Промежуточный рефакторинг и сборка настроек

This commit is contained in:
Сергей Бондарь 2026-08-20 11:32:34 +03:00
parent 89a8f4d79b
commit 89f7948cf7
124 changed files with 10592 additions and 622 deletions

14
Assets/BaseSettingView.cs Normal file
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using TMPro;
using UnityEngine;
public abstract class BaseSettingView : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI _settingNameLabel;
public virtual void Initialize(SettingDTO setting)
{
_settingNameLabel.text = setting.Alias;
}
public abstract void TakeInput(int direction, bool action);
}

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View File

@ -27,6 +27,8 @@ public class Bootstrap : MonoBehaviour
[SerializeField] private Menu menu;
[SerializeField] private SettingsScheme defaultSettings;
[SerializeField] private SettingViewSet _settingViews;
private void Awake() => Initialize();
@ -37,6 +39,7 @@ public class Bootstrap : MonoBehaviour
Cursor.visible = false;
SettingsManager.Initialize(defaultSettings);
SettingViewsProvider.Inject(_settingViews);
soundManager.Initialize();

View File

@ -8,9 +8,7 @@ public class Menu : MonoBehaviour, IControlable
[SerializeField] private float _timeToPromo = 180f;
[SerializeField] private float _timeToSettings = 1f;
[SerializeField] MenuPromoTransit _menuPromoTransit;
[SerializeField] private MenuPromoTransit _menuPromoTransit;
private HoldTimer _promoTimer;
private HoldTimer _settingsTimer;
@ -18,7 +16,8 @@ public class Menu : MonoBehaviour, IControlable
private void Update()
{
if (ControlsEnabled == false) return;
if (ControlsEnabled == false)
return;
//переход настройки
if (_settingsTimer.Update(In.GetButton(InSignal.secret)))
@ -52,7 +51,8 @@ public class Menu : MonoBehaviour, IControlable
menuPanelManager.SwitchPanel(direction_horizontal);
bool action = In.GetButtonDownAnyPlayer(PlayerAction.action);
if (action) menuPanelManager.InteractCurrent();
if (action)
menuPanelManager.InteractCurrent();
}
public void Open(Action callback)
@ -71,7 +71,6 @@ public class Menu : MonoBehaviour, IControlable
{
ControlsEnabled = true;
LightUtility.Idle();
//GameManager.Instance.ResetGameSession();
}
private void Disable()

View File

@ -5,42 +5,27 @@ public class MenuPromoTransit : MonoBehaviour
[SerializeField] private Menu _menu;
[SerializeField] private Promo _promo;
private void Update()
{
if (Input.GetKeyDown(KeyCode.Alpha3)) GotoPromo();
if (Input.GetKeyDown(KeyCode.Alpha4)) GotoMenu();
}
public void GotoPromo()
{
SoundManager.instance.FadeMusic(enable: false, _menu.menuAnimator._duration);
_menu.Close(OnMenuClosed);
}
public void GotoMenu()
{
_promo.Close(OnPromoClosed);
}
public void GotoMenu()
=> _promo.Close(OnPromoClosed);
private void OnMenuOpened()
{
ControlsPerformer.Instance.SetControlable(_menu);
}
=> ControlsPerformer.Instance.SetControlable(_menu);
private void OnMenuClosed()
{
_promo.Open(callback: PromoOpened);
}
private void OnMenuClosed()
=> _promo.Open(callback: PromoOpened);
private void PromoOpened()
{
ControlsPerformer.Instance.SetControlable(_promo);
}
private void PromoOpened()
=> ControlsPerformer.Instance.SetControlable(_promo);
private void OnPromoClosed()
{
SoundManager.instance.FadeMusic(enable: true, _menu.menuAnimator._duration);
_menu.Open(callback: OnMenuOpened);
}
}
}

View File

@ -1,7 +1,7 @@
using DG.Tweening;
using System;
using System;
using UnityEngine;
using UnityEngine.Video;
using DG.Tweening;
public class Promo : MonoBehaviour, IControlable
{
@ -18,6 +18,7 @@ public class Promo : MonoBehaviour, IControlable
[SerializeField] private VideoPlayer _videoPlayer;
[SerializeField] private AudioSource _audioSource;
[Header("Transit")]
[SerializeField] MenuPromoTransit _menuPromoTransit;
private Sequence _animation;
@ -38,10 +39,8 @@ public class Promo : MonoBehaviour, IControlable
_animation.PlayForward();
}
private void VideoEnded(VideoPlayer source)
{
_menuPromoTransit.GotoMenu();
}
private void VideoEnded(VideoPlayer source)
=> _menuPromoTransit.GotoMenu();
public void Close(Action callback)
{
@ -74,7 +73,8 @@ public class Promo : MonoBehaviour, IControlable
private void KillActiveAnimation()
{
if (_animation == null) return;
if (_animation == null)
return;
_animation.Kill();
_animation = null;
@ -83,8 +83,6 @@ public class Promo : MonoBehaviour, IControlable
public void UpdateControls()
{
if (In.AnyButton())
{
_menuPromoTransit.GotoMenu();
}
}
}
}

