53 Commits

Author SHA1 Message Date
9bff0937f2 Merge branch 'devVlad' into HelmetVersion 2025-03-19 10:42:03 +03:00
122a6d9943 Merge branch 'HelmetVersion' of https://git.skbkit.ru/likhenko/Crossy_Road_VR into HelmetVersion 2025-03-19 10:40:43 +03:00
63608427cb Отключение плиток меню 2025-03-19 10:37:07 +03:00
7d624289cd Исправление грамматики 2025-03-19 10:36:41 +03:00
9886b22e26 Переделка меню 2025-03-18 14:20:30 +03:00
1d97ae072f Загрузка моделей с текстурами и LODами 2025-02-10 10:47:54 +03:00
7ae3934728 Merge branch 'devVlad' into HelmetVersion 2025-01-31 14:47:03 +03:00
3f13aa2da6 Добавлен максимальный счёт с сохранением 2025-01-31 14:44:57 +03:00
54eb1d5066 Merge branch 'devVlad' into HelmetVersion 2025-01-31 14:00:52 +03:00
64d5577fd8 Добавлен гудок машинам 2025-01-31 14:00:16 +03:00
7dcd08212d Корректировка направлений машин на дороге 2025-01-31 12:40:37 +03:00
25144da5be Изменён текст 2025-01-31 11:49:49 +03:00
21d0dc79e5 Скрипт передвижения объектов при обновлении переходе дороги 2025-01-31 11:34:13 +03:00
d96e48e19b Исправление грамматики 2025-01-31 11:26:17 +03:00
3ba5c08c65 Merge branch 'devVlad' into HelmetVersion 2025-01-31 10:55:14 +03:00
e1ac66aa22 Применение к префабам дорог текстур 2025-01-31 10:54:41 +03:00
5c71fbdcae Merge branch 'devVlad' into HelmetVersion 2025-01-31 10:48:12 +03:00
ad524fd627 Добавил двойную сплошную 2025-01-31 10:44:49 +03:00
8df9550127 Merge branch 'devVlad' into HelmetVersion 2025-01-31 10:25:29 +03:00
695e82475a Переименование асфальта в асфальт3 2025-01-31 10:24:19 +03:00
ee7bfb9a66 Замена текстуры дорог 2025-01-31 10:13:39 +03:00
b47acd769f Исправление грамматических ошибок 2025-01-31 09:57:37 +03:00
43c1fd460e Merge branch 'devVlad' into HelmetVersion 2025-01-30 14:42:30 +03:00
b9c7bcb22f Добавлено меню с отказом от претензий 2025-01-30 14:35:02 +03:00
640b4eae88 Merge branch 'devVlad' into HelmetVersion 2025-01-30 13:17:03 +03:00
2ded056af2 Изменение слоя взаимодействия для прыжка
В ground все дороги и травку
2025-01-30 13:16:37 +03:00
5b7c96977c Merge branch 'devVlad' into HelmetVersion 2025-01-30 13:04:55 +03:00
5d4f7256f2 Добавлен прыжок 2025-01-30 13:03:20 +03:00
a96806dbb5 Изменение настроек графики 2025-01-30 11:48:43 +03:00
d973565f72 Трай сделать скрипт прыжка 2025-01-29 15:19:55 +03:00
08f3ba90d1 Изменение настроек билда 2025-01-29 14:57:10 +03:00
8a4fe21db4 Merge branch 'devVlad' into HelmetVersion 2025-01-29 14:26:26 +03:00
b71551b827 Увеличена громкость и убран на меню прозрачность 2025-01-29 14:25:52 +03:00
765940c2c1 Скрипт случайной музыки 2025-01-29 14:11:06 +03:00
750045581e Изменение звуков машин 2025-01-29 13:51:49 +03:00
4a5cbe5dc7 Merge branch 'devVlad' into HelmetVersion 2025-01-29 10:30:38 +03:00
ccd02360e9 Дописывание скрипта рандомайза объектов 2025-01-29 10:30:00 +03:00
0fe0b8e0bf Merge branch 'devVlad' into HelmetVersion 2025-01-29 10:09:03 +03:00
802960ab9b Скрипт случайного генератора объектов 2025-01-28 22:25:26 +03:00
fc630bfd33 Перемещение папки Sounds 2025-01-28 19:16:35 +03:00
6a1180682b Merge branch 'devVlad' into HelmetVersion 2025-01-28 15:08:16 +03:00
a7c717058a Уменьшение кол-ва спавна тайлов 2025-01-28 15:06:45 +03:00
fb41902abb Переделка меню при сбитии 2025-01-28 14:46:25 +03:00
baa955fd8f Merge branch 'devVlad' into HelmetVersion 2025-01-28 13:33:00 +03:00
e4e36c0b1a Изменил зону закрытия 2025-01-28 13:20:18 +03:00
c5b2237f52 Добавлена вибрация при столкновении 2025-01-28 13:03:23 +03:00
0918897164 Добавлен индикатор стамины и переделаны дороги 2025-01-28 12:46:19 +03:00
305f83a924 Сглаживание бега 2025-01-28 10:32:19 +03:00
c39c45a625 Merge branch 'devVlad' into HelmetVersion 2025-01-27 13:23:47 +03:00
267ebc6fe5 Добавление стамины 2025-01-27 13:23:28 +03:00
84b44ce44f Merge branch 'devVlad' into HelmetVersion 2025-01-26 09:48:13 +03:00
844ab0ec63 Добавил визуального мусора 2025-01-26 09:48:01 +03:00
d2f81ebdf9 Настройка роста 2025-01-26 09:34:04 +03:00
121 changed files with 64570 additions and 4128 deletions

