
if (pickableProjectile == null)
void Awake()
{
if (!spawnIfMissing || projectilePrefab == null)
{
Debug.LogError("PlayerFireScript: projectile missing; enable spawnIfMissing and assign projectilePrefab.");
return;
}
Vector3 spawnPos = attachPoint ? attachPoint.position : transform.position;
pickableProjectile = Instantiate(projectilePrefab, spawnPos, Quaternion.identity);
pickableProjectile.TryPickup(gameObject, attachPoint);
return;
if (!attachPoint)
Debug.LogWarning("PlayerFireScript: attachPoint не задан. Будет использован корень игрока.");
}
// Бросок
if (pickableProjectile.CurrentState == PickableProjectile.State.Held && pickableProjectile.owner == gameObject)
void Update()
{
if (!Input.GetKeyDown(actionKey)) return;
if (pickableProjectile == null)
pickableProjectile = PickableProjectile.Instance;
if (pickableProjectile == null)
{
if (!spawnIfMissing || projectilePrefab == null)
{
Debug.LogError("PlayerFireScript: projectile missing; enable spawnIfMissing and assign projectilePrefab.");
return;
}
Vector3 spawnPos = attachPoint ? attachPoint.position : transform.position;
pickableProjectile = Instantiate(projectilePrefab, spawnPos, Quaternion.identity);
pickableProjectile.TryPickup(gameObject, attachPoint);
return;
}
// Бросок
if (pickableProjectile.CurrentState == PickableProjectile.State.Held && pickableProjectile.owner == gameObject) Throw();
}
/// <summary>
/// Метод для броска снаряда (выстрела).
/// У снаряда обязательно должен быть метод Launch(Vector2 direction)
/// </summary>
private void Throw()
{
float scaleX = transform.localScale.x;
float facing = Mathf.Sign(scaleX == 0 ? 1 : scaleX);
@ -54,7 +63,11 @@ public class PlayerFireScript : MonoBehaviour
pickableProjectile.transform.position = launchPos;
pickableProjectile.Launch(direction, throwSpeed, gameObject);
}
}
public void BindProjectile(PickableProjectile proj) => pickableProjectile = proj;
/// <summary>
/// Метод для привязки снаряда к игроку.
/// </summary>
/// <param name="proj">Снаряд</param>
public void BindProjectile(PickableProjectile proj) => pickableProjectile = proj;
}
}

View File

@ -1,9 +0,0 @@
using UnityEngine;
public class CoinController : MonoBehaviour
{
private void FixedUpdate()
{
transform.Rotate(new Vector3(0f, 5f, 0f));
}
}

View File

@ -1,137 +1,150 @@
using UnityEngine;
using RR.Game2D.Core;
[RequireComponent(typeof(Rigidbody2D))]
public class EnemyController : MonoBehaviour
namespace RR.Game2D.Behaviour
{
public GameObject playerObj;
public float viewDistance = 5f;
public float viewAngle = 60f;
public float moveSpeed = 4f;
public float acceleration = 10f;
[SerializeField] private LayerMask obstacleMask;
private Animator animator;
private Rigidbody2D rb;
private Vector2 targetVelocity = Vector2.zero;
void Start()
[RequireComponent(typeof(Rigidbody2D),
typeof(Collider2D),
typeof(Animator))]
public class EnemyController : MonoBehaviour
{
rb = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
[Header("Обзор")]
[SerializeField] private float viewDistance = 5f;
[SerializeField] private float viewAngle = 60f;
playerObj = GameManager.Instance.PlayerObj;
if (playerObj == null)
[Header("Движение")]
[SerializeField] private float moveSpeed = 4f;
[SerializeField] private float acceleration = 10f;
[Header("Препятствия")]
[SerializeField] private LayerMask obstacleMask;
private Animator animator;
private Rigidbody2D rb;
private Collider2D col;
private GameObject playerObj;
void Start()
{
playerObj = GameObject.FindGameObjectWithTag("Player");
rb = GetComponent<Rigidbody2D>();
col = GetComponent<Collider2D>();
animator = GetComponent<Animator>();
playerObj = GameManager.Instance.PlayerObj;
if (playerObj == null)
{
playerObj = GameObject.FindGameObjectWithTag("Player");
}
}
}
void FixedUpdate()
{
if (!playerObj) return;
Vector2 playerCenter = (Vector2)playerObj.transform.position;
if (PlayerInSight())
void FixedUpdate()
{
Vector2 toPlayer = playerCenter - (Vector2)transform.position;
if (!playerObj) return;
Vector2 playerCenter = (Vector2)playerObj.transform.position;
if (PlayerInSight())
{
Vector2 toPlayer = playerCenter - (Vector2)transform.position;
float dist = toPlayer.magnitude;
if (dist > 0.01f)
rb.linearVelocity = toPlayer / dist * moveSpeed;
else
rb.linearVelocity = Vector2.zero;
}
else
{
rb.linearVelocity = Vector2.MoveTowards(
rb.linearVelocity, Vector2.zero, acceleration * Time.fixedDeltaTime);
}
animator.SetFloat("Speed", Mathf.Abs(rb.linearVelocity.magnitude));
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.collider.CompareTag("Player"))
{
Rigidbody2D playerRb = collision.collider.GetComponent<Rigidbody2D>();
PlayerController playerController = playerObj.GetComponent<PlayerController>();
if (playerRb == null) return;
Vector2 contactNormal = collision.GetContact(0).normal;
if (contactNormal.y < -0.5f)
{
playerRb.linearVelocity = new Vector2(playerRb.linearVelocity.x, 35f);
Die();
}
else
{
playerController.Die();
}
}
else if (collision.collider.CompareTag("Projectile")) Die();
}
private bool PlayerInSight()
{
if (!playerObj) return false;
Transform player = playerObj.transform;
Vector2 eyePos = new(rb.position.x, col.bounds.center.y);
Vector2 toPlayer = (Vector2)player.position - eyePos;
float dist = toPlayer.magnitude;
if (dist > viewDistance) return false;
if (dist > 0.01f)
rb.linearVelocity = toPlayer / dist * moveSpeed;
else
rb.linearVelocity = Vector2.zero;
Vector2 forward = transform.localEulerAngles.y >= 180f ? Vector2.right : Vector2.left;
float cosHalf = Mathf.Cos(0.5f * viewAngle * Mathf.Deg2Rad);
float dot = Vector2.Dot(forward.normalized, toPlayer / Mathf.Max(dist, 1e-6f));
if (dot < cosHalf) return false;
int mask = obstacleMask;
mask &= ~(1 << gameObject.layer);
mask &= ~(1 << playerObj.layer);
Vector2 origin = eyePos + forward.normalized * 0.05f;
RaycastHit2D hit = Physics2D.Raycast(origin, toPlayer.normalized, dist, mask);
if (hit.collider != null) return false;
return true;
}
else
public void Die()
{
rb.linearVelocity = Vector2.MoveTowards(
rb.linearVelocity, Vector2.zero, acceleration * Time.fixedDeltaTime);
Destroy(gameObject);
}
animator.SetFloat("Speed", Mathf.Abs(rb.linearVelocity.magnitude));
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.collider.CompareTag("Player"))
{
Rigidbody2D playerRb = collision.collider.GetComponent<Rigidbody2D>();
PlayerController playerController = playerObj.GetComponent<PlayerController>();
if (playerRb == null) return;
Vector2 contactNormal = collision.GetContact(0).normal;
if (contactNormal.y < -0.5f)
{
playerRb.linearVelocity = new Vector2(playerRb.linearVelocity.x, 35f);
Die();
}
else
{
playerController.Die();
}
}
else if (collision.collider.CompareTag("Projectile")) Die();
}
private bool PlayerInSight()
{
if (!playerObj) return false;
Transform player = playerObj.transform;
Vector2 eyePos = new(rb.position.x, rb.position.y + 1.45f);
Vector2 toPlayer = (Vector2)player.position - eyePos;
float dist = toPlayer.magnitude;
if (dist > viewDistance) return false;
Vector2 forward = (Vector2)transform.right;
float cosHalf = Mathf.Cos(0.5f * viewAngle * Mathf.Deg2Rad);
float dot = Vector2.Dot(forward.normalized, toPlayer / Mathf.Max(dist, 1e-6f));
if (dot < cosHalf) return false;
int mask = obstacleMask;
mask &= ~(1 << gameObject.layer);
mask &= ~(1 << playerObj.layer);
Vector2 origin = eyePos + forward.normalized * 0.05f;
RaycastHit2D hit = Physics2D.Raycast(origin, toPlayer.normalized, dist, mask);
if (hit.collider != null) return false;
return true;
}
public void Die()
{
Destroy(gameObject);
}
#if UNITY_EDITOR
private void OnDrawGizmos()
{
if (!playerObj) return;
private void OnDrawGizmos()
{
if (!playerObj) return;
Vector2 origin = new(rb.position.x, rb.position.y + 1.45f);
Vector2 forward = (Vector2)transform.right;
float half = viewAngle * 0.5f;
Vector2 origin = new(rb.position.x, rb.position.y + 1.45f);
Vector2 forward = transform.localEulerAngles.y >= 180f ? Vector2.right : Vector2.left;
float half = viewAngle * 0.5f;
Vector2 edgeA = (Vector2)(Quaternion.Euler(0, 0, +half) * (Vector3)forward);
Vector2 edgeB = (Vector2)(Quaternion.Euler(0, 0, -half) * (Vector3)forward);
Vector2 edgeA = (Vector2)(Quaternion.Euler(0, 0, +half) * (Vector3)forward);
Vector2 edgeB = (Vector2)(Quaternion.Euler(0, 0, -half) * (Vector3)forward);
Gizmos.color = Color.yellow;
Gizmos.DrawLine(origin, origin + edgeA * viewDistance);
Gizmos.DrawLine(origin, origin + edgeB * viewDistance);
Gizmos.DrawWireSphere(origin, viewDistance);
Gizmos.color = Color.yellow;
Gizmos.DrawLine(origin, origin + edgeA * viewDistance);
Gizmos.DrawLine(origin, origin + edgeB * viewDistance);
Gizmos.DrawWireSphere(origin, viewDistance);
Vector2 toPlayer = (Vector2)playerObj.transform.position - origin;
if (toPlayer.magnitude <= viewDistance)
{
Gizmos.color = Color.red;
Gizmos.DrawLine(origin, playerObj.transform.position);
}
}
Vector2 toPlayer = (Vector2)playerObj.transform.position - origin;
if (toPlayer.magnitude <= viewDistance)
{
Gizmos.color = Color.red;
Gizmos.DrawLine(origin, playerObj.transform.position);
}
}
#endif
}
}
}

