Поправил временные диапазоны чтобы не было дат из будущего
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@ -263,9 +263,10 @@ public class MenuState : IState
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void OpenMenu()
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{
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animationEnded = false;
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gm.menuOpened = true;
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@ -388,9 +389,12 @@ public class MenuState : IState
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}
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//это было в конце корутины открытия меню
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//gm.botScale.gameObject.SetActive(false);
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//gm.Player1Scale.gameObject.SetActive(false);
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//gm.Player2Scale.gameObject.SetActive(false);// это не через шкала менеджер делается?
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//СДЕЛАЛ метод для выключения таймеров в менеджере
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}
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@ -11,42 +11,42 @@ public class MenuUi : MonoBehaviour
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[Header("Верхний блок")]
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[SerializeField] RectTransform TopContainer;
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private Vector2 TopMenuPosition;
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[SerializeField] Vector2 TopGameplayOffset;
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[SerializeField] Vector2 TopGameplayOffset = new Vector2(0, 1000);
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[Header("Нижний блок")]
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[SerializeField] RectTransform BottomContainer;
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private Vector2 BottomMenuPosition;
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[SerializeField] Vector2 BottomGameplayOffset;
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[SerializeField] Vector2 BottomGameplayOffset =new Vector2(0, -1000);
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[Header("Режим на одного")]
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[SerializeField] RectTransform PveContainer;
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private Vector2 PveMenuPosition;
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[SerializeField] Vector2 PveGameplayOffset;
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[SerializeField] Vector2 PveGameplayOffset = new Vector2(-2000, 0);
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[Header("Режим на двоих")]
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[SerializeField] RectTransform PvpContainer;
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private Vector2 PvpMenuPosition;
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[SerializeField] Vector2 PvpGameplayOffset;
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[SerializeField] Vector2 PvpGameplayOffset = new Vector2(2000, 0);
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[Header("Надпись призы закончились")]
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[SerializeField] RectTransform PrizesOut;
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private Vector2 PrizesOutMenuPosition;
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[SerializeField] Vector2 PrizesOutGameplayOffset;
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[SerializeField] Vector2 PrizesOutGameplayPosition;
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[SerializeField] Vector2 PrizesOutGameplayOffset = new Vector2(-2000, -409+70);
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[SerializeField] Vector2 PrizesOutGameplayPosition = new Vector2(0, -409);
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private Vector2 PrizesOutMenuSizeDelta;
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[SerializeField] Vector2 PrizesOutGameplaySizeDelta;
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[SerializeField] Vector2 PrizesOutGameplaySizeDelta = new Vector2(660, 100);
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[Header("Счетчик монет")]
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[SerializeField] Transform CoinCounter;
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private Vector2 CoinCounterMenuPosition;
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[SerializeField] Vector2 CoinCounterGameplayPosition;
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[SerializeField] Vector2 CoinCounterGameplayPosition = new Vector3(-8.964f, 3.6f);
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[Header("Доска")]
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[SerializeField] Transform Board;
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private Vector2 BoardMenuPosition;
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[SerializeField] Vector2 BoardGameplayPosition;
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[SerializeField] Vector2 BoardGameplayPosition = new Vector2(0, -0.5f);
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private bool _cached = false;
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@ -54,7 +54,7 @@ public class MenuUi : MonoBehaviour
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bool Menu;
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bool Gameplay;
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float last_t = 0;
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void InitializeIfNeed()
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@ -82,7 +82,7 @@ public class MenuUi : MonoBehaviour
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public void OpenMenu()
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{
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InitializeIfNeed();
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StopAllCoroutines();
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}
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public void CloseMenu()
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@ -94,7 +94,7 @@ public class MenuUi : MonoBehaviour
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IEnumerator OpenGameplayAnim()
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{
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float t;
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float t = last_t;
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//ШАГ 1. ПРЯЧЕМ МЕНЮ
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t = 0;
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@ -112,7 +112,6 @@ public class MenuUi : MonoBehaviour
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BottomContainer.anchoredPosition = Vector2.Lerp(BottomMenuPosition, BottomMenuPosition + BottomGameplayOffset, t);
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PrizesOut.anchoredPosition = Vector2.Lerp(PrizesOutMenuPosition, PrizesOutMenuPosition + PrizesOutGameplayOffset, t);