31
Assets/CarBipScript.cs Normal file
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using UnityEngine;
using UnityEngine.Events;
public class CarBipScript : MonoBehaviour
{
[HideInInspector]
public UnityEvent<HitDetectorScript> PlayerEntered = new UnityEvent<HitDetectorScript>();
[HideInInspector]
public UnityEvent<HitDetectorScript> PlayerExited = new UnityEvent<HitDetectorScript>();
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Player")
{
Debug.Log("Player Enter");
HitDetectorScript hit = other.GetComponent<HitDetectorScript>();
PlayerEntered.Invoke(hit);
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.tag == "Player")
{
Debug.Log("Player Exit");
HitDetectorScript hit = other.GetComponent<HitDetectorScript>();
PlayerExited.Invoke(hit);
}
}
}

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@ -1,5 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
@ -25,15 +24,57 @@ public class CarControllerScript : MonoBehaviour
[SerializeField]
private float _High;
[SerializeField]
private CarBipScript _PlayerDetect;
[SerializeField]
private AudioSource _CarBip;
HitDetectorScript _HitDetector;
public float High
{
get => _High;
set => _High = value;
}
private bool _IsBeep = false;
private void Start()
{
_High = gameObject.transform.position.y;
_PlayerDetect.PlayerEntered.AddListener(StartBeep);
_PlayerDetect.PlayerExited.AddListener(StopBeep);
}
private void StartBeep(HitDetectorScript hit)
{
_HitDetector = hit;
_HitDetector.Dead.AddListener(StopBeep);
if (!_IsBeep && !_HitDetector.IsDead)
{
_CarBip.Play();
_IsBeep = true;
}
}
private void StopBeep()
{
if (_IsBeep)
{
_CarBip.Stop();
_IsBeep = false;
}
}
private void StopBeep(HitDetectorScript hit)
{
_HitDetector = hit;
if (_IsBeep)
{
_CarBip.Stop();
_IsBeep= false;
}
}
private void FixedUpdate()
@ -44,5 +85,4 @@ public class CarControllerScript : MonoBehaviour
}
}
}