View File

@ -3,272 +3,304 @@ using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
[DefaultExecutionOrder(-1000)]
public class GameManager : MonoBehaviour
namespace RR.Game2D.Core
{
public static GameManager Instance { get; private set; }
[Header("Пауза")]
public bool IsPaused { get; private set; }
public event Action<bool> PauseStateChanged;
[Header("Информация для игры")]
public int World { get; private set; } = 1;
public int Stage { get; private set; } = 1;
public int StagesByWorld { get; private set; } = 5;
public int Lives { get; private set; } = 3;
public int Coins { get; private set; } = 0;
[Header("Игрок")]
[SerializeField] private GameObject playerPrefab;
[SerializeField] private string playerPrefabResourcePath = "Prefabs/Player";
public GameObject PlayerObj { get; private set; }
private bool _shouldSpawnPlayer;
private void OnEnable() => SceneManager.sceneLoaded += OnSceneLoaded;
private void OnDisable() => SceneManager.sceneLoaded -= OnSceneLoaded;
public event Action<GameObject> PlayerSpawned;
public event Action<int> CoinsChanged;
//---------------------------
// Singleton
//---------------------------
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void Bootstrap()
[DefaultExecutionOrder(-1000)]
public class GameManager : MonoBehaviour
{
if (Instance == null)
{
var go = new GameObject(nameof(GameManager));
Instance = go.AddComponent<GameManager>();
DontDestroyOnLoad(go);
}
}
public static GameManager Instance { get; private set; }
private void Awake()
{
if (Instance != null && Instance != this)
[Header("Пауза")]
public bool IsPaused { get; private set; }
public event Action<bool> PauseStateChanged;
[Header("Информация для игры")]
public int World { get; private set; } = 1;
public int Stage { get; private set; } = 1;
public int StagesByWorld { get; private set; } = 5;
public int Lives { get; private set; } = 3;
public int Coins { get; private set; } = 0;
[Header("Игрок")]
[SerializeField] private GameObject playerPrefab;
[SerializeField] private string playerPrefabResourcePath = "Prefabs/Player";
public GameObject PlayerObj { get; private set; }
private bool _shouldSpawnPlayer;
private void OnEnable() => SceneManager.sceneLoaded += OnSceneLoaded;
private void OnDisable() => SceneManager.sceneLoaded -= OnSceneLoaded;
public event Action<GameObject> PlayerSpawned;
public event Action<int> CoinsChanged;
//---------------------------
// Singleton
//---------------------------
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void Bootstrap()
{
Destroy(gameObject);
return;
if (Instance == null)
{
var go = new GameObject(nameof(GameManager));
Instance = go.AddComponent<GameManager>();
DontDestroyOnLoad(go);
}
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
//---------------------------
//
//---------------------------
//private void Start()
//{
// //Application.targetFrameRate = 60;
// //LoadScene("MainMenu", false);
// //NewGame();
// if (SceneManager.GetActiveScene().name != "MainMenu")
// {
// TrySpawnPlayerForActiveScene();
// }
//}
/// <summary>
/// Поиск префаба игрока.
/// Если не найдет префаб из инспектора, ищет в "Resources"
/// </summary>
/// <returns> Префаб игрока </returns>
private GameObject ResolvePlayerPrefab()
{
if (playerPrefab != null) return playerPrefab;
var loaded = Resources.Load<GameObject>(playerPrefabResourcePath);
if (loaded == null)
private void Awake()
{
Debug.LogError(
$"GameManager: playerPrefab is null. Resources.Load('{playerPrefabResourcePath}') вернул null. " +
$"Ожидается файл: Assets/Resources/{playerPrefabResourcePath}.prefab (точное совпадение регистра).");
}
return loaded;
}
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
/// <summary>
/// Начало новой игры.
/// Загружает первый уровень.
/// Устанавливает жизни на 3, монеты на 0
/// </summary>
public void NewGame()
{
Lives = 3;
Coins = 0;
CoinsChanged?.Invoke(Coins);
LoadLevel(1, 1);
}
Instance = this;
DontDestroyOnLoad(gameObject);
/// <summary>
/// Окончание игры.
/// Загружает сцену главного меню
/// </summary>
public void GameOver() => LoadScene("MainMenu", false);
/// <summary>
/// Загрузка уровня по данным.
/// Загружает уровень по номерам мира и уровня
/// </summary>
/// <param name="world">Номер мира</param>
/// <param name="stage">Номер уровня</param>
public void LoadLevel(int world, int stage)
{
this.World = world;
this.Stage = stage;
string sceneName = $"{world}-{stage}";
if (SceneInBuildSettingsExists(sceneName))
{
LoadScene(sceneName);
}
else
{
print("WIN");
//NewGame();
LoadScene("MainMenu", false);
}
}
/// <summary>
/// Загрузка сцены по названию.
/// Вызывает одноименный метод в SceneManager.
/// Может загружать сцены с UI и без.
/// В сценах без UI игрок не спавнится
/// </summary>
/// <param name="sceneName">Строковое название сцены</param>
/// <param name="useUI">Использовать ли UI</param>
public void LoadScene(string sceneName, bool useUI = true)
{
_shouldSpawnPlayer = true;
SceneManager.LoadScene(sceneName);
if (useUI)
{
SceneManager.LoadScene("Level UI", LoadSceneMode.Additive);
if (SceneManager.GetActiveScene().name != "MainMenu") _shouldSpawnPlayer = true;
}
else _shouldSpawnPlayer = false;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
TrySpawnPlayerForActiveScene();
}
/// <summary>
/// Метод для спавна игрока.
/// Ищет первый спавнпоинт, спавнит игрока на его позиции.
/// Если на карте есть объект игрока, удаляет его и спавнит свой
/// </summary>
private void TrySpawnPlayerForActiveScene()
{
if (!_shouldSpawnPlayer) return;
PlayerSpawn spawn = FindFirstObjectByType<PlayerSpawn>();
Vector3 pos = spawn ? spawn.transform.position : new Vector3(0, 1.3f, 0);
Quaternion rot = spawn ? spawn.transform.rotation : Quaternion.identity;
PlayerObj = GameObject.FindGameObjectWithTag("Player");
if (PlayerObj != null) Destroy(PlayerObj);
var prefab = ResolvePlayerPrefab();
if (prefab == null) return;
PlayerObj = Instantiate(prefab, pos, rot);
SceneManager.MoveGameObjectToScene(PlayerObj, SceneManager.GetActiveScene());
PlayerSpawned?.Invoke(PlayerObj);
}
/// <summary>
/// Метод переход на следующий уровень.
/// Может загружать уровни и миры в прямой зависимости от
/// Количества уровней на мир(StagesByWorld)
/// </summary>
public void NextLevel()
{
if (Stage >= StagesByWorld) LoadLevel(World + 1, 1);
else LoadLevel(World, Stage + 1);
}
/// <summary>
/// Метод сброса уровня.
/// При сбросе также сбрасывает монеты и отнимает жизни
/// </summary>
public void ResetLevel()
{
Lives--;
Coins = 0;
CoinsChanged?.Invoke(Coins);
//print($"Lives: {lives}");
if (Lives > 0) LoadLevel(World, Stage);
else GameOver();
}
/// <summary>
/// Метод добавления монеты
/// </summary>
public void AddCoin()
{
Coins++;
if (Coins >= 100)
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
//---------------------------
//
//---------------------------
//private void Start()
//{
// //Application.targetFrameRate = 60;
// //LoadScene("MainMenu", false);
// //NewGame();
// if (SceneManager.GetActiveScene().name != "MainMenu")
// {
// TrySpawnPlayerForActiveScene();
// }
//}
/// <summary>
/// Поиск префаба игрока.
/// Если не найдет префаб из инспектора, ищет в "Resources"
/// </summary>
/// <returns> Префаб игрока </returns>
private GameObject ResolvePlayerPrefab()
{
if (playerPrefab != null) return playerPrefab;
var loaded = Resources.Load<GameObject>(playerPrefabResourcePath);
if (loaded == null)
{
Debug.LogError(
$"GameManager: playerPrefab is null. Resources.Load('{playerPrefabResourcePath}') вернул null. " +
$"Ожидается файл: Assets/Resources/{playerPrefabResourcePath}.prefab (точное совпадение регистра).");
}
return loaded;
}
/// <summary>
/// Начало новой игры.
/// Загружает первый уровень.
/// Устанавливает жизни на 3, монеты на 0
/// </summary>
public void NewGame()
{
Lives = 3;
Coins = 0;
AddLife();
CoinsChanged?.Invoke(Coins);
LoadLevel(1, 1);
}
CoinsChanged?.Invoke(Coins);
}
/// <summary>
/// Метод паузы игры.
/// Ставит на паузу все SFX и саму игру
/// </summary>
/// <param name="pause">Ставить ли на паузу</param>
public void SetPause(bool pause)
{
if (IsPaused == pause) return;
IsPaused = pause;
// Можно заменить на другое поведение
/// <summary>
/// Окончание игры.
/// Загружает сцену главного меню
/// </summary>
public void GameOver() => LoadScene("MainMenu", false);
// --
Time.timeScale = pause ? 0f : 1f;
AudioListener.pause = pause;
PauseStateChanged?.Invoke(IsPaused);
}
/// <summary>
/// Метод переключателя паузы
/// </summary>
public void TogglePause() => SetPause(!IsPaused);
public void AddLife() => Lives++;
/// <summary>
/// Метод проверки сцены на существование в настройках билда
/// </summary>
/// <param name="sceneName">Строковое название сцены</param>
/// <returns></returns>
private static bool SceneInBuildSettingsExists(string sceneName)
{
int count = SceneManager.sceneCountInBuildSettings;
for (int i = 0; i < count; i++)
/// <summary>
/// Загрузка уровня по данным.
/// Загружает уровень по номерам мира и уровня
/// </summary>
/// <param name="world">Номер мира</param>
/// <param name="stage">Номер уровня</param>
public void LoadLevel(int world, int stage)
{
string path = SceneUtility.GetScenePathByBuildIndex(i);
if (Path.GetFileNameWithoutExtension(path) == sceneName)
return true;
this.World = world;
this.Stage = stage;
string sceneName = $"{world}-{stage}";
if (SceneInBuildSettingsExists(sceneName))
{
LoadScene(sceneName);
}
else
{
//NewGame();
// Можно заменить на другое поведение
print("WIN");
LoadScene("MainMenu", false);
// --
}
}
/// <summary>
/// Загрузка сцены по названию.
/// Вызывает одноименный метод в SceneManager.
/// Может загружать сцены с UI и без.
/// В сценах без UI игрок не спавнится
/// </summary>
/// <param name="sceneName">Строковое название сцены</param>
/// <param name="useUI">Использовать ли UI</param>
public void LoadScene(string sceneName, bool useUI = true)
{
_shouldSpawnPlayer = true;
SceneManager.LoadScene(sceneName);
if (useUI)
{
SceneManager.LoadScene("Level UI", LoadSceneMode.Additive);
}
else _shouldSpawnPlayer = false;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
string currentSceneName = SceneManager.GetActiveScene().name;
TrySpawnPlayerForActiveScene();
if (currentSceneName != $"{World}-{Stage}" && currentSceneName.Contains("-"))
{
string[] levelInfo = currentSceneName.Split("-");
World = Convert.ToInt32(levelInfo[0]);
World = Convert.ToInt32(levelInfo[1]);
}
}
/// <summary>
/// Метод для спавна игрока.
/// Ищет первый спавнпоинт, спавнит игрока на его позиции.
/// Если на карте есть объект игрока, удаляет его и спавнит свой
/// </summary>
private void TrySpawnPlayerForActiveScene()
{
if (!_shouldSpawnPlayer) return;
PlayerSpawn spawn = FindFirstObjectByType<PlayerSpawn>();
Vector3 pos = spawn ? spawn.transform.position : new Vector3(0, 1.3f, 0);
Quaternion rot = spawn ? spawn.transform.rotation : Quaternion.identity;
PlayerObj = GameObject.FindGameObjectWithTag("Player");
if (PlayerObj != null) Destroy(PlayerObj);
var prefab = ResolvePlayerPrefab();
if (prefab == null) return;
PlayerObj = Instantiate(prefab, pos, rot);
SceneManager.MoveGameObjectToScene(PlayerObj, SceneManager.GetActiveScene());
PlayerSpawned?.Invoke(PlayerObj);
}
/// <summary>
/// Метод переход на следующий уровень.
/// Может загружать уровни и миры в прямой зависимости от
/// Количества уровней на мир(StagesByWorld)
/// </summary>
public void NextLevel()
{
if (Stage >= StagesByWorld)
{
World++;
Stage = 1;
}
else Stage++;
LoadLevel(World, Stage);
}
/// <summary>
/// Метод сброса уровня.
/// При сбросе также сбрасывает монеты и отнимает жизни
/// </summary>
public void ResetLevel()
{
Lives--;
Coins = 0;
CoinsChanged?.Invoke(Coins);
//print($"Lives: {lives}");
if (Lives > 0) LoadLevel(World, Stage);
else GameOver();
}
/// <summary>
/// Метод добавления монеты
/// </summary>
public void AddCoin()
{
Coins++;
// Можно заменить на другое поведение
if (Coins >= 100)
{
Coins = 0;
AddLife();
}
// --
CoinsChanged?.Invoke(Coins);
}
/// <summary>
/// Метод паузы игры.
/// Ставит на паузу все SFX и саму игру
/// </summary>
/// <param name="pause">Ставить ли на паузу</param>
public void SetPause(bool pause)
{
if (IsPaused == pause) return;
IsPaused = pause;
Time.timeScale = pause ? 0f : 1f;
AudioListener.pause = pause;
PauseStateChanged?.Invoke(IsPaused);
}
// Можно заменить на другое поведение
/// <summary>
/// Метод переключателя паузы
/// </summary>
public void TogglePause() => SetPause(!IsPaused);
// --
// Можно заменить на другое поведение
/// <summary>
/// Метод для добавления жизни.
/// </summary>
public void AddLife() => Lives++;
// --
/// <summary>
/// Метод проверки сцены на существование в настройках билда
/// </summary>
/// <param name="sceneName">Строковое название сцены</param>
/// <returns></returns>
private static bool SceneInBuildSettingsExists(string sceneName)
{
int count = SceneManager.sceneCountInBuildSettings;
for (int i = 0; i < count; i++)
{
string path = SceneUtility.GetScenePathByBuildIndex(i);
if (Path.GetFileNameWithoutExtension(path) == sceneName)
return true;
}
return false;
}
return false;
}
}
}

