Работаю над системой ржавчины

This commit is contained in:
bybohka 2026-10-08 14:38:09 +03:00
parent 3e13180e34
commit 9a52384dbb
19 changed files with 924 additions and 33 deletions

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@ -113508,7 +113838,7 @@ MeshRenderer:
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@ -114239,7 +114569,7 @@ MeshRenderer:
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@ -115899,7 +116229,7 @@ MeshRenderer:
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@ -120062,6 +120392,50 @@ BoxCollider:
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@ -120353,6 +120727,8 @@ GameObject:
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View File

@ -6,5 +6,8 @@ public class CarPartData : ScriptableObject
[Header("Данные детали")]
public string partName = "Передний бампер";
public float basePrice = 150f;
[Range(0, 100)] public float condition = 100f; // Состояние детали для оценки авто
[Range(0, 100)] public float condition = 100f;
[Header("Коррозия и материалы")]
public bool canRust = true;
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0de206522eb940258e88b78fd9cd8e0c
timeCreated: 1791330354

View File

@ -0,0 +1,47 @@
using UnityEngine;
public class CarConditionGenerator : MonoBehaviour
{
[Header("Настройки спавна")]
[Range(0f, 1f)] [SerializeField] private float rustProbability = 0.7f; // Шанс появления ржавчины
[SerializeField] private float maxRustAmount = 0.85f;
[SerializeField] private Color baseCarColor = Color.gray;
private void Start()
{
GenerateCondition();
}
[ContextMenu("Сгенерировать состояние")]
public void GenerateCondition()
{
CarPart[] allParts = GetComponentsInChildren<CarPart>(true);
foreach (var part in allParts)
{
CarPartVisuals visuals = part.GetComponent<CarPartVisuals>();
if (visuals == null) visuals = part.gameObject.AddComponent<CarPartVisuals>();
// 1. Устанавливаем базовый цвет кузова
visuals.SetPaintColor(baseCarColor);
// 2. Если деталь пластиковая (бампер) — пропускаем ржавчину
if (part.Data != null && !part.Data.canRust)
{
visuals.SetRust(0f);
continue;
}
// 3. Рандомизируем ржавчину для металла
if (Random.value < rustProbability)
{
float randomRust = Random.Range(0.2f, maxRustAmount);
visuals.SetRust(randomRust);
}
else
{
visuals.SetRust(0f);
}
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 598fbcd97cc34477934893a1802ce999
timeCreated: 1791330530

View File

@ -0,0 +1,45 @@
using UnityEngine;
[RequireComponent(typeof(Renderer))]
public class CarPartVisuals : MonoBehaviour
{
private Renderer partRenderer;
private MaterialPropertyBlock propertyBlock;
private static readonly int RustAmountProp = Shader.PropertyToID("_RustAmount");
private static readonly int BaseColorProp = Shader.PropertyToID("_BaseColor");
[Range(0f, 1f)] [SerializeField] private float currentRust = 0f;
[SerializeField] private Color currentColor = Color.white;
public float CurrentRust => currentRust;
public Color CurrentColor => currentColor;
private void Awake()
{
partRenderer = GetComponent<Renderer>();
propertyBlock = new MaterialPropertyBlock();
}
public void SetRust(float amount)
{
currentRust = Mathf.Clamp01(amount);
ApplyProperties();
}
public void SetPaintColor(Color newColor)
{
currentColor = newColor;
ApplyProperties();
}
private void ApplyProperties()
{
if (partRenderer == null) return;
partRenderer.GetPropertyBlock(propertyBlock);
propertyBlock.SetFloat(RustAmountProp, currentRust);
propertyBlock.SetColor(BaseColorProp, currentColor);
partRenderer.SetPropertyBlock(propertyBlock);
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: de28a2301d654322a1a3aa450e964901
timeCreated: 1791330380

