9 Commits

732 changed files with 78928 additions and 57298 deletions

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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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Assets/Crossy Road VR/Images/quest2_1.png (Stored with Git LFS)

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View File

@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
@ -24,57 +25,15 @@ 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()
@ -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;
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()
{
@ -28,7 +34,7 @@ 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 });

View File

@ -1,60 +1,24 @@
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
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;
@ -67,17 +31,16 @@ public class HitDetectorScript : MonoBehaviour
// Меню смотрит в том же направлении, что и источник, но фиксируется по вертикали
Quaternion newRot = Quaternion.LookRotation(new Vector3(forward.x, 0, forward.z));
move.enabled = false;
// Создание объекта
Instantiate(_Menu, newPos, newRot);
Debug.Log("Player was hitted car");
//SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
}
}
public void TriggerHaptic(XRBaseController controller)
{
if (_Intensity > 0)
{
controller.SendHapticImpulse(_Intensity, _Duration);
}
}
//private void OnCollisionEnter(Collision collision)
//{
// Debug.Log(collision.gameObject.name);

View File

@ -1,18 +1,10 @@
using TMPro;
using System.Collections;
using System.Collections.Generic;
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

@ -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

@ -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

@ -8,39 +8,26 @@ public class ScoreManagerScript : MonoBehaviour
{
// to do
// добавить коментарии ко всему
private TileManagerScript _TileManagerScript;
[SerializeField]
private Transform _PlayerTransform;
[SerializeField]
private float _Distance = 0f;
private TileManagerScript _tileManagerScript;
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 Update()
private void Start()
{
UpdatePos();
}
public void Increase()
@ -54,15 +41,9 @@ 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, _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;
}
}

View File

@ -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];
}
}

View File

@ -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;
}
}
}

View File

@ -1,11 +0,0 @@
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@ -14,12 +14,6 @@ public class TileManagerScript : MonoBehaviour
[HideInInspector]
public ScoreManagerScript scoreManager;
/// <summary>
/// to do
/// </summary>
[HideInInspector]
public MoveWithTileScript MoveWithTile;
/// <summary>
/// число тайлов, которые будут созданы
/// </summary>
@ -74,7 +68,7 @@ public class TileManagerScript : MonoBehaviour
if (z < 0)
{
//SetCloseZone(tile);
SetCloseZone(tile);
SetTrigZone(tile);
}
if(z == 0)
@ -88,7 +82,7 @@ public class TileManagerScript : MonoBehaviour
_PlayerSetup.SetActive(true);
//_PlayerSetup.SetActive(true);
}
/// <summary>
@ -259,9 +253,7 @@ 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(MoveWithTile.UpdatePos);
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.UpdatePos);
// выход из цикла
break;
@ -302,7 +294,6 @@ public class TileManagerScript : MonoBehaviour
// проверка на наличие предыдущего тайла
if (pervTile != null)
{
/*
// поиск зоны закрытия по тегу
foreach (Transform child in pervTile.transform)
{
@ -316,7 +307,6 @@ public class TileManagerScript : MonoBehaviour
break;
}
}
*/
}
// проверка на первосозданный тайл, у него нет предыдущего тайла, поэтому нечего закрывать
if (closeZone != null)

