commit ecee27aa85b190a6d6f3f77b63ec415eb8f4e19f Author: Dmitry Evdokimov Date: Tue May 26 01:16:57 2026 +0300 first commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..e603064 --- /dev/null +++ b/.gitignore @@ -0,0 +1,21 @@ +# Unity generated folders +/Library/ +/Temp/ +/Logs/ +/Obj/ +/Build/ +/Builds/ +/UserSettings/ + +# Autogenerated IDE/project files +/*.csproj +/*.sln +/*.user +/*.userprefs +/*.pidb +/*.booproj +/*.svd + +# Visual Studio / VS Code local settings +/.vs/ +/.vscode/ diff --git a/.xdp-.~b5_Protocol.docx-A90M6y b/.xdp-.~b5_Protocol.docx-A90M6y new file mode 100644 index 0000000..b0f443f Binary files /dev/null and b/.xdp-.~b5_Protocol.docx-A90M6y differ diff --git a/Assets/Editor.meta b/Assets/Editor.meta new file mode 100644 index 0000000..8251e6e --- /dev/null +++ b/Assets/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f3bc8abbc245e39e792c21645e565b03 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Lab5SceneBuilder.cs b/Assets/Editor/Lab5SceneBuilder.cs new file mode 100644 index 0000000..df9eadb --- /dev/null +++ b/Assets/Editor/Lab5SceneBuilder.cs @@ -0,0 +1,664 @@ +using System; +using System.IO; +using System.Reflection; +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.AI; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public static class Lab5SceneBuilder +{ + private const string SceneDirectory = "Assets/Scenes"; + private const string ScenePath = SceneDirectory + "/Lab5_StealthMechanics.unity"; + private const string MaterialDirectory = "Assets/Materials/Lab5"; + + private sealed class BuildContext + { + public Font font; + public Material floorMaterial; + public Material wallMaterial; + public Material coverMaterial; + public Material enemyMaterial; + public Material playerMaterial; + public Material zoneMaterial; + public Material visionMaterial; + public int playerLayer; + public int coverLayer; + public int obstacleLayer; + public int visionLayer; + public LayerMask obstacleMask; + public LayerMask targetMask; + } + + [MenuItem("Tools/Lab5/Create Full Test Scene")] + public static void CreateFullTestScene() + { + // Builder пересобирает лабораторную с нуля, чтобы не требовать ручной настройки в инспекторе. + EnsureFolders(); + EnsureTag("Player"); + + BuildContext context = new BuildContext + { + playerLayer = EnsureLayer("Player", 8), + coverLayer = EnsureLayer("Cover", 9), + obstacleLayer = EnsureLayer("Obstacle", 10), + visionLayer = EnsureLayer("Vision", 11) + }; + + context.obstacleMask = (1 << context.coverLayer) | (1 << context.obstacleLayer); + context.targetMask = 1 << context.playerLayer; + context.font = LoadBuiltinFont(); + context.floorMaterial = GetOrCreateOpaqueMaterial(MaterialDirectory + "/Lab5_Floor.mat", new Color(0.21f, 0.24f, 0.28f)); + context.wallMaterial = GetOrCreateOpaqueMaterial(MaterialDirectory + "/Lab5_Wall.mat", new Color(0.63f, 0.65f, 0.69f)); + context.coverMaterial = GetOrCreateOpaqueMaterial(MaterialDirectory + "/Lab5_Cover.mat", new Color(0.48f, 0.31f, 0.2f)); + context.enemyMaterial = GetOrCreateOpaqueMaterial(MaterialDirectory + "/Lab5_Enemy.mat", new Color(0.78f, 0.2f, 0.18f)); + context.playerMaterial = GetOrCreateOpaqueMaterial(MaterialDirectory + "/Lab5_Player.mat", new Color(0.15f, 0.46f, 0.9f)); + context.zoneMaterial = GetOrCreateTransparentMaterial(MaterialDirectory + "/Lab5_Zone.mat", new Color(0.15f, 0.95f, 0.95f, 0.3f)); + context.visionMaterial = GetOrCreateTransparentMaterial(MaterialDirectory + "/Lab5_Vision.mat", new Color(0.2f, 0.95f, 0.35f, 0.22f)); + + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + + Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single); + + GameObject sceneRoot = new GameObject("Lab5_Root"); + GameObject environmentRoot = new GameObject("Environment"); + environmentRoot.transform.SetParent(sceneRoot.transform); + GameObject systemsRoot = new GameObject("Systems"); + systemsRoot.transform.SetParent(sceneRoot.transform); + GameObject patrolRoot = new GameObject("PatrolRoutes"); + patrolRoot.transform.SetParent(sceneRoot.transform); + GameObject enemiesRoot = new GameObject("Enemies"); + enemiesRoot.transform.SetParent(sceneRoot.transform); + + CreateLighting(); + CreateEnvironment(context, environmentRoot.transform); + + GameObject noiseManager = new GameObject("NoiseManager"); + noiseManager.transform.SetParent(systemsRoot.transform); + noiseManager.AddComponent(); + + GameObject player = CreatePlayer(context, sceneRoot.transform); + CreateUI(context, sceneRoot.transform, player); + CreateEnemies(context, enemiesRoot.transform, patrolRoot.transform, player); + + bool navMeshBaked = TryBakeNavMesh(); + EditorSceneManager.MarkSceneDirty(scene); + EditorSceneManager.SaveScene(scene, ScenePath); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + + Selection.activeObject = AssetDatabase.LoadAssetAtPath(ScenePath); + EditorUtility.DisplayDialog( + "Lab 5", + navMeshBaked + ? "Сцена создана и сохранена. NavMesh был перестроен автоматически." + : "Сцена создана и сохранена. Если враги не встают на NavMesh, откройте Window -> AI -> Navigation и нажмите Bake.", + "OK"); + } + + private static void CreateLighting() + { + GameObject lightObject = new GameObject("Directional Light"); + Light directionalLight = lightObject.AddComponent(); + directionalLight.type = LightType.Directional; + directionalLight.intensity = 1.15f; + lightObject.transform.rotation = Quaternion.Euler(50f, -30f, 0f); + + RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat; + RenderSettings.ambientLight = new Color(0.45f, 0.47f, 0.5f); + } + + private static void CreateEnvironment(BuildContext context, Transform parent) + { + GameObject floor = GameObject.CreatePrimitive(PrimitiveType.Plane); + floor.name = "Floor"; + floor.transform.SetParent(parent); + floor.transform.position = Vector3.zero; + floor.transform.localScale = new Vector3(4f, 1f, 4f); + floor.GetComponent().sharedMaterial = context.floorMaterial; + floor.layer = LayerMask.NameToLayer("Default"); + SetNavigationStatic(floor); + + CreateWall(context, parent, "NorthWall", new Vector3(0f, 1.5f, 20f), new Vector3(40f, 3f, 1f)); + CreateWall(context, parent, "SouthWall", new Vector3(0f, 1.5f, -20f), new Vector3(40f, 3f, 1f)); + CreateWall(context, parent, "EastWall", new Vector3(20f, 1.5f, 0f), new Vector3(1f, 3f, 40f)); + CreateWall(context, parent, "WestWall", new Vector3(-20f, 1.5f, 0f), new Vector3(1f, 3f, 40f)); + + CreateWall(context, parent, "LeftDividerA", new Vector3(-5f, 1.5f, -12f), new Vector3(1f, 3f, 12f)); + CreateWall(context, parent, "LeftDividerB", new Vector3(-5f, 1.5f, 3f), new Vector3(1f, 3f, 6f)); + CreateWall(context, parent, "LeftDividerC", new Vector3(-5f, 1.5f, 14f), new Vector3(1f, 3f, 8f)); + CreateWall(context, parent, "RightDividerA", new Vector3(5f, 1.5f, -14f), new Vector3(1f, 3f, 8f)); + CreateWall(context, parent, "RightDividerB", new Vector3(5f, 1.5f, -3f), new Vector3(1f, 3f, 6f)); + CreateWall(context, parent, "RightDividerC1", new Vector3(5f, 1.5f, 6f), new Vector3(1f, 3f, 8f)); + CreateWall(context, parent, "RightDividerC2", new Vector3(5f, 1.5f, 16f), new Vector3(1f, 3f, 8f)); + + CreateWall(context, parent, "LeftRoomTopA", new Vector3(-15f, 1.5f, 7f), new Vector3(8f, 3f, 1f)); + CreateWall(context, parent, "LeftRoomTopB", new Vector3(-7f, 1.5f, 7f), new Vector3(2f, 3f, 1f)); + CreateWall(context, parent, "LeftRoomBottomA", new Vector3(-15f, 1.5f, -7f), new Vector3(8f, 3f, 1f)); + CreateWall(context, parent, "LeftRoomBottomB", new Vector3(-7f, 1.5f, -7f), new Vector3(2f, 3f, 1f)); + CreateWall(context, parent, "RightRoomTopA", new Vector3(8f, 1.5f, 7f), new Vector3(4f, 3f, 1f)); + CreateWall(context, parent, "RightRoomTopB", new Vector3(16f, 1.5f, 7f), new Vector3(6f, 3f, 1f)); + CreateWall(context, parent, "RightRoomBottomA", new Vector3(8f, 