предпоследний коммит

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vladislove 2026-03-25 00:05:05 +03:00
parent c91250e7a8
commit d76cdee57b
67 changed files with 11883 additions and 1359 deletions

23
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using System.Collections.Generic;
// Классы для хранения данных. Не являются MonoBehaviour.
[System.Serializable]
public class HighScoreEntry
{
public string playerName;
public int score;
}
[System.Serializable]
public class HighScoreList
{
public List<HighScoreEntry> scores = new List<HighScoreEntry>();
}

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@ -4,29 +4,42 @@ using System.Linq;
public class LevelGenerator : MonoBehaviour
{
public GameObject platformPrefab;
public Transform playerTransform;
// Публичные поля для префабов удалены. Теперь все берется из ThemeManager.
private Transform playerTransform;
public int numberOfPlatforms = 5;
public float platformLength = 50f;
public float laneWidth = 4f;
public float highObstacleYOffset = 1.5f;
[Header("Spawning Objects")]
public GameObject coinPrefab;
public GameObject lowObstaclePrefab;
public GameObject highObstaclePrefab;
public float highObstacleYOffset = 1.5f; // Дополнительная высота для высоких препятствий
private VisualTheme currentTheme;
private Dictionary<GameObject, List<GameObject>> platformItems = new Dictionary<GameObject, List<GameObject>>();
private List<GameObject> activePlatforms = new List<GameObject>();
private float spawnPosition = 0f;
void Start()
{
currentTheme = ThemeManager.Instance.GetCurrentTheme();
if (currentTheme == null)
{
Debug.LogError("Не удалось загрузить тему в LevelGenerator!");
return;
}
// Применяем скайбокс темы
RenderSettings.skybox = currentTheme.skyboxMaterial;
// Спавним игрока
GameObject player = Instantiate(currentTheme.playerPrefab, new Vector3(0, 1, 0), Quaternion.identity);
playerTransform = player.transform;
// Спавним стартовые платформы
for (int i = 0; i < numberOfPlatforms; i++) SpawnPlatform();
}
void Update()
{
if (playerTransform == null) return;
if (playerTransform.position.z - platformLength > spawnPosition - (numberOfPlatforms * platformLength))
{
SpawnPlatform();
@ -36,7 +49,7 @@ public class LevelGenerator : MonoBehaviour
private void SpawnPlatform()
{
GameObject newPlatform = Instantiate(platformPrefab, Vector3.forward * spawnPosition, Quaternion.Euler(0, 90, 0));
GameObject newPlatform = Instantiate(currentTheme.platformPrefab, Vector3.forward * spawnPosition, Quaternion.Euler(0, 90, 0));
activePlatforms.Add(newPlatform);
platformItems[newPlatform] = new List<GameObject>();
PopulatePlatformByLanes(newPlatform);
@ -55,7 +68,7 @@ public class LevelGenerator : MonoBehaviour
{
float zPos = platform.transform.position.z - (platformLength / 2) + (i * segmentLength) + (segmentLength / 2);
float xPos = j * laneWidth;
spawnPoints.Add(new Vector3(xPos, 0, zPos)); // Y будет настраиваться ниже
spawnPoints.Add(new Vector3(xPos, 0, zPos));
}
}
@ -69,21 +82,14 @@ public class LevelGenerator : MonoBehaviour
GameObject itemToSpawn = null;
Vector3 spawnPos = spawnPoints[i];
int itemType = Random.Range(0, 5);
int itemType = Random.Range(0, 25);
switch (itemType)
{
case 0: case 1: case 2:
itemToSpawn = coinPrefab;
spawnPos.y = 1f;
break;
case 3:
itemToSpawn = lowObstaclePrefab;
spawnPos.y = 1f;
break;
case 4:
itemToSpawn = highObstaclePrefab;
spawnPos.y = highObstacleYOffset; // Используем новую переменную
break;
case 0: itemToSpawn = currentTheme.invincibilityBonusPrefab; spawnPos.y = 1f; break;
case 1: case 2: itemToSpawn = currentTheme.highObstaclePrefab; spawnPos.y = highObstacleYOffset; break;
case 3: case 4: itemToSpawn = currentTheme.movingObstaclePrefab; spawnPos.y = 1f; break;
case 5: case 6: case 7: itemToSpawn = currentTheme.lowObstaclePrefab; spawnPos.y = 1f; break;
default: itemToSpawn = currentTheme.coinPrefab; spawnPos.y = 1f; break;
}
if (itemToSpawn != null)

