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userData:
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@@ -0,0 +1,56 @@
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class AttentionTrigger : MonoBehaviour
|
||||
{
|
||||
public CameraController cameraController;
|
||||
public Transform cameraPoint;
|
||||
public HintManager hintManager;
|
||||
public string hintText = "Похоже, здесь что-то спрятано...";
|
||||
public float hintDuration = 3f;
|
||||
public float fixedCameraDuration = 2.5f;
|
||||
public AudioClip audioClip;
|
||||
public AudioSource audioSource;
|
||||
public bool destroyAfterTrigger;
|
||||
|
||||
private bool hasTriggered;
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
GetComponent<Collider>().isTrigger = true;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (hasTriggered || !other.CompareTag("Player"))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
hasTriggered = true;
|
||||
|
||||
// One trigger coordinates camera focus, UI hint, and sound cue.
|
||||
cameraController?.SetFixedCamera(cameraPoint, fixedCameraDuration);
|
||||
hintManager?.ShowHint(hintText, hintDuration);
|
||||
|
||||
if (audioClip != null)
|
||||
{
|
||||
if (audioSource != null)
|
||||
{
|
||||
audioSource.PlayOneShot(audioClip);
|
||||
}
|
||||
else
|
||||
{
|
||||
AudioSource.PlayClipAtPoint(audioClip, transform.position);
|
||||
}
|
||||
}
|
||||
|
||||
Collider triggerCollider = GetComponent<Collider>();
|
||||
triggerCollider.enabled = false;
|
||||
|
||||
if (destroyAfterTrigger)
|
||||
{
|
||||
Destroy(gameObject, fixedCameraDuration + 1f);
|
||||
}
|
||||
}
|
||||
}
|
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleVariant:
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|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraController : MonoBehaviour
|
||||
{
|
||||
[Header("Follow")]
|
||||
public Transform target;
|
||||
public Vector3 followOffset = new Vector3(0f, 1.7f, -3.5f);
|
||||
public float followSmooth = 10f;
|
||||
public float rotationSmooth = 12f;
|
||||
|
||||
[Header("Fixed Camera")]
|
||||
public float transitionTime = 1.1f;
|
||||
public DepthOfFieldController depthOfFieldController;
|
||||
|
||||
public bool IsInFixedMode { get; private set; }
|
||||
|
||||
private float pitch;
|
||||
private Coroutine fixedCameraRoutine;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
SnapToFollowPosition();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (IsInFixedMode || target == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Normal mode: keep the rig behind the player and match the player's yaw plus camera pitch.
|
||||
Vector3 desiredPosition = GetFollowPosition();
|
||||
Quaternion desiredRotation = GetFollowRotation();
|
||||
|
||||
transform.position = Vector3.Lerp(transform.position, desiredPosition, followSmooth * Time.deltaTime);
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, desiredRotation, rotationSmooth * Time.deltaTime);
|
||||
}
|
||||
|
||||
public void SetPitch(float newPitch)
|
||||
{
|
||||
pitch = newPitch;
|
||||
}
|
||||
|
||||
public void SetFixedCamera(Transform point, float duration)
|
||||
{
|
||||
if (point == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (fixedCameraRoutine != null)
|
||||
{
|
||||
StopCoroutine(fixedCameraRoutine);
|
||||
}
|
||||
|
||||
fixedCameraRoutine = StartCoroutine(FixedCameraRoutine(point, duration));
|
||||
}
|
||||
|
||||
private IEnumerator FixedCameraRoutine(Transform point, float duration)
|
||||
{
|
||||
IsInFixedMode = true;
|
||||
depthOfFieldController?.EnableFocus(point);
|
||||
|
||||
// Attention mode: move to the authored point, hold the shot, then return control to the player.
|
||||
yield return MoveCamera(transform.position, transform.rotation, point.position, point.rotation, transitionTime);
|
||||
yield return new WaitForSeconds(duration);
|
||||
yield return MoveCamera(transform.position, transform.rotation, GetFollowPosition(), GetFollowRotation(), transitionTime);
|
||||
|
||||
depthOfFieldController?.DisableFocus();
|
||||
IsInFixedMode = false;
|
||||
fixedCameraRoutine = null;
|
||||
}
|
||||
|
||||
private IEnumerator MoveCamera(Vector3 startPosition, Quaternion startRotation, Vector3 endPosition, Quaternion endRotation, float time)
|
||||
{
|
||||
float timer = 0f;
|
||||
|
||||
while (timer < time)
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
float t = Mathf.Clamp01(timer / time);
|
||||
|
||||
transform.position = Vector3.Lerp(startPosition, endPosition, t);
|
||||
transform.rotation = Quaternion.Slerp(startRotation, endRotation, t);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
transform.position = endPosition;
|
||||
transform.rotation = endRotation;
|
||||
}
|
||||
|
||||
private Vector3 GetFollowPosition()
|
||||
{
|
||||
if (target == null)
|
||||
{
|
||||
return transform.position;
|
||||
}
|
||||
|
||||
Quaternion yawRotation = Quaternion.Euler(0f, target.eulerAngles.y, 0f);
|
||||
return target.position + yawRotation * followOffset;
|
||||
}
|
||||
|
||||
private Quaternion GetFollowRotation()
|
||||
{
|
||||
if (target == null)
|
||||
{
|
||||
return transform.rotation;
|
||||
}
|
||||
|
||||
return Quaternion.Euler(pitch, target.eulerAngles.y, 0f);
|
||||
}
|
||||
|
||||
private void SnapToFollowPosition()
|
||||
{
|
||||
if (target == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
transform.position = GetFollowPosition();
|
||||
transform.rotation = GetFollowRotation();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 243d19ebb175df8a0823d7191d4c835b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
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@@ -0,0 +1,24 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class DepthOfFieldController : MonoBehaviour
|
||||
{
|
||||
public bool IsFocusEnabled { get; private set; }
|
||||
public Transform FocusTarget { get; private set; }
|
||||
|
||||
public void EnableFocus(Transform focusTarget)
|
||||
{
|
||||
IsFocusEnabled = true;
|
||||
FocusTarget = focusTarget;
|
||||
|
||||
// In a project with Post Processing or URP Volume, enable Depth of Field here
|
||||
// and update focus distance from the active camera to FocusTarget.
