From 18c4277523f7539807eb02620fee64075af26448 Mon Sep 17 00:00:00 2001 From: Dmitry Evdokimov Date: Thu, 4 Jun 2026 17:00:04 +0300 Subject: [PATCH] first commit --- .gitignore | 53 + Assets/Editor.meta | 8 + Assets/Editor/Lab1SceneBuilder.cs | 446 ++ Assets/Editor/Lab1SceneBuilder.cs.meta | 11 + Assets/Scenes.meta | 8 + Assets/Scenes/SampleScene.unity | 267 ++ Assets/Scenes/SampleScene.unity.meta | 7 + Assets/_Materials.meta | 8 + Assets/_Materials/M_Direction_Marker.mat | 83 + Assets/_Materials/M_Direction_Marker.mat.meta | 8 + Assets/_Materials/M_Obstacle_Red.mat | 83 + Assets/_Materials/M_Obstacle_Red.mat.meta | 8 + Assets/_Materials/M_Platform_Basic.mat | 83 + Assets/_Materials/M_Platform_Basic.mat.meta | 8 + Assets/_Materials/M_Platform_Narrow.mat | 83 + Assets/_Materials/M_Platform_Narrow.mat.meta | 8 + .../_Materials/M_Platform_Obstacle_Base.mat | 83 + .../M_Platform_Obstacle_Base.mat.meta | 8 + Assets/_Materials/M_Platform_Wide.mat | 83 + Assets/_Materials/M_Platform_Wide.mat.meta | 8 + Assets/_Materials/M_Player.mat | 83 + Assets/_Materials/M_Player.mat.meta | 8 + Assets/_Prefabs.meta | 8 + Assets/_Prefabs/Platform_Basic.prefab | 207 + Assets/_Prefabs/Platform_Basic.prefab.meta | 7 + Assets/_Prefabs/Platform_Narrow.prefab | 207 + Assets/_Prefabs/Platform_Narrow.prefab.meta | 7 + Assets/_Prefabs/Platform_Obstacle.prefab | 313 ++ Assets/_Prefabs/Platform_Obstacle.prefab.meta | 7 + Assets/_Prefabs/Platform_Wide.prefab | 207 + Assets/_Prefabs/Platform_Wide.prefab.meta | 7 + Assets/_Scenes.meta | 8 + Assets/_Scenes/Level_Procedural.unity | 4033 +++++++++++++++++ Assets/_Scenes/Level_Procedural.unity.meta | 7 + Assets/_Scripts.meta | 8 + Assets/_Scripts/CameraFollow.cs | 24 + Assets/_Scripts/CameraFollow.cs.meta | 11 + Assets/_Scripts/LevelGenUI.cs | 86 + Assets/_Scripts/LevelGenUI.cs.meta | 11 + Assets/_Scripts/LevelGenerator.cs | 380 ++ Assets/_Scripts/LevelGenerator.cs.meta | 11 + Assets/_Scripts/PlatformInfo.cs | 20 + Assets/_Scripts/PlatformInfo.cs.meta | 11 + Assets/_Scripts/SimplePlayerController.cs | 146 + .../_Scripts/SimplePlayerController.cs.meta | 11 + Packages/manifest.json | 41 + Packages/packages-lock.json | 382 ++ ProjectSettings/AudioManager.asset | 19 + ProjectSettings/ClusterInputManager.asset | 6 + ProjectSettings/DynamicsManager.asset | 34 + ProjectSettings/EditorBuildSettings.asset | 11 + ProjectSettings/EditorSettings.asset | 30 + ProjectSettings/GraphicsSettings.asset | 63 + ProjectSettings/InputManager.asset | 295 ++ ProjectSettings/MemorySettings.asset | 35 + ProjectSettings/NavMeshAreas.asset | 91 + ProjectSettings/PackageManagerSettings.asset | 35 + .../Settings.json | 5 + ProjectSettings/Physics2DSettings.asset | 56 + ProjectSettings/PresetManager.asset | 7 + ProjectSettings/ProjectSettings.asset | 772 ++++ ProjectSettings/ProjectVersion.txt | 2 + ProjectSettings/QualitySettings.asset | 234 + ProjectSettings/SceneTemplateSettings.json | 121 + ProjectSettings/TagManager.asset | 43 + ProjectSettings/TimeManager.asset | 9 + ProjectSettings/UnityConnectSettings.asset | 36 + ProjectSettings/VFXManager.asset | 12 + ProjectSettings/VersionControlSettings.asset | 8 + ProjectSettings/XRSettings.asset | 10 + 70 files changed, 9539 insertions(+) create mode 100644 .gitignore create mode 100644 Assets/Editor.meta create mode 100644 Assets/Editor/Lab1SceneBuilder.cs create mode 100644 Assets/Editor/Lab1SceneBuilder.cs.meta create mode 100644 Assets/Scenes.meta create mode 100644 Assets/Scenes/SampleScene.unity create mode 100644 Assets/Scenes/SampleScene.unity.meta create mode 100644 Assets/_Materials.meta create mode 100644 Assets/_Materials/M_Direction_Marker.mat create mode 100644 Assets/_Materials/M_Direction_Marker.mat.meta create mode 100644 Assets/_Materials/M_Obstacle_Red.mat create mode 100644 Assets/_Materials/M_Obstacle_Red.mat.meta create mode 100644 Assets/_Materials/M_Platform_Basic.mat create mode 100644 Assets/_Materials/M_Platform_Basic.mat.meta create 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create mode 100644 Assets/_Scenes.meta create mode 100644 Assets/_Scenes/Level_Procedural.unity create mode 100644 Assets/_Scenes/Level_Procedural.unity.meta create mode 100644 Assets/_Scripts.meta create mode 100644 Assets/_Scripts/CameraFollow.cs create mode 100644 Assets/_Scripts/CameraFollow.cs.meta create mode 100644 Assets/_Scripts/LevelGenUI.cs create mode 100644 Assets/_Scripts/LevelGenUI.cs.meta create mode 100644 Assets/_Scripts/LevelGenerator.cs create mode 100644 Assets/_Scripts/LevelGenerator.cs.meta create mode 100644 Assets/_Scripts/PlatformInfo.cs