View File

@ -1,46 +1,50 @@
using UnityEngine;
using UnityEngine.UI;
using RR.Game2D.Core;
public class MainMenu : MonoBehaviour
namespace RR.Common.UI
{
[Header("Кнопки")]
[SerializeField] private Button newGameButton;
[SerializeField] private Button quitButton;
//private void Awake()
//{
// Bootstrap();
//}
private void Start()
public class MainMenu : MonoBehaviour
{
Bootstrap();
}
[Header("Кнопки")]
[SerializeField] private Button newGameButton;
[SerializeField] private Button quitButton;
/// <summary>
/// Метод для загрузки элементов сцены.
/// Вешает события на кнопки
/// </summary>
public void Bootstrap()
{
if (newGameButton) newGameButton.onClick.AddListener(OnNewGame);
if (quitButton) quitButton.onClick.AddListener(OnQuit);
}
//private void Awake()
//{
// Bootstrap();
//}
/// <summary>
/// Метод начала новой игры
/// </summary>
private void OnNewGame()
{
private void Start()
{
Bootstrap();
}
GameManager.Instance.NewGame();
}
/// <summary>
/// Метод для загрузки элементов сцены.
/// Вешает события на кнопки
/// </summary>
public void Bootstrap()
{
if (newGameButton) newGameButton.onClick.AddListener(OnNewGame);
if (quitButton) quitButton.onClick.AddListener(OnQuit);
}
/// <summary>
/// Метод выхода из игры
/// </summary>
private void OnQuit()
{
Application.Quit();
/// <summary>
/// Метод начала новой игры
/// </summary>
private void OnNewGame()
{
GameManager.Instance.NewGame();
}
/// <summary>
/// Метод выхода из игры
/// </summary>
private void OnQuit()
{
Application.Quit();
}
}
}
}

View File

@ -4,96 +4,121 @@ using System.Collections;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
using RR.Game2D.Core;
public class PauseMenu : MonoBehaviour
namespace RR.Common.UI
{
[Header("UI")]
[SerializeField] private CanvasGroup panel;
[SerializeField] private Button resumeButton;
[SerializeField] private Button quitButton;
//[SerializeField] private Button restartButton;
//[SerializeField] private KeyCode toggleKey = KeyCode.Escape; // Esc
private void Awake()
public class PauseMenu : MonoBehaviour
{
if (resumeButton) resumeButton.onClick.AddListener(OnResumeClicked);
if (quitButton) quitButton.onClick.AddListener(OnQuitClicked);
//if (restartButton) restartButton.onClick.AddListener(OnRestartClicked);
[Header("UI")]
[SerializeField] private CanvasGroup panel;
[SerializeField] private Button resumeButton;
[SerializeField] private Button quitButton;
//[SerializeField] private Button restartButton;
//[SerializeField] private KeyCode toggleKey = KeyCode.Escape; // Esc
// Изначально скрыто
SetVisible(false, instant: true);
}
private void Awake()
{
if (resumeButton) resumeButton.onClick.AddListener(OnResumeClicked);
if (quitButton) quitButton.onClick.AddListener(OnQuitClicked);
//if (restartButton) restartButton.onClick.AddListener(OnRestartClicked);
private void OnEnable()
{
if (GameManager.Instance != null)
GameManager.Instance.PauseStateChanged += HandlePauseChanged;
}
// Изначально скрыто
SetVisible(false, instant: true);
}
private void OnDisable()
{
if (GameManager.Instance != null)
GameManager.Instance.PauseStateChanged -= HandlePauseChanged;
}
private void OnEnable()
{
if (GameManager.Instance != null)
GameManager.Instance.PauseStateChanged += HandlePauseChanged;
}
private void Update()
{
private void OnDisable()
{
if (GameManager.Instance != null)
GameManager.Instance.PauseStateChanged -= HandlePauseChanged;
}
private void Update()
{
#if ENABLE_INPUT_SYSTEM
if (Keyboard.current != null && Keyboard.current.escapeKey.wasPressedThisFrame)
GameManager.Instance.TogglePause();
if (Keyboard.current != null && Keyboard.current.escapeKey.wasPressedThisFrame)
GameManager.Instance.TogglePause();
#else
if (Input.GetKeyDown(toggleKey))
GameManager.Instance.TogglePause();
#endif
}
private void HandlePauseChanged(bool paused)
{
SetVisible(paused);
}
private void SetVisible(bool visible, bool instant = false)
{
if (!panel) return;
panel.interactable = visible;
panel.blocksRaycasts = visible;
if (instant)
{
panel.alpha = visible ? 1f : 0f;
}
else
/// <summary>
/// Обработка события паузы
/// </summary>
/// <param name="paused">Ставить ли на паузу</param>
private void HandlePauseChanged(bool paused)
{
StopAllCoroutines();
StartCoroutine(Fade(panel, visible ? 1f : 0f, 0.15f));
SetVisible(paused);
}
/// <summary>
/// Метод для изменения отображения
/// </summary>
/// <param name="visible">Отображать ли менб пайзы</param>
/// <param name="instant">Постоянно или нет</param>
private void SetVisible(bool visible, bool instant = false)
{
if (!panel) return;
panel.interactable = visible;
panel.blocksRaycasts = visible;
if (instant)
{
panel.alpha = visible ? 1f : 0f;
}
else
{
StopAllCoroutines();
StartCoroutine(Fade(panel, visible ? 1f : 0f, 0.15f));
}
}
/// <summary>
/// Метод для плавного изменения видимости
/// </summary>
/// <param name="cg">Группа холстов</param>
/// <param name="target">Целевое значение альфа-канала</param>
/// <param name="duration">Продолжительность перехода</param>
private IEnumerator Fade(CanvasGroup cg, float target, float duration)
{
float start = cg.alpha;
float t = 0f;
while (t < duration)
{
t += Time.unscaledDeltaTime;
cg.alpha = Mathf.Lerp(start, target, t / duration);
yield return null;
}
cg.alpha = target;
}
/// <summary>
/// Метод для возобновления игры
/// </summary>
public void OnResumeClicked() => GameManager.Instance.SetPause(false);
//public void OnRestartClicked()
//{
// GameManager.Instance.SetPause(false);
// GameManager.Instance.ResetLevel();
//}
/// <summary>
/// Метод для выхода в главное меню
/// </summary>
public void OnQuitClicked()
{
GameManager.Instance.SetPause(false);
GameManager.Instance.LoadScene("MainMenu", false);
}
}
private IEnumerator Fade(CanvasGroup cg, float target, float duration)
{
float start = cg.alpha;
float t = 0f;
while (t < duration)
{
t += Time.unscaledDeltaTime;
cg.alpha = Mathf.Lerp(start, target, t / duration);
yield return null;
}
cg.alpha = target;
}
public void OnResumeClicked() => GameManager.Instance.SetPause(false);
//public void OnRestartClicked()
//{
// GameManager.Instance.SetPause(false);
// GameManager.Instance.ResetLevel();
//}
public void OnQuitClicked()
{
GameManager.Instance.SetPause(false);
GameManager.Instance.LoadScene("MainMenu", false);
}
}
}