|
||||
}
|
||||
|
||||
public void DisableFocus()
|
||||
{
|
||||
IsFocusEnabled = false;
|
||||
FocusTarget = null;
|
||||
|
||||
// Disable the real Depth of Field override here when a post-processing stack is connected.
|
||||
}
|
||||
}
|
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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fileFormatVersion: 2
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guid: 43921b15919f250b98decc7a8b08d09a
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,525 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Events;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public static class Lab8SceneBuilder
|
||||
{
|
||||
private const string ScenePath = "Assets/_Scenes/NarrativeScene.unity";
|
||||
|
||||
[MenuItem("Tools/Lab8/Build Narrative Scene")]
|
||||
public static void BuildNarrativeScene()
|
||||
{
|
||||
EnsureFolders();
|
||||
|
||||
Material floorMat = CreateMaterial("Floor_Mat", new Color(0.28f, 0.30f, 0.27f), 0.1f, 0.35f);
|
||||
Material wallMat = CreateMaterial("Wall_Mat", new Color(0.48f, 0.46f, 0.42f), 0.05f, 0.25f);
|
||||
Material statueMat = CreateMaterial("Statue_Mat", new Color(0.62f, 0.66f, 0.70f), 0.25f, 0.55f);
|
||||
Material highlightMat = CreateMaterial("Highlight_Mat", new Color(1f, 0.86f, 0.34f), 0.1f, 0.75f);
|
||||
Material doorMat = CreateMaterial("Door_Mat", new Color(0.34f, 0.18f, 0.09f), 0.05f, 0.25f);
|
||||
Material chestMat = CreateMaterial("Chest_Mat", new Color(0.50f, 0.28f, 0.12f), 0.05f, 0.45f);
|
||||
Material darkMat = CreateMaterial("Dark_Mat", new Color(0.12f, 0.13f, 0.15f), 0.02f, 0.15f);
|
||||
|
||||
AudioClip attentionClip = CreateAttentionCue();
|
||||
|
||||
Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
|
||||
RenderSettings.ambientLight = new Color(0.08f, 0.09f, 0.11f);
|
||||
RenderSettings.fog = true;
|
||||
RenderSettings.fogColor = new Color(0.08f, 0.09f, 0.10f);
|
||||
RenderSettings.fogDensity = 0.018f;
|
||||
|
||||
CreateEnvironment(floorMat, wallMat, darkMat);
|
||||
HintManager hintManager = CreateUI();
|
||||
NarrativeEventManager eventManager = CreateEventManager(hintManager);
|
||||
|
||||
GameObject player = CreatePlayer();
|
||||
CameraController cameraController = CreateCamera(player.transform);
|
||||
|
||||
GameObject statue = CreateStatue(statueMat, highlightMat, player.transform, eventManager);
|
||||
Transform statueCameraPoint = CreateStatueCameraPoint(statue.transform);
|
||||
|
||||
GameObject exitDoor = CreateExitDoor(doorMat);
|
||||
GameObject secretChest = CreateSecretChest(chestMat, highlightMat, player.transform, eventManager);
|
||||
Light secretLight = CreateSecretLight();
|
||||
CreateDecorations(darkMat, chestMat);
|
||||
CreateLights();
|
||||
CreateAttentionTrigger(cameraController, statueCameraPoint, hintManager, attentionClip);
|
||||
|
||||
eventManager.secretChest = secretChest;
|
||||
eventManager.secretLight = secretLight;
|
||||
eventManager.exitDoor = exitDoor.transform;
|
||||
|
||||
PlayerMovement movement = player.GetComponent<PlayerMovement>();
|
||||
movement.cameraController = cameraController;
|
||||
|
||||
SaveSecretChestPrefab(secretChest);
|
||||
secretChest.SetActive(false);
|
||||
|
||||
EditorSceneManager.MarkSceneDirty(scene);
|
||||
EditorSceneManager.SaveScene(scene, ScenePath);
|
||||
AddSceneToBuildSettings(ScenePath);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
Debug.Log($"Lab 8 narrative scene built and saved: {ScenePath}");
|
||||
}
|
||||
|
||||
private static void EnsureFolders()
|
||||
{
|
||||
string[] folders =
|
||||
{
|
||||
"Assets/_Scenes",
|
||||
"Assets/_Scripts",
|
||||
"Assets/_Scripts/Editor",
|
||||
"Assets/_Materials",
|
||||
"Assets/_Prefabs",
|
||||
"Assets/_Audio"
|
||||
};
|
||||
|
||||
foreach (string folder in folders)
|
||||
{
|
||||
Directory.CreateDirectory(folder);
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
|
||||
private static Material CreateMaterial(string materialName, Color color, float metallic, float smoothness)
|
||||
{
|
||||
string path = $"Assets/_Materials/{materialName}.mat";
|
||||
Material material = AssetDatabase.LoadAssetAtPath<Material>(path);
|
||||
|
||||
if (material == null)
|
||||
{
|
||||
Shader shader = Shader.Find("Standard");
|
||||
material = new Material(shader);
|
||||
AssetDatabase.CreateAsset(material, path);
|
||||
}
|
||||
|
||||
material.name = materialName;
|
||||
material.color = color;
|
||||
material.SetFloat("_Metallic", metallic);