create mode 100644 Assets/_Scripts/PlatformInfo.cs.meta create mode 100644 Assets/_Scripts/SimplePlayerController.cs create mode 100644 Assets/_Scripts/SimplePlayerController.cs.meta create mode 100644 Packages/manifest.json create mode 100644 Packages/packages-lock.json create mode 100644 ProjectSettings/AudioManager.asset create mode 100644 ProjectSettings/ClusterInputManager.asset create mode 100644 ProjectSettings/DynamicsManager.asset create mode 100644 ProjectSettings/EditorBuildSettings.asset create mode 100644 ProjectSettings/EditorSettings.asset create mode 100644 ProjectSettings/GraphicsSettings.asset create mode 100644 ProjectSettings/InputManager.asset create mode 100644 ProjectSettings/MemorySettings.asset create mode 100644 ProjectSettings/NavMeshAreas.asset create mode 100644 ProjectSettings/PackageManagerSettings.asset create mode 100644 ProjectSettings/Packages/com.unity.testtools.codecoverage/Settings.json create mode 100644 ProjectSettings/Physics2DSettings.asset create mode 100644 ProjectSettings/PresetManager.asset create mode 100644 ProjectSettings/ProjectSettings.asset create mode 100644 ProjectSettings/ProjectVersion.txt create mode 100644 ProjectSettings/QualitySettings.asset create mode 100644 ProjectSettings/SceneTemplateSettings.json create mode 100644 ProjectSettings/TagManager.asset create mode 100644 ProjectSettings/TimeManager.asset create mode 100644 ProjectSettings/UnityConnectSettings.asset create mode 100644 ProjectSettings/VFXManager.asset create mode 100644 ProjectSettings/VersionControlSettings.asset create mode 100644 ProjectSettings/XRSettings.asset diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..6fb1561 --- /dev/null +++ b/.gitignore @@ -0,0 +1,53 @@ +# Unity generated folders +[Ll]ibrary/ +[Tt]emp/ +[Oo]bj/ +[Bb]uild/ +[Bb]uilds/ +[Ll]ogs/ +[Uu]ser[Ss]ettings/ +[Mm]emoryCaptures/ + +# Unity generated files +*.csproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db + +# Unity crash and profiler data +sysinfo.txt +*.stackdump + +# IDE/editor local files +.vscode/ +.idea/ +*.swp +*.swo +*~ + +# OS files +.DS_Store +Thumbs.db +Desktop.ini + +# Python/local tooling used for document generation +.venv-docx/ +__pycache__/ +*.pyc + +# Documents and reports should not be committed +*.docx +*.doc +*.pdf +*.odt +*.rtf +Lab*_Protocol.* diff --git a/Assets/Editor.meta b/Assets/Editor.meta new file mode 100644 index 0000000..52f3632 --- /dev/null +++ b/Assets/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6fb075048c7ac577c938bcaf60392436 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Lab1SceneBuilder.cs b/Assets/Editor/Lab1SceneBuilder.cs new file mode 100644 index 0000000..e081103 --- /dev/null +++ b/Assets/Editor/Lab1SceneBuilder.cs @@ -0,0 +1,446 @@ +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +/// +/// Builds the complete lab scene from code: +/// folders, materials, prefabs, player, camera, generator, UI and saved scene. +/// +public static class Lab1SceneBuilder +{ + private const string ScriptsFolder = "Assets/_Scripts"; + private const string ScenesFolder = "Assets/_Scenes"; + private const string PrefabsFolder = "Assets/_Prefabs"; + private const string MaterialsFolder = "Assets/_Materials"; + private const string EditorFolder = "Assets/Editor"; + private const string ScenePath = "Assets/_Scenes/Level_Procedural.unity"; + + [MenuItem("Tools/Technical Game Design/Lab1/Create Procedural Level Scene")] + public static void CreateProceduralLevelScene() + { + EnsureProjectFolders(); + + Material basicMaterial = CreateOrUpdateMaterial("M_Platform_Basic", new Color(0.35f, 0.48f, 0.68f)); + Material wideMaterial = CreateOrUpdateMaterial("M_Platform_Wide", new Color(0.28f, 0.62f, 0.43f)); + Material narrowMaterial = CreateOrUpdateMaterial("M_Platform_Narrow", new Color(0.82f, 0.65f, 0.28f)); + Material obstacleBaseMaterial = CreateOrUpdateMaterial("M_Platform_Obstacle_Base", new Color(0.42f, 0.42f, 0.48f)); + Material obstacleMaterial = CreateOrUpdateMaterial("M_Obstacle_Red", new Color(0.86f, 0.16f, 0.14f)); + Material directionMaterial = CreateOrUpdateMaterial("M_Direction_Marker", new Color(0.15f, 0.9f, 0.95f)); + Material playerMaterial = CreateOrUpdateMaterial("M_Player", new Color(0.2f, 0.2f, 0.24f)); + + GameObject basicPrefab = CreatePlatformPrefab( + "Platform_Basic", + PlatformInfo.PlatformType.Basic, + new Vector3(3f, 0.5f, 3f), + basicMaterial, + directionMaterial, + false, + obstacleMaterial); + + GameObject widePrefab = CreatePlatformPrefab( + "Platform_Wide", + PlatformInfo.PlatformType.Wide, + new Vector3(5f, 