View File

@ -0,0 +1,43 @@
using UnityEngine;
public class CarRestorationTool : MonoBehaviour
{
[Header("Параметры")]
[SerializeField] private float cleanSpeed = 0.25f; // Сколько ржавчины снимается в секунду
[SerializeField] private float range = 2.5f;
[SerializeField] private LayerMask interactableLayer;
private Camera playerCamera;
private void Awake()
{
playerCamera = Camera.main;
}
private void Update()
{
// Зажата ЛКМ — процесс чистки
if (Input.GetMouseButton(0))
{
TryCleanPart();
}
}
private void TryCleanPart()
{
Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
if (Physics.Raycast(ray, out RaycastHit hit, range, interactableLayer))
{
CarPartVisuals visuals = hit.collider.GetComponentInParent<CarPartVisuals>();
if (visuals != null && visuals.CurrentRust > 0f)
{
float newRust = visuals.CurrentRust - (cleanSpeed * Time.deltaTime);
visuals.SetRust(newRust);
// Здесь можно запустить систему частиц искр (Particles) и звук шлифмашинки
}
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: be6ae3f5845047c6b571b3e3a10b5b44
timeCreated: 1791330653

View File

@ -5,8 +5,16 @@ public class PlayerMovement : MonoBehaviour
{
[Header("Movement Settings")]
[SerializeField] private float moveSpeed = 4f;
[SerializeField] private float crouchSpeed = 2f;
[SerializeField] private float gravity = -9.81f;
[Header("Crouch Settings")]
[SerializeField] private KeyCode crouchKey = KeyCode.LeftControl;
[SerializeField] private float standHeight = 2.0f;
[SerializeField] private float crouchHeight = 1.0f;
[SerializeField] private float crouchTransitionSpeed = 10f;
[SerializeField] private Transform playerCamera; // Ссылка на камеру игрока
[Header("Ground Check")]
[SerializeField] private Transform groundCheck;
[SerializeField] private float groundDistance = 0.4f;
@ -16,11 +24,70 @@ public class PlayerMovement : MonoBehaviour
private Vector3 velocity;
private bool isGrounded;
private float initialHeight;
private Vector3 standCameraPos;
private Vector3 crouchCameraPos;
private Vector3 initialCenter;
private bool isCrouching;
private void Awake()
{
controller = GetComponent<CharacterController>();
}
private void Start()
{
// Запоминаем исходные значения из Инспектора
initialHeight = controller.height;
initialCenter = controller.center;
if (playerCamera == null)
{
Camera cam = GetComponentInChildren<Camera>();
if (cam != null) playerCamera = cam.transform;
}
if (playerCamera != null)
{
standCameraPos = playerCamera.localPosition;
// Камера опускается ровно на разницу высоты
crouchCameraPos = new Vector3(
standCameraPos.x,
standCameraPos.y - (standHeight - crouchHeight),
standCameraPos.z
);
}
}
private void Update()
{
HandleCrouch();
}
private void HandleCrouch()
{
isCrouching = Input.GetKey(crouchKey);
float targetHeight = isCrouching ? crouchHeight : standHeight;
float currentDelta = initialHeight - targetHeight;
// ГЛАВНАЯ ФОРМУЛА: дно капсулы остается на земле
Vector3 targetCenter = new Vector3(
initialCenter.x,
initialCenter.y - (currentDelta * 0.5f),
initialCenter.z
);
controller.height = Mathf.MoveTowards(controller.height, targetHeight, Time.deltaTime * crouchTransitionSpeed);
controller.center = Vector3.MoveTowards(controller.center, targetCenter, Time.deltaTime * crouchTransitionSpeed);
if (playerCamera != null)
{
Vector3 targetCamPos = isCrouching ? crouchCameraPos : standCameraPos;
playerCamera.localPosition = Vector3.MoveTowards(playerCamera.localPosition, targetCamPos, Time.deltaTime * crouchTransitionSpeed);
}
}
public void ProcessMove(Vector2 input)
{
// Проверка касания земли (сфера на уровне ног)
@ -31,9 +98,12 @@ public class PlayerMovement : MonoBehaviour
velocity.y = -2f; // Небольшое прижатие к земле для стабильного спуска по склонам
}
// Выбор текущей скорости в зависимости от состояния приседа
float currentSpeed = isCrouching ? crouchSpeed : moveSpeed;
// Движение относительно локальных координат игрока
Vector3 move = transform.right * input.x + transform.forward * input.y;
controller.Move(move * (moveSpeed * Time.deltaTime));
controller.Move(move * (currentSpeed * Time.deltaTime));
// Применение гравитации
velocity.y += gravity * Time.deltaTime;

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c01700faa0d14262a0eafda9e075cb96
timeCreated: 1791393477