|
||||
material.SetFloat("_Glossiness", smoothness);
|
||||
EditorUtility.SetDirty(material);
|
||||
return material;
|
||||
}
|
||||
|
||||
private static void CreateEnvironment(Material floorMat, Material wallMat, Material darkMat)
|
||||
{
|
||||
GameObject environment = new GameObject("AdventureLocation");
|
||||
|
||||
CreateCube("CorridorFloor", new Vector3(0f, -0.05f, -5f), new Vector3(3f, 0.1f, 14f), floorMat, environment.transform);
|
||||
CreateCube("RoomFloor", new Vector3(0f, -0.05f, 6f), new Vector3(10f, 0.1f, 8f), floorMat, environment.transform);
|
||||
|
||||
CreateCube("Corridor_LeftWall", new Vector3(-1.65f, 1.5f, -5f), new Vector3(0.25f, 3f, 14f), wallMat, environment.transform);
|
||||
CreateCube("Corridor_RightWall", new Vector3(1.65f, 1.5f, -5f), new Vector3(0.25f, 3f, 14f), wallMat, environment.transform);
|
||||
CreateCube("Corridor_BackWall", new Vector3(0f, 1.5f, -12.1f), new Vector3(3.5f, 3f, 0.25f), darkMat, environment.transform);
|
||||
|
||||
CreateCube("Room_LeftWall", new Vector3(-5.1f, 1.5f, 6f), new Vector3(0.25f, 3f, 8.4f), wallMat, environment.transform);
|
||||
CreateCube("Room_RightWall", new Vector3(5.1f, 1.5f, 6f), new Vector3(0.25f, 3f, 8.4f), wallMat, environment.transform);
|
||||
CreateCube("Room_BackWall", new Vector3(0f, 1.5f, 10.1f), new Vector3(10.2f, 3f, 0.25f), wallMat, environment.transform);
|
||||
CreateCube("Room_EntranceWall_Left", new Vector3(-3.4f, 1.5f, 1.9f), new Vector3(3.2f, 3f, 0.25f), wallMat, environment.transform);
|
||||
CreateCube("Room_EntranceWall_Right", new Vector3(3.4f, 1.5f, 1.9f), new Vector3(3.2f, 3f, 0.25f), wallMat, environment.transform);
|
||||
CreateCube("Room_EntranceLintel", new Vector3(0f, 2.75f, 1.9f), new Vector3(3f, 0.5f, 0.25f), wallMat, environment.transform);
|
||||
}
|
||||
|
||||
private static GameObject CreatePlayer()
|
||||
{
|
||||
GameObject player = GameObject.CreatePrimitive(PrimitiveType.Capsule);
|
||||
player.name = "Player";
|
||||
player.tag = "Player";
|
||||
player.transform.position = new Vector3(0f, 1f, -8.5f);
|
||||
|
||||
UnityEngine.Object.DestroyImmediate(player.GetComponent<CapsuleCollider>());
|
||||
CharacterController controller = player.AddComponent<CharacterController>();
|
||||
controller.height = 2f;
|
||||
controller.radius = 0.45f;
|
||||
controller.stepOffset = 0.35f;
|
||||
controller.slopeLimit = 45f;
|
||||
|
||||
player.AddComponent<PlayerMovement>();
|
||||
return player;
|
||||
}
|
||||
|
||||
private static CameraController CreateCamera(Transform player)
|
||||
{
|
||||
GameObject rig = new GameObject("CameraRig");
|
||||
DepthOfFieldController dof = rig.AddComponent<DepthOfFieldController>();
|
||||
CameraController controller = rig.AddComponent<CameraController>();
|
||||
controller.target = player;
|
||||
controller.followOffset = new Vector3(0f, 1.65f, -3f);
|
||||
controller.depthOfFieldController = dof;
|
||||
|
||||
GameObject cameraObject = new GameObject("Main Camera");
|
||||
cameraObject.tag = "MainCamera";
|
||||
cameraObject.transform.SetParent(rig.transform, false);
|
||||
Camera camera = cameraObject.AddComponent<Camera>();
|
||||
camera.nearClipPlane = 0.05f;
|
||||
camera.fieldOfView = 65f;
|
||||
cameraObject.AddComponent<AudioListener>();
|
||||
|
||||
return controller;
|
||||
}
|
||||
|
||||
private static HintManager CreateUI()
|
||||
{
|
||||
GameObject canvasObject = new GameObject("HintCanvas", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||
Canvas canvas = canvasObject.GetComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
|
||||
CanvasScaler scaler = canvasObject.GetComponent<CanvasScaler>();
|
||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
scaler.referenceResolution = new Vector2(1920f, 1080f);
|
||||
scaler.matchWidthOrHeight = 0.5f;
|
||||
|
||||
GameObject panelObject = new GameObject("HintPanel", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
|
||||
panelObject.transform.SetParent(canvasObject.transform, false);
|
||||
RectTransform panelRect = panelObject.GetComponent<RectTransform>();
|
||||
panelRect.anchorMin = new Vector2(0.5f, 0f);
|
||||
panelRect.anchorMax = new Vector2(0.5f, 0f);
|
||||
panelRect.pivot = new Vector2(0.5f, 0f);
|
||||
panelRect.anchoredPosition = new Vector2(0f, 36f);
|
||||
panelRect.sizeDelta = new Vector2(900f, 96f);
|
||||
|
||||
Image panelImage = panelObject.GetComponent<Image>();
|
||||
panelImage.color = new Color(0.02f, 0.02f, 0.02f, 0.78f);
|
||||
|
||||