View File

@ -1,11 +1,2 @@
fileFormatVersion: 2
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View File

@ -4,82 +4,32 @@ using UnityEngine.UI;
public class SettingsScreen : MonoBehaviour
{
[Header("Управление")]
[SerializeField] private InSignal NextSetting;
[SerializeField] private InSignal PreviousSetting;
[SerializeField] private InSignal ChangeSettingPositive;
[SerializeField] private InSignal ChangeSettingNegative;
private bool controlsEnabled = true;
private bool readyToGetInput = false;
[Header("Ссылки")]
[SerializeField] private SettingGroupView GroupViewPrefab;
[SerializeField] private RectTransform pointer;
[SerializeField] private ScrollRect scrollRect;
[SerializeField] private RectTransform Content;
[Header("Настройки scroll view")]
[SerializeField] private float scrollSmoothTime = 0.2f;
private int interactionDirection = 0;
private SettingView SelectedSetting => settingsGroups[activeGroup].GeneratedSettingViews[activeSetting];
[SerializeField] private SettingGroup GroupPrefab;
private bool Generated = false;
private int activeGroup;
private int activeSetting;
private List<SettingGroupView> settingsGroups;
private List<SettingGroup> settingsGroups;
// Для плавного скролла
private float targetVerticalPosition = 0f;
private float scrollVelocity = 0f;
private bool isFirstFrame = true;
private void Update()
//====================
[Header("Управление")]
[SerializeField] private Axis switchAxis = Axis.Vertical;
[SerializeField] private Axis interactAxis = Axis.Horizontal;
[SerializeField] private PlayerAction intractButton = PlayerAction.action;
[SerializeField] private RectTransform Content;
private void Start()
{
if (!Generated) return;
if (isFirstFrame)
{
isFirstFrame = false;
scrollRect.verticalNormalizedPosition = 1f;
UpdateScrollTarget();
return;
}
Generate();
}
private void LateUpdate()
{
if (controlsEnabled && readyToGetInput)
{
SelectedSetting.InteractView(interactionDirection);
}
SmoothScrollToSelected();
DisplayPointer();
interactionDirection = 0;
}
public void _ChangeInteractionDirection(int delta) => interactionDirection += delta;
public void EnableControls() => controlsEnabled = true;
public void DisableControls() => controlsEnabled = false;
public void SetReadyToGetInput() => readyToGetInput = true;
public void Generate()
{
// Очищаем старые группы
if (settingsGroups != null)
{
foreach (var group in settingsGroups)
{
if (group != null)
Destroy(group.gameObject);
}
}
settingsGroups = new List<SettingGroupView>();
ClearContent();
settingsGroups = new List<SettingGroup>();
foreach (var group in SettingsManager.currentSchemeDTO.groups)
{
@ -93,93 +43,16 @@ public class SettingsScreen : MonoBehaviour
Generated = true;
}
public void SwitchItem(int direction)
private SettingGroup GenerateGroup(SettingsGroupDTO groupData)
{
if (direction == 0 || !controlsEnabled) return;
activeSetting += direction;
SettingGroupView currentGroup = settingsGroups[activeGroup];
//Выход за пределы группы (верхний предел)
if (activeSetting > currentGroup.GeneratedSettingViews.Count - 1)
{
activeGroup = (activeGroup + 1 + settingsGroups.Count) % settingsGroups.Count;
activeSetting = 0;
}
//Выход за пределы группы (нижний предел)
else if (activeSetting < 0)
{
activeGroup = (activeGroup - 1 + settingsGroups.Count) % settingsGroups.Count;
activeSetting = settingsGroups[activeGroup].GeneratedSettingViews.Count - 1;
}
UpdateScrollTarget();
var group = Instantiate(GroupPrefab, Content);
group.Configure(groupData);
return group;
}
private void DisplayPointer()
private void ClearContent()
{
pointer.SetParent(SelectedSetting.transform);
pointer.localPosition = Vector3.zero;
}
private SettingGroupView GenerateGroup(SettingsGroupDTO group)
{
var go = Instantiate(GroupViewPrefab.gameObject, Content);
var groupView = go.GetComponent<SettingGroupView>();
groupView.Generate(group);
return groupView;
}
private void UpdateScrollTarget()
{
float targetNormalizedPosition = CalculateNormalizedPosition();
targetVerticalPosition = targetNormalizedPosition;
}
private float CalculateNormalizedPosition()
{
// Проверка наличия необходимых компонентов
if (scrollRect.viewport == null)
{
Debug.LogError("ScrollRect Viewport is not assigned!");
return 0f;
}
RectTransform selectedRect = SelectedSetting.GetComponent<RectTransform>();
// Получаем мировые координаты углов
Vector3[] worldCorners = new Vector3[4];
selectedRect.GetWorldCorners(worldCorners);
// Получаем локальные координаты относительно Content
Vector3 localPos = Content.InverseTransformPoint(worldCorners[1]); // Верхний левый угол элемента
// Вычисляем нормализованную позицию (0 = вверху, 1 = внизу)
float contentHeight = Content.rect.height;
float viewportHeight = scrollRect.viewport.rect.height;
if (contentHeight <= viewportHeight) return 0f;
float maxScroll = contentHeight - viewportHeight;
float scrollPosition = -localPos.y; // Инвертируем, т.к. UI координаты Y вниз
// Центрируем элемент
float elementHeight = selectedRect.rect.height;
scrollPosition -= (viewportHeight / 2f) - (elementHeight / 2f);
float normalizedPosition = Mathf.Clamp01(scrollPosition / maxScroll);
return 1f - normalizedPosition; // Инвертируем для ScrollRect
}
private void SmoothScrollToSelected()
{
float currentPos = scrollRect.verticalNormalizedPosition;
float newPos = Mathf.SmoothDamp(currentPos, targetVerticalPosition,
ref scrollVelocity, scrollSmoothTime);
scrollRect.verticalNormalizedPosition = newPos;
for (int i = Content.childCount - 1; i >= 0; i--)
Destroy(Content.GetChild(i).gameObject);
}
}