View File

@ -1,130 +1,155 @@
using UnityEngine;
using RR.Game2D.Core;
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody2D), typeof(Collider2D))]
public class PlayerController : MonoBehaviour
namespace RR.Game2D.Behaviour
{
[Header("Горизонтальное движение")]
public float moveSpeed = 8f;
public float accel = 40f;
public float decel = 20f;
[Header("Вертикальное движение")]
public float maxJumpHeight = 5f;
public float jumpCooldown = 0.1f;
public float jumpBuffer = 0.1f;
[Range(0f, 1f)] public float jumpCut = 0.5f;
private float spriteScale = 0.35f;
private Rigidbody2D rb;
private Collider2D col;
float inputX;
float lastGroundedTime;
float lastJumpPressedTime;
bool IsGrounded => Grounded();
[Header("Аниматор [Опционально]")]
[SerializeField] private Animator animator; // оставить в инспекторе на всякий случай
void Awake()
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody2D),
typeof(Collider2D),
typeof(Animator))]
public class PlayerController : MonoBehaviour
{
rb = GetComponent<Rigidbody2D>();
col = GetComponent<Collider2D>();
rb.freezeRotation = true;
lastJumpPressedTime = -999f;
// если не задано в инспекторе — находим автоматически
if (animator == null)
animator = GetComponent<Animator>();
if (animator == null)
animator = GetComponentInChildren<Animator>(true);
[Header("Горизонтальное движение")]
[SerializeField] private float moveSpeed = 8f;
[SerializeField] private float accel = 40f;
[SerializeField] private float decel = 20f;
if (animator == null)
Debug.LogError($"[{name}] Animator не найден!");
}
[Header("Вертикальное движение")]
[SerializeField] private float maxJumpHeight = 5f;
[SerializeField] private float jumpCooldown = 0.1f;
[SerializeField] private float jumpBuffer = 0.1f;
[SerializeField, Range(0f, 1f)] private float jumpCut = 0.5f;
void Update()
{
inputX = Input.GetAxisRaw("Horizontal");
private float spriteScale = 0.35f;
if (Input.GetButtonDown("Jump"))
lastJumpPressedTime = Time.time;
private Rigidbody2D rb;
private Collider2D col;
if (Input.GetButtonUp("Jump")) // && rb.linearVelocity.y > 0f)
rb.linearVelocity = new Vector2(rb.linearVelocity.x, rb.linearVelocity.y * jumpCut);
float inputX;
float lastGroundedTime;
float lastJumpPressedTime;
if (inputX != 0f)
transform.localScale = new Vector3(Mathf.Sign(inputX) * spriteScale, spriteScale, spriteScale);
bool IsGrounded => Grounded();
if (IsGrounded) lastGroundedTime = Time.time;
[Header("Аниматор [Опционально]")]
[SerializeField] private Animator animator; // оставить в инспекторе на всякий случай
animator.SetFloat("Speed", Mathf.Abs(rb.linearVelocity.x));
animator.SetFloat("VSpeed", rb.linearVelocity.y);
animator.SetBool("Grounded", IsGrounded);
}
void FixedUpdate()
{
float target = inputX * moveSpeed;
float rate = (Mathf.Abs(target) > 0.01f) ? accel : decel;
float vx = Mathf.MoveTowards(rb.linearVelocity.x, target, rate * Time.fixedDeltaTime);
if (transform.position.y < -5) Die();
bool canJump = (Time.time - lastGroundedTime) <= jumpCooldown;
bool wantJump = (Time.time - lastJumpPressedTime) <= jumpBuffer;
if (wantJump && canJump && IsGrounded)
void Awake()
{
float vy = CalcJumpSpeed(maxJumpHeight);
rb.linearVelocity = new Vector2(vx, vy);
animator.SetBool("Jump", true);
rb = GetComponent<Rigidbody2D>();
col = GetComponent<Collider2D>();
rb.freezeRotation = true;
lastJumpPressedTime = -999f;
return;
// если не задано в инспекторе — находим автоматически
if (animator == null)
animator = GetComponent<Animator>();
if (animator == null)
animator = GetComponentInChildren<Animator>(true);
if (animator == null)
Debug.LogError($"[{name}] Animator не найден!");
}
rb.linearVelocity = new Vector2(vx, rb.linearVelocity.y);
}
float CalcJumpSpeed(float height)
{
float g = Physics2D.gravity.y * rb.gravityScale;
return Mathf.Sqrt(-2f * g * height);
}
bool Grounded()
{
RaycastHit2D hit = Physics2D.CircleCast(new Vector2(col.bounds.center.x, col.bounds.min.y), 0.01f, Vector2.down, 0.1f);
bool isGrounded = hit.collider != null;
animator.SetBool("Jump", !isGrounded);
return isGrounded;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Coin"))
void Update()
{
GameManager.Instance.AddCoin();
Destroy(collision.gameObject);
// Передвижение
inputX = Input.GetAxisRaw("Horizontal");
if (Input.GetButtonDown("Jump"))
lastJumpPressedTime = Time.time;
if (Input.GetButtonUp("Jump")) // && rb.linearVelocity.y > 0f)
rb.linearVelocity = new Vector2(rb.linearVelocity.x, rb.linearVelocity.y * jumpCut);
if (inputX != 0f)
transform.localScale = new Vector3(Mathf.Sign(inputX) * spriteScale, spriteScale, spriteScale);
if (IsGrounded) lastGroundedTime = Time.time;
// Данные для анимаций
animator.SetFloat("Speed", Mathf.Abs(rb.linearVelocity.x));
animator.SetFloat("VSpeed", rb.linearVelocity.y);
animator.SetBool("Grounded", IsGrounded);
}
if (collision.CompareTag("Finish"))
void FixedUpdate()
{
GameManager.Instance.NextLevel();
}
}
float target = inputX * moveSpeed;
float rate = (Mathf.Abs(target) > 0.01f) ? accel : decel;
float vx = Mathf.MoveTowards(rb.linearVelocity.x, target, rate * Time.fixedDeltaTime);
public void Die()
{
GameManager.Instance.ResetLevel();
if (transform.position.y < -5) Die();
// Возможность прыжка
bool canJump = (Time.time - lastGroundedTime) <= jumpCooldown;
bool wantJump = (Time.time - lastJumpPressedTime) <= jumpBuffer;
if (wantJump && canJump && IsGrounded)
{
float vy = CalcJumpSpeed(maxJumpHeight);
rb.linearVelocity = new Vector2(vx, vy);
animator.SetBool("Jump", true);
lastJumpPressedTime = -999f;
return;
}
rb.linearVelocity = new Vector2(vx, rb.linearVelocity.y);
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Coin"))
{
GameManager.Instance.AddCoin();
Destroy(collision.gameObject);
}
if (collision.CompareTag("Finish"))
{
GameManager.Instance.NextLevel();
}
}
private void OnDestroy() => Debug.Log("Player destroyed");
/// <summary>
/// Метод для просчитывания скорости прыжка с учетом высоты прыжка
/// </summary>
/// <param name="height">Высота прыжка (высшая точка по y)</param>
/// <returns>float jumpSpeed - высчитанная скорость прыжка</returns>
float CalcJumpSpeed(float height)
{
float g = Physics2D.gravity.y * rb.gravityScale;
return Mathf.Sqrt(-2f * g * height);
}
/// <summary>
/// Метод для проверки соприкосновения с землей
/// </summary>
/// <returns>bool isGrounded - на земле ли игрок</returns>
bool Grounded()
{
RaycastHit2D hit = Physics2D.CircleCast(new Vector2(col.bounds.center.x, col.bounds.min.y), 0.01f, Vector2.down, 0.1f);
bool isGrounded = hit.collider != null;
animator.SetBool("Jump", !isGrounded);
return isGrounded;
}
/// <summary>
/// Метод смерти персонажа.
/// Базовое поведение - сброс уровня в GameManager
/// </summary>
public void Die()
{
GameManager.Instance.ResetLevel();
}
}
}

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@ -1,16 +1,19 @@
using UnityEngine;
using UnityEngine;
public class PlayerSpawn : MonoBehaviour
namespace RR.Game2D.Core
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
public class PlayerSpawn : MonoBehaviour
{
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
// Update is called once per frame
void Update()
{
}
// Update is called once per frame
void Update()
{
}
}
}
}

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@ -1,43 +1,39 @@
using UnityEngine;
using Projectiles2D;
using RR.Game2D.Core;
using RR.Game2D.Behaviour;
public class BasicProjectile : Projectile2D
namespace RR.Game2D.Entities.Projectiles
{
protected override void OnHit(Collision2D target, Vector2 point, Vector2 relativeVelocity)
public class BasicProjectile : Projectile2D
{
//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);
// }
// }
//}
var player = GameManager.Instance.PlayerObj;
if (target.collider.CompareTag("Player"))
player.GetComponent<PlayerController>().Die();
else if (target.collider.CompareTag("Projectile") || target.collider.CompareTag("Enemy"))
Despawn();
if (hitVfxPrefab != null)
protected override void OnHit(Collision2D target, Vector2 point, Vector2 relativeVelocity)
{
Instantiate(hitVfxPrefab, point, Quaternion.identity);
}
if (hitSfx != null)
{
AudioSource.PlayClipAtPoint(hitSfx, point, sfxVolume);
//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);
// }
// }
//}
var player = GameManager.Instance.PlayerObj;
if (target.collider.CompareTag("Player"))
player.GetComponent<PlayerController>().Die();
else if (target.collider.CompareTag("Projectile") || target.collider.CompareTag("Enemy"))
Despawn();
base.OnHit(target, point, relativeVelocity);
}
}
}