0.5f, 3f), + wideMaterial, + directionMaterial, + false, + obstacleMaterial); + + GameObject narrowPrefab = CreatePlatformPrefab( + "Platform_Narrow", + PlatformInfo.PlatformType.Narrow, + new Vector3(2f, 0.5f, 3f), + narrowMaterial, + directionMaterial, + false, + obstacleMaterial); + + GameObject obstaclePrefab = CreatePlatformPrefab( + "Platform_Obstacle", + PlatformInfo.PlatformType.Obstacle, + new Vector3(3f, 0.5f, 3f), + obstacleBaseMaterial, + directionMaterial, + true, + obstacleMaterial); + + Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single); + scene.name = "Level_Procedural"; + + SetupLighting(); + GameObject player = CreatePlayer(playerMaterial); + Camera camera = CreateCamera(player.transform); + LevelGenerator generator = CreateGenerator(player, basicPrefab, widePrefab, narrowPrefab, obstaclePrefab); + LevelGenUI ui = CreateUi(generator); + + generator.ui = ui; + ui.generator = generator; + generator.GenerateInitialLevel(); + ui.UpdateInfo(); + + Selection.activeObject = generator.gameObject; + EditorSceneManager.SaveScene(scene, ScenePath); + AddSceneToBuildSettings(ScenePath); + + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + Debug.Log("Lab 1 procedural level scene created: " + ScenePath); + } + + private static void EnsureProjectFolders() + { + EnsureFolder(ScriptsFolder); + EnsureFolder(ScenesFolder); + EnsureFolder(PrefabsFolder); + EnsureFolder(MaterialsFolder); + EnsureFolder(EditorFolder); + } + + private static void EnsureFolder(string path) + { + if (AssetDatabase.IsValidFolder(path)) + { + return; + } + + string[] parts = path.Split('/'); + string current = parts[0]; + for (int i = 1; i < parts.Length; i++) + { + string next = current + "/" + parts[i]; + if (!AssetDatabase.IsValidFolder(next)) + { + AssetDatabase.CreateFolder(current, parts[i]); + } + + current = next; + } + } + + private static Material CreateOrUpdateMaterial(string materialName, Color color) + { + string path = MaterialsFolder + "/" + materialName + ".mat"; + Material material = AssetDatabase.LoadAssetAtPath(path); + if (material == null) + { + Shader shader = Shader.Find("Standard"); + if (shader == null) + { + shader = Shader.Find("Diffuse"); + } + + material = new Material(shader); + AssetDatabase.CreateAsset(material, path); + } + + material.color = color; + EditorUtility.SetDirty(material); + return material; + } + + private static GameObject CreatePlatformPrefab( + string prefabName, + PlatformInfo.PlatformType platformType, + Vector3 platformScale, + Material baseMaterial, + Material directionMaterial, + bool withObstacle, + Material obstacleMaterial) + { + GameObject root = GameObject.CreatePrimitive(PrimitiveType.Cube); + root.name = prefabName; + root.transform.localScale = platformScale; + root.GetComponent().sharedMaterial = baseMaterial; + + PlatformInfo info = root.AddComponent(); + info.platformType = platformType; + info.generatedIndex = -1; + info.isSafe = platformType != PlatformInfo.PlatformType.Obstacle; + + CreateDirectionMarker(root.transform, platformScale, directionMaterial); + + if (withObstacle) + { + GameObject obstacle = GameObject.CreatePrimitive(PrimitiveType.Cube); + obstacle.name = "Obstacle"; + obstacle.transform.SetParent(root.transform, false); + obstacle.transform.localPosition = new Vector3( + 0.9f / platformScale.x, + 0.78f / platformScale.y, + 0.35f / platformScale.z); + obstacle.transform.localScale = new Vector3( + 0.75f / platformScale.x, + 1.05f / platformScale.y, + 0.95f / platformScale.z); + obstacle.GetComponent().sharedMaterial = obstacleMaterial; + } + + string path = PrefabsFolder + "/" + prefabName + ".prefab"; + AssetDatabase.DeleteAsset(path); + GameObject prefab = PrefabUtility.SaveAsPrefabAsset(root, path); + Object.DestroyImmediate(root); + return prefab; + } + + private static void CreateDirectionMarker(Transform parent, Vector3 platformScale, Material directionMaterial) + { + GameObject marker = GameObject.CreatePrimitive(PrimitiveType.Cube); + marker.name = "Direction_Marker"; + marker.transform.SetParent(parent, false); + marker.transform.localPosition = new Vector3(0f, 0.58f, 0.22f); + marker.transform.localScale = new Vector3(0.55f, 0.08f, 0.1f); + marker.GetComponent().sharedMaterial = directionMaterial; + + Collider markerCollider = marker.GetComponent(); + if (markerCollider != null) + { + Object.DestroyImmediate(markerCollider); + } + } + + private static GameObject CreatePlayer(Material playerMaterial) + { + GameObject player = GameObject.CreatePrimitive(PrimitiveType.Capsule); + player.name = "Player"; + player.transform.position = new Vector3(0f, 1.35f, 0f); + player.GetComponent().sharedMaterial = playerMaterial; + + Rigidbody rb = player.AddComponent(); + rb.mass = 1f; + rb.drag = 0f; + rb.angularDrag = 0.05f; + rb.interpolation = RigidbodyInterpolation.Interpolate; + rb.collisionDetectionMode = CollisionDetectionMode.Continuous; + rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ; + + SimplePlayerController controller = player.AddComponent(); + controller.moveSpeed = 6f; + controller.jumpForce = 7f; + controller.groundCheckRadius = 0.25f; + controller.groundMask = LayerMask.GetMask("Default"); + controller.fallResetY = -10f; + controller.lastSafePosition = player.transform.position; + + return player; + } + + private static Camera CreateCamera(Transform player) + { + GameObject cameraObject = new GameObject("Main Camera"); + Camera camera = cameraObject.AddComponent(); + camera.tag = "MainCamera"; + camera.clearFlags = CameraClearFlags.Skybox; + camera.fieldOfView = 60f; + camera.nearClipPlane = 0.1f; + camera.farClipPlane = 250f; + + CameraFollow follow = cameraObject.AddComponent(); + follow.target = player; + follow.offset = new Vector3(0f, 8f, -8f); + follow.followSpeed = 6f; + follow.lookHeight = 1f; + + cameraObject.transform.position = player.position + follow.offset; + cameraObject.transform.LookAt(player.position + Vector3.up); + return camera; + } + + private static LevelGenerator CreateGenerator( + GameObject player, + GameObject basicPrefab, + GameObject widePrefab, + GameObject narrowPrefab, + GameObject obstaclePrefab) + { + GameObject generatorObject = new GameObject("LevelGenerator"); + LevelGenerator generator = generatorObject.AddComponent(); + generator.platformPrefabs = new[] { basicPrefab, widePrefab, narrowPrefab, obstaclePrefab }; + generator.player = player.transform; + generator.playerController = player.GetComponent(); + generator.initialPlatformCount = 12; + generator.stepDistance = 3.5f; + generator.generationThreshold = 12f; + generator.removeThreshold = 18f; + generator.obstacleChance = 0.3f; + generator.sideOffsetRange = 2f; + generator.infiniteMode = true; + generator.maxPlatformsAlive = 30; + return generator; + } + + private static void SetupLighting() + { + RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat; + RenderSettings.ambientLight = new Color(0.45f, 0.48f, 0.54f); + RenderSettings.skybox = null; + + GameObject lightObject = new GameObject("Directional Light"); + Light light = lightObject.AddComponent(); + light.type = LightType.Directional; + light.intensity = 1.15f; + light.shadows = LightShadows.Soft; + lightObject.transform.rotation = Quaternion.Euler(50f, -30f, 0f); + } + + private static LevelGenUI CreateUi(LevelGenerator generator) + { + Font font = Resources.GetBuiltinResource("LegacyRuntime.ttf"); + + GameObject canvasObject = new GameObject("Canvas"); + Canvas canvas = canvasObject.AddComponent(); + canvas.renderMode = RenderMode.ScreenSpaceOverlay; + canvasObject.AddComponent(); + + CanvasScaler scaler = canvasObject.AddComponent(); + scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; + scaler.referenceResolution = new Vector2(1920f, 1080f); + scaler.matchWidthOrHeight = 0.5f; + + LevelGenUI ui = canvasObject.AddComponent(); + ui.generator = generator; + + ui.titleText = CreateText( + "Title", + canvasObject.transform, + font, + 30, + FontStyle.Bold, + new Color(1f, 1f, 1f), + new Vector2(0f, 1f), + new Vector2(0f, 1f), + new Vector2(0f, 1f), + new Vector2(28f, -24f), + new Vector2(900f, 42f), + TextAnchor.UpperLeft); + + ui.hintsText = CreateText( + "Controls_Hints", + canvasObject.transform, + font, + 22, + FontStyle.Normal, + new Color(0.9f, 0.95f, 1f), + new Vector2(0f, 1f), + new Vector2(0f, 1f), + new Vector2(0f, 1f), + new Vector2(30f, -82f), + new Vector2(360f, 110f), + TextAnchor.UpperLeft); + + ui.parametersText = CreateText( + "Generation_Parameters", + canvasObject.transform, + font, + 22, + FontStyle.Normal, + new Color(0.92f, 1f, 0.92f), + new Vector2(1f, 1f), + new Vector2(1f, 1f), + new Vector2(1f, 1f), + new Vector2(-370f, -28f), + new Vector2(340f, 170f), + TextAnchor.UpperLeft); + + ui.statusText = CreateText( + "Status", + canvasObject.transform, + font, + 20, + FontStyle.Normal, + new Color(1f, 0.94f, 0.78f), + new Vector2(0f, 0f), + new Vector2(0f, 0f), + new Vector2(0f, 0f), + new Vector2(30f, 28f), + new Vector2(620f, 65f), + TextAnchor.LowerLeft); + + ui.messageText = CreateText( + "Message", + canvasObject.transform, + font, + 26, + FontStyle.Bold, + new Color(0.55f, 1f, 0.55f), + new Vector2(0.5f, 1f), + new