View File

@ -1,9 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine;
public class BoolView : MonoBehaviour, ISettingView
public class BoolView : BaseSettingView
{
[Header("Layout ссылки")]
[SerializeField] GameObject EnabledImage;
@ -19,12 +16,13 @@ public class BoolView : MonoBehaviour, ISettingView
public void Initialize(SettingDTO setting)
{
this.Value = setting.BoolValue;
this.CachedSetting = setting;
base.Initialize(setting);
Value = setting.BoolValue;
CachedSetting = setting;
Display();
}
public void TakeInput(int direction)
public override void TakeInput(int direction, bool _)
{
if (direction == 0) return;
@ -36,8 +34,7 @@ public class BoolView : MonoBehaviour, ISettingView
Display();
}
private void Display()
{
EnabledImage.SetActive(Value);
@ -51,4 +48,4 @@ public class BoolView : MonoBehaviour, ISettingView
{
StopAllCoroutines();
}
}
}

View File

@ -3,7 +3,7 @@ using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class FloatView : MonoBehaviour, ISettingView
public class FloatView : BaseSettingView
{
[Header("Layout ссылки")]
[SerializeField] private Image Bar;
@ -24,8 +24,9 @@ public class FloatView : MonoBehaviour, ISettingView
public SettingDTO CachedSetting { get; private set; }
public void Initialize(SettingDTO setting)
public override void Initialize(SettingDTO setting)
{
base.Initialize(setting);
CachedSetting = setting;
CacheSettingValues(setting);
@ -34,7 +35,7 @@ public class FloatView : MonoBehaviour, ISettingView
Display();
}
public void TakeInput(int direction)
public override void TakeInput(int direction, bool _)
{
if (direction == 0)
{

View File

@ -1,5 +0,0 @@
public interface ISettingView
{
void Initialize(SettingDTO setting);
void TakeInput(int direction);
}

View File

@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 9c1b2abd65032ca4a8dc779107e254a2

View File

@ -3,7 +3,7 @@ using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class IntView : MonoBehaviour, ISettingView
public class IntView : BaseSettingView
{
[Header("Layout ссылки")]
[SerializeField] private TextMeshProUGUI ValueLabel;
@ -36,8 +36,9 @@ public class IntView : MonoBehaviour, ISettingView
public SettingDTO CachedSetting { get; private set; }
public void Initialize(SettingDTO setting)
public override void Initialize(SettingDTO setting)
{
base.Initialize(setting);
CachedSetting = setting;
CacheSettingValues(setting);
@ -47,7 +48,7 @@ public class IntView : MonoBehaviour, ISettingView
UpdateUI();
}
public void TakeInput(int direction)
public override void TakeInput(int direction, bool _)
{
if (direction != 0)
{