View File

@ -1,23 +1,17 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
public class CarManagerScript : MonoBehaviour
{
[SerializeField]
private int _MaxSpeed;
[SerializeField] private int _MaxSpeed;
private int _Speed;
[SerializeField]
private List<GameObject> _CarPrefs;
[SerializeField] private List<GameObject> _CarPrefs;
[SerializeField]
private GameObject[] _Points = new GameObject[2];
[SerializeField] private GameObject[] _Points = new GameObject[2];
[SerializeField]
bool _LeftToRight;
[SerializeField] bool _LeftToRight;
private void Start()
{
@ -34,7 +28,7 @@ public class CarManagerScript : MonoBehaviour
//Debug.Log($"Speed - {_Speed}");
_LeftToRight = GetRandomObject<bool>(new List<bool> { true, false });
//_LeftToRight = GetRandomObject<bool>(new List<bool> { true, false });
float time = GetRandomObject<float>(new List<float> { 0f, 1f, 2f, 3f, 4f, 5f });
@ -62,7 +56,7 @@ public class CarManagerScript : MonoBehaviour
{
DeleteCar();
}
else if (_Car.transform.position.x <= _Points[0].transform.position.x && !_LeftToRight)
else if (_Car.transform.position.x <= _Points[0].transform.position.x && !_LeftToRight)
{
DeleteCar();
}
@ -103,7 +97,7 @@ public class CarManagerScript : MonoBehaviour
public void DeleteCar()
{
Destroy( _Car );
Destroy(_Car);
StartMove();
}

View File

@ -1,46 +1,83 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.XR.Interaction.Toolkit;
public class HitDetectorScript : MonoBehaviour
{
private bool _IsDead = false;
public bool IsDead
{
get { return _IsDead; }
}
[SerializeField] private GameObject _Menu;
[SerializeField] private GameObject _ForwardSource;
[SerializeField] private ActionBasedContinuousMoveProvider move;
[SerializeField] private CharacterController _CharacterController;
[Range(0f, 1f)]
[SerializeField] private float _Intensity;
[SerializeField] private float _Duration;
[SerializeField] XRBaseController _LeftController;
[SerializeField] XRBaseController _RightController;
[HideInInspector]
public UnityEvent Dead = new UnityEvent();
[SerializeField] private ScoreManagerScript _ScoreManager;
private void OnTriggerEnter(Collider other)
{
//Debug.Log(other.gameObject.name);
if (other.gameObject.CompareTag("Car") && !_IsDead)
{
if (PlayerPrefs.GetInt("Best score") < _ScoreManager.CurrentScore)
{
PlayerPrefs.SetInt("Best score", _ScoreManager.CurrentScore);
}
_IsDead = true;
Vector3 pos = _ForwardSource.transform.position;
Vector3 forward = _ForwardSource.transform.forward;
// Определите расстояние перед объектом
float distance = 1.0f;
// Вычислите новую позицию с учетом расстояния
Vector3 newPos = pos + forward.normalized * distance;
// Меню смотрит в том же направлении, что и источник, но фиксируется по вертикали
Quaternion newRot = Quaternion.LookRotation(new Vector3(forward.x, 0, forward.z));
Dead.Invoke();
move.enabled = false;
_CharacterController.enabled = false;
// Создание объекта
Instantiate(_Menu, newPos, newRot);
UISpawn();
TriggerHaptic(_LeftController);
TriggerHaptic(_RightController);
Debug.Log("Player was hitted car");
//SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
}
}
private void UISpawn()
{
Vector3 pos = _ForwardSource.transform.position;
Vector3 forward = _ForwardSource.transform.forward;
// Определите расстояние перед объектом
float distance = 1.0f;
// Вычислите новую позицию с учетом расстояния
Vector3 newPos = pos + forward.normalized * distance;
// Меню смотрит в том же направлении, что и источник, но фиксируется по вертикали
Quaternion newRot = Quaternion.LookRotation(new Vector3(forward.x, 0, forward.z));
// Создание объекта
Instantiate(_Menu, newPos, newRot);
}
public void TriggerHaptic(XRBaseController controller)
{
if (_Intensity > 0)
{
controller.SendHapticImpulse(_Intensity, _Duration);
}
}
//private void OnCollisionEnter(Collision collision)
//{
// Debug.Log(collision.gameObject.name);

View File

@ -1,10 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MenuScript : MonoBehaviour
{
[SerializeField] private int _BestScore;
[SerializeField] private TextMeshProUGUI _TextScore;
private void OnEnable()
{
_BestScore = PlayerPrefs.GetInt("Best score");
_TextScore.text = "Лучший счёт - " + _BestScore;
}
// Start is called before the first frame update
public void RestartGame()
{