GameObject textObject = new GameObject("HintText", typeof(RectTransform), typeof(CanvasRenderer), typeof(Text));
|
||||
textObject.transform.SetParent(panelObject.transform, false);
|
||||
RectTransform textRect = textObject.GetComponent<RectTransform>();
|
||||
textRect.anchorMin = Vector2.zero;
|
||||
textRect.anchorMax = Vector2.one;
|
||||
textRect.offsetMin = new Vector2(24f, 10f);
|
||||
textRect.offsetMax = new Vector2(-24f, -10f);
|
||||
|
||||
Text text = textObject.GetComponent<Text>();
|
||||
text.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
|
||||
text.fontSize = 28;
|
||||
text.alignment = TextAnchor.MiddleCenter;
|
||||
text.color = Color.white;
|
||||
text.horizontalOverflow = HorizontalWrapMode.Wrap;
|
||||
text.verticalOverflow = VerticalWrapMode.Truncate;
|
||||
|
||||
HintManager hintManager = canvasObject.AddComponent<HintManager>();
|
||||
hintManager.hintPanel = panelObject;
|
||||
hintManager.hintText = text;
|
||||
panelObject.SetActive(false);
|
||||
|
||||
GameObject eventSystemObject = new GameObject("EventSystem", typeof(EventSystem), typeof(StandaloneInputModule));
|
||||
eventSystemObject.transform.SetAsLastSibling();
|
||||
|
||||
return hintManager;
|
||||
}
|
||||
|
||||
private static NarrativeEventManager CreateEventManager(HintManager hintManager)
|
||||
{
|
||||
GameObject managerObject = new GameObject("NarrativeEventManager");
|
||||
NarrativeEventManager manager = managerObject.AddComponent<NarrativeEventManager>();
|
||||
manager.hintManager = hintManager;
|
||||
return manager;
|
||||
}
|
||||
|
||||
private static GameObject CreateStatue(Material statueMat, Material highlightMat, Transform player, NarrativeEventManager eventManager)
|
||||
{
|
||||
GameObject statue = new GameObject("Statue");
|
||||
statue.transform.position = new Vector3(0f, 0f, 6.8f);
|
||||
|
||||
CreateCube("Statue_Pedestal", new Vector3(0f, 0.25f, 6.8f), new Vector3(1.8f, 0.5f, 1.8f), statueMat, statue.transform);
|
||||
|
||||
GameObject body = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
||||
body.name = "Statue_Body";
|
||||
body.transform.SetParent(statue.transform, true);
|
||||
body.transform.position = new Vector3(0f, 1.15f, 6.8f);
|
||||
body.transform.localScale = new Vector3(0.72f, 0.9f, 0.72f);
|
||||
SetMaterial(body, statueMat);
|
||||
|
||||
GameObject head = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||
head.name = "Statue_Head";
|
||||
head.transform.SetParent(statue.transform, true);
|
||||
head.transform.position = new Vector3(0f, 2.15f, 6.8f);
|
||||
head.transform.localScale = new Vector3(0.65f, 0.65f, 0.65f);
|
||||
SetMaterial(head, statueMat);
|
||||
|
||||
GameObject leftArm = GameObject.CreatePrimitive(PrimitiveType.Capsule);
|
||||
leftArm.name = "Statue_LeftArm";
|
||||
leftArm.transform.SetParent(statue.transform, true);
|
||||
leftArm.transform.position = new Vector3(-0.7f, 1.35f, 6.8f);
|
||||
leftArm.transform.localScale = new Vector3(0.22f, 0.55f, 0.22f);
|
||||
leftArm.transform.rotation = Quaternion.Euler(0f, 0f, 28f);
|
||||
SetMaterial(leftArm, statueMat);
|
||||
|
||||
GameObject rightArm = GameObject.CreatePrimitive(PrimitiveType.Capsule);
|
||||
rightArm.name = "Statue_RightArm";
|
||||
rightArm.transform.SetParent(statue.transform, true);
|
||||
rightArm.transform.position = new Vector3(0.7f, 1.35f, 6.8f);
|
||||
rightArm.transform.localScale = new Vector3(0.22f, 0.55f, 0.22f);
|
||||
rightArm.transform.rotation = Quaternion.Euler(0f, 0f, -28f);
|
||||
SetMaterial(rightArm, statueMat);
|
||||
|
||||
HighlightOnApproach highlight = statue.AddComponent<HighlightOnApproach>();
|
||||
highlight.player = player;
|
||||
highlight.highlightMaterial = highlightMat;
|
||||
highlight.targetRenderers = statue.GetComponentsInChildren<Renderer>();
|
||||
highlight.radius = 2.8f;
|
||||
|
||||
InteractableObject interactable = statue.AddComponent<InteractableObject>();
|
||||
interactable.player = player;
|
||||
interactable.interactionRadius = 2.6f;
|
||||
interactable.promptText = "Нажмите E, чтобы осмотреть статую";
|
||||
UnityEventTools.AddPersistentListener(interactable.onInteract, eventManager.OnStatueInteracted);
|
||||
|
||||
return statue;
|
||||
}
|
||||
|
||||
private static Transform CreateStatueCameraPoint(Transform statue)
|
||||
{
|
||||
GameObject point = new GameObject("StatueCameraPoint");
|
||||
point.transform.position = new Vector3(0f, 2.15f, 3.45f);
|
||||
Vector3 focusPosition = statue.position + new Vector3(0f, 1.45f, 0f);
