Merge branch 'devVlad' into HelmetVersion

This commit is contained in:
Dizel 2025-01-30 13:04:55 +03:00
commit 5b7c96977c
5 changed files with 2439 additions and 2365 deletions

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@ -8,6 +8,7 @@ public class HitDetectorScript : MonoBehaviour
[SerializeField] private GameObject _Menu;
[SerializeField] private GameObject _ForwardSource;
[SerializeField] private ActionBasedContinuousMoveProvider move;
[SerializeField] private CharacterController _CharacterController;
[Range(0f, 1f)]
[SerializeField] private float _Intensity;
@ -23,22 +24,10 @@ public class HitDetectorScript : MonoBehaviour
{
_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));
move.enabled = false;
_CharacterController.enabled = false;
// Создание объекта
Instantiate(_Menu, newPos, newRot);
UISpawn();
TriggerHaptic(_LeftController);
TriggerHaptic (_RightController);
@ -48,6 +37,24 @@ public class HitDetectorScript : MonoBehaviour
}
}
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)

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@ -1,17 +1,73 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerJumpScript : MonoBehaviour
{
[SerializeField] private InputActionProperty _JumpButton;
[SerializeField] private float _JumpHeight = 0f;
[SerializeField] private float _JumpHeight = 0f; // Высота прыжка
[SerializeField] private CharacterController _CharacterController;
[SerializeField] private LayerMask _GroundLayers;
[SerializeField] private float rad = 0;
//private bool IsGrounded()
//{
// //return Physics.CheckSphere(transform)
//}
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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@ -20,7 +20,7 @@ TagManager:
-
- Water
- UI
-
- Ground
-
-
-