View File

@ -0,0 +1,73 @@
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerJumpScript : MonoBehaviour
{
[SerializeField] private InputActionProperty _JumpButton;
[SerializeField] private float _JumpHeight = 0f; // Высота прыжка
[SerializeField] private CharacterController _CharacterController;
[SerializeField] private LayerMask _GroundLayers;
[SerializeField] private float rad = 0;
private float _verticalVelocity = 0f; // Вертикальная скорость
private float _gravity = Physics.gravity.y; // Гравитация
private bool _isGrounded;
private void Update()
{
_isGrounded = IsGrounded();
//if (_JumpButton.action.WasPressedThisFrame())
//{
// if (_isGrounded)
// {
// Debug.Log("Will Jump from gruond");
// }
// else
// {
// Debug.Log("Not Jump");
// }
//}
// Если персонаж на земле, обнуляем вертикальную скорость и проверяем прыжок
if (_isGrounded)
{
_verticalVelocity = -1f; // Небольшое значение, чтобы персонаж не зависал в воздухе
// Если кнопка прыжка нажата
if (_JumpButton.action.WasPressedThisFrame())
{
Jump();
}
}
else
{
// Применяем гравитацию, если персонаж не на земле
_verticalVelocity += _gravity * Time.deltaTime;
}
// Перемещение персонажа с учетом вертикальной скорости
Vector3 movement = new Vector3(0, _verticalVelocity, 0);
if (_CharacterController.enabled == true)
{
_CharacterController.Move(movement * Time.deltaTime);
}
}
private bool IsGrounded()
{
return Physics.CheckSphere(transform.position, rad, _GroundLayers); // Радиус может быть отрегулирован
}
private void Jump()
{
if (_isGrounded)
{
// Применяем силу прыжка
_verticalVelocity = Mathf.Sqrt(_JumpHeight * -2f * _gravity); // Формула для прыжка с заданной высотой
}
}
}

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@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(AudioSource))]
public class RandomMusicSelectScript : MonoBehaviour
{
[SerializeField] List<AudioClip> _MusicClipList;
private AudioSource _Audio;
// Start is called before the first frame update
void Start()
{
_Audio = GetComponent<AudioSource>();
_Audio.clip = GetRandomObject<AudioClip>(_MusicClipList);
_Audio.Play();
}
T GetRandomObject<T>(List<T> list)
{
// проверка на пустоту списка
if (list == null || list.Count == 0)
{
return default;
}
// Генерация случайного индекса
int randomIndex = UnityEngine.Random.Range(0, list.Count);
return list[randomIndex];
}
}

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@ -0,0 +1,11 @@
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@ -8,26 +8,39 @@ public class ScoreManagerScript : MonoBehaviour
{
// to do
// добавить коментарии ко всему
private TileManagerScript _tileManagerScript;
private TileManagerScript _TileManagerScript;
[SerializeField]
private Transform _PlayerTransform;
[SerializeField]
private float _Distance = 0f;
private int _CurrentScore = 0;
public int CurrentScore
{
get { return _CurrentScore; }
}
[SerializeField]
private TextMeshPro _ScoreText;
private void Awake()
{
_tileManagerScript = GameObject.FindGameObjectWithTag("Tile Manager").GetComponent<TileManagerScript>();
_TileManagerScript = GameObject.FindGameObjectWithTag("Tile Manager").GetComponent<TileManagerScript>();
if (_tileManagerScript != null)
if (_TileManagerScript != null)
{
_tileManagerScript.scoreManager = this;
_TileManagerScript.scoreManager = this;
}
}
private void Start()
private void Update()
{
UpdatePos();
}
public void Increase()
@ -41,9 +54,15 @@ public class ScoreManagerScript : MonoBehaviour
text.text = $"Счёт - {_CurrentScore}";
}
//public void UpdatePos()
//{
// Vector3 newVector = new Vector3(_ScoreText.gameObject.transform.position.x, _ScoreText.gameObject.transform.position.y, _ScoreText.gameObject.transform.position.z + _TileManagerScript.DistanceTiles);
// _ScoreText.gameObject.transform.position = newVector;
//}
public void UpdatePos()
{
Vector3 newVector = new Vector3(_ScoreText.gameObject.transform.position.x, _ScoreText.gameObject.transform.position.y, _ScoreText.gameObject.transform.position.z + _tileManagerScript.DistanceTiles);
_ScoreText.gameObject.transform.position = newVector;
Vector3 newVector = new Vector3(_ScoreText.gameObject.transform.position.x, _ScoreText.gameObject.transform.position.y, _PlayerTransform.position.z + _Distance);
_ScoreText.gameObject.transform.position = newVector;
}
}

View File

@ -0,0 +1,127 @@
using System.Collections.Generic;
using UnityEngine;
public class SpawnRandomObjectsScript : MonoBehaviour
{
[SerializeField] private List<GameObject> _Prefabs = new List<GameObject>();
[SerializeField] private Vector3 _SpawnArea;
[SerializeField] private float fixedDistance = 1f; // фиксированное расстояние между точками
private float MinX; // минимальная координата X
private float MaxX; // максимальная координата X
private float MinZ; // минимальная координата Z
private float MaxZ; // максимальная координата Z
private float Y;
// кол-во повторных проходов
[SerializeField] private int NumOfRep = 1;
// Структура Point теперь на плоскости X-Z
// Структура Point теперь на плоскости X-Z
public struct Point
{
public Vector3 Position; // позиция точки
public Point(float x, float y, float z)
{
Position = new Vector3(x, y, z); // плоскость 2D, Y-координата всегда 0
}
public float DistanceTo(Point other)
{
return Vector3.Distance(Position, other.Position); // возвращаем расстояние между точками
}
}
private List<Point> points = new List<Point>();
void Start()
{
MinX = -_SpawnArea.x / 2 + transform.position.x;
MaxX = _SpawnArea.x / 2 + transform.position.x;
MinZ = -_SpawnArea.z / 2 + transform.position.z;
MaxZ = _SpawnArea.z / 2 + transform.position.z;
Y = -_SpawnArea.y / 2 + transform.position.y;
GeneratePoints();
foreach (var point in points)
{
GameObject prefab = GetRandomObject<GameObject>(_Prefabs);
// Случайный поворот только по оси Y
Quaternion randomRotation = Quaternion.Euler(
0f, // угол по оси X
Random.Range(0f, 360f), // случайный угол по оси Y
0f // угол по оси Z
);
// Инстанцируем объект с случайным поворотом
Transform child = Instantiate(prefab, point.Position, randomRotation).transform;
child.SetParent(transform);
}
}
public void GeneratePoints()
{
// Размещение первой точки случайным образом в указанном диапазоне
points.Add(new Point(Random.Range(MinX, MaxX), Y, Random.Range(MinZ, MaxZ)));
for (int i = 0; i < NumOfRep; i++)
{
bool canAddPoint = true;
while (canAddPoint)
{
canAddPoint = false;
// Пробуем случайно разместить следующую точку в пределах нового диапазона
float newX = Random.Range(MinX, MaxX);
float newZ = Random.Range(MinZ, MaxZ);
Point newPoint = new Point(newX, Y, newZ);
bool valid = true;
foreach (var point in points)
{
if (newPoint.DistanceTo(point) < fixedDistance) // фиксированное расстояние
{
valid = false;
break;
}
}
// Если точка валидна (удовлетворяет условиям), добавляем её
if (valid)
{
points.Add(newPoint);
canAddPoint = true;
}
}
}
}
void OnDrawGizmos()
{
// Устанавливаем цвет Gizmos
Gizmos.color = Color.red;
// Рисуем сферу
Gizmos.DrawWireCube(transform.position, _SpawnArea);
}
T GetRandomObject<T>(List<T> list)
{
// проверка на пустоту списка
if (list == null || list.Count == 0)
{
return default;
}
// Генерация случайного индекса
int randomIndex = UnityEngine.Random.Range(0, list.Count);
return list[randomIndex];
}
}