1.5f, -7f), new Vector3(4f, 3f, 1f)); + CreateWall(context, parent, "RightRoomBottomB", new Vector3(16f, 1.5f, -7f), new Vector3(6f, 3f, 1f)); + CreateCover(context, parent, "CenterBarrier", new Vector3(0f, 1f, 0f), new Vector3(2.5f, 2f, 2f)); + + CreateCover(context, parent, "CoverBox_A", new Vector3(-10f, 1f, -3f), new Vector3(2f, 2f, 2f)); + CreateCover(context, parent, "CoverBox_B", new Vector3(-1.5f, 1f, -10f), new Vector3(2f, 2f, 2f)); + CreateCover(context, parent, "CoverBox_C", new Vector3(2f, 1f, 5f), new Vector3(2.5f, 2f, 2f)); + CreateCover(context, parent, "CoverWall_A", new Vector3(10f, 1.25f, 2f), new Vector3(3.5f, 2.5f, 1f)); + CreateCover(context, parent, "CoverWall_B", new Vector3(13f, 1f, 13f), new Vector3(2f, 2f, 2f)); + CreateCover(context, parent, "CoverBox_D", new Vector3(-15f, 1f, 14f), new Vector3(2f, 2f, 2f)); + + GameObject exitZone = GameObject.CreatePrimitive(PrimitiveType.Cylinder); + exitZone.name = "ExitZone"; + exitZone.transform.SetParent(parent); + exitZone.transform.position = new Vector3(15f, 0.2f, 15f); + exitZone.transform.localScale = new Vector3(2f, 0.2f, 2f); + exitZone.GetComponent().sharedMaterial = context.zoneMaterial; + exitZone.layer = context.visionLayer; + exitZone.GetComponent().isTrigger = true; + exitZone.AddComponent(); + } + + private static GameObject CreatePlayer(BuildContext context, Transform parent) + { + GameObject player = new GameObject("Player"); + player.transform.SetParent(parent); + player.transform.position = new Vector3(-15f, 0f, 14f); + player.tag = "Player"; + player.layer = context.playerLayer; + + CharacterController controller = player.AddComponent(); + controller.height = 2f; + controller.radius = 0.35f; + controller.center = new Vector3(0f, 1f, 0f); + controller.stepOffset = 0.35f; + controller.slopeLimit = 45f; + + GameObject body = GameObject.CreatePrimitive(PrimitiveType.Capsule); + body.name = "PlayerBody"; + body.transform.SetParent(player.transform); + body.transform.localPosition = new Vector3(0f, 1f, 0f); + body.transform.localRotation = Quaternion.identity; + body.GetComponent().sharedMaterial = context.playerMaterial; + body.layer = context.playerLayer; + UnityEngine.Object.DestroyImmediate(body.GetComponent()); + + GameObject cameraObject = new GameObject("PlayerCamera"); + cameraObject.transform.SetParent(player.transform); + cameraObject.transform.localPosition = new Vector3(0f, 0.8f, 0f); + cameraObject.transform.localRotation = Quaternion.identity; + Camera cameraComponent = cameraObject.AddComponent(); + cameraComponent.nearClipPlane = 0.03f; + cameraObject.AddComponent(); + + SimpleFPSController fpsController = player.AddComponent(); + fpsController.characterController = controller; + fpsController.playerCamera = cameraComponent; + fpsController.walkSpeed = 4.1f; + fpsController.runSpeed = 7.1f; + fpsController.mouseSensitivity = 2.2f; + + PlayerStealth stealth = player.AddComponent(); + stealth.characterController = controller; + stealth.fpsController = fpsController; + stealth.playerCamera = cameraComponent; + + player.AddComponent(); + return player; + } + + private static StealthIndicator CreateUI(BuildContext context, Transform parent, GameObject player) + { + GameObject canvasObject = new GameObject("Canvas"); + canvasObject.transform.SetParent(parent); + Canvas canvas = canvasObject.AddComponent(); + canvas.renderMode = RenderMode.ScreenSpaceOverlay; + CanvasScaler scaler = canvasObject.AddComponent(); + scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; + scaler.referenceResolution = new Vector2(1920f, 1080f); + scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight; + scaler.matchWidthOrHeight = 0.7f; + canvasObject.AddComponent(); + + GameObject eventSystem = new GameObject("EventSystem"); + eventSystem.transform.SetParent(parent); + eventSystem.AddComponent(); + eventSystem.AddComponent(); + + GameObject panel = CreateUIObject("StealthPanel", canvasObject.transform, new Vector2(20f, -20f), new Vector2(390f, 240f), new Vector2(0f, 1f), new Vector2(0f, 1f)); + Image panelImage = panel.AddComponent(); + panelImage.color = new Color(0.06f, 0.08f, 0.1f, 0.62f); + + GameObject barObject = CreateUIObject("StateBar", panel.transform, new Vector2(14f, -14f), new Vector2(362f, 18f), new Vector2(0f, 1f), new Vector2(0f, 1f)); + Image barImage = barObject.AddComponent(); + barImage.color = new Color(0.18f, 0.85f, 0.34f, 0.95f); + + Text statusText = CreateText(context, panel.transform, "StatusText", "Скрытность: безопасно", 18, FontStyle.Bold, new Vector2(14f, -40f), new Vector2(362f, 28f)); + Text controlsText = CreateText(context, panel.transform, "ControlsText", string.Empty, 14, FontStyle.Normal, new Vector2(14f, -74f), new Vector2(362f, 94f)); + Text debugText = CreateText(context, panel.transform, "DebugText", string.Empty, 14, FontStyle.Normal, new Vector2(14f, -172f), new Vector2(362f, 56f)); + + GameObject healthPanel = CreateUIObject("HealthPanel", canvasObject.transform, new Vector2(-20f, -20f), new Vector2(190f, 42f), new Vector2(1f, 1f), new Vector2(1f, 1f)); + Image healthPanelImage = healthPanel.AddComponent(); + healthPanelImage.color = new Color(0.06f, 0.08f, 0.1f, 0.62f); + Text healthText = CreateText(context, healthPanel.transform, "HealthText", "Здоровье: 100", 18, FontStyle.Bold, new Vector2(10f, -6f), new Vector2(170f, 28f)); + + Text gameOverText = CreateCenteredText(context, canvasObject.transform, "GameOverText", "Игрок устранен", 28, FontStyle.Bold, new Vector2(520f, 70f)); + gameOverText.color = new Color(1f, 0.2f, 0.2f, 1f); + gameOverText.gameObject.SetActive(false); + + StealthIndicator indicator = panel.AddComponent(); + indicator.stateBar = barImage; + indicator.statusText = statusText; + indicator.controlsText = controlsText; + indicator.debugText = debugText; + indicator.healthText = healthText; + indicator.gameOverText = gameOverText; + indicator.playerStealth = player.GetComponent(); + indicator.playerHealth = player.GetComponent(); + return indicator; + } + + private static void CreateEnemies(BuildContext context, Transform enemiesParent, Transform patrolParent, GameObject player) + { + CreateEnemy( + context, + enemiesParent, + patrolParent, + "Enemy_LeftWing", + new Vector3(-12f, 0f, -10f), + new[] + { + new Vector3(-15f, 0f, -15f), + new Vector3(-10f, 0f, -15f), + new Vector3(-10f, 0f, -9f), + new Vector3(-15f, 0f, -9f) + }, + player); + + CreateEnemy( + context, + enemiesParent, + patrolParent, + "Enemy_CenterCorridor", + new Vector3(0f, 0f, -4f), + new[] + { + new Vector3(-1f, 0f, -14f), + new Vector3(-1f, 0f, -2f), + new Vector3(1f, 0f, 6f), + new Vector3(1f, 0f, 14f) + }, + player); + + CreateEnemy( + context, + enemiesParent, + patrolParent, + "Enemy_RightWing", + new Vector3(12f, 0f, 12f), + new[] + { + new Vector3(10f, 0f, 10f), + new Vector3(15f, 0f, 10f), + new Vector3(15f, 0f, 16f), + new Vector3(10f, 0f, 16f) + }, + player); + } + + private static EnemyStateMachine CreateEnemy( + BuildContext context, + Transform enemiesParent, + Transform patrolParent, + string enemyName, + Vector3 position, + Vector3[] waypointPositions, + GameObject player) + { + GameObject enemyRoot = new GameObject(enemyName); + enemyRoot.transform.SetParent(enemiesParent); + enemyRoot.transform.position = position; + enemyRoot.layer = LayerMask.NameToLayer("Default"); + + CapsuleCollider capsuleCollider = enemyRoot.AddComponent(); + capsuleCollider.center = new Vector3(0f, 1f, 0f); + capsuleCollider.height = 2f; + capsuleCollider.radius = 0.4f; + + GameObject body = GameObject.CreatePrimitive(PrimitiveType.Capsule); + body.name = "Body"; + body.transform.SetParent(enemyRoot.transform); + body.transform.localPosition = new Vector3(0f, 1f, 0f); + body.transform.localRotation = Quaternion.identity; + body.GetComponent().sharedMaterial = context.enemyMaterial; + UnityEngine.Object.DestroyImmediate(body.GetComponent()); + + NavMeshAgent agent = enemyRoot.AddComponent(); + agent.radius = 0.35f; + agent.height = 2f; + agent.baseOffset = 0f; + agent.speed = 2.2f; + agent.angularSpeed = 360f; + agent.acceleration = 12f; + agent.stoppingDistance = 0.1f; + agent.autoBraking = true; + + EnemyStateMachine stateMachine = enemyRoot.AddComponent(); + stateMachine.agent = agent; + stateMachine.patrolSpeed = 2.2f; + stateMachine.suspicionSpeed = 2.9f; + stateMachine.alertSpeed = 4.1f; + stateMachine.hearingRange = 14f; + stateMachine.suspicionWaitDuration = 2.5f; + stateMachine.captureDistance = 1.7f; + + EnemyVision vision = enemyRoot.AddComponent(); + vision.stateMachine = stateMachine; + vision.player = player.transform; + vision.viewRadius = 13.5f; + vision.viewAngle = 70f; + vision.eyeHeight = 1.4f; + vision.obstacleMask = context.obstacleMask; + vision.targetMask = context.targetMask; + + EnemyVisionVisualizer visualizer = enemyRoot.AddComponent(); + visualizer.vision = vision; + visualizer.stateMachine = stateMachine; + visualizer.visionMaterialTemplate = context.visionMaterial; + + stateMachine.vision = vision; + stateMachine.patrolPoints = CreateWaypoints(enemyName + "_Route", patrolParent, waypointPositions); + + return stateMachine; + } + + private static Transform[] CreateWaypoints(string routeName, Transform patrolParent, Vector3[] positions) + { + GameObject routeRoot = new GameObject(routeName); + routeRoot.transform.SetParent(patrolParent); + + Transform[] waypoints = new Transform[positions.Length]; + for (int i = 0; i < positions.Length; i++) + { + GameObject waypoint = new GameObject("Waypoint_" + i); + waypoint.transform.SetParent(routeRoot.transform); + waypoint.transform.position = positions[i]; + waypoints[i] = waypoint.transform; + } + + return waypoints; + } + + private static GameObject CreateWall(BuildContext context, Transform parent, string name, Vector3 position, Vector3 scale) + { + GameObject wall = GameObject.CreatePrimitive(PrimitiveType.Cube); + wall.name = name; + wall.transform.SetParent(parent); + wall.transform.position = position; + wall.transform.localScale = scale; + wall.GetComponent().sharedMaterial = context.wallMaterial; + wall.layer = context.obstacleLayer; + SetNavigationStatic(wall); + return wall; + } + + private static GameObject CreateCover(BuildContext context, Transform parent, string name, Vector3 position, Vector3 scale) + { + GameObject cover = GameObject.CreatePrimitive(PrimitiveType.Cube); + cover.name = name; + cover.transform.SetParent(parent); + cover.transform.position = position; + cover.transform.localScale = scale; + cover.GetComponent().sharedMaterial = context.coverMaterial; + cover.layer = context.coverLayer; + cover.AddComponent(); + SetNavigationStatic(cover); + return cover; + } + + private static GameObject CreateUIObject(string name, Transform parent, Vector2 anchoredPosition, Vector2 sizeDelta, Vector2 anchorMin, Vector2 anchorMax) + { + GameObject gameObject = new GameObject(name, typeof(RectTransform)); + gameObject.transform.SetParent(parent, false); + RectTransform rectTransform = gameObject.GetComponent(); + rectTransform.anchorMin = anchorMin; + rectTransform.anchorMax = anchorMax; + rectTransform.pivot = new Vector2(anchorMin.x, anchorMax.y); + rectTransform.anchoredPosition = anchoredPosition; + rectTransform.sizeDelta = sizeDelta; + return gameObject; + } + + private static Text CreateText( + BuildContext context, + Transform parent, + string name, + string text, + int fontSize, + FontStyle fontStyle, + Vector2 anchoredPosition, + Vector2 sizeDelta) + { + GameObject textObject = CreateUIObject(name, parent, anchoredPosition, sizeDelta, new Vector2(0f, 1f), new Vector2(0f, 1f)); + Text uiText = textObject.AddComponent(); + uiText.font = context.font; + uiText.text = text; + uiText.fontSize = fontSize; + uiText.fontStyle = fontStyle; + uiText.alignment = TextAnchor.UpperLeft; + uiText.horizontalOverflow = HorizontalWrapMode.Wrap; + uiText.verticalOverflow = VerticalWrapMode.Overflow; + uiText.color = Color.white; + return uiText; + } + + private static Text CreateCenteredText( + BuildContext context, + Transform parent, + string name, + string text, + int fontSize, + FontStyle fontStyle, + Vector2 sizeDelta) + { + GameObject textObject = new GameObject(name, typeof(RectTransform)); + textObject.transform.SetParent(parent, false); + RectTransform rectTransform = textObject.GetComponent(); + rectTransform.anchorMin = new Vector2(0.5f, 0.5f); + rectTransform.anchorMax = new Vector2(0.5f, 0.5f); + rectTransform.pivot = new Vector2(0.5f, 0.5f); + rectTransform.anchoredPosition = Vector2.zero; + rectTransform.sizeDelta = sizeDelta; + + Text uiText = textObject.AddComponent(); + uiText.font = context.font; + uiText.text = text; + uiText.fontSize = fontSize; + uiText.fontStyle = fontStyle; + uiText.alignment = TextAnchor.MiddleCenter; + uiText.horizontalOverflow = HorizontalWrapMode.Wrap; + uiText.verticalOverflow = VerticalWrapMode.Overflow; + uiText.color = Color.white; + return uiText; + } + + private static Material GetOrCreateOpaqueMaterial(string path, Color color) + { + Material material = AssetDatabase.LoadAssetAtPath(path); + if (material == null) + { + material = new Material(Shader.Find("Standard")); + AssetDatabase.CreateAsset(material, path); + } + + material.shader = Shader.Find("Standard"); + material.color = color; + EditorUtility.SetDirty(material); + return material; + } + + private static Font LoadBuiltinFont() + { + Font font = Resources.GetBuiltinResource("LegacyRuntime.ttf"); + if (font != null) + { + return font; + } + + font = Resources.GetBuiltinResource("Arial.ttf"); + if (font != null) + { + return font; + } + + throw new InvalidOperationException("Не удалось загрузить встроенный шрифт Unity."); + } + + private static Material GetOrCreateTransparentMaterial(string path, Color color) + { + Material material = AssetDatabase.LoadAssetAtPath(path); + if (material == null) + { + material = new Material(Shader.Find("Standard")); + AssetDatabase.CreateAsset(material, path); + } + + material.shader = Shader.Find("Standard"); + material.SetFloat("_Mode", 3f); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetInt("_ZWrite", 0); + material.DisableKeyword("_ALPHATEST_ON"); + material.EnableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; + material.color = color; + EditorUtility.SetDirty(material); + return material; + } + + private static void EnsureFolders() + { + Directory.CreateDirectory(SceneDirectory); + Directory.CreateDirectory("Assets/Scripts"); + Directory.CreateDirectory("Assets/Editor"); + Directory.CreateDirectory("Assets/Materials"); + Directory.CreateDirectory(MaterialDirectory); + } + + private static void EnsureTag(string tagName) + { + SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]); + SerializedProperty tagsProperty = tagManager.FindProperty("tags"); + + for (int i = 0; i < tagsProperty.arraySize; i++) + { + SerializedProperty existingTag = tagsProperty.GetArrayElementAtIndex(i); + if (existingTag.stringValue == tagName) + { + return; + } + } + + tagsProperty.InsertArrayElementAtIndex(tagsProperty.arraySize); + tagsProperty.GetArrayElementAtIndex(tagsProperty.arraySize - 1).stringValue = tagName; + tagManager.ApplyModifiedProperties(); + } + + private static int EnsureLayer(string layerName, int preferredIndex) + { + int existingLayer = LayerMask.NameToLayer(layerName); + if (existingLayer >= 0) + { + return existingLayer; + } + + SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]); + SerializedProperty layersProperty = tagManager.FindProperty("layers"); + + if (preferredIndex >= 8 && preferredIndex < layersProperty.arraySize) + { + SerializedProperty preferredLayer = layersProperty.GetArrayElementAtIndex(preferredIndex); + if (string.IsNullOrEmpty(preferredLayer.stringValue) || preferredLayer.stringValue == layerName) + { + preferredLayer.stringValue = layerName; + tagManager.ApplyModifiedProperties(); + return preferredIndex; + } + } + + for (int i = 8; i < layersProperty.arraySize; i++) + { + SerializedProperty layerProperty = layersProperty.GetArrayElementAtIndex(i); + if (string.IsNullOrEmpty(layerProperty.stringValue)) + { + layerProperty.stringValue = layerName; + tagManager.ApplyModifiedProperties(); + return i; + } + } + + Debug.LogWarning("Не удалось добавить слой " + layerName + ". Будет использован Default."); + return 0; + } + + private static void SetNavigationStatic(GameObject gameObject) + { + GameObjectUtility.SetStaticEditorFlags( + gameObject, + StaticEditorFlags.BatchingStatic | + StaticEditorFlags.ContributeGI | + StaticEditorFlags.NavigationStatic | + StaticEditorFlags.OccludeeStatic | + StaticEditorFlags.OccluderStatic); + } + + private static bool TryBakeNavMesh() + { + try + { + Type navMeshBuilderType = FindType("UnityEditor.AI.NavMeshBuilder"); + if (navMeshBuilderType == null) + { + Debug.LogWarning("UnityEditor.AI.NavMeshBuilder не найден. Враги смогут использовать fallback-движение без NavMesh."); + return false; + } + + MethodInfo clearMethod = navMeshBuilderType.GetMethod("ClearAllNavMeshes", BindingFlags.Public | BindingFlags.Static); + MethodInfo buildMethod = navMeshBuilderType.GetMethod("BuildNavMesh", BindingFlags.Public | BindingFlags.Static); + if (buildMethod == null) + { + Debug.LogWarning("Метод BuildNavMesh не найден. 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b/Assets/Scripts.meta new file mode 100644 index 0000000..65e095d --- /dev/null +++ b/Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 41e5c5d9c7975c3ab9888def5d7bae63 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CoverChecker.cs b/Assets/Scripts/CoverChecker.cs new file mode 100644 index 0000000..3284a03 --- /dev/null +++ b/Assets/Scripts/CoverChecker.cs @@ -0,0 +1,36 @@ +using UnityEngine; + +[DisallowMultipleComponent] +public class CoverChecker : MonoBehaviour +{ + [Tooltip("Если объект находится между врагом и игроком, он должен блокировать линию видимости.")] + public bool blocksVision = true; + + [Tooltip("Небольшая метка для будущих расширений механики укрытий.")] + public float concealmentStrength = 1f; + + public static bool IsVisionBlocked(Vector3 origin, Vector3 target, LayerMask obstacleMask) + { + Vector3 direction = target - origin; + float distance = direction.magnitude; + + if (distance <= Mathf.Epsilon) + { + return false; + } + + return Physics.Raycast(origin, direction.normalized, distance, obstacleMask, QueryTriggerInteraction.Ignore); + } + + private void OnDrawGizmosSelected() + { + Gizmos.color = blocksVision ? new Color(0.2f, 0.7f, 1f, 0.5f) : new Color(1f, 0.4f, 0.2f, 0.3f); + Collider objectCollider = GetComponent(); + + if (objectCollider != null) + { + Gizmos.matrix = transform.localToWorldMatrix; + Gizmos.DrawWireCube(objectCollider.bounds.center - transform.position, objectCollider.bounds.size); + } + } +} diff --git a/Assets/Scripts/CoverChecker.cs.meta b/Assets/Scripts/CoverChecker.cs.meta new file mode 100644 index 0000000..b92088e --- /dev/null +++ b/Assets/Scripts/CoverChecker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2e3e939402d7fb1cc9bab1bf53ffc289 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/EnemyStateMachine.cs b/Assets/Scripts/EnemyStateMachine.cs new file mode 100644 index 0000000..1dd658e --- /dev/null +++ b/Assets/Scripts/EnemyStateMachine.cs @@ -0,0 +1,296 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.AI; + +[RequireComponent(typeof(CapsuleCollider))] +public class EnemyStateMachine : MonoBehaviour +{ + public enum State + { + Patrol, + Suspicion, + Alert + } + + [Header("References")] + public Transform[] patrolPoints; + public NavMeshAgent agent; + public EnemyVision vision; + + [Header("Movement")] + public float patrolSpeed = 2.2f; + public float suspicionSpeed = 2.8f; + public float alertSpeed = 3.8f; + public float manualRotationSpeed = 8f; + public float waypointTolerance = 0.7f; + + [Header("Awareness")] + public float hearingRange = 12f; + public float suspicionWaitDuration = 2.5f; + public float loseSightDelay = 1.3f; + public float captureDistance = 1.6f; + public int captureDamage = 10; + public float captureCooldown = 1f; + + public State CurrentState { get; private set; } = State.Patrol; + public static IReadOnlyList ActiveEnemies => activeEnemies; + + private static readonly List activeEnemies = new List(); + + private Transform player; + private PlayerHealth playerHealth; + private int patrolIndex; + private Vector3 investigationTarget; + private Vector3 lastKnownPlayerPosition; + private float suspicionTimer; + private float lastSeenTime = -999f; + private float lastCaptureTime = -999f; + private float lastHandledNoiseTimestamp = -999f; + + private void OnEnable() + { + if (!activeEnemies.Contains(this)) + { + activeEnemies.Add(this); + } + } + + private void OnDisable() + { + activeEnemies.Remove(this); + } + + private void Awake() + { + agent = agent != null ? agent : GetComponent(); + vision = vision != null ? vision : GetComponent(); + } + + private void Start() + { + AcquirePlayer(); + ApplySpeedForState(CurrentState); + } + + private void Update() + { + AcquirePlayer(); + ListenForNoise(); + + switch (CurrentState) + { + case State.Patrol: + UpdatePatrol(); + break; + case State.Suspicion: + UpdateSuspicion(); + break; + case State.Alert: + UpdateAlert(); + break; + } + + if (CurrentState == State.Alert && Time.time - lastSeenTime > loseSightDelay) + { + investigationTarget = lastKnownPlayerPosition; + EnterState(State.Suspicion); + } + } + + public void OnPlayerDetected(Vector3 playerPos) + { + lastKnownPlayerPosition = playerPos; + lastSeenTime = Time.time; + + if (CurrentState != State.Alert) + { + EnterState(State.Alert); + } + } + + public void OnPlayerLost() + { + if (CurrentState == State.Alert) + { + investigationTarget = lastKnownPlayerPosition; + } + } + + public void OnNoiseHeard(Vector3 noisePosition) + { + if (CurrentState == State.Alert) + { + return; + } + + investigationTarget = noisePosition; + suspicionTimer = 0f; + EnterState(State.Suspicion); + } + + private void UpdatePatrol() + { + if (patrolPoints == null || patrolPoints.Length == 0) + { + return; + } + + Transform targetPoint = patrolPoints[patrolIndex]; + MoveTowards(targetPoint.position, patrolSpeed); + + if (HasReached(targetPoint.position)) + { + patrolIndex = (patrolIndex + 1) % patrolPoints.Length; + } + } + + private void UpdateSuspicion() + { + MoveTowards(investigationTarget, suspicionSpeed); + + if (HasReached(investigationTarget)) + { + suspicionTimer += Time.deltaTime; + if (suspicionTimer >= suspicionWaitDuration) + { + suspicionTimer = 0f; + EnterState(State.Patrol); + } + } + else + { + suspicionTimer = 0f; + } + } + + private void UpdateAlert() + { + if (player == null) + { + return; + } + + lastKnownPlayerPosition = player.position; + MoveTowards(lastKnownPlayerPosition, alertSpeed); + + if (Vector3.Distance(transform.position, player.position) <= captureDistance && Time.time >= lastCaptureTime + captureCooldown) + { + lastCaptureTime = Time.time; + if (playerHealth != null) + { + playerHealth.TakeDamage(captureDamage); + } + Debug.Log("Игрок обнаружен!"); + } + } + + private void ListenForNoise() + { + NoiseManager.NoiseEvent noise = NoiseManager.GetClosestNoise(transform.position, hearingRange); + if (noise == null || noise.timestamp <= lastHandledNoiseTimestamp) + { + return; + } + + lastHandledNoiseTimestamp = noise.timestamp; + OnNoiseHeard(noise.position); + } + + private void EnterState(State