6 Commits

Author SHA1 Message Date
9cf33221ba Merge branch 'devVlad' into PicoIntegration 2025-01-24 11:01:25 +03:00
8f5aef3424 Create Menu
I have implemented the menu and in case of death, it will throw the player onto the menu stage.
2025-01-21 17:13:52 +03:00
7ad7cd5566 Add hand 2025-01-21 16:18:00 +03:00
d37b2ce1b8 Merge branch 'devVlad' into PicoIntegration 2024-12-23 11:54:46 +03:00
dd7bf6c214 Готовые настройки билда 2024-12-21 11:21:57 +03:00
df50e267f3 Загрузка PICO Unity OpenXR Integration SDK 2024-12-21 10:28:02 +03:00
776 changed files with 76524 additions and 60739 deletions

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@ -1,31 +0,0 @@
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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Assets/Crossy Road VR/Images/quest2_1.png (Stored with Git LFS)

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using UnityEngine.Audio;
using System;
using UnityEngine;
//Credit to Brackeys youtube tutorial on Audio managers, as the majority of this code and learning how to use it was made by him.
[System.Serializable]
public class Sound
{
public string name;
public AudioClip clip;
[Range(0,1)]
public float volume = 1;
[Range(-3,3)]
public float pitch = 1;
public bool loop = false;
public AudioSource source;
public Sound()
{
volume = 1;
pitch = 1;
loop = false;
}
}
public class AudioManager : MonoBehaviour
{
public Sound[] sounds;
public static AudioManager instance;
//AudioManager
void Awake()
{
if (instance == null)
instance = this;
else
{
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
foreach (Sound s in sounds)
{
if(!s.source)
s.source = gameObject.AddComponent<AudioSource>();
s.source.clip = s.clip;
s.source.volume = s.volume;
s.source.pitch = s.pitch;
s.source.loop = s.loop;
}
}
public void Play(string name)
{
Sound s = Array.Find(sounds, sound => sound.name == name);
if (s == null)
{
Debug.LogWarning("Sound: " + name + " not found");
return;
}
s.source.Play();
}
public void Stop(string name)
{
Sound s = Array.Find(sounds, sound => sound.name == name);
s.source.Stop();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FadeScreen : MonoBehaviour
{
public bool fadeOnStart = true;
public float fadeDuration = 2;
public Color fadeColor;
public AnimationCurve fadeCurve;
public string colorPropertyName = "_Color";
private Renderer rend;
// Start is called before the first frame update
void Start()
{
rend = GetComponent<Renderer>();
rend.enabled = false;
if (fadeOnStart)
FadeIn();
}
public void FadeIn()
{
Fade(1, 0);
}
public void FadeOut()
{
Fade(0, 1);
}
public void Fade(float alphaIn, float alphaOut)
{
StartCoroutine(FadeRoutine(alphaIn,alphaOut));
}
public IEnumerator FadeRoutine(float alphaIn,float alphaOut)
{
rend.enabled = true;
float timer = 0;
while(timer <= fadeDuration)
{
Color newColor = fadeColor;
newColor.a = Mathf.Lerp(alphaIn, alphaOut, fadeCurve.Evaluate(timer / fadeDuration));
rend.material.SetColor(colorPropertyName, newColor);
timer += Time.deltaTime;
yield return null;
}
Color newColor2 = fadeColor;
newColor2.a = alphaOut;
rend.material.SetColor(colorPropertyName, newColor2);
if(alphaOut == 0)
rend.enabled = false;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameStartMenu : MonoBehaviour
{
[Header("UI Pages")]
public GameObject mainMenu;
[Header("Main Menu Buttons")]
public Button startButton;
public Button quitButton;
void Start()
{
EnableMainMenu();
//Hook events
startButton.onClick.AddListener(StartGame);
quitButton.onClick.AddListener(QuitGame);
}
public void QuitGame()
{
Application.Quit();
}
public void StartGame()
{
HideAll();
SceneTransitionManager.singleton.GoToSceneAsync(1);
}
public void HideAll()
{
mainMenu.SetActive(false);
}
public void EnableMainMenu()
{
mainMenu.SetActive(true);
}
public void EnableOption()
{
mainMenu.SetActive(false);
}
public void EnableAbout()
{
mainMenu.SetActive(false);
}
}