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@ -0,0 +1,120 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
using System.Linq;
using UnityEngine.UI;
public class MainMenuManager : MonoBehaviour
{
[Header("Scene Names")]
public string gameSceneName = "GameScene";
[Header("UI Panels")]
public GameObject mainMenuPanel;
public GameObject highScorePanel;
public GameObject themeSelectionPanel; // Панель выбора тем
[Header("High Score Display")]
public TextMeshProUGUI highScoreText;
[Header("Theme Selection")]
public Transform themeButtonContainer; // Контейнер для кнопок выбора тем
public GameObject themeButtonPrefab; // Префаб кнопки для выбора темы
private const string HighScoreKey = "HighScores";
void Start()
{
ShowMainMenu();
PopulateThemeSelection();
}
// --- Методы для кнопок ---
public void StartGame()
{
SceneManager.LoadScene(gameSceneName);
}
public void QuitGame()
{
Debug.Log("Выход из игры...");
Application.Quit();
}
// --- Управление панелями ---
public void ShowMainMenu()
{
mainMenuPanel.SetActive(true);
highScorePanel.SetActive(false);
themeSelectionPanel.SetActive(false);
}
public void ShowHighScorePanel()
{
mainMenuPanel.SetActive(false);
highScorePanel.SetActive(true);
themeSelectionPanel.SetActive(false);
LoadAndDisplayHighScores();
}
public void ShowThemeSelectionPanel()
{
mainMenuPanel.SetActive(false);
highScorePanel.SetActive(false);
themeSelectionPanel.SetActive(true);
}
// --- Логика таблицы рекордов ---
private void LoadAndDisplayHighScores()
{
string json = PlayerPrefs.GetString(HighScoreKey, "{}");
HighScoreList highScores = JsonUtility.FromJson<HighScoreList>(json);
if (highScores.scores == null || highScores.scores.Count == 0)
{
highScoreText.text = "Рекордов пока нет";
return;
}
var sortedScores = highScores.scores.OrderByDescending(s => s.score).ToList();
string displayText = "";
for (int i = 0; i < sortedScores.Count; i++)
{
displayText += $"{i + 1}. {sortedScores[i].playerName} - {sortedScores[i].score}\n";
}
highScoreText.text = displayText;
}
// --- Логика выбора тем ---
private void PopulateThemeSelection()
{
if (ThemeManager.Instance == null || themeButtonContainer == null || themeButtonPrefab == null) return;
// Очищаем старые кнопки
foreach (Transform child in themeButtonContainer)
{
Destroy(child.gameObject);
}
// Создаем кнопки для каждой темы
var themes = ThemeManager.Instance.themes;
for (int i = 0; i < themes.Count; i++)
{
GameObject buttonGO = Instantiate(themeButtonPrefab, themeButtonContainer);
buttonGO.GetComponentInChildren<TextMeshProUGUI>().text = themes[i].themeName;
int themeIndex = i; // Важно для замыкания
buttonGO.GetComponent<Button>().onClick.AddListener(() => SelectTheme(themeIndex));
}
}
public void SelectTheme(int themeIndex)
{
ThemeManager.Instance.SetTheme(themeIndex);
Debug.Log($"Выбрана тема: {ThemeManager.Instance.GetCurrentTheme().themeName}");
ShowMainMenu(); // Возвращаемся в главное меню после выбора
}
}

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using UnityEngine;
public class MovingObstacle : MonoBehaviour
{
public float moveSpeed = 2f; // Скорость движения препятствия
public float moveRange = 2f; // Насколько далеко препятствие движется от своей начальной позиции по X
private Vector3 startPosition;
void Start()
{
startPosition = transform.position;
}
void Update()
{
// Движение по синусоиде для плавного перемещения влево-вправо
float newX = startPosition.x + Mathf.Sin(Time.time * moveSpeed) * moveRange;
transform.position = new Vector3(newX, transform.position.y, transform.position.z);
}
}