newState) + { + CurrentState = newState; + ApplySpeedForState(newState); + + switch (newState) + { + case State.Patrol: + suspicionTimer = 0f; + break; + case State.Suspicion: + suspicionTimer = 0f; + break; + case State.Alert: + lastSeenTime = Time.time; + break; + } + } + + private void ApplySpeedForState(State state) + { + if (agent == null) + { + return; + } + + switch (state) + { + case State.Patrol: + agent.speed = patrolSpeed; + break; + case State.Suspicion: + agent.speed = suspicionSpeed; + break; + case State.Alert: + agent.speed = alertSpeed; + break; + } + } + + private void MoveTowards(Vector3 destination, float manualSpeed) + { + if (agent != null && agent.isActiveAndEnabled && agent.isOnNavMesh) + { + agent.SetDestination(destination); + return; + } + + // Fallback нужен на случай, если NavMesh ещё не запечён или агент не смог встать на него. + Vector3 flatDestination = new Vector3(destination.x, transform.position.y, destination.z); + Vector3 direction = flatDestination - transform.position; + direction.y = 0f; + + if (direction.sqrMagnitude <= 0.001f) + { + return; + } + + Vector3 step = direction.normalized * manualSpeed * Time.deltaTime; + transform.position += step.sqrMagnitude > direction.sqrMagnitude ? direction : step; + + Quaternion targetRotation = Quaternion.LookRotation(direction.normalized, Vector3.up); + transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * manualRotationSpeed); + } + + private bool HasReached(Vector3 destination) + { + if (agent != null && agent.isActiveAndEnabled && agent.isOnNavMesh) + { + if (agent.pathPending) + { + return false; + } + + return agent.remainingDistance <= Mathf.Max(agent.stoppingDistance, waypointTolerance); + } + + Vector3 flatDestination = new Vector3(destination.x, transform.position.y, destination.z); + return Vector3.Distance(transform.position, flatDestination) <= waypointTolerance; + } + + private void AcquirePlayer() + { + if (player != null) + { + return; + } + + GameObject playerObject = GameObject.FindGameObjectWithTag("Player"); + if (playerObject == null) + { + return; + } + + player = playerObject.transform; + playerHealth = playerObject.GetComponent(); + } +} diff --git a/Assets/Scripts/EnemyStateMachine.cs.meta b/Assets/Scripts/EnemyStateMachine.cs.meta new file mode 100644 index 0000000..4e475e4 --- /dev/null +++ b/Assets/Scripts/EnemyStateMachine.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1293c8e1da110e426a9118204db9badf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/EnemyVision.cs b/Assets/Scripts/EnemyVision.cs new file mode 100644 index 0000000..37c98f4 --- /dev/null +++ b/Assets/Scripts/EnemyVision.cs @@ -0,0 +1,119 @@ +using UnityEngine; + +public class EnemyVision : MonoBehaviour +{ + [Header("References")] + public EnemyStateMachine stateMachine; + public Transform player; + + [Header("Vision")] + public float viewRadius = 14f; + [Range(1f, 180f)] + public float viewAngle = 65f; + public LayerMask obstacleMask; + public LayerMask targetMask; + public float eyeHeight = 1.4f; + public float standingDetectionDelay = 0.12f; + public float crouchDetectionDelay = 0.35f; + + private bool hadLineOfSight; + private float visibleTimer; + + private void Awake() + { + stateMachine = stateMachine != null ? stateMachine : GetComponent(); + } + + private void Update() + { + AcquirePlayer(); + if (player == null || stateMachine == null) + { + return; + } + + bool canSeePlayer = CanSeePlayer(out Vector3 eyePosition, out Vector3 targetPosition, out Color debugColor); + Debug.DrawRay(eyePosition, targetPosition - eyePosition, debugColor); + + if (canSeePlayer) + { + PlayerStealth stealth = player.GetComponent(); + float requiredTime = stealth != null && stealth.IsCrouching ? crouchDetectionDelay : standingDetectionDelay; + visibleTimer += Time.deltaTime; + + if (visibleTimer >= requiredTime) + { + hadLineOfSight = true; + stateMachine.OnPlayerDetected(player.position); + } + } + else + { + visibleTimer = 0f; + if (hadLineOfSight) + { + hadLineOfSight = false; + stateMachine.OnPlayerLost(); + } + } + } + + public float GetViewRadiusForCurrentTarget() + { + if (player == null) + { + return viewRadius; + } + + PlayerStealth stealth = player.GetComponent(); + return viewRadius * (stealth != null ? stealth.VisibilityMultiplier : 1f); + } + + private bool CanSeePlayer(out Vector3 eyePosition, out Vector3 targetPosition, out Color debugColor) + { + eyePosition = transform.position + Vector3.up * eyeHeight; + targetPosition = player.position + Vector3.up * 0.9f; + debugColor = Color.gray; + + float effectiveRadius = GetViewRadiusForCurrentTarget(); + Vector3 directionToPlayer = targetPosition - eyePosition; + float distanceToPlayer = directionToPlayer.magnitude; + + if (distanceToPlayer > effectiveRadius) + { + return false; + } + + float angleToPlayer = Vector3.Angle(transform.forward, directionToPlayer); + if (angleToPlayer > viewAngle * 0.5f) + { + return false; + } + + int combinedMask = obstacleMask | targetMask; + if (Physics.Raycast(eyePosition, directionToPlayer.normalized, out RaycastHit hit, distanceToPlayer, combinedMask, QueryTriggerInteraction.Ignore)) + { + // Если первым попался не игрок, значит между врагом и игроком есть укрытие или стена. + bool isPlayerHit = hit.transform == player || hit.transform.IsChildOf(player); + debugColor = isPlayerHit ? Color.green : Color.red; + return isPlayerHit; + } + + debugColor = Color.red; + return false; + } + + private void AcquirePlayer() + { + if (player != null) + { + return; + } + + GameObject playerObject = GameObject.FindGameObjectWithTag("Player"); + if (playerObject != null) + { + player = playerObject.transform; + } + } +} diff --git a/Assets/Scripts/EnemyVision.cs.meta b/Assets/Scripts/EnemyVision.cs.meta new file mode 100644 index 0000000..0079e36 --- /dev/null +++ b/Assets/Scripts/EnemyVision.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 170f19287f4f8d6a3a78c9caf9cd84d0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/EnemyVisionVisualizer.cs b/Assets/Scripts/EnemyVisionVisualizer.cs new file mode 100644 index 0000000..a53397c --- /dev/null +++ b/Assets/Scripts/EnemyVisionVisualizer.cs @@ -0,0 +1,214 @@ +using UnityEngine; +using UnityEngine.Rendering; + +public class EnemyVisionVisualizer : MonoBehaviour +{ + public EnemyVision vision; + public EnemyStateMachine stateMachine; + public Material visionMaterialTemplate; + public int segmentCount = 28; + public float groundOffset = 0.05f; + + private Transform meshRoot; + private MeshFilter meshFilter; + private MeshRenderer meshRenderer; + private Mesh visionMesh; + private Material runtimeMaterial; + + private void Awake() + { + vision = vision != null ? vision : GetComponent(); + stateMachine = stateMachine != null ? stateMachine : GetComponent(); + EnsureMeshObjects(); + RebuildMesh(); + UpdateVisualState(); + } + + private void LateUpdate() + { + EnsureMeshObjects(); + UpdateVisualState(); + } + + private void OnValidate() + { + segmentCount = Mathf.Max(6, segmentCount); + if (!Application.isPlaying) + { + EnsureMeshObjects(); + RebuildMesh(); + UpdateVisualState(); + } + } + + private void EnsureMeshObjects() + { + int visualizationLayer = LayerMask.NameToLayer("Vision"); + if (visualizationLayer < 0) + { + visualizationLayer = LayerMask.NameToLayer("Ignore Raycast"); + } + + if (meshRoot == null) + { + Transform existing = transform.Find("VisionCone"); + if (existing != null) + { + meshRoot = existing; + } + else + { + GameObject root = new GameObject("VisionCone"); + root.transform.SetParent(transform, false); + root.transform.localPosition = new Vector3(0f, groundOffset, 0f); + root.transform.localRotation = Quaternion.identity; + root.layer = visualizationLayer; + meshRoot = root.transform; + } + } + + meshRoot.localPosition = new