|
||||
point.transform.rotation = Quaternion.LookRotation(focusPosition - point.transform.position, Vector3.up);
|
||||
return point.transform;
|
||||
}
|
||||
|
||||
private static GameObject CreateExitDoor(Material doorMat)
|
||||
{
|
||||
return CreateCube("ExitDoor", new Vector3(0f, 1.2f, 9.95f), new Vector3(2.1f, 2.4f, 0.28f), doorMat, null);
|
||||
}
|
||||
|
||||
private static GameObject CreateSecretChest(Material chestMat, Material highlightMat, Transform player, NarrativeEventManager eventManager)
|
||||
{
|
||||
GameObject chest = new GameObject("SecretChest");
|
||||
chest.transform.position = new Vector3(3.45f, 0.05f, 7.5f);
|
||||
|
||||
CreateCube("SecretChest_Base", new Vector3(3.45f, 0.35f, 7.5f), new Vector3(1.3f, 0.55f, 0.85f), chestMat, chest.transform);
|
||||
GameObject lid = CreateCube("SecretChest_Lid", new Vector3(3.45f, 0.75f, 7.5f), new Vector3(1.35f, 0.25f, 0.9f), chestMat, chest.transform);
|
||||
lid.transform.rotation = Quaternion.Euler(-8f, 0f, 0f);
|
||||
|
||||
GameObject artifact = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||
artifact.name = "KeyArtifact";
|
||||
artifact.transform.SetParent(chest.transform, true);
|
||||
artifact.transform.position = new Vector3(3.45f, 1.05f, 7.5f);
|
||||
artifact.transform.localScale = new Vector3(0.35f, 0.35f, 0.35f);
|
||||
SetMaterial(artifact, highlightMat);
|
||||
|
||||
InteractableObject interactable = chest.AddComponent<InteractableObject>();
|
||||
interactable.player = player;
|
||||
interactable.interactionRadius = 2.2f;
|
||||
interactable.promptText = "Нажмите E, чтобы забрать артефакт";
|
||||
UnityEventTools.AddPersistentListener(interactable.onInteract, eventManager.FinishScene);
|
||||
|
||||
return chest;
|
||||
}
|
||||
|
||||
private static void CreateDecorations(Material darkMat, Material chestMat)
|
||||
{
|
||||
GameObject decorRoot = new GameObject("Decorations");
|
||||
|
||||
CreateColumn("Column_LeftFront", new Vector3(-3.7f, 1.1f, 3.2f), darkMat, decorRoot.transform);
|
||||
CreateColumn("Column_RightFront", new Vector3(3.7f, 1.1f, 3.2f), darkMat, decorRoot.transform);
|
||||
CreateColumn("Column_LeftBack", new Vector3(-3.7f, 1.1f, 8.8f), darkMat, decorRoot.transform);
|
||||
CreateColumn("Column_RightBack", new Vector3(3.7f, 1.1f, 8.8f), darkMat, decorRoot.transform);
|
||||
|
||||
CreateCube("Crate_Left", new Vector3(-3.1f, 0.35f, 5.4f), new Vector3(0.75f, 0.7f, 0.75f), chestMat, decorRoot.transform);
|
||||
CreateCube("Crate_Right", new Vector3(2.85f, 0.3f, 4.4f), new Vector3(0.65f, 0.6f, 0.65f), chestMat, decorRoot.transform);
|
||||
CreateCube("BrokenBlock_01", new Vector3(-1.2f, 0.18f, 8.8f), new Vector3(0.9f, 0.35f, 0.55f), darkMat, decorRoot.transform);
|
||||
CreateCube("BrokenBlock_02", new Vector3(1.25f, 0.18f, 8.55f), new Vector3(0.8f, 0.35f, 0.5f), darkMat, decorRoot.transform);
|
||||
}
|
||||
|
||||
private static void CreateColumn(string name, Vector3 position, Material material, Transform parent)
|
||||
{
|
||||
GameObject column = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
||||
column.name = name;
|
||||
column.transform.SetParent(parent, true);
|
||||
column.transform.position = position;
|
||||
column.transform.localScale = new Vector3(0.42f, 1.1f, 0.42f);
|
||||
SetMaterial(column, material);
|
||||
}
|
||||
|
||||
private static void CreateLights()
|
||||
{
|
||||
GameObject directionObject = new GameObject("LowAmbient_DirectionalLight");
|
||||
Light directionLight = directionObject.AddComponent<Light>();
|
||||
directionLight.type = LightType.Directional;
|
||||
directionLight.intensity = 0.22f;
|
||||
directionLight.color = new Color(0.70f, 0.78f, 0.9f);
|
||||
directionObject.transform.rotation = Quaternion.Euler(50f, -35f, 0f);
|
||||
|
||||
GameObject statueSpotObject = new GameObject("Statue_SpotLight");
|
||||
Light statueSpot = statueSpotObject.AddComponent<Light>();
|
||||
statueSpot.type = LightType.Spot;
|
||||
statueSpot.intensity = 5.2f;
|
||||
statueSpot.range = 8f;
|
||||
statueSpot.spotAngle = 45f;
|
||||
statueSpot.color = new Color(1f, 0.86f, 0.58f);
|
||||
statueSpotObject.transform.position = new Vector3(0f, 4.6f, 4.5f);
|
||||
statueSpotObject.transform.rotation = Quaternion.LookRotation(new Vector3(0f, 1.2f, 6.8f) - statueSpotObject.transform.position, Vector3.up);
|
||||
|
||||
GameObject corridorLightObject = new GameObject("DimCorridor_PointLight");
|
||||
Light corridorLight = corridorLightObject.AddComponent<Light>();