View File

@ -0,0 +1,71 @@
using UnityEngine;
public enum ToolType { Hands, Sander, SprayCan }
public class PlayerToolManager : MonoBehaviour
{
[Header("Инструмент")]
public ToolType currentTool = ToolType.Hands;
[Header("Настройки")]
[SerializeField] private float toolRange = 2.5f;
[SerializeField] private LayerMask interactableLayer;
[SerializeField] private float sandSpeed = 0.35f; // Скорость очистки в сек.
[SerializeField] private Color sprayPaintColor = new Color(0.1f, 0.4f, 0.8f); // Выбранный цвет краски
private Camera playerCam;
private void Awake()
{
playerCam = GetComponentInChildren<Camera>();
}
private void Update()
{
// Не используем инструменты, если открыто меню или выбраны пустые руки
if (currentTool == ToolType.Hands) return;
// Зажата ЛКМ — работаем инструментом
if (Input.GetMouseButton(0))
{
UseActiveTool();
}
}
private void UseActiveTool()
{
Ray ray = new Ray(playerCam.transform.position, playerCam.transform.forward);
if (!Physics.Raycast(ray, out RaycastHit hit, toolRange, interactableLayer)) return;
CarPartVisuals visuals = hit.collider.GetComponentInParent<CarPartVisuals>();
if (visuals == null) return;
if (currentTool == ToolType.Sander)
{
// ШЛИФОВКА: снижаем ржавчину к 0
if (visuals.CurrentRust > 0f)
{
float updatedRust = visuals.CurrentRust - (sandSpeed * Time.deltaTime);
visuals.SetRust(updatedRust);
}
}
else if (currentTool == ToolType.SprayCan)
{
// ПОКРАСКА: красим, только если ржавчина удалена
if (visuals.CurrentRust <= 0.05f)
{
visuals.SetPaintColor(sprayPaintColor);
}
else
{
// Подсказка игроку
Debug.Log("Нельзя красить: деталь еще ржавая! Зашлифуйте её.");
}
}
}
public void SelectTool(ToolType newTool)
{
currentTool = newTool;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 79b9bf3c26bc4f38a11491b3776b8121
timeCreated: 1791393489

View File

@ -0,0 +1,92 @@
using UnityEngine;
using UnityEngine.UI;
public class ToolRadialMenu : MonoBehaviour
{
[Header("Ссылки")]
[SerializeField] private GameObject menuPanel;
[SerializeField] private PlayerToolManager toolManager;
[SerializeField] private Image[] sectorIcons; // 3 иконки (0: Руки, 1: Шлифмашинка, 2: Баллончик)
[Header("Цвета выделения")]
[SerializeField] private Color normalColor = Color.white;
[SerializeField] private Color selectedColor = Color.yellow;
private int selectedIndex = 0;
private bool isMenuOpen = false;
private void Start()
{
menuPanel.SetActive(false);
}
private void Update()
{
// Открытие/закрытие по клавише Tab
if (Input.GetKeyDown(KeyCode.Tab))
{
OpenMenu();
}
else if (Input.GetKeyUp(KeyCode.Tab))
{
CloseMenuAndApply();
}
if (isMenuOpen)
{
CalculateMouseSector();
}
}
private void OpenMenu()
{
isMenuOpen = true;
menuPanel.SetActive(true);
// Разблокируем курсор для кругового выбора
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
private void CalculateMouseSector()
{
Vector2 screenCenter = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f);
Vector2 mouseDelta = (Vector2)Input.mousePosition - screenCenter;
// Если мышь почти в центре — ничего не меняем
if (mouseDelta.magnitude < 30f) return;
// Вычисляем угол мыши от -180 до 180 градусов
float angle = Mathf.Atan2(mouseDelta.y, mouseDelta.x) * Mathf.Rad2Deg;
if (angle < 0) angle += 360f; // Переводим в 0..360
// 3 сектора по 120 градусов:
// Сектор 0 (0..120): Руки
// Сектор 1 (120..240): Шлифмашинка
// Сектор 2 (240..360): Баллончик
selectedIndex = Mathf.FloorToInt(angle / 120f);
HighlightSelection();
}
private void HighlightSelection()
{
for (int i = 0; i < sectorIcons.Length; i++)
{
sectorIcons[i].color = (i == selectedIndex) ? selectedColor : normalColor;
}
}
private void CloseMenuAndApply()
{
isMenuOpen = false;
menuPanel.SetActive(false);
// Возвращаем прицел от первого лица
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
// Применяем выбранный инструмент
toolManager.SelectTool((ToolType)selectedIndex);
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: aefd5e59eb964d74a70224a9b43918d0
timeCreated: 1791393583