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Shader "Custom/GradientSkybox" {
Properties {
_Color2 ("Top Color", Color) = (0.97, 0.67, 0.51, 0)
_Color1 ("Bottom Color", Color) = (0, 0.7, 0.74, 0)
[Space]
_Intensity ("Intensity", Range (0, 2)) = 1.0
_Exponent ("Exponent", Range (0, 3)) = 1.0
[HideInInspector]
_Direction ("Direction", Vector) = (0, 1, 0, 0)
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 position : POSITION;
float3 texcoord : TEXCOORD0;
};
struct v2f {
float4 position : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
half4 _Color1;
half4 _Color2;
half3 _Direction;
half _Intensity;
half _Exponent;
v2f vert (appdata v) {
v2f o;
o.position = UnityObjectToClipPos(v.position);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag (v2f i) : COLOR {
half d = dot(normalize(i.texcoord), _Direction) * 0.5f + 0.5f;
return lerp (_Color1, _Color2, pow(d, _Exponent)) * _Intensity;
}
ENDCG
SubShader {
Tags { "RenderType"="Background" "Queue"="Background" }
Pass {
ZClip False
ZWrite Off
Cull Off
Fog { Mode Off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneTransitionManager : MonoBehaviour
{
public FadeScreen fadeScreen;
public static SceneTransitionManager singleton;
private void Awake()
{
if (singleton && singleton != this)
Destroy(singleton);
singleton = this;
}
public void GoToScene(int sceneIndex)
{
StartCoroutine(GoToSceneRoutine(sceneIndex));
}
IEnumerator GoToSceneRoutine(int sceneIndex)
{
fadeScreen.FadeOut();
yield return new WaitForSeconds(fadeScreen.fadeDuration);
//Launch the new scene
SceneManager.LoadScene(sceneIndex);
}
public void GoToSceneAsync(int sceneIndex)
{
StartCoroutine(GoToSceneAsyncRoutine(sceneIndex));
}
IEnumerator GoToSceneAsyncRoutine(int sceneIndex)
{
fadeScreen.FadeOut();
//Launch the new scene
AsyncOperation operation = SceneManager.LoadSceneAsync(0);
operation.allowSceneActivation = false;
float timer = 0;
while(timer <= fadeScreen.fadeDuration && !operation.isDone)
{
timer += Time.deltaTime;
yield return null;
}
operation.allowSceneActivation = true;
}
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using System.Collections;
using System.Collections.Generic;
using Unity.XR.CoreUtils;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.Interaction.Toolkit;
public class SetOptionFromUI : MonoBehaviour
{
public Scrollbar volumeSlider;
public TMPro.TMP_Dropdown turnDropdown;
public SetTurnTypeFromPlayerPref turnTypeFromPlayerPref;
private void Start()
{
volumeSlider.onValueChanged.AddListener(SetGlobalVolume);
turnDropdown.onValueChanged.AddListener(SetTurnPlayerPref);
if (PlayerPrefs.HasKey("turn"))
turnDropdown.SetValueWithoutNotify(PlayerPrefs.GetInt("turn"));
}
public void SetGlobalVolume(float value)
{
AudioListener.volume = value;
}
public void SetTurnPlayerPref(int value)
{
PlayerPrefs.SetInt("turn", value);
turnTypeFromPlayerPref.ApplyPlayerPref();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class SetTurnTypeFromPlayerPref : MonoBehaviour
{
public ActionBasedSnapTurnProvider snapTurn;
public ActionBasedContinuousTurnProvider continuousTurn;
// Start is called before the first frame update
void Start()
{
ApplyPlayerPref();
}
public void ApplyPlayerPref()
{
if(PlayerPrefs.HasKey("turn"))
{
int value = PlayerPrefs.GetInt("turn");
if(value == 0)
{
snapTurn.leftHandSnapTurnAction.action.Enable();
snapTurn.rightHandSnapTurnAction.action.Enable();
continuousTurn.leftHandTurnAction.action.Disable();
continuousTurn.rightHandTurnAction.action.Disable();
}
else if(value == 1)
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class UIAudio : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
{
public string clickAudioName;
public string hoverEnterAudioName;
public string hoverExitAudioName;
public void OnPointerClick(PointerEventData eventData)
{
if(clickAudioName != "")
{
AudioManager.instance.Play(clickAudioName);
}
}
public void OnPointerEnter(PointerEventData eventData)
{
if (hoverEnterAudioName != "")
{
AudioManager.instance.Play(hoverEnterAudioName);
}
}
public void OnPointerExit(PointerEventData eventData)
{
if (hoverExitAudioName != "")
{
AudioManager.instance.Play(hoverExitAudioName);
}
}
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@ -1,33 +0,0 @@
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.XR.Interaction.Toolkit.Filtering;
public class ActivateUILineScript : MonoBehaviour
{
// Start is called before the first frame update
private XRInteractorLineVisual line;
private void Start()
{
line = GetComponent<XRInteractorLineVisual>();
if (line == null )
{
Debug.Log("XRInteractorLineVisual is empty");
}
}
public void OnPointerEnter()
{
line.enabled = true;
//Debug.Log("Point enter");
}
public void OnPointerExit()
{
line.enabled = false;
//Debug.Log("Point exit");
// Например, убрать подсветку
}
}

View File

@ -1,28 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class AnimateHandOnInputScript : MonoBehaviour
{
public InputActionProperty PinchAnimationAction;
public InputActionProperty GripAnimationAction;
public Animator HandAnimator;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
float tiggerValue = PinchAnimationAction.action.ReadValue<float>();
HandAnimator.SetFloat("Trigger", tiggerValue);
float gripValue = GripAnimationAction.action.ReadValue<float>();
HandAnimator.SetFloat("Grip", gripValue);
}
}

