Рефакторинг Player

This commit is contained in:
Сергей Бондарь 2026-05-01 12:18:57 +03:00
parent e2717fa7ee
commit cff5768cd8

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@ -10,29 +10,30 @@ public class Player : MonoBehaviour
[Header("Оружие")]
public List<Weapon> weaponsContainer;
private int weaponIndex = 0;
public Weapon ActiveWeapon => weaponsContainer[weaponIndex];
[Header("Настройки погружения")]
[SerializeField] private Transform UpPoint;
[SerializeField] private Transform DownPoint;
[SerializeField] private float MaxSpeed = 5f;
[SerializeField] private float SmoothTime = 0.5f; // Время разгона/торможения
private float currentHeightVelocity = 0f;
private float totalHeight;
public float DepthPercent => (UpPoint.position.y - transform.position.y) / totalHeight;
public float DepthPercentToStartPressure = 0.1f;
public float PressureMultiplier = 0.2f;
[Header("Давление")]
[SerializeField] private float DepthPercentToStartPressure = 0.1f;
[SerializeField] private float PressureMultiplier = 0.2f;
public float PressurePercent { get; private set; }
public float RotationAngle { get; private set; }
private float totalHeight = 10f;
private int weaponIndex = 0;
public Weapon ActiveWeapon => weaponsContainer[weaponIndex];
[Header("Здоровье")]
public Health HealthComponent;
[SerializeField] private List<Hitbox> hitboxes;
[SerializeField] private float maxHp = 500; //вариант из настроек инициализировать
public Transform EnemiesTarget;
public Health Health;
public List<Hitbox> hitboxes;
[Header("Прицеливание врагов")]
[Tooltip("Точка в которую будут целиться враги")] public Transform EnemiesTarget;
private void Awake()
{
@ -40,7 +41,7 @@ public class Player : MonoBehaviour
foreach (var hitbox in hitboxes)
hitbox.Initialize(gameObject);
Health.Initialize(1000, hitboxes);
HealthComponent.Initialize(maxHp, hitboxes);
}
void Update()
@ -94,7 +95,7 @@ public class Player : MonoBehaviour
ActiveWeapon.Shoot();
}
public void MoveToHeight(float targetHeight)
private void MoveToHeight(float targetHeight)
{
float currentY = transform.position.y;
float newY = Mathf.SmoothDamp(