Merge branch 'devVlad' into HelmetVersion

This commit is contained in:
Dizel 2025-01-28 13:33:00 +03:00
commit baa955fd8f
37 changed files with 37034 additions and 1283 deletions

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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 });

View File

@ -1,7 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class HitDetectorScript : MonoBehaviour
@ -12,6 +9,13 @@ public class HitDetectorScript : MonoBehaviour
[SerializeField] private GameObject _ForwardSource;
[SerializeField] private ActionBasedContinuousMoveProvider move;
[Range(0f, 1f)]
[SerializeField] private float _Intensity;
[SerializeField] private float _Duration;
[SerializeField] XRBaseController _LeftController;
[SerializeField] XRBaseController _RightController;
private void OnTriggerEnter(Collider other)
{
//Debug.Log(other.gameObject.name);
@ -36,11 +40,21 @@ public class HitDetectorScript : MonoBehaviour
// Создание объекта
Instantiate(_Menu, newPos, newRot);
TriggerHaptic(_LeftController);
TriggerHaptic (_RightController);
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

@ -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;
}
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -24,9 +24,22 @@ public class SwingingArmMotionScript : MonoBehaviour
private float CurrentSpeed; // Текущая скорость
[SerializeField] private float HandSpeed;
// Stamina (выносливость)
[SerializeField] private float MaxStamina; // Максимальная выносливость
[SerializeField] private float Stamina; // Текущая выносливость
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
@ -34,7 +47,12 @@ public class SwingingArmMotionScript : MonoBehaviour
[SerializeField] private bool IsRecovering = false; // Флаг для ожидания восстановления
[SerializeField] private float RecoveryTimer; // Таймер восстановления
[SerializeField] private bool IsPreRecovery = false;
[SerializeField] private bool _IsPreRecovery = false;
public bool IsPreRecovery
{
get { return _IsPreRecovery; }
}
void Start()
{
@ -43,9 +61,9 @@ 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
@ -82,26 +100,26 @@ 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;
}
@ -111,12 +129,15 @@ public class SwingingArmMotionScript : MonoBehaviour
CurrentSpeed = BaseSpeed;
}
}
if (Stamina <= 0)
if (_Stamina <= 0)
{
IsRecovering = true;
IsPreRecovery = true;
_IsPreRecovery = true;
}
_MoveProvider.moveSpeed = CurrentSpeed;
SmoothedSpeed = Mathf.Lerp(SmoothedSpeed, CurrentSpeed, SpeedSmoothingFactor);
_MoveProvider.moveSpeed = SmoothedSpeed;
// Set previous position of hands for next frame
PositionPreviousFrameLeftHand = PositionCurrentFrameLeftHand;

View File

@ -68,7 +68,7 @@ public class TileManagerScript : MonoBehaviour
if (z < 0)
{
SetCloseZone(tile);
//SetCloseZone(tile);
SetTrigZone(tile);
}
if (z == 0)
@ -294,6 +294,7 @@ 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 +308,7 @@ public class TileManagerScript : MonoBehaviour
break;
}
}
*/
}
// проверка на первосозданный тайл, у него нет предыдущего тайла, поэтому нечего закрывать
if (closeZone != null)

View File

@ -328,6 +328,7 @@ GameObject:
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m_Layer: 0
m_Name: Left Hand Model
m_TagString: Untagged
@ -373,6 +374,43 @@ Animator:
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m_Name:
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m_Type: 0
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@ -887,6 +887,7 @@ GameObject:
m_Component:
- component: {fileID: 5686134208185136530}
- component: {fileID: 5686134208192617028}
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m_Layer: 0
m_Name: Right Hand Model
m_TagString: Untagged
@ -932,6 +933,43 @@ Animator:
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8
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