View File

@ -6,44 +6,19 @@ public class SettingView : MonoBehaviour
[Header("Layout ссылки")]
[SerializeField] private TextMeshProUGUI SettingNameLabel;
[Header("Префабы")]
[SerializeField] private BoolView boolView;
[SerializeField] private IntView intView;
[SerializeField] private FloatView floatView;
[SerializeField] private StringView stringView;
[SerializeField] private SignalView signalView;
ISettingView view;
public void InteractView(int direction)
{
if (view == null) return;
view.TakeInput(direction);
}
BaseSettingView view;
public void Generate(SettingDTO setting)
{
this.name = "(setting) " + setting.Alias;
SettingNameLabel.text = setting.Alias;
var view = Instantiate(ViewByType(setting.Type), transform).GetComponent<ISettingView>();
var view = Instantiate(SettingViewsProvider.ViewBySetting(setting), transform);
view.Initialize(setting);
this.view = view;
}
private GameObject ViewByType(Setting.SettingType type)
{
return type switch
{
Setting.SettingType.Bool => boolView.gameObject,
Setting.SettingType.Float => floatView.gameObject,
Setting.SettingType.Signal => signalView.gameObject,
Setting.SettingType.String => stringView.gameObject,
Setting.SettingType.Int => intView.gameObject,
_ => boolView.gameObject
};
}
}
}

View File

@ -2,7 +2,7 @@
using UnityEngine;
using UnityEngine.UI;
public class SignalView : MonoBehaviour, ISettingView
public class SignalView : BaseSettingView
{
public static event Action<string> SignalEmmited;
@ -21,14 +21,15 @@ public class SignalView : MonoBehaviour, ISettingView
private bool pressed;
private bool acted = false;
public void Initialize(SettingDTO setting)
public override void Initialize(SettingDTO setting)
{
base.Initialize(setting);
signal = setting.SignalValue;
}
public void TakeInput(int direction)
public override void TakeInput(int _, bool action)
{
pressed = direction != 0;
pressed = action;
}
private void LateUpdate()

View File

@ -2,7 +2,7 @@
using UnityEngine;
using UnityEngine.UI;
public class StringView : MonoBehaviour, ISettingView
public class StringView : BaseSettingView
{
[Header("Настройки Layout'а")]
[SerializeField] private TextMeshProUGUI ValueLabel;
@ -20,14 +20,15 @@ public class StringView : MonoBehaviour, ISettingView
private int currentIndex = 0;
private bool pressed = false;
public void Initialize(SettingDTO setting)
public override void Initialize(SettingDTO setting)
{
base.Initialize(setting);
CachedSetting = setting;
currentIndex = CalculateCurrentIndex();
UpdateUi();
}
public void TakeInput(int direction)
public override void TakeInput(int direction, bool _)
{
if (direction == 0)
{

21
Assets/SettingGroup.cs Normal file
View File

@ -0,0 +1,21 @@
using TMPro;
using UnityEngine;
public class SettingGroup : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI _titleLabel;
[SerializeField] private RectTransform _contentVLG;
public void Configure(SettingsGroupDTO data)
{
_titleLabel.text = data.Name;
foreach (var setting in data.Settings)
GenerateSetting(setting);
}
public void GenerateSetting(SettingDTO setting)
{
print($"генерация настройки {setting.Id}");
}
}

View File

@ -0,0 +1,2 @@
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11
Assets/SettingViewSet.cs Normal file
View File

@ -0,0 +1,11 @@
using UnityEngine;
[CreateAssetMenu(fileName = "SettingViewSet", menuName = "Scriptable Objects/SettingViewSet")]
public class SettingViewSet : ScriptableObject
{
public BoolView boolView;
public IntView intView;
public FloatView floatView;
public StringView stringView;
public SignalView signalView;
}

View File

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b9d57ffd42bae25409c32138bdb92187

View File

@ -0,0 +1,30 @@
public class SettingViewsProvider
{
private static BoolView _boolView;
private static IntView _intView;
private static FloatView _floatView;
private static StringView _stringView;
private static SignalView _signalView;
public static void Inject(SettingViewSet viewSet)
{
_boolView = viewSet.boolView;
_intView = viewSet.intView;
_floatView = viewSet.floatView;
_stringView = viewSet.stringView;
_signalView = viewSet.signalView;
}
public static BaseSettingView ViewBySetting(SettingDTO setting)
{
return setting.Type switch
{
Setting.SettingType.Bool => _boolView,
Setting.SettingType.Float => _floatView,
Setting.SettingType.Signal => _signalView,
Setting.SettingType.String => _stringView,
Setting.SettingType.Int => _intView,
_ => _boolView
};
}
}

View File

@ -0,0 +1,2 @@
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