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PrizesOut.sizeDelta = Vector2.Lerp(PrizesOutMenuSizeDelta, PrizesOutGameplaySizeDelta, t);
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CoinCounter.localPosition = Vector2.Lerp(CoinCounterMenuPosition, CoinCounterGameplayPosition, t);
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@ -122,6 +121,8 @@ public class MenuUi : MonoBehaviour
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//ШАГ 1. Показываем доску
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t = 0;
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PrizesOut.sizeDelta = PrizesOutGameplaySizeDelta;
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while (t < 1)
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{
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t += Time.deltaTime * 2;//скорость надо высчитывать
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@ -145,49 +146,31 @@ public class MenuUi : MonoBehaviour
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Board.localPosition = Vector2.Lerp(BoardGameplayPosition, BoardMenuPosition, t);
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PrizesOut.anchoredPosition = Vector2.Lerp(PrizesOutGameplayPosition, PrizesOutMenuPosition + PrizesOutGameplayOffset, t);
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CoinCounter.localPosition = Vector2.Lerp(CoinCounterGameplayPosition, CoinCounterMenuPosition, t);
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yield return null;
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}
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//ШАГ 2. ПОКАЗАТЬ МЕНЮ
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t = 0;
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PrizesOut.sizeDelta = PrizesOutMenuSizeDelta;
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while (t < 1)
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{
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t += Time.deltaTime * 2;
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t = Mathf.Clamp01(t);
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TopContainer.anchoredPosition = Vector2.Lerp(TopMenuPosition + TopGameplayOffset, TopMenuPosition, t);
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BottomContainer.anchoredPosition = Vector2.Lerp(BoardMenuPosition + BottomGameplayOffset, BoardMenuPosition, t);
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//перемещение кнопок
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PveContainer.anchoredPosition = Vector2.Lerp(PveMenuPosition + PvpGameplayOffset, PveMenuPosition, t);
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PvpContainer.anchoredPosition = Vector2.Lerp(PvpMenuPosition + PvpGameplayOffset, PvpMenuPosition, t);
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PrizesOut.anchoredPosition = Vector2.Lerp(PrizesOutMenuPosition+PrizesOutGameplayOffset, PrizesOutMenuPosition, t);
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//монетка
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//float startDistance = Vector3.Distance(coinPanel.position, sCoin);
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//while (Vector3.Distance(coinPanel.position, sCoin) > 0.01f)
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//{
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// float coinspeed = startDistance * Time.deltaTime * 2;
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// coinPanel.localPosition = Vector3.MoveTowards(coinPanel.localPosition, sCoin, coinspeed);
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// yield return null;
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//}
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//coinPanel.localPosition = sCoin;
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//label2.localPosition = Vector3.Lerp(sLabel2, eLabel2, t);
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//SmallPrizesOut.sizeDelta = Vector2.Lerp(sSmallPrizesOutSize, eSmallPrizesOutSize, t);
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PrizesOut.anchoredPosition = Vector2.Lerp(PrizesOutMenuPosition + PrizesOutGameplayOffset, PrizesOutMenuPosition, t);
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yield return null;
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}
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//animationEnded = true;
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//gm.botScale.gameObject.SetActive(false);
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//gm.Player1Scale.gameObject.SetActive(false);
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//gm.Player2Scale.gameObject.SetActive(false);
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}
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31
Assets/Scripts/PasswordCatcher.cs
Normal file
31
Assets/Scripts/PasswordCatcher.cs
Normal file
@ -0,0 +1,31 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PasswordCatcher : MonoBehaviour
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{
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CanvasGroup canvasGroup;
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bool passwordForSettings;
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private void Start()
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{
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canvasGroup.alpha = 0;
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passwordForSettings = SettingsManager.GetBool("PasswordOnSettings", false);
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SettingsManager.OnSettingsChanged.AddListener(ApplySettings);
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}
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void ApplySettings()
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{
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if (NeedToSetPassword())
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{
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//состояние зайти в установку пароля
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}
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}
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bool NeedToSetPassword()
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{
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bool passwordForSettingsNewValue = SettingsManager.GetBool("PasswordOnSettings", false);
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return false;
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}
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}
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11
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@ -266,6 +266,14 @@ public class SettingsManager : MonoBehaviour
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cycling: false,
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value: false));
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//от 16.01.2026
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settings.Add(new Setting(id: "PasswordOnSettings",