View File

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

View File

@ -1,17 +1,23 @@
using System.Collections.Generic; using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class CarManagerScript : MonoBehaviour public class CarManagerScript : MonoBehaviour
{ {
[SerializeField] private int _MaxSpeed; [SerializeField]
private int _MaxSpeed;
private int _Speed; 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() private void Start()
{ {
@ -28,7 +34,7 @@ public class CarManagerScript : MonoBehaviour
//Debug.Log($"Speed - {_Speed}"); //Debug.Log($"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 }); float time = GetRandomObject<float>(new List<float> { 0f, 1f, 2f, 3f, 4f, 5f });
@ -97,7 +103,7 @@ public class CarManagerScript : MonoBehaviour
public void DeleteCar() public void DeleteCar()
{ {
Destroy(_Car); Destroy( _Car );
StartMove(); StartMove();
} }

View File

@ -1,94 +0,0 @@
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;
Dead.Invoke();
move.enabled = false;
_CharacterController.enabled = false;
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);
//}
//private void OnControllerColliderHit(ControllerColliderHit hit)
//{
// Debug.Log(hit.gameObject.name);
// if (hit.gameObject.CompareTag("Car"))
// {
// Debug.Log("Car hitted");
// }
//}
}

View File

@ -1,26 +0,0 @@
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()
{
SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
}
public void ExitGame()
{
Application.Quit();
}
}

View File

@ -1,73 +0,0 @@
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
}
}
}

View File

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View File

@ -1,32 +0,0 @@
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];
}
}

View File

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@ -8,39 +8,26 @@ public class ScoreManagerScript : MonoBehaviour
{ {
// to do // to do
// добавить коментарии ко всему // добавить коментарии ко всему
private TileManagerScript _TileManagerScript; private TileManagerScript _tileManagerScript;
[SerializeField]
private Transform _PlayerTransform;
[SerializeField]
private float _Distance = 0f;
private int _CurrentScore = 0; private int _CurrentScore = 0;
public int CurrentScore
{
get { return _CurrentScore; }
}
[SerializeField] [SerializeField]
private TextMeshPro _ScoreText; private TextMeshPro _ScoreText;
private void Awake() 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() public void Increase()
@ -54,15 +41,9 @@ public class ScoreManagerScript : MonoBehaviour
text.text = $"Счёт - {_CurrentScore}"; 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() public void UpdatePos()
{ {
Vector3 newVector = new Vector3(_ScoreText.gameObject.transform.position.x, _ScoreText.gameObject.transform.position.y, _PlayerTransform.position.z + _Distance); 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; _ScoreText.gameObject.transform.position = newVector;
} }
} }

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@ -1,127 +0,0 @@
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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@ -1,38 +0,0 @@
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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@ -1,148 +0,0 @@
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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@ -14,12 +14,6 @@ public class TileManagerScript : MonoBehaviour
[HideInInspector] [HideInInspector]
public ScoreManagerScript scoreManager; public ScoreManagerScript scoreManager;
/// <summary>
/// to do
/// </summary>
[HideInInspector]
public MoveWithTileScript MoveWithTile;
/// <summary> /// <summary>
/// число тайлов, которые будут созданы /// число тайлов, которые будут созданы
/// </summary> /// </summary>
@ -74,10 +68,10 @@ public class TileManagerScript : MonoBehaviour
if (z < 0) if (z < 0)
{ {
//SetCloseZone(tile); SetCloseZone(tile);
SetTrigZone(tile); SetTrigZone(tile);
} }
if (z == 0) if(z == 0)
{ {
SetTrigZone(tile); SetTrigZone(tile);
} }
@ -88,7 +82,7 @@ public class TileManagerScript : MonoBehaviour
_PlayerSetup.SetActive(true); //_PlayerSetup.SetActive(true);
} }
/// <summary> /// <summary>
@ -259,9 +253,7 @@ public class TileManagerScript : MonoBehaviour
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.Increase); child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.Increase);
// в подпись передаётся функция перемещения счёта // 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 // выход из цикла
break; break;
@ -302,7 +294,6 @@ public class TileManagerScript : MonoBehaviour
// проверка на наличие предыдущего тайла // проверка на наличие предыдущего тайла
if (pervTile != null) if (pervTile != null)
{ {
/*
// поиск зоны закрытия по тегу // поиск зоны закрытия по тегу
foreach (Transform child in pervTile.transform) foreach (Transform child in pervTile.transform)
{ {
@ -316,7 +307,6 @@ public class TileManagerScript : MonoBehaviour
break; break;
} }
} }
*/
} }
// проверка на первосозданный тайл, у него нет предыдущего тайла, поэтому нечего закрывать // проверка на первосозданный тайл, у него нет предыдущего тайла, поэтому нечего закрывать
if (closeZone != null) if (closeZone != null)

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