|
||||
corridorLight.type = LightType.Point;
|
||||
corridorLight.intensity = 0.65f;
|
||||
corridorLight.range = 5.5f;
|
||||
corridorLight.color = new Color(0.55f, 0.62f, 0.78f);
|
||||
corridorLightObject.transform.position = new Vector3(0f, 2.4f, -5.5f);
|
||||
}
|
||||
|
||||
private static Light CreateSecretLight()
|
||||
{
|
||||
GameObject lightObject = new GameObject("SecretChest_PointLight");
|
||||
Light light = lightObject.AddComponent<Light>();
|
||||
light.type = LightType.Point;
|
||||
light.intensity = 3.2f;
|
||||
light.range = 4.5f;
|
||||
light.color = new Color(1f, 0.80f, 0.35f);
|
||||
light.transform.position = new Vector3(3.45f, 1.8f, 7.5f);
|
||||
light.enabled = false;
|
||||
return light;
|
||||
}
|
||||
|
||||
private static void CreateAttentionTrigger(CameraController cameraController, Transform cameraPoint, HintManager hintManager, AudioClip clip)
|
||||
{
|
||||
GameObject triggerObject = new GameObject("RoomEntrance_AttentionTrigger");
|
||||
triggerObject.transform.position = new Vector3(0f, 1.2f, 1.1f);
|
||||
BoxCollider collider = triggerObject.AddComponent<BoxCollider>();
|
||||
collider.isTrigger = true;
|
||||
collider.size = new Vector3(3.1f, 2.4f, 1.1f);
|
||||
|
||||
AudioSource audioSource = triggerObject.AddComponent<AudioSource>();
|
||||
audioSource.playOnAwake = false;
|
||||
audioSource.spatialBlend = 0.25f;
|
||||
|
||||
AttentionTrigger trigger = triggerObject.AddComponent<AttentionTrigger>();
|
||||
trigger.cameraController = cameraController;
|
||||
trigger.cameraPoint = cameraPoint;
|
||||
trigger.hintManager = hintManager;
|
||||
trigger.hintText = "Похоже, здесь что-то спрятано...";
|
||||
trigger.fixedCameraDuration = 2.4f;
|
||||
trigger.hintDuration = 3.2f;
|
||||
trigger.audioClip = clip;
|
||||
trigger.audioSource = audioSource;
|
||||
trigger.destroyAfterTrigger = false;
|
||||
}
|
||||
|
||||
private static GameObject CreateCube(string name, Vector3 position, Vector3 scale, Material material, Transform parent)
|
||||
{
|
||||
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
cube.name = name;
|
||||
cube.transform.position = position;
|
||||
cube.transform.localScale = scale;
|
||||
|
||||
if (parent != null)
|
||||
{
|
||||
cube.transform.SetParent(parent, true);
|
||||
}
|
||||
|
||||
SetMaterial(cube, material);
|
||||
return cube;
|
||||
}
|
||||
|
||||
private static void SetMaterial(GameObject gameObject, Material material)
|
||||
{
|
||||
Renderer renderer = gameObject.GetComponent<Renderer>();
|
||||
|
||||
if (renderer != null)
|
||||
{
|
||||
renderer.sharedMaterial = material;
|
||||
}
|
||||
}
|
||||
|
||||
private static AudioClip CreateAttentionCue()
|
||||
{
|
||||
string path = "Assets/_Audio/AttentionCue.wav";
|
||||
string fullPath = Path.Combine(Directory.GetCurrentDirectory(), path);
|
||||
|
||||
const int sampleRate = 44100;
|
||||
const float duration = 0.55f;
|
||||
int sampleCount = Mathf.CeilToInt(sampleRate * duration);
|
||||
byte[] wav = BuildWav(sampleRate, sampleCount, index =>
|
||||
{
|
||||
float time = index / (float)sampleRate;
|
||||
float envelope = Mathf.Clamp01(1f - time / duration);
|
||||
float toneA = Mathf.Sin(2f * Mathf.PI * 660f * time);
|
||||
float toneB = Mathf.Sin(2f * Mathf.PI * 990f * time) * 0.35f;
|
||||
return (toneA + toneB) * envelope * 0.35f;
|
||||
});
|
||||
|
||||
File.WriteAllBytes(fullPath, wav);
|
||||
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
|
||||
return AssetDatabase.LoadAssetAtPath<AudioClip>(path);
|
||||
}
|
||||
|
||||
private static byte[] BuildWav(int sampleRate, int sampleCount, Func<int, float> sampleFunction)
|
||||
{
|
||||
const short channels = 1;
|
||||
const short bitsPerSample = 16;
|
||||
int byteRate = sampleRate * channels * bitsPerSample / 8;
|
||||
int dataSize = sampleCount * channels * bitsPerSample / 8;
|
||||
byte[] bytes = new byte[44 + dataSize];
|
||||
|
||||
WriteAscii(bytes, 0, "RIFF");
|
||||
WriteInt(bytes, 4, 36 + dataSize);
|
||||
WriteAscii(bytes, 8, "WAVE");
|
||||
WriteAscii(bytes, 12, "fmt ");
|
||||
WriteInt(bytes, 16, 16);
|
||||
WriteShort(bytes, 20, 1);
|
||||
WriteShort(bytes, 22, channels);
|
||||
WriteInt(bytes, 24, sampleRate);
|
||||
WriteInt(bytes, 28, byteRate);
|
||||
WriteShort(bytes, 32, (short)(channels * bitsPerSample / 8));
|
||||
WriteShort(bytes, 34, bitsPerSample);
|
||||
WriteAscii(bytes, 36, "data");
|
||||
WriteInt(bytes, 40, dataSize);
|
||||
|
||||
int offset = 44;
|
||||
for (int i = 0; i < sampleCount; i++)
|
||||
{
|
||||
float sample = Mathf.Clamp(sampleFunction(i), -1f, 1f);
|
||||
short value = (short)(sample * short.MaxValue);
|
||||
WriteShort(bytes, offset, value);
|
||||
offset += 2;
|
||||
}
|
||||
|
||||
return bytes;
|
||||
}
|
||||
|
||||
private static void WriteAscii(byte[] bytes, int offset, string value)
|
||||
{
|
||||
for (int i = 0; i < value.Length; i++)
|
||||
{
|
||||
bytes[offset + i] = (byte)value[i];
|
||||
}
|
||||
}
|
||||
|
||||
private static void WriteInt(byte[] bytes, int offset, int value)
|
||||
{
|
||||
bytes[offset] = (byte)(value & 0xff);
|
||||
bytes[offset + 1] = (byte)((value >> 8) & 0xff);
|
||||
bytes[offset + 2] = (byte)((value >> 16) & 0xff);
|
||||
bytes[offset + 3] = (byte)((value >> 24) & 0xff);
|
||||
}
|
||||
|
||||
private static void WriteShort(byte[] bytes, int offset, short value)
|
||||
{
|
||||
bytes[offset] = (byte)(value & 0xff);
|
||||
bytes[offset + 1] = (byte)((value >> 8) & 0xff);
|
||||
}
|
||||
|
||||
private static void SaveSecretChestPrefab(GameObject secretChest)
|
||||
{
|
||||
string path = "Assets/_Prefabs/SecretChest.prefab";
|
||||
PrefabUtility.SaveAsPrefabAsset(secretChest, path);
|
||||
}
|
||||
|
||||
private static void AddSceneToBuildSettings(string scenePath)
|
||||
{
|
||||
EditorBuildSettings.scenes = new[]
|
||||
{
|
||||
new EditorBuildSettingsScene(scenePath, true)
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 424ed2179214096579a44f6917019335
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,76 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class HighlightOnApproach : MonoBehaviour
|
||||
{
|
||||
public Transform player;
|
||||
public Renderer targetRenderer;
|
||||
public Renderer[] targetRenderers;
|
||||
public Material highlightMaterial;
|
||||
public float radius = 2.6f;
|
||||
|
||||
private Material originalMaterial;
|
||||
private Material[] originalMaterials;
|
||||
private bool highlighted;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (targetRenderers == null || targetRenderers.Length == 0)
|
||||
{
|
||||
targetRenderers = targetRenderer != null ? new[] { targetRenderer } : GetComponentsInChildren<Renderer>();
|
||||
}
|
||||
|
||||
originalMaterials = new Material[targetRenderers.Length];
|
||||
|
||||
for (int i = 0; i < targetRenderers.Length; i++)
|
||||
{
|
||||
originalMaterials[i] = targetRenderers[i].sharedMaterial;
|
||||
}
|
||||
|
||||
if (targetRenderers.Length > 0)
|
||||
{
|
||||
originalMaterial = originalMaterials[0];
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (player == null)
|
||||
{
|
||||
GameObject playerObject = GameObject.FindGameObjectWithTag("Player");
|
||||
player = playerObject != null ? playerObject.transform : null;
|
||||
}
|
||||
|
||||
if (player == null || highlightMaterial == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool shouldHighlight = Vector3.Distance(transform.position, player.position) <= radius;
|
||||
|
||||
if (shouldHighlight != highlighted)
|
||||
{
|
||||
// The scene builder assigns all statue renderers, so the whole object changes material together.
|
||||
SetHighlighted(shouldHighlight);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetHighlighted(bool value)
|
||||
{
|
||||
highlighted = value;
|
||||
|
||||
for (int i = 0; i < targetRenderers.Length; i++)
|
||||
{
|
||||
if (targetRenderers[i] == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
targetRenderers[i].sharedMaterial = value ? highlightMaterial : originalMaterials[i];
|
||||
}
|
||||
}
|
||||
|
||||
public Material GetOriginalMaterial()
|
||||
{
|
||||
return originalMaterial;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f2db2d437b46699abc04fdadab35d63
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,59 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class HintManager : MonoBehaviour
|
||||
{
|
||||
public static HintManager Instance { get; private set; }
|
||||
|
||||
public GameObject hintPanel;
|
||||
public Text hintText;
|
||||
|
||||
private Coroutine hideRoutine;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance != null && Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
Instance = this;
|
||||
HideHint();
|
||||
}
|
||||
|
||||
public void ShowHint(string text, float duration)
|
||||
{
|
||||
if (hintPanel == null || hintText == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Restarting the timer lets stronger narrative hints replace short interaction prompts.