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@ -1,5 +1,6 @@
using UnityEngine;
using System;
using System.Collections;
[RequireComponent(typeof(Animator), typeof(CapsuleCollider))]
public class PlayerController : MonoBehaviour
@ -11,6 +12,9 @@ public class PlayerController : MonoBehaviour
public float laneChangeSpeed = 15f;
public float laneWidth = 4f;
[Header("Gameplay")]
public float invincibilityDuration = 5f; // Длительность неуязвимости в секундах
[Header("Collider")]
public float slideColliderHeight = 0.5f;
public float slideColliderCenterY = 0.25f;
@ -21,6 +25,7 @@ public class PlayerController : MonoBehaviour
private bool isGrounded = true;
private bool isSliding = false;
private bool isInvincible = false;
private int currentLane = 0;
private Vector3 targetPosition;
@ -36,10 +41,8 @@ public class PlayerController : MonoBehaviour
rb = GetComponent<Rigidbody>();
animator = GetComponent<Animator>();
capsuleCollider = GetComponent<CapsuleCollider>();
originalColliderHeight = capsuleCollider.height;
originalColliderCenterY = capsuleCollider.center.y;
coinCount = 0;
isAlive = true;
Time.timeScale = 1f;
@ -108,19 +111,39 @@ public class PlayerController : MonoBehaviour
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Ground")) isGrounded = true;
else if (collision.gameObject.CompareTag("Obstacle") && isAlive) Die();
// Если мы неуязвимы, игнорируем столкновения с препятствиями
if (isInvincible) return;
if (collision.gameObject.CompareTag("Obstacle") && isAlive) Die();
else if (collision.gameObject.CompareTag("HighObstacle") && !isSliding && isAlive) Die();
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Coin") && isAlive)
if (!isAlive) return;
if (other.gameObject.CompareTag("Coin"))
{
coinCount++;
// Вызываем AudioManager для проигрывания звука
AudioManager.Instance.PlayCoinSound();
Destroy(other.gameObject);
}
else if (other.gameObject.CompareTag("InvincibilityBonus"))
{
StartCoroutine(ActivateInvincibility());
Destroy(other.gameObject);
}
}
private IEnumerator ActivateInvincibility()
{
isInvincible = true;
Debug.Log("Неуязвимость активирована!");
// Здесь можно добавить визуальный эффект, например, изменение цвета материала
yield return new WaitForSeconds(invincibilityDuration);
isInvincible = false;
Debug.Log("Неуязвимость закончилась.");
}
void Die()

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@ -0,0 +1,60 @@
using UnityEngine;
using System.Collections.Generic;
public class ThemeManager : MonoBehaviour
{
public static ThemeManager Instance { get; private set; }
public List<VisualTheme> themes;
private VisualTheme currentTheme;
private const string SelectedThemeKey = "SelectedThemeIndex";
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
LoadTheme();
}
private void LoadTheme()
{
int selectedThemeIndex = PlayerPrefs.GetInt(SelectedThemeKey, 0);
if (themes != null && themes.Count > selectedThemeIndex)
{
currentTheme = themes[selectedThemeIndex];
Debug.Log("Тема загружена: " + currentTheme.themeName);
}
else
{
Debug.LogError("Не удалось загрузить тему! Проверьте список тем в ThemeManager.");
}
}
public void SetTheme(int themeIndex)
{
if (themes != null && themes.Count > themeIndex)
{
PlayerPrefs.SetInt(SelectedThemeKey, themeIndex);
PlayerPrefs.Save();
currentTheme = themes[themeIndex];
Debug.Log("Тема выбрана: " + currentTheme.themeName);
}
}
// Методы для получения ассетов текущей темы
public VisualTheme GetCurrentTheme()
{
if (currentTheme == null)
{
LoadTheme();
}
return currentTheme;
}
}