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@ -1,33 +1,36 @@
using UnityEngine;
public class PhysicsProjectile : BasicProjectile
namespace RR.Game2D.Entities.Projectiles
{
protected override void OnEnable()
public class PhysicsProjectile : BasicProjectile
{
remainingPierce = maxPierce;
if (maxLifetime > 0f)
Invoke(nameof(Despawn), maxLifetime);
protected override void OnEnable()
{
remainingPierce = maxPierce;
if (maxLifetime > 0f)
Invoke(nameof(Despawn), maxLifetime);
}
public override void Launch(Vector2 direction, float speed = -1f, GameObject owner = null, float ignoreOwnerTime = 0.1f)
{
this.owner = owner;
launched = true;
Vector2 dir = direction.sqrMagnitude > 0.0001f ? direction.normalized : Vector2.right;
float finalSpeed = (speed > 0f) ? speed : initialSpeed;
rb.simulated = true;
rb.bodyType = RigidbodyType2D.Dynamic;
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.AddForce(finalSpeed * rb.mass * dir, ForceMode2D.Impulse);
transform.right = dir;
if (owner != null && ignoreOwnerTime > 0f)
StartCoroutine(IgnoreOwnerTemporarily(owner, ignoreOwnerTime));
}
}
public override void Launch(Vector2 direction, float speed = -1f, GameObject owner = null, float ignoreOwnerTime = 0.1f)
{
this.owner = owner;
launched = true;
Vector2 dir = direction.sqrMagnitude > 0.0001f ? direction.normalized : Vector2.right;
float finalSpeed = (speed > 0f) ? speed : initialSpeed;
rb.simulated = true;
rb.bodyType = RigidbodyType2D.Dynamic;
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.AddForce(finalSpeed * rb.mass * dir, ForceMode2D.Impulse);
transform.right = dir;
if (owner != null && ignoreOwnerTime > 0f)
StartCoroutine(IgnoreOwnerTemporarily(owner, ignoreOwnerTime));
}
}
}