|
||||
hintText.text = text;
|
||||
hintPanel.SetActive(true);
|
||||
|
||||
if (hideRoutine != null)
|
||||
{
|
||||
StopCoroutine(hideRoutine);
|
||||
}
|
||||
|
||||
hideRoutine = StartCoroutine(HideAfterDelay(duration));
|
||||
}
|
||||
|
||||
public void HideHint()
|
||||
{
|
||||
if (hintPanel != null)
|
||||
{
|
||||
hintPanel.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator HideAfterDelay(float delay)
|
||||
{
|
||||
yield return new WaitForSeconds(delay);
|
||||
HideHint();
|
||||
hideRoutine = null;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3e3ea752ce90cee87975273878c15ec1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,49 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class InteractableObject : MonoBehaviour
|
||||
{
|
||||
public Transform player;
|
||||
public float interactionRadius = 2.4f;
|
||||
public string promptText = "Нажмите E, чтобы осмотреть статую";
|
||||
public float promptDuration = 1.2f;
|
||||
public bool interactOnce = true;
|
||||
public UnityEvent onInteract = new UnityEvent();
|
||||
|
||||
private bool hasInteracted;
|
||||
private float nextPromptTime;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (player == null)
|
||||
{
|
||||
GameObject playerObject = GameObject.FindGameObjectWithTag("Player");
|
||||
player = playerObject != null ? playerObject.transform : null;
|
||||
}
|
||||
|
||||
if (player == null || (interactOnce && hasInteracted))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool isNear = Vector3.Distance(transform.position, player.position) <= interactionRadius;
|
||||
|
||||
if (!isNear)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (Time.time >= nextPromptTime)
|
||||
{
|
||||
// Repeated short prompts keep the interaction readable while the player stays nearby.
|
||||
HintManager.Instance?.ShowHint(promptText, promptDuration);
|
||||
nextPromptTime = Time.time + promptDuration + 0.25f;
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.E))
|
||||
{
|
||||
hasInteracted = true;
|
||||
onInteract?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 301827ee8465f3007b374e1182451d52
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,70 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class NarrativeEventManager : MonoBehaviour
|
||||
{
|
||||
public HintManager hintManager;
|
||||
public GameObject secretChest;
|
||||
public Light secretLight;
|
||||
public Transform exitDoor;
|
||||
public Vector3 doorOpenOffset = new Vector3(0f, 2.6f, 0f);
|
||||
|
||||
private bool statueEventCompleted;
|
||||
private bool sceneFinished;
|
||||
private Vector3 closedDoorPosition;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (exitDoor != null)
|
||||
{
|
||||
closedDoorPosition = exitDoor.position;
|
||||
}
|
||||
|
||||
if (secretChest != null)
|
||||
{
|
||||
secretChest.SetActive(false);
|
||||
}
|
||||
|
||||
if (secretLight != null)
|
||||
{
|
||||
secretLight.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnStatueInteracted()
|
||||
{
|
||||
if (statueEventCompleted)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
statueEventCompleted = true;
|
||||
hintManager?.ShowHint("В стене открылся тайный механизм...", 3.5f);
|
||||
|
||||
// This is the simple narrative payoff: reveal reward, add light, and open the exit.
|
||||
if (secretChest != null)
|
||||
{
|
||||
secretChest.SetActive(true);
|
||||
}
|
||||
|
||||
if (secretLight != null)
|
||||
{
|
||||
secretLight.enabled = true;
|
||||
}
|
||||
|
||||
if (exitDoor != null)
|
||||
{
|
||||
exitDoor.position = closedDoorPosition + doorOpenOffset;
|
||||
}
|
||||
}
|
||||
|
||||
public void FinishScene()
|
||||
{
|
||||
if (sceneFinished)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
sceneFinished = true;
|
||||
hintManager?.ShowHint("Артефакт найден. Сцена завершена.", 4f);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 803b1df5ca326a5a4a58de795a3f2383
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,80 @@
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
public float moveSpeed = 4.5f;
|
||||
public float mouseSensitivity = 2f;
|
||||
public float gravity = -18f;
|
||||
public CameraController cameraController;
|
||||
|
||||
private CharacterController controller;
|
||||
private float verticalVelocity;
|
||||
private float pitch;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
controller = GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (cameraController != null && cameraController.IsInFixedMode)
|
||||
{
|
||||
// During the attention shot the player should not move or rotate the camera.
|
||||
ApplyGravityOnly();
|
||||
return;
|
||||
}
|
||||
|
||||
LookAround();
|
||||
Move();
|
||||
}
|
||||
|
||||
private void LookAround()
|
||||
{
|
||||
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity;
|
||||
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity;
|
||||
|
||||
transform.Rotate(Vector3.up * mouseX);
|
||||
pitch = Mathf.Clamp(pitch - mouseY, -65f, 70f);
|
||||
cameraController?.SetPitch(pitch);
|
||||
}
|
||||
|
||||
private void Move()
|
||||
{
|
||||
float horizontal = Input.GetAxisRaw("Horizontal");
|
||||
float vertical = Input.GetAxisRaw("Vertical");
|
||||
|
||||
// WASD is interpreted relative to the player's current view direction.
|
||||
Vector3 direction = (transform.right * horizontal + transform.forward * vertical).normalized;
|
||||
|
||||
if (controller.isGrounded && verticalVelocity < 0f)
|
||||
{
|
||||
verticalVelocity = -1f;
|
||||
}
|
||||
|
||||
verticalVelocity += gravity * Time.deltaTime;
|
||||
|
||||
Vector3 velocity = direction * moveSpeed;
|
||||
velocity.y = verticalVelocity;
|
||||
|
||||
controller.Move(velocity * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void ApplyGravityOnly()
|
||||
{
|
||||
if (controller.isGrounded && verticalVelocity < 0f)
|
||||
{
|
||||
verticalVelocity = -1f;
|
||||
}
|
||||
|
||||
verticalVelocity += gravity * Time.deltaTime;
|
||||
controller.Move(Vector3.up * verticalVelocity * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 85e49aae2eba68e73b7cbb58a33abba2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user