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@ -0,0 +1,38 @@
using UnityEngine;
using UnityEngine.UI;
public class StaminaBarScript : MonoBehaviour
{
[SerializeField] private Image StaminaBar;
[SerializeField] private Image PreRecoveryStaminaBar;
[SerializeField] private SwingingArmMotionScript SwingingArmMotionScript;
private float MaxStamina;
private void Start()
{
MaxStamina = SwingingArmMotionScript.MaxStamina;
}
// Update is called once per frame
private void Update()
{
float Stamina = SwingingArmMotionScript.Stamina;
float percent = Stamina / MaxStamina;
StaminaBar.fillAmount = percent;
PreRecoveryStaminaBar.fillAmount = percent;
if (!SwingingArmMotionScript.IsPreRecovery)
{
StaminaBar.enabled = true;
PreRecoveryStaminaBar.enabled = false;
}
else if (SwingingArmMotionScript)
{
StaminaBar.enabled = false;
PreRecoveryStaminaBar.enabled = true;
}
}
}

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@ -0,0 +1,148 @@
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class SwingingArmMotionScript : MonoBehaviour
{
// Game Objects
[SerializeField] private GameObject LeftHand;
[SerializeField] private GameObject RightHand;
[SerializeField] private GameObject MainCamera;
[SerializeField] private ActionBasedContinuousMoveProvider _MoveProvider;
// Vector3 Positions
[SerializeField] private Vector3 PositionPreviousFrameLeftHand;
[SerializeField] private Vector3 PositionPreviousFrameRightHand;
[SerializeField] private Vector3 PlayerPositionPreviousFrame;
[SerializeField] private Vector3 PlayerPositionCurrentFrame;
[SerializeField] private Vector3 PositionCurrentFrameLeftHand;
[SerializeField] private Vector3 PositionCurrentFrameRightHand;
// Speed
[SerializeField] private float BaseSpeed; // Базовая скорость
[SerializeField] private float SprintSpeedMultiplier; // Множитель для бега
[SerializeField] private float HandSpeedThreshold; // Порог скорости рук для бега
private float CurrentSpeed; // Текущая скорость
[SerializeField] private float HandSpeed;
private float SmoothedSpeed;
[SerializeField] private float SpeedSmoothingFactor;
// _Stamina (выносливость)
[SerializeField] private float _MaxStamina; // Максимальная выносливость
public float MaxStamina
{
get { return _MaxStamina; }
}
[SerializeField] private float _Stamina; // Текущая выносливость
public float Stamina
{
get { return _Stamina; }
set { _Stamina = value; }
}
[SerializeField] private float StaminaDrainRate; // Скорость расхода выносливости (единиц/сек)
[SerializeField] private float StaminaRecoveryRate; // Скорость восстановления (единиц/сек)
[SerializeField] private float LowStaminaMultiplier; // Снижение скорости при низкой выносливости
[SerializeField] private float StaminaRecoveryDelay; // Задержка перед восстановлением после израсходования
[SerializeField] private bool IsRecovering = false; // Флаг для ожидания восстановления
[SerializeField] private float RecoveryTimer; // Таймер восстановления
[SerializeField] private bool _IsPreRecovery = false;
public bool IsPreRecovery
{
get { return _IsPreRecovery; }
}
void Start()
{
BaseSpeed = _MoveProvider.moveSpeed;
PlayerPositionPreviousFrame = transform.position; // Set current positions
PositionPreviousFrameLeftHand = LeftHand.transform.position; // Set previous positions
PositionPreviousFrameRightHand = RightHand.transform.position;
CurrentSpeed = BaseSpeed; // Initialize to base speed
SmoothedSpeed = BaseSpeed;
_Stamina = _MaxStamina; // Инициализация выносливости
}
// Update is called once per frame
void Update()
{
// Get positions of hands
PositionCurrentFrameLeftHand = LeftHand.transform.position;
PositionCurrentFrameRightHand = RightHand.transform.position;
// Position of player
PlayerPositionCurrentFrame = transform.position;
// Get distance the hands and player has moved from last frame
var playerDistanceMoved = Vector3.Distance(PlayerPositionCurrentFrame, PlayerPositionPreviousFrame);
var leftHandDistanceMoved = Vector3.Distance(PositionPreviousFrameLeftHand, PositionCurrentFrameLeftHand);
var rightHandDistanceMoved = Vector3.Distance(PositionPreviousFrameRightHand, PositionCurrentFrameRightHand);
// Aggregate to get hand speed
HandSpeed = ((leftHandDistanceMoved - playerDistanceMoved) + (rightHandDistanceMoved - playerDistanceMoved));
if (IsRecovering)
{
RecoveryTimer += Time.deltaTime;
if (RecoveryTimer >= StaminaRecoveryDelay)
{
IsRecovering = false;
RecoveryTimer = 0;
}
if (HandSpeed > HandSpeedThreshold)
{
CurrentSpeed = BaseSpeed; // Замедляем, если стамина истощена
RecoveryTimer = 0;
}
}
if (!IsRecovering)
{
_Stamina += StaminaRecoveryRate * Time.deltaTime; // Восстанавливаем стамину
_Stamina = Mathf.Clamp(_Stamina, 0, _MaxStamina);
if (_IsPreRecovery)
{
if (_Stamina >= 0.5 * _MaxStamina)
{
_IsPreRecovery = false;
}
}
if (HandSpeed > HandSpeedThreshold)
{
_Stamina -= StaminaDrainRate * Time.deltaTime; // Уменьшаем стамину
_Stamina = Mathf.Clamp(_Stamina, 0, _MaxStamina);
if (!_IsPreRecovery)
{
CurrentSpeed = BaseSpeed * SprintSpeedMultiplier; // Замедляем, если стамина истощена
}
else if (_IsPreRecovery)
{
CurrentSpeed = BaseSpeed;
}
}
else
{
CurrentSpeed = BaseSpeed;
}
}
if (_Stamina <= 0)
{
IsRecovering = true;
_IsPreRecovery = true;
}
SmoothedSpeed = Mathf.Lerp(SmoothedSpeed, CurrentSpeed, SpeedSmoothingFactor);
_MoveProvider.moveSpeed = SmoothedSpeed;
// Set previous position of hands for next frame
PositionPreviousFrameLeftHand = PositionCurrentFrameLeftHand;
PositionPreviousFrameRightHand = PositionCurrentFrameRightHand;
// Set player position previous frame
PlayerPositionPreviousFrame = PlayerPositionCurrentFrame;
}
}

