- Добавил систему диалогов - Создал классы Sequencer.cs и SequenceAction.cs для воссоздания последовательности действий - Добавил иеханику последовательности действий в Message.cs и MessageController.cs
87 lines
3.1 KiB
C#
87 lines
3.1 KiB
C#
using UnityEngine;
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using RR.Common.Audio;
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using RR.Game2D.Core.Managers;
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using RR.Game2D.Behaviour;
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using RR.Game2D.Behaviour.ScriptableObjects;
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using UnityEngine.VFX;
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namespace RR.Game2D.Animations
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{
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public class PlayerAnimationEvents : MonoBehaviour, CreatureAnimationEvents
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{
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[SerializeField] private VisualEffectAsset deathVFX;
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[SerializeField] private Vector3 deathVFXOffset = Vector3.zero;
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private SFXAsset _stepSounds;
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private SFXAsset _hurtSounds;
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private SFXAsset _jumpSounds;
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private Rigidbody2D _rb;
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private Vector3 _vfxSpawnPoint;
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private void OnEnable() => LevelPlayerSFX.Instance.SFXChanged += UpdateSFX;
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private void OnDisable() => LevelPlayerSFX.Instance.SFXChanged -= UpdateSFX;
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private void Awake()
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{
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PlayerController controller = GetComponent<PlayerController>();
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UpdateSFX();
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_rb = GetComponent<Rigidbody2D>();
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Collider2D col = GetComponent<Collider2D>();
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// Учитываем поворот объекта при вычислении смещения
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Vector3 rotatedOffset = transform.rotation * deathVFXOffset;
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_vfxSpawnPoint = (col ? col.bounds.center : transform.position) + rotatedOffset;
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}
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public void UpdateSFX()
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{
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PlayerController controller = GetComponent<PlayerController>();
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_stepSounds = controller.stepSounds;
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_hurtSounds = controller.hurtSounds;
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_jumpSounds = controller.jumpSounds;
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}
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public void OnDeath() {}
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public void OnDeathBegin()
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{
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if (_hurtSounds && _hurtSounds.soundEffects.Length > 0)
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GameManager.Instance.Audio.PlayRandomSfxAt(_hurtSounds.soundEffects, transform.position);
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PlayerFireScript fireScript = GetComponent<PlayerFireScript>();
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if (fireScript.enableFire) fireScript.enableFire = false;
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}
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public void OnDeathEnd()
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{
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Collider2D col = GetComponent<Collider2D>();
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Vector3 rotatedOffset = transform.rotation * deathVFXOffset;
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_vfxSpawnPoint = col ? col.bounds.center : transform.position + rotatedOffset;
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if (deathVFX) VFXPool.Instance.Spawn(deathVFX, _vfxSpawnPoint, 1f);
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gameObject.layer = LayerMask.NameToLayer("Default");
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_rb.constraints = RigidbodyConstraints2D.FreezeRotation;
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PlayerFireScript fireScript = GetComponent<PlayerFireScript>();
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if (!fireScript.enableFire) fireScript.enableFire = true;
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GameManager.Instance.RespawnPlayer();
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}
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public void OnStep()
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{
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if (_stepSounds && _stepSounds.soundEffects.Length > 0)
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GameManager.Instance.Audio.PlayRandomSfxAt(_stepSounds.soundEffects, transform.position);
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}
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public void OnJump()
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{
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if (_jumpSounds && _jumpSounds.soundEffects.Length > 0)
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GameManager.Instance.Audio.PlayRandomSfxAt(_jumpSounds.soundEffects, transform.position);
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}
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}
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} |