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alias: "Вход в настройки по паролю",
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group: "Сервис",
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type: SettingType.Bool,
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cycling: false,
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value: false));
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return settings;
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}
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@ -333,7 +333,7 @@ public class PlayerStatsService : IDisposable
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}
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public static DateTime GetRandomDateTimeInRange()
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/* public static DateTime GetRandomDateTimeInRange()
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{
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System.Random random = new System.Random();
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@ -350,5 +350,67 @@ public class PlayerStatsService : IDisposable
|
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return new DateTime(randomDay.Year, randomDay.Month, randomDay.Day,
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randomHour, randomMinute, randomSecond);
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}*/
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public static DateTime GetRandomDateTimeInRange()
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{
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System.Random random = new System.Random();
|
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DateTime now = DateTime.Now;
|
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|
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// Максимальная дата/время: {сейчас} - 5 часов
|
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DateTime maxDateTime = now.AddHours(-5);
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// Если время maxDateTime выходит за рамки 11-17 часов, корректируем
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if (maxDateTime.Hour < 11)
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{
|
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// Если меньше 11 утра, смещаем на предыдущий день 17:00
|
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maxDateTime = maxDateTime.Date.AddDays(-1).AddHours(17);
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}
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else if (maxDateTime.Hour > 17)
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{
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// Если больше 17:00, устанавливаем на сегодня 17:00
|
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maxDateTime = maxDateTime.Date.AddHours(17);
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}
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// Минимальная дата: 5 дней назад от maxDateTime
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DateTime minDateTime = maxDateTime.AddDays(-5);
|
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// Корректируем minDateTime, чтобы он тоже был в диапазоне 11-17 часов
|
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if (minDateTime.Hour < 11)
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{
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minDateTime = minDateTime.Date.AddHours(11);
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}
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else if (minDateTime.Hour > 17)
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{
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minDateTime = minDateTime.Date.AddHours(17);
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}
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// Генерируем случайные даты в диапазоне с учетом часов 11-17
|
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List<DateTime> validDates = new List<DateTime>();
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|
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// Перебираем все дни в диапазоне
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for (DateTime date = minDateTime.Date; date <= maxDateTime.Date; date = date.AddDays(1))
|
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{
|
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// Для каждого дня добавляем только часы с 11 до 17
|
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for (int hour = 11; hour <= 17; hour++)
|
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{
|
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DateTime candidate = date.AddHours(hour).AddMinutes(random.Next(0, 60)).AddSeconds(random.Next(0, 60));
|
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|
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// Проверяем, что время находится в нашем диапазоне
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if (candidate >= minDateTime && candidate <= maxDateTime)
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{
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validDates.Add(candidate);
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}
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}
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}
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|
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// Если есть подходящие даты, возвращаем случайную
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if (validDates.Count > 0)
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{
|
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return validDates[random.Next(validDates.Count)];
|
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}
|
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|
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// Если нет подходящих дат (очень узкий диапазон), возвращаем minDateTime
|
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return minDateTime;
|
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}
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}
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@ -54,6 +54,12 @@ public class TimerManager : MonoBehaviour
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}
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}
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public void DisableAllTimers()
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{
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player1Timer.gameObject.SetActive(false);
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player2Timer.gameObject.SetActive(false);
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}
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void StartTimer(CellState player)
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{
|
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if (player == CellState.Player1)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user