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@ -1,392 +1,431 @@
using UnityEngine;
using Projectiles2D;
using RR.Game2D.Core;
using RR.Game2D.Behaviour;
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
public class PickableProjectile : Projectile2D
namespace RR.Game2D.Entities.Projectiles
{
public static PickableProjectile Instance { get; private set; }
public enum State { Held, Airborne, Grounded, Returning }
public State CurrentState { get; private set; } = State.Grounded;
[Header("Подбор и прикрепление")]
public Vector3 heldLocalOffset = new(0.25f, 0.1f, 0f);
public bool snapExactlyToAttachPoint = true;
public float ignoreOwnerTimeOnThrow = 0.25f;
public string attachPointChildName = "HandPoint";
[Header("Приземление")]
public float sleepVelocity = 0.05f;
public bool lockWhenLanded = true;
[Header("Отскоки")]
public int maxBounces = 3;
public float minBounceSpeed = 0.8f;
[Range(0f, 1f)] public float restitution = 0.6f;
[Range(0f, 1f)] public float tangentDamping = 0.85f;
[Range(0f, 1f)] public float groundUpTolerance = 0.25f;
public float stickDelayAfterImpact = 0.03f;
[Tooltip("Старт возврата, если дальше этой дистанции от точки руки.")]
public float recallStartDistance = 8f;
[Tooltip("На этой дистанции от руки считаем, что прилетел и подбираем.")]
public float recallArriveDistance = 1f;
public float recallSpeed = 16f;
public float recallAcceleration = 60f;
[Header("Gizmos")]
public bool drawGizmos;
public Color gizmoColor = new Color(0.2f, 0.8f, 1f, 0.35f);
private Transform holderAttachPoint;
private int bounceCounter = 0;
private float lastImpactTime = -999f;
private Vector3 baseLocalScale = Vector3.one;
private bool hadBeenHeld = false;
private GameObject lastKnownHolder;
protected override void Awake()
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody2D),
typeof(Collider2D))]
public class PickableProjectile : Projectile2D
{
base.Awake();
public static PickableProjectile Instance { get; private set; }
if (Instance != null && Instance != this)
public enum State { Held, Airborne, Grounded, Returning }
public State CurrentState { get; private set; } = State.Grounded;
[Header("Подбор и прикрепление")]
[SerializeField] private Vector3 heldLocalOffset = new(0.25f, 0.1f, 0f);
[SerializeField] private float heldScale = 1.5f;
[SerializeField] private float ignoreOwnerTimeOnThrow = 0.25f;
[SerializeField] private string attachPointChildName = "HandPoint";
[Header("Приземление")]
[SerializeField] private float groundVelocity = 0.05f;
[SerializeField] private bool lockWhenLanded = true;
[Header("Отскоки")]
[SerializeField] private int maxBounces = 3;
[SerializeField] private float minBounceSpeed = 0.8f;
[SerializeField, Range(0f, 1f)] private float restitution = 0.6f;
[SerializeField, Range(0f, 1f)] private float tangentDamping = 0.85f;
[SerializeField] private float stickDelayAfterImpact = 0.03f;
[Tooltip("Старт возврата, если дальше этой дистанции от точки руки.")]
[SerializeField] private float recallStartDistance = 8f;
[Tooltip("На этой дистанции от руки считаем, что прилетел и подбираем.")]
[SerializeField] private float recallArriveDistance = 1f;
[SerializeField] private float recallSpeed = 16f;
[Header("Gizmos")]
[SerializeField] private bool drawGizmos;
[SerializeField] private Color gizmoColor = new Color(0.2f, 0.8f, 1f, 0.35f);
private Transform holderAttachPoint;
private int bounceCounter = 0;
private float lastImpactTime = -999f;
private Vector3 baseLocalScale = Vector3.one;
private bool hadBeenHeld = false;
private GameObject lastKnownHolder;
//---------------------------
// Singleton
//---------------------------
protected override void Awake()
{
Destroy(gameObject);
return;
base.Awake();
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
}
Instance = this;
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
private void Start()
{
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
col.isTrigger = false;
if (CurrentState != State.Held)
BecomeGrounded(null);
}
protected override void FixedUpdate()
{
base.FixedUpdate();
if (!lockWhenLanded && CurrentState == State.Airborne)
private void OnDestroy()
{
if (rb.linearVelocity.sqrMagnitude < (sleepVelocity * sleepVelocity))
if (Instance == this) Instance = null;
}
//---------------------------
//
//---------------------------
private void Start()
{
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
col.isTrigger = false;
if (CurrentState != State.Held)
BecomeGrounded(null);
}
if ((CurrentState == State.Airborne || CurrentState == State.Returning) && rb.linearVelocity.sqrMagnitude > 0.0001f)
transform.up = rb.linearVelocity.normalized;
if (CurrentState == State.Airborne && rb.linearVelocity.magnitude < 0.1f)
BecomeGrounded(null);
if (hadBeenHeld && CurrentState != State.Held)
HandleRecallToPlayer();
}
protected override void OnCollisionEnter2D(Collision2D collision)
{
var otherRb = collision.rigidbody ? collision.rigidbody : collision.otherRigidbody;
var otherGO = (collision.collider ? collision.collider.attachedRigidbody?.gameObject : null)
?? otherRb?.gameObject
?? collision.gameObject;
if (otherGO && otherGO.CompareTag("Player") && CurrentState != State.Held)
protected override void FixedUpdate()
{
if (TryPickup(otherGO)) return;
}
base.FixedUpdate();
base.OnCollisionEnter2D(collision);
if (CurrentState == State.Airborne)
{
if (TryBounce(collision))
if (!lockWhenLanded && CurrentState == State.Airborne)
{
lastImpactTime = Time.time;
return;
if (rb.linearVelocity.sqrMagnitude < (groundVelocity * groundVelocity))
BecomeGrounded(null);
}
BecomeGrounded(collision);
if ((CurrentState == State.Airborne || CurrentState == State.Returning) && rb.linearVelocity.sqrMagnitude > 0.0001f)
transform.up = rb.linearVelocity.normalized;
if (CurrentState == State.Airborne && rb.linearVelocity.magnitude < 0.1f)
BecomeGrounded(null);
if (hadBeenHeld && CurrentState != State.Held)
HandleRecallToPlayer();
}
}
public bool TryPickup(GameObject newHolder, Transform optionalAttachPoint = null)
{
if (CurrentState == State.Held) return true;
owner = newHolder;
lastKnownHolder = newHolder;
holderAttachPoint = optionalAttachPoint ?? FindAttachPoint(newHolder);
var fireScript = newHolder.GetComponent<PlayerFireScript>();
if (holderAttachPoint == null && fireScript != null)
holderAttachPoint = fireScript.attachPoint;
if (holderAttachPoint == null)
holderAttachPoint = newHolder.transform;
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.bodyType = RigidbodyType2D.Kinematic;
col.enabled = false;
transform.SetParent(holderAttachPoint, worldPositionStays: true);
transform.position = holderAttachPoint.TransformPoint(heldLocalOffset);
//transform.rotation = holderAttachPoint.rotation;
transform.localScale = baseLocalScale;
if (fireScript != null) fireScript.BindProjectile(this);
StartCoroutine(IgnoreOwnerTemporarily(owner, ignoreOwnerTimeOnThrow));
CurrentState = State.Held;
launched = false;
hadBeenHeld = true;
return true;
}
private Transform ResolveAttachPoint(GameObject holder, Transform preferred = null)
{
if (preferred) return preferred;
PlayerFireScript fireScript = holder.GetComponent<PlayerFireScript>();
if (fireScript && fireScript.attachPoint) return fireScript.attachPoint;
return holder.transform;
}
public void Launch(Vector2 direction, float speed, GameObject throwOwner = null)
{
if (CurrentState == State.Held)
transform.SetParent(null, worldPositionStays: true);
owner = throwOwner;
lastKnownHolder = throwOwner;
holderAttachPoint = null;
rb.bodyType = RigidbodyType2D.Dynamic;
col.enabled = true;
launched = true;
Vector2 launchDirection = direction.sqrMagnitude > 0.0001f ? direction.normalized : Vector2.right;
float finalSpeed = (speed > 0f) ? speed : initialSpeed;
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.AddForce(launchDirection * finalSpeed * rb.mass, ForceMode2D.Impulse);
transform.up = launchDirection;
transform.localScale = baseLocalScale;
if (throwOwner != null && ignoreOwnerTimeOnThrow > 0f)
StartCoroutine(IgnoreOwnerTemporarily(throwOwner, ignoreOwnerTimeOnThrow));
CurrentState = State.Airborne;
bounceCounter = 0;
}
protected override void OnImpactFinal(Collision2D collision)
{
if (!TryBounce(collision))
BecomeGrounded(collision);
}
protected override void OnImpactFinal(Collider2D other)
{
if (Time.time - lastImpactTime > stickDelayAfterImpact)
BecomeGrounded(null);
}
private bool TryBounce(Collision2D collision)
{
if (Time.time - lastImpactTime < stickDelayAfterImpact)
return true;
Vector2 velocityIn = rb.linearVelocity;
float speed = velocityIn.magnitude;
if (speed < minBounceSpeed) return false;
Vector2 n;
float impulseSum = 0f;
float minSeparation = float.PositiveInfinity;
if (collision.contactCount > 0)
protected override void OnCollisionEnter2D(Collision2D collision)
{
Vector2 sum = Vector2.zero;
for (int i = 0; i < collision.contactCount; i++)
var otherRb = collision.rigidbody ? collision.rigidbody : collision.otherRigidbody;
var otherGO = (collision.collider ? collision.collider.attachedRigidbody?.gameObject : null)
?? otherRb?.gameObject
?? collision.gameObject;
if (otherGO && otherGO.CompareTag("Player") && CurrentState != State.Held)
{
ContactPoint2D contactPoint = collision.GetContact(i);
float impulse = Mathf.Max(0.0001f, Mathf.Abs(contactPoint.normalImpulse));
sum += contactPoint.normal * impulse;
impulseSum += impulse;
if (contactPoint.separation < minSeparation) minSeparation = contactPoint.separation;
if (TryPickup(otherGO)) return;
}
n = (impulseSum > 0f ? sum / impulseSum : sum);
base.OnCollisionEnter2D(collision);
if (n.sqrMagnitude < 1e-6f) n = Vector2.up;
else n.Normalize();
}
else
{
n = Vector2.up;
minSeparation = 0f;
}
if (Vector2.Dot(velocityIn, n) > 0f) n = -n;
float matBounciness = restitution;
float frictionA = 0f, frictionB = 0f;
var myColMat = col ? col.sharedMaterial : null;
if (myColMat)
{
matBounciness = Mathf.Max(matBounciness, myColMat.bounciness);
frictionA = Mathf.Clamp01(myColMat.friction);
}
var otherCol = collision.collider;
if (otherCol)
{
var otherMat = otherCol.sharedMaterial;
if (otherMat)
if (CurrentState == State.Airborne)
{
matBounciness = Mathf.Max(matBounciness, otherMat.bounciness);
frictionB = Mathf.Clamp01(otherMat.friction);
if (TryBounce(collision))
{
lastImpactTime = Time.time;
return;
}
BecomeGrounded(collision);
}
}
float tangentFactor = (1f - frictionA) * (1f - frictionB) * Mathf.Clamp01(tangentDamping);
Vector2 vN = Vector2.Dot(velocityIn, n) * n;
Vector2 vT = velocityIn - vN;
Vector2 velocityOut = (-vN) * matBounciness + vT * tangentFactor;
rb.linearVelocity = velocityOut;
float pushOut = 0.005f;
if (minSeparation < 0f) pushOut = Mathf.Max(pushOut, -minSeparation + 0.001f);
rb.position += n * pushOut;
if (velocityOut.sqrMagnitude > 1e-6f)
transform.up = velocityOut.normalized;
bounceCounter++;
if (bounceCounter >= maxBounces)
return false;
CurrentState = State.Airborne;
return true;
}
private void BecomeGrounded(Collision2D collision)
{
launched = false;
CurrentState = State.Grounded;
if (lockWhenLanded)
/// <summary>
/// Метод для подбора снаряда игроком.
/// Привязывает снаряд к точке привязки на игроке.
/// </summary>
/// <param name="newHolder">Держатель снаряда</param>
/// <param name="optionalAttachPoint">Опциональная точка привязки. При передаче, снаряд будет привязан на нее</param>
/// <returns>bool isPickedUp - получилось ли поднять снаряд</returns>
public bool TryPickup(GameObject newHolder, Transform optionalAttachPoint = null)
{
if (CurrentState == State.Held) return true;
owner = newHolder;
lastKnownHolder = newHolder;
holderAttachPoint = optionalAttachPoint ?? FindAttachPoint(newHolder);
var fireScript = newHolder.GetComponent<PlayerFireScript>();
if (holderAttachPoint == null && fireScript != null)
holderAttachPoint = fireScript.attachPoint;
if (holderAttachPoint == null)
holderAttachPoint = newHolder.transform;
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.bodyType = RigidbodyType2D.Kinematic;
col.enabled = false;
transform.SetParent(holderAttachPoint);//, worldPositionStays: true); // Баг остался, но пока в комменте
transform.position = holderAttachPoint.TransformPoint(heldLocalOffset);
transform.rotation = new Quaternion(0, 90f, 0, 0);
transform.localScale = baseLocalScale * heldScale;
if (fireScript != null) fireScript.BindProjectile(this);
StartCoroutine(IgnoreOwnerTemporarily(owner, ignoreOwnerTimeOnThrow));
CurrentState = State.Held;
launched = false;
hadBeenHeld = true;
return true;
}
else
/// <summary>
/// Метод для получения точки привязки на игроке.
/// </summary>
/// <param name="holder">Игрок, который держит снаряд</param>
/// <param name="preferred">Опциональная точка привязки. При передаче, снаряд будет привязан на нее</param>
/// <returns>Transform attachPoint - точкка привязки</returns>
private Transform ResolveAttachPoint(GameObject holder, Transform preferred = null)
{
if (preferred) return preferred;
PlayerFireScript fireScript = holder.GetComponent<PlayerFireScript>();
if (fireScript && fireScript.attachPoint) return fireScript.attachPoint;
return holder.transform;
}
public void Launch(Vector2 direction, float speed, GameObject throwOwner = null)
{
if (CurrentState == State.Held)
transform.SetParent(null, worldPositionStays: true);
owner = throwOwner;
lastKnownHolder = throwOwner;
holderAttachPoint = null;
rb.bodyType = RigidbodyType2D.Dynamic;
col.enabled = true;
launched = true;
Vector2 launchDirection = direction.sqrMagnitude > 0.0001f ? direction.normalized : Vector2.right;
float finalSpeed = (speed > 0f) ? speed : initialSpeed;
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.AddForce(launchDirection * finalSpeed * rb.mass, ForceMode2D.Impulse);
transform.up = launchDirection;
transform.localScale = baseLocalScale;
if (throwOwner != null && ignoreOwnerTimeOnThrow > 0f)
StartCoroutine(IgnoreOwnerTemporarily(throwOwner, ignoreOwnerTimeOnThrow));
CurrentState = State.Airborne;
bounceCounter = 0;
}
col.enabled = true;
transform.SetParent(null, true);
bounceCounter = 0;
}
private Transform FindAttachPoint(GameObject owner)
{
if (string.IsNullOrWhiteSpace(attachPointChildName)) return null;
var ownerTransform = owner.transform.Find(attachPointChildName);
return ownerTransform;
}
private void HandleRecallToPlayer()
{
GameObject playerGo = lastKnownHolder;
if (playerGo == null || !playerGo.activeInHierarchy)
playerGo = (GameManager.Instance && GameManager.Instance.PlayerObj)
? GameManager.Instance.PlayerObj
: GameObject.FindWithTag("Player");
if (!playerGo) return;
var attachPoint = ResolveAttachPoint(playerGo);
bool isVisible = false;
var mainCamera = Camera.main;
float margin = 0.1f;
if (mainCamera)
protected override void OnImpactFinal(Collision2D collision)
{
Vector3 viewPoint = mainCamera.WorldToViewportPoint(transform.position);
isVisible = viewPoint.x >= -margin && viewPoint.x <= 1f + margin
&& viewPoint.y >= -margin && viewPoint.y <= 1f + margin;
}
else
{
Vector2 toOwnerTest = (Vector2)attachPoint.position - rb.position;
isVisible = (toOwnerTest.magnitude <= recallStartDistance);
if (!TryBounce(collision))
BecomeGrounded(collision);
}
Vector2 toOwner = (Vector2)attachPoint.position - rb.position;
float dist = toOwner.magnitude;
if (CurrentState != State.Returning)
protected override void OnImpactFinal(Collider2D other)
{
if (!isVisible)
if (Time.time - lastImpactTime > stickDelayAfterImpact)
BecomeGrounded(null);
}
/// <summary>
/// Метод для просчета отскоков.
/// </summary>
/// <param name="collision">Коллизия, с которой столкнулся снаряд</param>
/// <returns>bool isBounced - произошел ли отскок</returns>
private bool TryBounce(Collision2D collision)
{
if (Time.time - lastImpactTime < stickDelayAfterImpact)
return true;
Vector2 velocityIn = rb.linearVelocity;
float speed = velocityIn.magnitude;
if (speed < minBounceSpeed) return false;
Vector2 normal;
float impulseSum = 0f;
float minSeparation = float.PositiveInfinity;
if (collision.contactCount > 0)
{
CurrentState = State.Returning;
rb.bodyType = RigidbodyType2D.Dynamic;
col.enabled = false;
Vector2 sum = Vector2.zero;
for (int i = 0; i < collision.contactCount; i++)
{
ContactPoint2D contactPoint = collision.GetContact(i);
float impulse = Mathf.Max(0.0001f, Mathf.Abs(contactPoint.normalImpulse));
sum += contactPoint.normal * impulse;
impulseSum += impulse;
if (contactPoint.separation < minSeparation) minSeparation = contactPoint.separation;
}
normal = (impulseSum > 0f ? sum / impulseSum : sum);
if (normal.sqrMagnitude < 1e-6f) normal = Vector2.up;
else normal.Normalize();
}
else
{
return;
normal = Vector2.up;
minSeparation = 0f;
}
if (Vector2.Dot(velocityIn, normal) > 0f) normal = -normal;
float matBounciness = restitution;
float frictionA = 0f, frictionB = 0f;
var projectileColMat = col ? col.sharedMaterial : null;
if (projectileColMat)
{
matBounciness = Mathf.Max(matBounciness, projectileColMat.bounciness);
frictionA = Mathf.Clamp01(projectileColMat.friction);
}
var otherCol = collision.collider;
if (otherCol)
{
var otherMat = otherCol.sharedMaterial;
if (otherMat)
{
matBounciness = Mathf.Max(matBounciness, otherMat.bounciness);
frictionB = Mathf.Clamp01(otherMat.friction);
}
}
float tangentFactor = (1f - frictionA) * (1f - frictionB) * Mathf.Clamp01(tangentDamping);
Vector2 velocityNormal = Vector2.Dot(velocityIn, normal) * normal;
Vector2 velocityTangent = velocityIn - velocityNormal;
Vector2 velocityOut = (-velocityNormal) * matBounciness + velocityTangent * tangentFactor;
rb.linearVelocity = velocityOut;
float pushOut = 0.005f;
if (minSeparation < 0f) pushOut = Mathf.Max(pushOut, -minSeparation + 0.001f);
rb.position += normal * pushOut;
if (velocityOut.sqrMagnitude > 1e-6f)
transform.up = velocityOut.normalized;
bounceCounter++;
if (bounceCounter >= maxBounces)
return false;
CurrentState = State.Airborne;
return true;
}
//float speed = rb.linearVelocity.magnitude;
//if (speed < 8f) speed = recallSpeed;
Vector2 dir = (dist > 0.001f) ? (toOwner / dist) : rb.linearVelocity.normalized;
rb.linearVelocity = dir * recallSpeed; //* speed;
if (rb.linearVelocity.sqrMagnitude > 0.01f)
transform.up = rb.linearVelocity.normalized;
/// <summary>
/// Метод для заморозки снаряда на земле.
/// </summary>
/// <param name="collision">Коллизия, с которой столкнулся снаряд</param>
private void BecomeGrounded(Collision2D collision)
{
launched = false;
CurrentState = State.Grounded;
if (dist <= recallArriveDistance)
TryPickup(playerGo);
}
if (lockWhenLanded)
{
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.bodyType = RigidbodyType2D.Kinematic;
}
else
{
rb.bodyType = RigidbodyType2D.Dynamic;
}
col.enabled = true;
transform.SetParent(null, true);
bounceCounter = 0;
}
/// <summary>
/// Метод для поиска точки привязки на игроке.
/// </summary>
/// <param name="owner">Объект игрока</param>
/// <returns>Transform attachPoint - точка привязки</returns>
private Transform FindAttachPoint(GameObject owner)
{
if (string.IsNullOrWhiteSpace(attachPointChildName)) return null;
var ownerTransform = owner.transform.Find(attachPointChildName);
return ownerTransform;
}
/// <summary>
/// Метод для обработки возвращения снаряда к игроку.
/// При возвращении снаряд игнорирует любые коллизии.
/// </summary>
private void HandleRecallToPlayer()
{
GameObject playerGo = lastKnownHolder;
if (playerGo == null || !playerGo.activeInHierarchy)
playerGo = (GameManager.Instance && GameManager.Instance.PlayerObj)
? GameManager.Instance.PlayerObj
: GameObject.FindWithTag("Player");
if (!playerGo) return;
var attachPoint = ResolveAttachPoint(playerGo);
bool isVisible = false;
var mainCamera = Camera.main;
float margin = 0.1f;
if (mainCamera)
{
Vector3 viewPoint = mainCamera.WorldToViewportPoint(transform.position);
isVisible = viewPoint.x >= -margin && viewPoint.x <= 1f + margin
&& viewPoint.y >= -margin && viewPoint.y <= 1f + margin;
}
else
{
Vector2 toOwnerTest = (Vector2)attachPoint.position - rb.position;
isVisible = (toOwnerTest.magnitude <= recallStartDistance);
}
Vector2 toOwner = (Vector2)attachPoint.position - rb.position;
float dist = toOwner.magnitude;
if (CurrentState != State.Returning)
{
if (!isVisible)
{
CurrentState = State.Returning;
rb.bodyType = RigidbodyType2D.Dynamic;
col.enabled = false;
}
else
{
return;
}
}
//float speed = rb.linearVelocity.magnitude;
//if (speed < 8f) speed = recallSpeed;
Vector2 dir = (dist > 0.001f) ? (toOwner / dist) : rb.linearVelocity.normalized;
rb.linearVelocity = dir * recallSpeed; //* speed;
if (rb.linearVelocity.sqrMagnitude > 0.01f)
transform.up = rb.linearVelocity.normalized;
if (dist <= recallArriveDistance)
TryPickup(playerGo);
}
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
if (!drawGizmos) return;
Gizmos.color = gizmoColor;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawCube(new Vector3(heldLocalOffset.x, heldLocalOffset.y, 0), new Vector3(0.12f, 0.12f, 0.02f));
}
private void OnDrawGizmosSelected()
{
if (!drawGizmos) return;
Gizmos.color = gizmoColor;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawCube(new Vector3(heldLocalOffset.x, heldLocalOffset.y, 0), new Vector3(0.12f, 0.12f, 0.02f));
}
#endif
}
}
}