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@ -1,37 +1,33 @@
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using TMPro;
public class UIManager : MonoBehaviour
{
public Text coinText;
[Header("In-Game UI")]
public TextMeshProUGUI coinText;
// Элементы окна проигрыша
[Header("Game Over UI")]
public GameObject gameOverPanel;
public Text finalScoreText;
public Button restartButton;
public TextMeshProUGUI finalScoreText;
public TMP_InputField nameInputField;
public Button saveButton;
[Header("Scene Names")]
public string mainMenuSceneName = "MainMenuScene"; // Имя сцены главного меню
private const string HighScoreKey = "HighScores";
void Start()
{
// Подписываемся на событие смерти игрока
PlayerController.OnPlayerDied += ShowGameOverScreen;
// Скрываем панель проигрыша при старте
if (gameOverPanel != null)
{
gameOverPanel.SetActive(false);
}
// Назначаем действие для кнопки
if (restartButton != null)
{
restartButton.onClick.AddListener(RestartGame);
}
if (gameOverPanel != null) gameOverPanel.SetActive(false);
if (saveButton != null) saveButton.onClick.AddListener(SaveScoreAndReturnToMenu);
}
void OnDestroy()
{
// ОБЯЗАТЕЛЬНО отписываемся от события, чтобы избежать ошибок
PlayerController.OnPlayerDied -= ShowGameOverScreen;
}
@ -49,13 +45,41 @@ public class UIManager : MonoBehaviour
{
gameOverPanel.SetActive(true);
finalScoreText.text = "Ваш результат: " + PlayerController.coinCount;
if (nameInputField != null)
{
nameInputField.onValueChanged.AddListener(delegate { ValidateInput(); });
saveButton.interactable = false;
}
}
}
void RestartGame()
void ValidateInput()
{
// Возобновляем время перед загрузкой сцены
saveButton.interactable = !string.IsNullOrEmpty(nameInputField.text);
}
public void SaveScoreAndReturnToMenu()
{
string playerName = nameInputField.text;
int score = PlayerController.coinCount;
string json = PlayerPrefs.GetString(HighScoreKey, "{}");
HighScoreList highScores = JsonUtility.FromJson<HighScoreList>(json);
if (highScores.scores == null)
{
highScores.scores = new System.Collections.Generic.List<HighScoreEntry>();
}
highScores.scores.Add(new HighScoreEntry { playerName = playerName, score = score });
string updatedJson = JsonUtility.ToJson(highScores);
PlayerPrefs.SetString(HighScoreKey, updatedJson);
PlayerPrefs.Save();
Debug.Log("Результат сохранен. Возврат в главное меню.");
// Возобновляем время и загружаем главное меню
Time.timeScale = 1f;
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
SceneManager.LoadScene(mainMenuSceneName);
}
}

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@ -0,0 +1,23 @@
using UnityEngine;
// Создаем пункт в меню Assets -> Create -> Theme, чтобы легко создавать новые темы
[CreateAssetMenu(fileName = "NewVisualTheme", menuName = "Runner/Visual Theme")]
public class VisualTheme : ScriptableObject
{
[Header("Theme Assets")]
public string themeName;
[Header("Environment")]
public Material skyboxMaterial;
public GameObject platformPrefab;
[Header("Player")]
public GameObject playerPrefab; // Разные модели игрока
[Header("Items & Obstacles")]
public GameObject coinPrefab;
public GameObject lowObstaclePrefab;
public GameObject highObstaclePrefab;
public GameObject movingObstaclePrefab;
public GameObject invincibilityBonusPrefab;
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compressionFormat: 1
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@ -4,7 +4,13 @@
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m_ObjectHideFlags: 0
serializedVersion: 2
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m_Scenes:
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path: Assets/Scenes/MainMenuScene.unity
guid: d99cb300c04a6bc4d9ac9d2e312a1624
- enabled: 1
path: Assets/Scenes/GameScene.unity
guid: 9fc0d4010bbf28b4594072e72b8655ab
m_configObjects:
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@ -8,6 +8,7 @@ TagManager:
- Obstacle
- Coin
- HighObstacle
- InvincibilityBonus
layers:
- Default
- TransparentFX