Vector3(0f, groundOffset, 0f); + meshRoot.gameObject.layer = visualizationLayer; + + if (meshFilter == null) + { + meshFilter = meshRoot.GetComponent(); + if (meshFilter == null) + { + meshFilter = meshRoot.gameObject.AddComponent(); + } + } + + if (meshRenderer == null) + { + meshRenderer = meshRoot.GetComponent(); + if (meshRenderer == null) + { + meshRenderer = meshRoot.gameObject.AddComponent(); + meshRenderer.shadowCastingMode = ShadowCastingMode.Off; + meshRenderer.receiveShadows = false; + } + } + + if (visionMesh == null) + { + visionMesh = new Mesh { name = "EnemyVisionCone" }; + meshFilter.sharedMesh = visionMesh; + } + + if (runtimeMaterial == null) + { + runtimeMaterial = visionMaterialTemplate != null ? new Material(visionMaterialTemplate) : BuildTransparentMaterial(); + runtimeMaterial.name = "EnemyVisionRuntimeMaterial"; + meshRenderer.sharedMaterial = runtimeMaterial; + } + } + + private void RebuildMesh() + { + if (vision == null || visionMesh == null) + { + return; + } + + float radius = vision.viewRadius; + float halfAngle = vision.viewAngle * 0.5f; + + Vector3[] vertices = new Vector3[segmentCount + 2]; + int[] triangles = new int[segmentCount * 3]; + Vector2[] uv = new Vector2[vertices.Length]; + + vertices[0] = Vector3.zero; + uv[0] = new Vector2(0.5f, 0f); + + for (int i = 0; i <= segmentCount; i++) + { + float progress = i / (float)segmentCount; + float angle = -halfAngle + progress * vision.viewAngle; + float radians = Mathf.Deg2Rad * angle; + Vector3 direction = new Vector3(Mathf.Sin(radians), 0f, Mathf.Cos(radians)); + vertices[i + 1] = direction * radius; + uv[i + 1] = new Vector2(progress, 1f); + + if (i == segmentCount) + { + continue; + } + + int triangleIndex = i * 3; + triangles[triangleIndex] = 0; + triangles[triangleIndex + 1] = i + 2; + triangles[triangleIndex + 2] = i + 1; + } + + visionMesh.Clear(); + visionMesh.vertices = vertices; + visionMesh.triangles = triangles; + visionMesh.uv = uv; + visionMesh.RecalculateNormals(); + visionMesh.RecalculateBounds(); + } + + private void UpdateVisualState() + { + if (runtimeMaterial == null || stateMachine == null) + { + return; + } + + Color stateColor = new Color(0.2f, 0.95f, 0.35f, 0.22f); + switch (stateMachine.CurrentState) + { + case EnemyStateMachine.State.Suspicion: + stateColor = new Color(1f, 0.85f, 0.2f, 0.24f); + break; + case EnemyStateMachine.State.Alert: + stateColor = new Color(1f, 0.25f, 0.2f, 0.28f); + break; + } + + runtimeMaterial.color = stateColor; + if (runtimeMaterial.HasProperty("_Color")) + { + runtimeMaterial.SetColor("_Color", stateColor); + } + } + + private Material BuildTransparentMaterial() + { + Shader shader = Shader.Find("Standard"); + Material material = new Material(shader); + material.SetFloat("_Mode", 3f); + material.SetInt("_SrcBlend", (int)BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)BlendMode.OneMinusSrcAlpha); + material.SetInt("_ZWrite", 0); + material.DisableKeyword("_ALPHATEST_ON"); + material.EnableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)RenderQueue.Transparent; + material.color = new Color(0.2f, 0.95f, 0.35f, 0.22f); + return material; + } + + private void OnDrawGizmosSelected() + { + if (vision == null) + { + vision = GetComponent(); + } + + if (vision == null) + { + return; + } + + Gizmos.color = Color.cyan; + Vector3 origin = transform.position + Vector3.up * 0.1f; + Gizmos.DrawWireSphere(origin, vision.viewRadius); + + Quaternion leftRotation = Quaternion.Euler(0f, -vision.viewAngle * 0.5f, 0f); + Quaternion rightRotation = Quaternion.Euler(0f, vision.viewAngle * 0.5f, 0f); + Gizmos.DrawLine(origin, origin + leftRotation * transform.forward * vision.viewRadius); + Gizmos.DrawLine(origin, origin + rightRotation * transform.forward * vision.viewRadius); + } +} diff --git a/Assets/Scripts/EnemyVisionVisualizer.cs.meta b/Assets/Scripts/EnemyVisionVisualizer.cs.meta new file mode 100644 index 0000000..a141e5e --- /dev/null +++ b/Assets/Scripts/EnemyVisionVisualizer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f37b7500e8489416b94b2a9245935426 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelExit.cs b/Assets/Scripts/LevelExit.cs new file mode 100644 index 0000000..902215b --- /dev/null +++ b/Assets/Scripts/LevelExit.cs @@ -0,0 +1,30 @@ +using UnityEngine; + +[RequireComponent(typeof(Collider))] +public class LevelExit : MonoBehaviour +{ + private bool hasTriggered; + + private void Awake() + { + Collider exitCollider = GetComponent(); + exitCollider.isTrigger = true; + } + + private void OnTriggerEnter(Collider other) + { + if (hasTriggered || !other.CompareTag("Player")) + { + return; + } + + PlayerHealth playerHealth = other.GetComponent(); + if (playerHealth == null || !playerHealth.IsAlive) + { + return; + } + + hasTriggered = true; + playerHealth.CompleteLevel(); + } +} diff --git a/Assets/Scripts/LevelExit.cs.meta b/Assets/Scripts/LevelExit.cs.meta new file mode 100644 index 0000000..a95394e --- /dev/null +++ b/Assets/Scripts/LevelExit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c01bde08ec6450b5f977a2b6c5629f9d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/NoiseManager.cs b/Assets/Scripts/NoiseManager.cs new file mode 100644 index 0000000..8421ada --- /dev/null +++ b/Assets/Scripts/NoiseManager.cs @@ -0,0 +1,105 @@ +using System.Collections.Generic; +using UnityEngine; + +public class NoiseManager : MonoBehaviour +{ + [System.Serializable] + public class NoiseEvent + { + public Vector3 position; + public float intensity; + public float timestamp; + } + + public float noiseLifetime = 1.25f; + + public static NoiseManager Instance { get; private set; } + public static IReadOnlyList ActiveNoises => activeNoises; + + private static readonly List activeNoises = new List(); + + private void Awake() + { + if (Instance != null && Instance != this) + { + Destroy(gameObject); + return; + } + + Instance = this; + } + + private void Update() + { + PruneExpiredNoise(); + } + + public static void EmitNoise(Vector3 position, float intensity) + { + EnsureInstance(); + PruneExpiredNoise(); + + // Шум живёт короткое время, чтобы враги реагировали на свежие события, а не на старые следы. + activeNoises.Add(new NoiseEvent + { + position = position, + intensity = intensity, + timestamp = Time.time + }); + } + + public static NoiseEvent GetClosestNoise(Vector3 listenerPosition, float hearingRange) + { + PruneExpiredNoise(); + + NoiseEvent closest = null; + float closestDistance = float.MaxValue; + + for (int i = 0; i < activeNoises.Count; i++) + { + NoiseEvent noise = activeNoises[i]; + float effectiveRange = Mathf.Max(0.1f, hearingRange * noise.intensity); + float distance = Vector3.Distance(listenerPosition, noise.position); + + if (distance > effectiveRange || distance >= closestDistance) + { + continue; + } + + closest = noise; + closestDistance = distance; + } + + return closest; + } + + public static void ClearNoise() + { + activeNoises.Clear(); + } + + private static void EnsureInstance() + { + if (Instance != null || !Application.isPlaying) + { + return; + } + + GameObject managerObject = new GameObject("NoiseManager"); + Instance = managerObject.AddComponent(); + } + + private static void PruneExpiredNoise() + { + float lifetime = Instance != null ? Instance.noiseLifetime : 1.25f; + float minTimestamp = Time.time - lifetime; + + for (int i = activeNoises.Count - 1; i >= 0; i--) + { + if (activeNoises[i].timestamp < minTimestamp) + { + activeNoises.RemoveAt(i); + } + } + } +} diff --git a/Assets/Scripts/NoiseManager.cs.meta b/Assets/Scripts/NoiseManager.cs.meta new file mode 100644 index 0000000..504e895 --- /dev/null +++ b/Assets/Scripts/NoiseManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c64961fd4f61652f9806e6ec90f6aa58 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerHealth.cs b/Assets/Scripts/PlayerHealth.cs new file mode 100644 index 0000000..3d49180 --- /dev/null +++ b/Assets/Scripts/PlayerHealth.cs @@ -0,0 +1,84 @@ +using System; +using UnityEngine; + +public class PlayerHealth : MonoBehaviour +{ + public int health = 100; + + public bool IsAlive => health > 0; + public bool HasCompletedLevel => levelCompleted; + public event Action Died; + public event Action LevelCompleted; + + private bool hasTriggeredDeath; + private bool levelCompleted; + + public void TakeDamage(int amount) + { + if (!IsAlive) + { + return; + } + + health = Mathf.Max(0, health - Mathf.Abs(amount)); + + if (!IsAlive && !hasTriggeredDeath) + { + HandleDeath(); + } + } + + private void Start() + { + Time.timeScale = 1f; + } + + public void CompleteLevel() + { + if (!IsAlive || levelCompleted) + { + return; + } + + levelCompleted = true; + DisableGameplayControl(); + Debug.Log("Игрок достиг зоны выхода."); + LevelCompleted?.Invoke(); + } + + private void HandleDeath() + { + hasTriggeredDeath = true; + DisableGameplayControl(); + + Debug.Log("Игрок обнаружен и выведен из строя."); + Died?.Invoke(); + } + + private void DisableGameplayControl() + { + enabled = false; + + SimpleFPSController fpsController = GetComponent(); + if (fpsController != null) + { + fpsController.enabled = false; + } + + PlayerStealth stealth = GetComponent(); + if (stealth != null) + { + stealth.enabled = false; + } + + CharacterController characterController = GetComponent(); + if (characterController != null) + { + characterController.enabled = false; + } + + Cursor.lockState = CursorLockMode.None; + Cursor.visible = true; + Time.timeScale = 0f; + } +} diff --git a/Assets/Scripts/PlayerHealth.cs.meta b/Assets/Scripts/PlayerHealth.cs.meta new file mode 100644 index 0000000..5d8e4b4 --- /dev/null +++ b/Assets/Scripts/PlayerHealth.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 42e347ee8a477dca39724011d10d007c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerStealth.cs b/Assets/Scripts/PlayerStealth.cs new file mode 100644 index 0000000..360b6e0 --- /dev/null +++ b/Assets/Scripts/PlayerStealth.cs @@ -0,0 +1,157 @@ +using UnityEngine; + +[DefaultExecutionOrder(-50)] +[RequireComponent(typeof(CharacterController))] +[RequireComponent(typeof(SimpleFPSController))] +public class PlayerStealth : MonoBehaviour +{ + public enum NoiseState + { + Silent, + Low, + Medium, + High + } + + [Header("References")] + public CharacterController characterController; + public SimpleFPSController fpsController; + public Camera playerCamera; + + [Header("Crouch")] + public float standingHeight = 2f; + public float crouchingHeight = 1.2f; + public float crouchSpeedMultiplier = 0.55f; + public float standingCameraLocalY = 0.8f; + public float crouchCameraLocalY = 0.35f; + public float crouchTransitionSpeed = 8f; + public float crouchVisibilityMultiplier = 0.72f; + + [Header("Noise")] + public float noiseEmitInterval = 0.35f; + public float crouchNoiseIntensity = 0.45f; + public float walkNoiseIntensity = 0.8f; + public float runNoiseIntensity = 1.25f; + public float testNoiseIntensity = 1.6f; + + public bool IsCrouching { get; private set; } + public NoiseState CurrentNoiseState { get; private set; } = NoiseState.Silent; + public float CurrentNoiseIntensity { get; private set; } + public float VisibilityMultiplier => IsCrouching ? crouchVisibilityMultiplier : 1f; + public string CurrentNoiseLabel => CurrentNoiseState.ToString().ToLowerInvariant(); + + private float currentControllerHeight; + private float targetCameraLocalY; + private float lastNoiseEmitTime = -999f; + + private void Awake() + { + characterController = characterController != null ? characterController : GetComponent(); + fpsController = fpsController != null ? fpsController : GetComponent(); + playerCamera = playerCamera != null ? playerCamera : GetComponentInChildren(); + + currentControllerHeight = standingHeight; + targetCameraLocalY = standingCameraLocalY; + } + + private void Start() + { + ApplyCharacterHeightImmediate(standingHeight); + SetCameraLocalY(standingCameraLocalY); + } + + private void Update() + { + UpdateCrouchState(); + UpdateNoiseState(); + HandleManualNoise(); + } + + private void LateUpdate() + { + SmoothCrouchPresentation(); + } + + private void UpdateCrouchState() + { + IsCrouching = Input.GetKey(KeyCode.LeftControl); + fpsController.AllowRunning = !IsCrouching; + fpsController.SpeedScale = IsCrouching ? crouchSpeedMultiplier : 1f; + targetCameraLocalY = IsCrouching ? crouchCameraLocalY : standingCameraLocalY; + } + + private void UpdateNoiseState() + { + if (!fpsController.HasMovementInput) + { + SetNoiseState(NoiseState.Silent, 0f); + return; + } + + if (IsCrouching) + { + SetNoiseState(NoiseState.Low, crouchNoiseIntensity); + } + else if (fpsController.IsRunning) + { + SetNoiseState(NoiseState.High, runNoiseIntensity); + } + else + { + SetNoiseState(NoiseState.Medium, walkNoiseIntensity); + } + + if (CurrentNoiseState != NoiseState.Silent && Time.time >= lastNoiseEmitTime + noiseEmitInterval) + { + lastNoiseEmitTime = Time.time; + // Периодические импульсы шума проще настраивать и удобнее для AI, чем шум каждый кадр. + NoiseManager.EmitNoise(transform.position, CurrentNoiseIntensity); + } + } + + private void HandleManualNoise() + { + if (Input.GetKeyDown(KeyCode.R)) + { + NoiseManager.EmitNoise(transform.position, testNoiseIntensity); + } + } + + private void SmoothCrouchPresentation() + { + float desiredHeight = IsCrouching ? crouchingHeight : standingHeight; + currentControllerHeight = Mathf.Lerp(currentControllerHeight, desiredHeight, Time.deltaTime * crouchTransitionSpeed); + ApplyCharacterHeightImmediate(currentControllerHeight); + + if (playerCamera != null) + { + Vector3 localPosition = playerCamera.transform.localPosition; + localPosition.y = Mathf.Lerp(localPosition.y, targetCameraLocalY, Time.deltaTime * crouchTransitionSpeed); + playerCamera.transform.localPosition = localPosition; + } + } + + private void ApplyCharacterHeightImmediate(float height) + { + characterController.height = height; + characterController.center = new Vector3(0f, height * 0.5f, 0f); + } + + private void SetCameraLocalY(float localY) + { + if (playerCamera == null) + { + return; + } + + Vector3 localPosition = playerCamera.transform.localPosition; + localPosition.y = localY; + playerCamera.transform.localPosition = localPosition; + } + + private void SetNoiseState(NoiseState state, float intensity) + { + CurrentNoiseState = state; + CurrentNoiseIntensity = intensity; + } +} diff --git a/Assets/Scripts/PlayerStealth.cs.meta b/Assets/Scripts/PlayerStealth.cs.meta new file mode 100644 index 0000000..e1223b0 --- /dev/null +++ b/Assets/Scripts/PlayerStealth.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7c35ac882440faf9b9493afaac932ee6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SimpleFPSController.cs b/Assets/Scripts/SimpleFPSController.cs new file mode 100644 index 0000000..0f0f49d --- /dev/null +++ b/Assets/Scripts/SimpleFPSController.cs @@ -0,0 +1,93 @@ +using UnityEngine; + +[RequireComponent(typeof(CharacterController))] +public class SimpleFPSController : MonoBehaviour +{ + [Header("Movement")] + public float walkSpeed = 4f; + public float runSpeed = 7f; + public float mouseSensitivity = 2f; + public float gravity = -20f; + + [Header("References")] + public CharacterController characterController; + public Camera playerCamera; + + public Vector3 PlanarVelocity { get; private set; } + public bool HasMovementInput { get; private set; } + public bool IsRunning { get; private set; } + public float CurrentMoveSpeed { get; private set; } + public float SpeedScale { get; set; } = 1f; + public bool AllowRunning { get; set; } = true; + + private float verticalVelocity; + private float cameraPitch; + + private void Awake() + { + characterController = characterController != null ? characterController : GetComponent(); + playerCamera = playerCamera != null ? playerCamera : GetComponentInChildren(); + } + + private void Start() + { + LockCursor(true); + } + + private void OnApplicationFocus(bool hasFocus) + { + LockCursor(hasFocus); + } + + private void Update() + { + HandleMouseLook(); + HandleMovement(); + } + + private void HandleMouseLook() + { + float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity; + float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity; + + transform.Rotate(0f, mouseX, 0f); + + cameraPitch -= mouseY; + cameraPitch = Mathf.Clamp(cameraPitch, -80f, 80f); + + if (playerCamera != null) + { + playerCamera.transform.localRotation = Quaternion.Euler(cameraPitch, 0f, 0f); + } + } + + private void HandleMovement() + { + Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); + input = Vector2.ClampMagnitude(input, 1f); + HasMovementInput = input.sqrMagnitude > 0.001f; + + IsRunning = AllowRunning && HasMovementInput && Input.GetKey(KeyCode.LeftShift); + CurrentMoveSpeed = (IsRunning ? runSpeed : walkSpeed) * Mathf.Max(0.01f, SpeedScale); + + Vector3 moveDirection = (transform.right * input.x + transform.forward * input.y).normalized; + PlanarVelocity = moveDirection * (HasMovementInput ? CurrentMoveSpeed : 0f); + + if (characterController.isGrounded && verticalVelocity < 0f) + { + verticalVelocity = -2f; + } + + verticalVelocity += gravity * Time.deltaTime; + + Vector3 motion = PlanarVelocity; + motion.y = verticalVelocity; + characterController.Move(motion * Time.deltaTime); + } + + private static void LockCursor(bool shouldLock) + { + Cursor.lockState = shouldLock ? CursorLockMode.Locked : CursorLockMode.None; + Cursor.visible = !shouldLock; + } +} diff --git a/Assets/Scripts/SimpleFPSController.cs.meta b/Assets/Scripts/SimpleFPSController.cs.meta new file mode 100644 index 0000000..69acd16 --- /dev/null +++ b/Assets/Scripts/SimpleFPSController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: abb0c64b16486035691c6b0e3e895ef9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StealthIndicator.cs b/Assets/Scripts/StealthIndicator.cs new file mode 100644 index 0000000..231bc2a --- /dev/null +++ b/Assets/Scripts/StealthIndicator.cs @@ -0,0 +1,239 @@ +using System.Text; +using UnityEngine; +using UnityEngine.UI; + +public class StealthIndicator : MonoBehaviour +{ + [Header("UI")] + public Image stateBar; + public Text statusText; + public Text controlsText; + public Text debugText; + public Text healthText; + public Text gameOverText; + + [Header("References")] + public PlayerStealth playerStealth; + public PlayerHealth playerHealth; + + private readonly StringBuilder debugBuilder = new StringBuilder(256); + private bool subscribedToPlayerHealth; + + private void Start() + { + PopulateControlsText(); + FindPlayerReferences(); + SubscribeToPlayerHealth(); + + if (gameOverText != null) + { + gameOverText.gameObject.SetActive(false); + } + } + + private void Update() + { + FindPlayerReferences(); + SubscribeToPlayerHealth(); + UpdateThreatState(); + UpdateDebugText(); + UpdateHealthText(); + } + + private void PopulateControlsText() + { + if (controlsText == null) + { + return; + } + + controlsText.text = + "WASD - движение\n" + + "Mouse - обзор\n" + + "Shift - бег / больше шума\n" + + "Ctrl - присесть / меньше шума\n" + + "R - тестовый шум"; + } + + private void UpdateThreatState() + { + int suspicionCount = 0; + int alertCount = 0; + + foreach (EnemyStateMachine enemy in EnemyStateMachine.ActiveEnemies) + { + if (enemy == null) + { + continue; + } + + if (enemy.CurrentState == EnemyStateMachine.State.Alert) + { + alertCount++; + } + else if (enemy.CurrentState == EnemyStateMachine.State.Suspicion) + { + suspicionCount++; + } + } + + Color stateColor = new Color(0.18f, 0.85f, 0.34f, 0.95f); + string stateLabel = "Скрытность: безопасно"; + + if (playerHealth != null && playerHealth.HasCompletedLevel) + { + stateColor = new Color(0.3f, 1f, 0.42f, 0.95f); + stateLabel = "Скрытность: выход достигнут"; + } + else if (playerHealth != null && !playerHealth.IsAlive) + { + stateColor = new Color(0.95f, 0.15f, 0.15f, 0.95f); + stateLabel = "Скрытность: провал"; + } + else if (alertCount > 0) + { + stateColor = new Color(0.95f, 0.25f, 0.2f, 0.95f); + stateLabel = "Скрытность: обнаружен"; + } + else if (suspicionCount > 0) + { + stateColor = new Color(1f, 0.8f, 0.15f, 0.95f); + stateLabel = "Скрытность: подозрение"; + } + + if (stateBar != null) + { + stateBar.color = stateColor; + } + + if (statusText != null) + { + statusText.text = stateLabel; + statusText.color = stateColor; + } + } + + private void UpdateDebugText() + { + if (debugText == null) + { + return; + } + + int suspicionCount = 0; + int alertCount = 0; + foreach (EnemyStateMachine enemy in EnemyStateMachine.ActiveEnemies) + { + if (enemy == null) + { + continue; + } + + if (enemy.CurrentState == EnemyStateMachine.State.Suspicion) + { + suspicionCount++; + } + + if (enemy.CurrentState == EnemyStateMachine.State.Alert) + { + alertCount++; + } + } + + debugBuilder.Length = 0; + if (playerStealth != null) + { + debugBuilder.Append("Поза: "); + debugBuilder.Append(playerStealth.IsCrouching ? "присел" : "стоит"); + debugBuilder.Append('\n'); + debugBuilder.Append("Шум: "); + debugBuilder.Append(playerStealth.CurrentNoiseLabel); + debugBuilder.Append('\n'); + } + else + { + debugBuilder.Append("Поза: нет данных\n"); + debugBuilder.Append("Шум: нет данных\n"); + } + + debugBuilder.Append("Враги в Suspicion: "); + debugBuilder.Append(suspicionCount); + debugBuilder.Append('\n'); + debugBuilder.Append("Враги в Alert: "); + debugBuilder.Append(alertCount); + + debugText.text = debugBuilder.ToString(); + } + + private void UpdateHealthText() + { + if (healthText == null || playerHealth == null) + { + return; + } + + healthText.text = "Здоровье: " + playerHealth.health; + healthText.color = playerHealth.IsAlive ? Color.white : Color.red; + } + + private void FindPlayerReferences() + { + if (playerStealth != null && playerHealth != null) + { + return; + } + + GameObject playerObject = GameObject.FindGameObjectWithTag("Player"); + if (playerObject == null) + { + return; + } + + if (playerStealth == null) + { + playerStealth = playerObject.GetComponent(); + } + + if (playerHealth == null) + { + playerHealth = playerObject.GetComponent(); + } + } + + private void SubscribeToPlayerHealth() + { + if (playerHealth == null) + { + return; + } + + if (subscribedToPlayerHealth) + { + return; + } + + playerHealth.Died += HandlePlayerDeath; + playerHealth.LevelCompleted += HandleLevelCompleted; + subscribedToPlayerHealth = true; + } + + private void HandlePlayerDeath() + { + if (gameOverText != null) + { + gameOverText.gameObject.SetActive(true); + gameOverText.text = "Игрок устранен"; + gameOverText.color = new Color(1f, 0.2f, 0.2f, 1f); + } + } + + private void HandleLevelCompleted() + { + if (gameOverText != null) + { + gameOverText.gameObject.SetActive(true); + gameOverText.text = "Миссия выполнена"; + gameOverText.color = new Color(0.35f, 1f, 0.45f, 1f); + } + } +} diff --git a/Assets/Scripts/StealthIndicator.cs.meta b/Assets/Scripts/StealthIndicator.cs.meta new file mode 100644 index 0000000..2d844d7 --- /dev/null +++ b/Assets/Scripts/StealthIndicator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e71600b43f1c24c2c9908aa7a64a939c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/main.meta b/Assets/main.meta new file mode 100644 index 0000000..c852ab1 --- /dev/null +++ b/Assets/main.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 17ab44046a2b5f7dca1a972c2a105ddb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/main/NavMesh.asset 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