View File

@ -2,35 +2,35 @@
using System.Collections;
using UnityEngine;
namespace Projectiles2D
namespace RR.Game2D.Entities.Projectiles
{
public interface IDamageable2D
{
void ApplyDamage(float amount, Vector2 hitPoint, Vector2 force, GameObject source);
}
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
[RequireComponent(typeof(Rigidbody2D), typeof(Collider2D))]
public abstract class Projectile2D : MonoBehaviour
{
[Header("Скорость")]
public float initialSpeed = 15f;
[Header("Скорость")]
public float maxLifetime = 5f;
public bool alignRotationToVelocity = true;
protected float damage = 10f;
public float knockback = 0f;
[Header("Столкновения/пробивания")]
public LayerMask hitLayers = ~0;
public int maxPierce = 0;
[Header("Гравитация/физика")]
public bool useGravity = false;
public float gravityScale = 1f;
[Header("FX")]
[SerializeField] protected GameObject hitVfxPrefab;
[SerializeField] protected AudioClip hitSfx;
[SerializeField] protected float sfxVolume = 1f;
[Header("Другое")]
public bool alignRotationToVelocity = true;
protected float damage = 10f;
public float knockback = 0f;
protected Rigidbody2D rb;
protected Collider2D col;
@ -38,11 +38,6 @@ namespace Projectiles2D
protected bool launched;
public GameObject owner;
[Header("FX")]
[SerializeField] protected GameObject hitVfxPrefab;
[SerializeField] protected AudioClip hitSfx;
[SerializeField] protected float sfxVolume = 1f;
protected virtual void Awake()
{
rb = GetComponent<Rigidbody2D>();
@ -62,30 +57,6 @@ namespace Projectiles2D
// 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)
{
Collider2D[] 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;
@ -115,11 +86,60 @@ namespace Projectiles2D
HandleHit(other, point, rb.linearVelocity, isTriggerEvent: true, collision: null);
}
/// <summary>
///
/// </summary>
/// <param name="direction"></param>
/// <param name="speed"></param>
/// <param name="owner"></param>
/// <param name="ignoreOwnerTime"></param>
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));
}
/// <summary>
///
/// </summary>
/// <param name="who"></param>
/// <param name="time"></param>
protected virtual IEnumerator IgnoreOwnerTemporarily(GameObject who, float time)
{
Collider2D[] 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);
}
/// <summary>
///
/// </summary>
/// <param name="layer"></param>
/// <returns></returns>
protected bool IsInHitLayer(int layer)
{
return ((1 << layer) & hitLayers.value) != 0;
}
/// <summary>
///
/// </summary>
/// <param name="target"></param>
/// <param name="point"></param>
/// <param name="relativeVelocity"></param>
/// <param name="isTriggerEvent"></param>
/// <param name="collision"></param>
protected void HandleHit(Collider2D target, Vector2 point, Vector2 relativeVelocity, bool isTriggerEvent, Collision2D collision)
{
TryDealDamage(target, point, relativeVelocity);
@ -136,24 +156,57 @@ namespace Projectiles2D
else OnImpactFinal(collision);
}
protected void TryDealDamage(Collider2D target, Vector2 hitPoint, Vector2 relativeVelocity)
/// <summary>
///
/// </summary>
/// <param name="target"></param>
/// <param name="hitPoint"></param>
/// <param name="relativeVelocity"></param>
protected virtual void TryDealDamage(Collider2D target, Vector2 hitPoint, Vector2 relativeVelocity)
{
var dmg = target.GetComponentInParent<IDamageable2D>();
if (dmg != null)
//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);
//}
}
/// <summary>
///
/// </summary>
/// <param name="collision"></param>
/// <param name="point"></param>
/// <param name="relativeVelocity"></param>
protected virtual void OnHit(Collision2D collision, Vector2 point, Vector2 relativeVelocity)
{
if (hitVfxPrefab != null)
{
Vector2 force = (rb != null && rb.linearVelocity.sqrMagnitude > 0.001f)
? rb.linearVelocity.normalized * knockback
: Vector2.zero;
dmg.ApplyDamage(damage, hitPoint, force, owner ?? gameObject);
Instantiate(hitVfxPrefab, point, Quaternion.identity);
}
if (hitSfx != null)
{
AudioSource.PlayClipAtPoint(hitSfx, point, sfxVolume);
}
}
protected virtual void OnHit(Collision2D collision, Vector2 point, Vector2 relativeVelocity) { }
/// <summary>
///
/// </summary>
/// <param name="collision"></param>
protected virtual void OnImpactFinal(Collision2D collision) => Despawn();
/// <summary>
///
/// </summary>
/// <param name="other"></param>
protected virtual void OnImpactFinal(Collider2D other) => Despawn();
/// <summary>
///
/// </summary>
public virtual void Despawn()
{
Destroy(gameObject);

View File

@ -0,0 +1,12 @@
using UnityEngine;
namespace RR.Game2D.Behaviour
{
public class CoinController : MonoBehaviour
{
private void FixedUpdate()
{
transform.Rotate(new Vector3(0f, 5f, 0f));
}
}
}

View File

@ -1,319 +0,0 @@
using UnityEngine;
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
public class PickableProjectileTemp : BasicProjectile
{
// --- Singleton ---
public static PickableProjectileTemp Instance { get; private set; }
public enum State { Held, Airborne, Grounded, Returning }
public State CurrentState { get; private set; } = State.Grounded;
[Header("Pickup/Attach")]
public Vector3 heldLocalOffset = new(0.25f, 0.1f, 0f);
public float ignoreOwnerTimeOnThrow = 0.25f;
public string attachPointChildName = "HandPoint";
[Header("Physics on ground")]
public float sleepVelocity = 0.05f;
public bool lockWhenLanded = true;
[Header("Bouncing")]
public int maxBounces = 3;
public float minBounceSpeed = 0.8f;
[Range(0f, 1f)] public float restitution = 0.6f;
[Range(0f, 1f)] public float tangentDamping = 0.85f;
[Range(0f, 1f)] public float groundUpTolerance = 0.25f;
public float stickDelayAfterImpact = 0.03f;
[Header("Recall")]
public float recallStartDistance = 8f;
public float recallArriveDistance = 1f;
public float recallMaxSpeed = 16f;
public float recallAcceleration = 60f;
[Header("Gizmos")]
public bool drawGizmos;
public Color gizmoColor = new Color(0.2f, 0.8f, 1f, 0.35f);
private Transform holderAttachPoint;
private int bounceCounter = 0;
private float lastImpactTime = -999f;
private bool hadBeenHeld = false;
private GameObject lastKnownHolder;
// локальный «таймер» игнора владельца после броска,
// чтобы не подбирать мгновенно владельцем при столкновении
private float ignoreOwnerUntil = -999f;
protected override void Awake()
{
base.Awake();
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
private void Start()
{
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
col.isTrigger = false;
if (CurrentState != State.Held)
BecomeGrounded(null);
}
public bool TryPickup(GameObject newHolder, Transform optionalAttachPoint = null)
{
if (CurrentState == State.Held) return true;
owner = newHolder;
lastKnownHolder = newHolder;
holderAttachPoint = optionalAttachPoint ?? FindAttachPointOn(owner);
if (holderAttachPoint == null) holderAttachPoint = owner.transform;
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.bodyType = RigidbodyType2D.Kinematic;
col.enabled = false;
transform.SetParent(holderAttachPoint, worldPositionStays: false);
transform.localPosition = heldLocalOffset;
transform.localRotation = Quaternion.identity;
transform.localScale = Vector3.one * 2;
// чуть-чуть игнорим владельца, чтобы не словить повторные коллизии
ignoreOwnerUntil = Time.time + ignoreOwnerTimeOnThrow;
StartCoroutine(IgnoreOwnerTemporarily(owner, ignoreOwnerTimeOnThrow));
CurrentState = State.Held;
launched = false;
hadBeenHeld = true;
// передадим ссылку игроку (если у него есть PlayerFireScript),
// чтобы он знал «свой» снаряд
var pfs = owner.GetComponent<PlayerFireScript>();
//if (pfs) pfs.BindProjectile(this);
return true;
}
public void Launch(Vector2 direction, float speed, GameObject throwOwner = null)
{
if (CurrentState == State.Held)
transform.SetParent(null, true);
owner = throwOwner;
lastKnownHolder = throwOwner;
holderAttachPoint = null;
rb.bodyType = RigidbodyType2D.Dynamic;
col.enabled = true;
launched = true;
Vector2 dir = direction.sqrMagnitude > 0.0001f ? direction.normalized : Vector2.right;
float finalSpeed = (speed > 0f) ? speed : initialSpeed;
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.AddForce(dir * finalSpeed * rb.mass, ForceMode2D.Impulse);
transform.right = dir;
if (throwOwner != null && ignoreOwnerTimeOnThrow > 0f)
{
ignoreOwnerUntil = Time.time + ignoreOwnerTimeOnThrow;
StartCoroutine(IgnoreOwnerTemporarily(throwOwner, ignoreOwnerTimeOnThrow));
}
CurrentState = State.Airborne;
bounceCounter = 0;
}
protected override void OnCollisionEnter2D(Collision2D collision)
{
// 1) если врезались в игрока — пробуем подобрать до логики рикошета
var otherRb = collision.rigidbody ? collision.rigidbody : collision.otherRigidbody;
var otherGo = (collision.collider ? collision.collider.attachedRigidbody?.gameObject : null)
?? otherRb?.gameObject
?? collision.gameObject;
if (otherGo && otherGo.CompareTag("Player") && CurrentState != State.Held)
{
// не подбираем мгновенно того же владельца, если ещё в «игноре»
if (otherGo != owner || Time.time >= ignoreOwnerUntil)
{
var hand = FindAttachPointOn(otherGo) ?? otherGo.transform;
if (TryPickup(otherGo, hand)) return; // успешно подобрали — выходим
}
}
// 2) обычная логика попадания/рикошета
base.OnCollisionEnter2D(collision);
if (CurrentState == State.Airborne)
{
if (TryBounce(collision))
{
lastImpactTime = Time.time;
return;
}
BecomeGrounded(collision);
}
}
protected override void OnImpactFinal(Collision2D collision)
{
if (!TryBounce(collision))
BecomeGrounded(collision);
}
protected override void OnImpactFinal(Collider2D other)
{
if (Time.time - lastImpactTime > stickDelayAfterImpact)
BecomeGrounded(null);
}
private bool TryBounce(Collision2D collision)
{
if (Time.time - lastImpactTime < stickDelayAfterImpact)
return true;
var v = rb.linearVelocity;
float speed = v.magnitude;
if (speed < minBounceSpeed) return false;
Vector2 avgNormal = Vector2.up;
if (collision.contactCount > 0)
{
avgNormal = Vector2.zero;
for (int i = 0; i < collision.contactCount; i++)
avgNormal += collision.GetContact(i).normal;
avgNormal.Normalize();
}
Vector2 reflected = Vector2.Reflect(v, avgNormal) * restitution;
Vector2 n = avgNormal;
Vector2 vn = Vector2.Dot(reflected, n) * n;
Vector2 vt = reflected - vn;
reflected = vn + vt * tangentDamping;
rb.linearVelocity = reflected;
rb.position += n * 0.005f;
bounceCounter++;
if (bounceCounter >= maxBounces)
return false;
CurrentState = State.Airborne;
return true;
}
private void BecomeGrounded(Collision2D collision)
{
launched = false;
CurrentState = State.Grounded;
if (lockWhenLanded)
{
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.bodyType = RigidbodyType2D.Kinematic;
}
else
{
rb.bodyType = RigidbodyType2D.Dynamic;
}
col.enabled = true;
transform.SetParent(null, true);
bounceCounter = 0;
}
private Transform FindAttachPointOn(GameObject who)
{
if (string.IsNullOrWhiteSpace(attachPointChildName)) return null;
return who.transform.Find(attachPointChildName);
}
protected override void FixedUpdate()
{
base.FixedUpdate();
if (!lockWhenLanded && CurrentState == State.Airborne)
{
if (rb.linearVelocity.sqrMagnitude < (sleepVelocity * sleepVelocity))
BecomeGrounded(null);
}
if (hadBeenHeld && CurrentState != State.Held)
HandleRecallToPlayer();
}
private void HandleRecallToPlayer()
{
GameObject playerGo = lastKnownHolder;
if (playerGo == null || !playerGo.activeInHierarchy)
playerGo = GameObject.FindWithTag("Player");
if (!playerGo) return;
var hand = FindAttachPointOn(playerGo) ?? playerGo.transform;
Vector2 toHand = (Vector2)hand.position - rb.position;
float dist = toHand.magnitude;
if (dist > recallStartDistance)
{
if (CurrentState != State.Returning)
{
CurrentState = State.Returning;
rb.bodyType = RigidbodyType2D.Dynamic;
col.enabled = true;
}
Vector2 desired = toHand.normalized * recallMaxSpeed;
rb.linearVelocity = Vector2.MoveTowards(
rb.linearVelocity, desired, recallAcceleration * Time.fixedDeltaTime);
if (rb.linearVelocity.sqrMagnitude > 0.01f)
transform.right = rb.linearVelocity.normalized;
if (dist <= recallArriveDistance)
TryPickup(playerGo, hand);
}
else
{
if (CurrentState == State.Returning)
CurrentState = rb.bodyType == RigidbodyType2D.Dynamic ? State.Airborne : State.Grounded;
}
}
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
if (!drawGizmos) return;
Gizmos.color = gizmoColor;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawCube(new Vector3(heldLocalOffset.x, heldLocalOffset.y, 0), new Vector3(0.12f, 0.12f, 0.02f));
}
#endif
}

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using TMPro;
using UnityEngine;
using RR.Game2D.Core;
public class UITextController : MonoBehaviour
namespace RR.Common.UI
{
[SerializeField] private int livesCount;
[SerializeField] private int coinsCount;
[SerializeField] private string levelNumber;
[SerializeField] private TextMeshProUGUI livesText;
[SerializeField] private TextMeshProUGUI coinsText;
[SerializeField] private TextMeshProUGUI levelText;
private void OnEnable()
public class UITextController : MonoBehaviour
{
if (GameManager.Instance != null)
GameManager.Instance.CoinsChanged += HandleCoinsChanged;
}
[SerializeField] private int livesCount;
[SerializeField] private int coinsCount;
[SerializeField] private string levelNumber;
[SerializeField] private TextMeshProUGUI livesText;
[SerializeField] private TextMeshProUGUI coinsText;
[SerializeField] private TextMeshProUGUI levelText;
private void OnDisable()
{
if (GameManager.Instance != null)
GameManager.Instance.CoinsChanged -= HandleCoinsChanged;
}
void Start()
{
livesCount = GameManager.Instance.Lives;
coinsCount = GameManager.Instance.Coins;
levelNumber = $"{GameManager.Instance.World}-{GameManager.Instance.Stage}";
livesText.text = livesCount.ToString();
coinsText.text = coinsCount.ToString();
levelText.text = levelNumber.ToString();
}
private void HandleCoinsChanged(int newCoins)
{
if (coinsCount != newCoins)
private void OnEnable()
{
coinsCount = newCoins;
if (GameManager.Instance != null)
GameManager.Instance.CoinsChanged += HandleCoinsChanged;
}
private void OnDisable()
{
if (GameManager.Instance != null)
GameManager.Instance.CoinsChanged -= HandleCoinsChanged;
}
void Start()
{
livesCount = GameManager.Instance.Lives;
coinsCount = GameManager.Instance.Coins;
levelNumber = $"{GameManager.Instance.World}-{GameManager.Instance.Stage}";
livesText.text = livesCount.ToString();
coinsText.text = coinsCount.ToString();
levelText.text = levelNumber.ToString();
}
private void HandleCoinsChanged(int newCoins)
{
if (coinsCount != newCoins)
{
coinsCount = newCoins;
coinsText.text = coinsCount.ToString();
}
}
}
}
}

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