Vector2(0.5f, 1f), + new Vector2(0.5f, 1f), + new Vector2(-180f, -150f), + new Vector2(360f, 42f), + TextAnchor.MiddleCenter); + ui.messageText.gameObject.SetActive(false); + + CreateEventSystem(); + return ui; + } + + private static Text CreateText( + string name, + Transform parent, + Font font, + int fontSize, + FontStyle fontStyle, + Color color, + Vector2 anchorMin, + Vector2 anchorMax, + Vector2 pivot, + Vector2 anchoredPosition, + Vector2 sizeDelta, + TextAnchor alignment) + { + GameObject textObject = new GameObject(name); + textObject.transform.SetParent(parent, false); + + RectTransform rectTransform = textObject.AddComponent(); + rectTransform.anchorMin = anchorMin; + rectTransform.anchorMax = anchorMax; + rectTransform.pivot = pivot; + rectTransform.anchoredPosition = anchoredPosition; + rectTransform.sizeDelta = sizeDelta; + + Text text = textObject.AddComponent(); + text.font = font; + text.fontSize = fontSize; + text.fontStyle = fontStyle; + text.color = color; + text.alignment = alignment; + text.horizontalOverflow = HorizontalWrapMode.Wrap; + text.verticalOverflow = VerticalWrapMode.Overflow; + text.raycastTarget = false; + + Outline outline = textObject.AddComponent(); + outline.effectColor = new Color(0f, 0f, 0f, 0.8f); + outline.effectDistance = new Vector2(1.4f, -1.4f); + + return text; + } + + private static void CreateEventSystem() + { + GameObject eventSystemObject = new GameObject("EventSystem"); + eventSystemObject.AddComponent(); + eventSystemObject.AddComponent(); + } + + private static void AddSceneToBuildSettings(string scenePath) + { + EditorBuildSettingsScene[] oldScenes = EditorBuildSettings.scenes; + for (int i = 0; i < oldScenes.Length; i++) + { + if (oldScenes[i].path == scenePath) + { + oldScenes[i].enabled = true; + EditorBuildSettings.scenes = oldScenes; + return; + } + } + + EditorBuildSettingsScene[] newScenes = new EditorBuildSettingsScene[oldScenes.Length + 1]; + oldScenes.CopyTo(newScenes, 0); + newScenes[newScenes.Length - 1] = new EditorBuildSettingsScene(scenePath, true); + EditorBuildSettings.scenes = newScenes; + } +} diff --git a/Assets/Editor/Lab1SceneBuilder.cs.meta b/Assets/Editor/Lab1SceneBuilder.cs.meta new file mode 100644 index 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b/Assets/_Scripts/CameraFollow.cs.meta new file mode 100644 index 0000000..91609a8 --- /dev/null +++ b/Assets/_Scripts/CameraFollow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 86be7a5eb87cf48deb7b7aca235b349c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Scripts/LevelGenUI.cs b/Assets/_Scripts/LevelGenUI.cs new file mode 100644 index 0000000..772271c --- /dev/null +++ b/Assets/_Scripts/LevelGenUI.cs @@ -0,0 +1,86 @@ +using UnityEngine; +using UnityEngine.UI; + +/// +/// Runtime text HUD for generation parameters, counters and short status messages. +/// +public class LevelGenUI : MonoBehaviour +{ + public Text titleText; + public Text hintsText; + public Text parametersText; + public Text statusText; + public Text messageText; + public float refreshInterval = 0.2f; + + public LevelGenerator generator; + private float nextRefreshTime; + private float messageHideTime; + + private void Start() + { + UpdateInfo(); + } + + private void Update() + { + if (Time.time >= nextRefreshTime) + { + UpdateInfo(); + nextRefreshTime = Time.time + refreshInterval; + } + + if (messageText != null && messageText.gameObject.activeSelf && Time.time > messageHideTime) + { + messageText.gameObject.SetActive(false); + } + } + + public void SetGenerator(LevelGenerator generator) + { + this.generator = generator; + UpdateInfo(); + } + + public void UpdateInfo() + { + if (titleText != null) + { + titleText.text = "Лабораторная работа №1 — Процедурная генерация уровня"; + } + + if (hintsText != null) + { + hintsText.text = "WASD — движение\nSpace — прыжок\nR — пересоздать уровень"; + } + + if (parametersText != null && generator != null) + { + parametersText.text = + "Initial Platforms: " + generator.initialPlatformCount + "\n" + + "Step Distance: " + generator.stepDistance.ToString("0.0") + "\n" + + "Obstacle Chance: " + generator.obstacleChance.ToString("0.00") + "\n" + + "Alive Platforms: " + generator.GetAlivePlatformCount() + "\n" + + "Generated Total: " + generator.GetGeneratedCount(); + } + + if (statusText != null && generator != null) + { + statusText.text = + "Бесконечный режим: " + (generator.infiniteMode ? "включён" : "выключен") + "\n" + + "Старые платформы удаляются позади игрока"; + } + } + + public void ShowMessage(string message) + { + if (messageText == null) + { + return; + } + + messageText.text = message; + messageText.gameObject.SetActive(true); + messageHideTime = Time.time + 2f; + } +} diff --git a/Assets/_Scripts/LevelGenUI.cs.meta b/Assets/_Scripts/LevelGenUI.cs.meta new file mode 100644 index 0000000..8241af1 --- /dev/null +++ b/Assets/_Scripts/LevelGenUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 455048cc87c1ca9fb87de97356c2cebd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Scripts/LevelGenerator.cs b/Assets/_Scripts/LevelGenerator.cs new file mode 100644 index 0000000..1cec40b --- /dev/null +++ b/Assets/_Scripts/LevelGenerator.cs @@ -0,0 +1,380 @@ +using System.Collections.Generic; +using UnityEngine; + +/// +/// Generates a simple endless platform path along the Z axis. +/// Platforms are spawned with small X offsets, old chunks are removed behind the player. +/// +public class LevelGenerator : MonoBehaviour +{ + public GameObject[] platformPrefabs; + public Transform player; + public int initialPlatformCount = 12; + public float stepDistance = 3.5f; + public float generationThreshold = 12f; + public float removeThreshold = 18f; + public float obstacleChance = 0.3f; + public float sideOffsetRange = 2f; + public bool infiniteMode = true; + public int maxPlatformsAlive = 30; + public LevelGenUI ui; + public SimplePlayerController playerController; + + [SerializeField] + private List spawnedPlatforms = new List(); + + private float lastGeneratedZ; + private int generatedCount; + private Vector3 initialPlayerPosition; + private Quaternion initialPlayerRotation; + private bool hasInitialPlayerPose; + + private void Awake() + { + CacheInitialPlayerPose(); + } + + private void Start() + { + if (ui != null) + { + ui.SetGenerator(this); + } + + RegenerateLevel(false); + } + + private void Update() + { + if (Input.GetKeyDown(KeyCode.R)) + { + RegenerateLevel(); + } + + if (player == null) + { + return; + } + + RemoveOldPlatforms(); + + if (!infiniteMode) + { + return; + } + + // Limit catch-up generation so a temporary teleport cannot spawn an uncontrolled amount in one frame. + int generatedThisFrame = 0; + while (player.position.z + generationThreshold > lastGeneratedZ && + spawnedPlatforms.Count < maxPlatformsAlive && + generatedThisFrame < 4) + { + GenerateNextPlatform(); + generatedThisFrame++; + } + } + + public void GenerateInitialLevel() + { + ClearGeneratedLevel(); + + if (player == null || platformPrefabs == null || platformPrefabs.Length == 0) + { + Debug.LogWarning("LevelGenerator requires a player and at least one platform prefab."); + return; + } + + generatedCount = 0; + Vector3 startPosition = player.position; + lastGeneratedZ = startPosition.z - stepDistance; + + for (int i = 0; i < initialPlatformCount; i++) + { + GenerateNextPlatform(); + } + + if (spawnedPlatforms.Count > 0) + { + PlacePlayerOnPlatform(spawnedPlatforms[0]); + } + } + + public GameObject GenerateNextPlatform() + { + if (platformPrefabs == null || platformPrefabs.Length == 0) + { + return null; + } + + bool firstPlatform = generatedCount == 0; + GameObject prefab = ChoosePlatformPrefab(firstPlatform); + if (prefab == null) + { + return null; + } + + float x = firstPlatform || player == null + ? (player != null ? player.position.x : 0f) + : Random.Range(-sideOffsetRange, sideOffsetRange); + + lastGeneratedZ += Mathf.Max(2.5f, stepDistance); + Vector3 position = new Vector3(x, 0f, firstPlatform && player != null ? player.position.z : lastGeneratedZ); + + GameObject platform = Instantiate(prefab, position, Quaternion.identity, transform); + platform.name = prefab.name + "_" + generatedCount.ToString("000"); + + PlatformInfo info = platform.GetComponent(); + if (info != null) + { + info.generatedIndex = generatedCount; + info.isSafe = firstPlatform || info.platformType != PlatformInfo.PlatformType.Obstacle; + } + + spawnedPlatforms.Add(platform); + generatedCount++; + return platform; + } + + public void RemoveOldPlatforms() + { + if (player == null) + { + return; + } + + for (int i = spawnedPlatforms.Count - 1; i >= 0; i--) + { + GameObject platform = spawnedPlatforms[i]; + if (platform == null) + { + spawnedPlatforms.RemoveAt(i); + continue; + } + + if (platform.transform.position.z < player.position.z - removeThreshold) + { + spawnedPlatforms.RemoveAt(i); + DestroyPlatform(platform); + } + } + } + + public void ClearGeneratedLevel() + { + HashSet scheduledForDestroy = new HashSet(); + + for (int i = spawnedPlatforms.Count - 1; i >= 0; i--) + { + if (spawnedPlatforms[i] != null) + { + scheduledForDestroy.Add(spawnedPlatforms[i]); + DestroyPlatform(spawnedPlatforms[i]); + } + } + + spawnedPlatforms.Clear(); + + // Also remove generated children if the serialized list was lost after domain reload. + for (int i = transform.childCount - 1; i >= 0; i--) + { + Transform child = transform.GetChild(i); + if (child != null && !scheduledForDestroy.Contains(child.gameObject)) + { + DestroyPlatform(child.gameObject); + } + } + } + + public void RegenerateLevel() + { + RegenerateLevel(true); + } + + public void RegenerateLevel(bool showMessage) + { + CacheInitialPlayerPose(); + ResetPlayer(); + GenerateInitialLevel(); + + if (ui != null) + { + ui.UpdateInfo(); + if (showMessage) + { + ui.ShowMessage("Уровень пересоздан"); + } + } + } + + public int GetGeneratedCount() + { + return generatedCount; + } + + public int GetAlivePlatformCount() + { + return spawnedPlatforms.Count; + } + + private GameObject ChoosePlatformPrefab(bool firstPlatform) + { + if (firstPlatform) + { + return platformPrefabs[0]; + } + + int obstacleIndex = FindObstaclePrefabIndex(); + if (obstacleIndex >= 0 && Random.value < obstacleChance) + { + return platformPrefabs[obstacleIndex]; + } + + List regularPrefabs = new List(); + for (int i = 0; i < platformPrefabs.Length; i++) + { + if (i != obstacleIndex && platformPrefabs[i] != null) + { + regularPrefabs.Add(platformPrefabs[i]); + } + } + + if (regularPrefabs.Count == 0) + { + return platformPrefabs[0]; + } + + return regularPrefabs[Random.Range(0, regularPrefabs.Count)]; + } + + private int FindObstaclePrefabIndex() + { + for (int i = 0; i < platformPrefabs.Length; i++) + { + GameObject prefab = platformPrefabs[i]; + if (prefab == null) + { + continue; + } + + PlatformInfo info = prefab.GetComponent(); + if (info != null && info.platformType == PlatformInfo.PlatformType.Obstacle) + { + return i; + } + } + + return -1; + } + + private void CacheInitialPlayerPose() + { + if (hasInitialPlayerPose || player == null) + { + return; + } + + initialPlayerPosition = player.position; + initialPlayerRotation = player.rotation; + hasInitialPlayerPose = true; + } + + private void ResetPlayer() + { + if (player == null || !hasInitialPlayerPose) + { + return; + } + + player.position = initialPlayerPosition; + player.rotation = initialPlayerRotation; + + if (playerController == null) + { + playerController = player.GetComponent(); + } + + if (playerController != null) + { + playerController.ResetToPosition(initialPlayerPosition); + } + } + + private void PlacePlayerOnPlatform(GameObject platform) + { + if (player == null || platform == null) + { + return; + } + + if (!TryGetColliderBounds(platform, out Bounds bounds)) + { + return; + } + + CapsuleCollider capsule = player.GetComponent(); + float bottomOffset = 1f; + if (capsule != null) + { + bottomOffset = (capsule.height * 0.5f * player.lossyScale.y) - (capsule.center.y * player.lossyScale.y); + } + + Vector3 safePosition = new Vector3( + bounds.center.x, + bounds.max.y + bottomOffset + 0.05f, + bounds.center.z); + + if (playerController == null) + { + playerController = player.GetComponent(); + } + + if (playerController != null) + { + playerController.ResetToPosition(safePosition); + } + else + { + player.position = safePosition; + } + } + + private bool TryGetColliderBounds(GameObject platform, out Bounds bounds) + { + Collider[] colliders = platform.GetComponentsInChildren(); + bounds = new Bounds(platform.transform.position, Vector3.zero); + bool hasBounds = false; + + for (int i = 0; i < colliders.Length; i++) + { + Collider collider = colliders[i]; + if (collider == null || collider.isTrigger) + { + continue; + } + + if (!hasBounds) + { + bounds = collider.bounds; + hasBounds = true; + } + else + { + bounds.Encapsulate(collider.bounds); + } + } + + return hasBounds; + } + + private void DestroyPlatform(GameObject platform) + { + if (Application.isPlaying) + { + Destroy(platform); + } + else + { + DestroyImmediate(platform); + } + } +} diff --git a/Assets/_Scripts/LevelGenerator.cs.meta b/Assets/_Scripts/LevelGenerator.cs.meta new file mode 100644 index 0000000..2a6238a --- /dev/null +++ b/Assets/_Scripts/LevelGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9dbf56311a510b5bea85d342eb39300f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Scripts/PlatformInfo.cs b/Assets/_Scripts/PlatformInfo.cs new file mode 100644 index 0000000..3cc2869 --- /dev/null +++ b/Assets/_Scripts/PlatformInfo.cs @@ -0,0 +1,20 @@ +using UnityEngine; + +/// +/// Stores lightweight metadata about a generated platform. +/// The generator and UI can use this for debugging and display. +/// +public class