View File

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@ -24,22 +24,9 @@ public class SwingingArmMotionScript : MonoBehaviour
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; }
}
// Stamina (выносливость)
[SerializeField] private float MaxStamina; // Максимальная выносливость
[SerializeField] private float Stamina; // Текущая выносливость
[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
@ -47,12 +34,7 @@ public class SwingingArmMotionScript : MonoBehaviour
[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; }
}
[SerializeField] private bool IsPreRecovery = false;
void Start()
{
@ -61,9 +43,9 @@ public class SwingingArmMotionScript : MonoBehaviour
PositionPreviousFrameLeftHand = LeftHand.transform.position; // Set previous positions
PositionPreviousFrameRightHand = RightHand.transform.position;
CurrentSpeed = BaseSpeed; // Initialize to base speed
SmoothedSpeed = BaseSpeed;
_Stamina = _MaxStamina; // Инициализация выносливости
Stamina = MaxStamina; // Инициализация выносливости
}
// Update is called once per frame
@ -100,26 +82,26 @@ public class SwingingArmMotionScript : MonoBehaviour
}
if (!IsRecovering)
{
_Stamina += StaminaRecoveryRate * Time.deltaTime; // Восстанавливаем стамину
_Stamina = Mathf.Clamp(_Stamina, 0, _MaxStamina);
Stamina += StaminaRecoveryRate * Time.deltaTime; // Восстанавливаем стамину
Stamina = Mathf.Clamp(Stamina, 0, MaxStamina);
if (_IsPreRecovery)
if (IsPreRecovery)
{
if (_Stamina >= 0.5 * _MaxStamina)
if (Stamina >= 0.5*MaxStamina)
{
_IsPreRecovery = false;
IsPreRecovery = false;
}
}
if (HandSpeed > HandSpeedThreshold)
{
_Stamina -= StaminaDrainRate * Time.deltaTime; // Уменьшаем стамину
_Stamina = Mathf.Clamp(_Stamina, 0, _MaxStamina);
if (!_IsPreRecovery)
Stamina -= StaminaDrainRate * Time.deltaTime; // Уменьшаем стамину
Stamina = Mathf.Clamp(Stamina, 0, MaxStamina);
if (!IsPreRecovery)
{
CurrentSpeed = BaseSpeed * SprintSpeedMultiplier; // Замедляем, если стамина истощена
}
else if (_IsPreRecovery)
else if (IsPreRecovery)
{
CurrentSpeed = BaseSpeed;
}
@ -129,15 +111,12 @@ public class SwingingArmMotionScript : MonoBehaviour
CurrentSpeed = BaseSpeed;
}
}
if (_Stamina <= 0)
if (Stamina <= 0)
{
IsRecovering = true;
_IsPreRecovery = true;
IsPreRecovery = true;
}
SmoothedSpeed = Mathf.Lerp(SmoothedSpeed, CurrentSpeed, SpeedSmoothingFactor);
_MoveProvider.moveSpeed = SmoothedSpeed;
_MoveProvider.moveSpeed = CurrentSpeed;
// Set previous position of hands for next frame
PositionPreviousFrameLeftHand = PositionCurrentFrameLeftHand;

View File

@ -1,51 +0,0 @@
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class FirstMenuScript : MonoBehaviour
{
[SerializeField] private ActionBasedContinuousMoveProvider _Move;
[SerializeField] private CharacterController _CharacterController;
// список всех элементов UI для пролистывания
[SerializeField] private GameObject[] _UIPanel;
// индекс текущего элемента UI
private int _currentIndex = 0;
public void Init(ActionBasedContinuousMoveProvider move, CharacterController cc)
{
_Move = move;
_CharacterController = cc;
}
// Start is called before the first frame update
// действие на кнопку закончить
public void OnEnd()
{
_Move.enabled = true;
_CharacterController.enabled = true;
gameObject.SetActive(false);
}
// действие на кнопку продолжить
public void OnContinues()
{
if (_currentIndex == _UIPanel.Length-1)
{
OnEnd();
return;
}
_UIPanel[_currentIndex++].SetActive(false);
_UIPanel[_currentIndex].SetActive(true);
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// public void UserDisagree()
// {
// Application.Quit();
// }
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveWithTileScript : MonoBehaviour
{
private TileManagerScript _TileManagerScript;
private void Awake()
{
_TileManagerScript = GameObject.FindGameObjectWithTag("Tile Manager").GetComponent<TileManagerScript>();
if (_TileManagerScript != null)
{
_TileManagerScript.MoveWithTile = this;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class UIFirstMenuSpawnScript : MonoBehaviour
{
[SerializeField] private GameObject _Menu;
[SerializeField] private GameObject _ForwardSource;
[SerializeField] private ActionBasedContinuousMoveProvider move;
[SerializeField] private CharacterController _CharacterController;
void Start()
{
move.enabled = false;
_CharacterController.enabled = false;
_Menu.SetActive(true);
//UISpawn();
_Menu.GetComponent<FirstMenuScript>().Init(move, _CharacterController);
}
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
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// Меню смотрит в том же направлении, что и источник, но фиксируется по вертикали
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