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@ -14,6 +14,12 @@ public class TileManagerScript : MonoBehaviour
[HideInInspector]
public ScoreManagerScript scoreManager;
/// <summary>
/// to do
/// </summary>
[HideInInspector]
public MoveWithTileScript MoveWithTile;
/// <summary>
/// число тайлов, которые будут созданы
/// </summary>
@ -68,10 +74,10 @@ public class TileManagerScript : MonoBehaviour
if (z < 0)
{
SetCloseZone(tile);
//SetCloseZone(tile);
SetTrigZone(tile);
}
if(z == 0)
if (z == 0)
{
SetTrigZone(tile);
}
@ -82,7 +88,7 @@ public class TileManagerScript : MonoBehaviour
//_PlayerSetup.SetActive(true);
_PlayerSetup.SetActive(true);
}
/// <summary>
@ -253,7 +259,9 @@ public class TileManagerScript : MonoBehaviour
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.Increase);
// в подпись передаётся функция перемещения счёта
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.UpdatePos);
//child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.UpdatePos);
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(MoveWithTile.UpdatePos);
// выход из цикла
break;
@ -294,6 +302,7 @@ public class TileManagerScript : MonoBehaviour
// проверка на наличие предыдущего тайла
if (pervTile != null)
{
/*
// поиск зоны закрытия по тегу
foreach (Transform child in pervTile.transform)
{
@ -307,6 +316,7 @@ public class TileManagerScript : MonoBehaviour
break;
}
}
*/
}
// проверка на первосозданный тайл, у него нет предыдущего тайла, поэтому нечего закрывать
if (closeZone != null)

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