PlatformInfo : MonoBehaviour +{ + public enum PlatformType + { + Basic, + Wide, + Narrow, + Obstacle + } + + public PlatformType platformType = PlatformType.Basic; + public int generatedIndex; + public bool isSafe = true; +} diff --git a/Assets/_Scripts/PlatformInfo.cs.meta b/Assets/_Scripts/PlatformInfo.cs.meta new file mode 100644 index 0000000..5704fa5 --- /dev/null +++ b/Assets/_Scripts/PlatformInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9ec3ea738b9a87ea3b71d9f612198a5d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Scripts/SimplePlayerController.cs b/Assets/_Scripts/SimplePlayerController.cs new file mode 100644 index 0000000..9500f87 --- /dev/null +++ b/Assets/_Scripts/SimplePlayerController.cs @@ -0,0 +1,146 @@ +using UnityEngine; + +/// +/// Minimal Rigidbody-based third-person controller for the lab prototype. +/// Uses the classic Unity input axes, so it works in a default 3D template. +/// +[RequireComponent(typeof(Rigidbody))] +[RequireComponent(typeof(CapsuleCollider))] +public class SimplePlayerController : MonoBehaviour +{ + public float moveSpeed = 6f; + public float jumpForce = 7f; + public float groundCheckRadius = 0.25f; + public LayerMask groundMask = ~0; + public float fallResetY = -10f; + public Transform respawnPoint; + public Vector3 lastSafePosition; + + private Rigidbody rb; + private CapsuleCollider capsuleCollider; + private Collider[] ownColliders; + private bool isGrounded; + + private void Awake() + { + rb = GetComponent(); + capsuleCollider = GetComponent(); + ownColliders = GetComponentsInChildren(); + rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ; + lastSafePosition = transform.position; + } + + private void Update() + { + UpdateGroundedState(); + + if (Input.GetKeyDown(KeyCode.Space) && isGrounded && rb.velocity.y <= 0.1f) + { + Vector3 velocity = rb.velocity; + velocity.y = 0f; + rb.velocity = velocity; + rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse); + } + + if (transform.position.y < fallResetY) + { + ResetToLastSafePosition(); + } + } + + private void FixedUpdate() + { + float horizontal = Input.GetAxisRaw("Horizontal"); + float vertical = Input.GetAxisRaw("Vertical"); + Vector3 input = new Vector3(horizontal, 0f, vertical); + + if (input.sqrMagnitude > 1f) + { + input.Normalize(); + } + + Vector3 horizontalVelocity = input * moveSpeed; + rb.velocity = new Vector3(horizontalVelocity.x, rb.velocity.y, horizontalVelocity.z); + + if (input.sqrMagnitude > 0.01f) + { + Quaternion targetRotation = Quaternion.LookRotation(input, Vector3.up); + rb.MoveRotation(Quaternion.Slerp(rb.rotation, targetRotation, 12f * Time.fixedDeltaTime)); + } + + if (isGrounded && rb.velocity.y <= 0.05f) + { + lastSafePosition = transform.position; + } + } + + public void ResetToPosition(Vector3 position) + { + if (rb == null) + { + rb = GetComponent(); + } + + transform.position = position; + lastSafePosition = position; + + if (rb != null) + { + rb.velocity = Vector3.zero; + rb.angularVelocity = Vector3.zero; + } + } + + public void ResetToLastSafePosition() + { + Vector3 target = respawnPoint != null ? respawnPoint.position : lastSafePosition; + ResetToPosition(target + Vector3.up * 0.25f); + } + + private void UpdateGroundedState() + { + Vector3 capsuleCenter = transform.TransformPoint(capsuleCollider.center); + Vector3 sphereCenter = capsuleCenter + Vector3.down * ((capsuleCollider.height * 0.5f) - (groundCheckRadius * 0.5f)); + + Collider[] hits = Physics.OverlapSphere( + sphereCenter, + groundCheckRadius, + groundMask, + QueryTriggerInteraction.Ignore); + + isGrounded = false; + for (int i = 0; i < hits.Length; i++) + { + Collider hit = hits[i]; + if (hit == null || IsOwnCollider(hit)) + { + continue; + } + + // A valid jump surface must be below the player's feet, not inside the player body. + if (hit.bounds.max.y <= sphereCenter.y + groundCheckRadius) + { + isGrounded = true; + return; + } + } + } + + private bool IsOwnCollider(Collider collider) + { + if (ownColliders == null || ownColliders.Length == 0) + { + ownColliders = GetComponentsInChildren(); + } + + for (int i = 0; i < ownColliders.Length; i++) + { + if (ownColliders[i] == collider) + { + return true; + } + } + + return false; + } +} diff --git a/Assets/_Scripts/SimplePlayerController.cs.meta b/Assets/_Scripts/SimplePlayerController.cs.meta new file mode 100644 index 0000000..5ca882b --- /dev/null +++ b/Assets/_Scripts/SimplePlayerController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 906b7a39ca8f9f8ff884e5f7cdffeeee 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