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@ -45,6 +45,17 @@
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
"com.unity.modules.xr": "1.0.0",
"com.ivanmurzak.unity.mcp": "0.93.2"
},
"scopedRegistries": [
{
"name": "package.openupm.com",
"url": "https://package.openupm.com",
"scopes": [
"com.ivanmurzak",
"extensions.unity"
]
}
]
}

View File

@ -1,5 +1,16 @@
{
"dependencies": {
"com.ivanmurzak.unity.mcp": {
"version": "0.93.2",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.test-framework": "1.1.33",
"com.unity.modules.uielements": "1.0.0",
"extensions.unity.playerprefsex": "2.1.5"
},
"url": "https://package.openupm.com"
},
"com.unity.ai.navigation": {
"version": "2.0.14",
"depth": 0,
@ -184,6 +195,13 @@
},
"url": "https://packages.unity.com"
},
"extensions.unity.playerprefsex": {
"version": "2.1.5",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://package.openupm.com"
},
"com.unity.modules.accessibility": {
"version": "1.0.0",
"depth": 0,

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@ -31,14 +31,27 @@ MonoBehaviour:
m_Compliance:
m_Status: 0
m_Violations: []
m_ScopedRegistries: []
m_UserSelectedRegistryName:
m_ScopedRegistries:
- m_Id: scoped:project:package.openupm.com
m_Name: package.openupm.com
m_Url: https://package.openupm.com
m_Scopes:
- com.ivanmurzak
- extensions.unity
m_IsDefault: 0
m_IsUnityRegistry: 0
m_Capabilities: 0
m_ConfigSource: 4
m_Compliance:
m_Status: 0
m_Violations: []
m_UserSelectedRegistryName: package.openupm.com
m_UserAddingNewScopedRegistry: 0
m_RegistryInfoDraft:
m_Modified: 0
m_ErrorMessage:
m_UserModificationsEntityId:
m_rawData: 568105584918792958
m_rawData: 1099511629249
m_OriginalEntityId:
m_rawData: 568105584918792960
m_rawData: 1099511629250
m_LoadAssets: 0

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@ -834,7 +834,26 @@ PlayerSettings:
webWasm2023: 1
webEnableSubmoduleStrippingCompatibility: 0
webProgressiveAssetLoading: 0
scriptingDefineSymbols: {}
scriptingDefineSymbols:
Android: UNITY_MCP_READY;UNITY_MCP_DEPS_6
EmbeddedLinux: UNITY_MCP_READY;UNITY_MCP_DEPS_6
GameCoreScarlett: UNITY_MCP_READY;UNITY_MCP_DEPS_6
GameCoreXboxOne: UNITY_MCP_READY;UNITY_MCP_DEPS_6
Kepler: UNITY_MCP_READY;UNITY_MCP_DEPS_6
LinuxHeadlessSimulation: UNITY_MCP_READY;UNITY_MCP_DEPS_6
Nintendo Switch: UNITY_MCP_READY;UNITY_MCP_DEPS_6
Nintendo Switch 2: UNITY_MCP_READY;UNITY_MCP_DEPS_6
PS4: UNITY_MCP_READY;UNITY_MCP_DEPS_6
PS5: UNITY_MCP_READY;UNITY_MCP_DEPS_6
QNX: UNITY_MCP_READY;UNITY_MCP_DEPS_6
Server: UNITY_MCP_READY;UNITY_MCP_DEPS_6
Standalone: UNITY_MCP_READY;UNITY_MCP_DEPS_6
VisionOS: UNITY_MCP_READY;UNITY_MCP_DEPS_6
WebGL: UNITY_MCP_READY;UNITY_MCP_DEPS_6
Windows Store Apps: UNITY_MCP_READY;UNITY_MCP_DEPS_6
XboxOne: UNITY_MCP_READY;UNITY_MCP_DEPS_6
iPhone: UNITY_MCP_READY;UNITY_MCP_DEPS_6
tvOS: UNITY_MCP_READY;UNITY_MCP_DEPS_6
additionalCompilerArguments: {}
platformArchitecture: {}
scriptingBackend: