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assetBundleVariant: diff --git a/Assets/Scenes/RoomEditor/ReflectionProbe-0.exr b/Assets/Scenes/RoomEditor/ReflectionProbe-0.exr index 5cdd726..667463f 100644 Binary files a/Assets/Scenes/RoomEditor/ReflectionProbe-0.exr and b/Assets/Scenes/RoomEditor/ReflectionProbe-0.exr differ diff --git a/Assets/Scripts/FurnitureController.cs b/Assets/Scripts/FurnitureController.cs index 2dc1b8b..7c757b5 100644 --- a/Assets/Scripts/FurnitureController.cs +++ b/Assets/Scripts/FurnitureController.cs @@ -9,14 +9,15 @@ public class FurnitureController : MonoBehaviour public GameObject currentPrefab; public LayerMask floorLayer; public LayerMask wallLayer; + + [Tooltip("Слой мебели (чтобы кликать по уже стоящим объектам)")] + public LayerMask furnitureLayer; // НОВАЯ ПЕРЕМЕННАЯ + [SerializeField] private GameObject shopPanel; [Header("Режим редактирования (UI)")] [SerializeField] private GameObject editPanel; - - [Tooltip("Кнопка поворота на 90 градусов")] - [SerializeField] private GameObject rotate90Button; // НОВАЯ ССЫЛКА НА КНОПКУ - + [SerializeField] private GameObject rotate90Button; public float rotationSpeed = 5f; [Header("Связь с камерой")] @@ -41,17 +42,17 @@ public class FurnitureController : MonoBehaviour currentPrefab = null; editPanel.SetActive(false); - - // Прячем кнопку поворота при старте (т.к. начальный инструмент - Move) if (rotate90Button != null) rotate90Button.SetActive(false); } void Update() { + // 1. Если мы УЖЕ редактируем объект if (_activeFurniture != null) { HandleEditing(); } + // 2. Если мы выбрали НОВУЮ мебель в магазине и хотим её поставить else if (currentPrefab != null) { if (Input.GetMouseButtonDown(0) && !shopPanel.activeSelf && !IsPointerOverUI()) @@ -59,6 +60,14 @@ public class FurnitureController : MonoBehaviour TryPlaceFurniture(); } } + // 3. НОВОЕ: Если ничего не выбрано, пытаемся кликнуть по УЖЕ СТОЯЩЕЙ мебели + else + { + if (Input.GetMouseButtonDown(0) && !shopPanel.activeSelf && !IsPointerOverUI()) + { + TrySelectPlacedFurniture(); + } + } } private void HandleEditing() @@ -170,6 +179,37 @@ public class FurnitureController : MonoBehaviour } } + // === НОВЫЙ МЕТОД: Выделение уже стоящей мебели === + private void TrySelectPlacedFurniture() + { + Ray ray = _cam.ScreenPointToRay(Input.mousePosition); + + // Пускаем луч, который ищет ТОЛЬКО объекты на слое FurnitureLayer + if (Physics.Raycast(ray, out RaycastHit hit, 100f, furnitureLayer)) + { + // Ищем скрипт FurnitureObject на объекте (или его родителях) + FurnitureObject furnScript = hit.collider.GetComponentInParent(); + if (furnScript != null) + { + _activeFurniture = furnScript.gameObject; + _activeFurnitureScript = furnScript; + + // Включаем зеленую подсветку + _activeFurnitureScript.SetEditMode(true); + + // Сбрасываем инструмент на Move + _currentTool = EditTool.Move; + if (rotate90Button != null) rotate90Button.SetActive(false); + + _isInteracting = false; + LockCamera(false); + + // Моментально показываем меню над мебелью + UpdateUIPosition(); + } + } + } + private void StartInteraction() { _isInteracting = true; @@ -197,15 +237,12 @@ public class FurnitureController : MonoBehaviour float targetX = screenPos.x; float targetY = screenPos.y + yOffset; - // МАГИЯ: Ограничиваем выход меню за пределы экрана RectTransform rect = editPanel.GetComponent(); if (rect != null) { - // Узнаем размер панели (с учетом скейла Canvas) float paddingX = (rect.rect.width / 2f) * editPanel.transform.lossyScale.x; float paddingY = (rect.rect.height / 2f) * editPanel.transform.lossyScale.y; - // Запрещаем выходить за края targetX = Mathf.Clamp(targetX, paddingX, Screen.width - paddingX); targetY = Mathf.Clamp(targetY, paddingY, Screen.height - paddingY); } @@ -228,7 +265,6 @@ public class FurnitureController : MonoBehaviour _activeFurnitureScript.SetEditMode(true); - // Сбрасываем инструмент на Move по умолчанию и прячем кнопку Rotate90 _currentTool = EditTool.Move; if (rotate90Button != null) rotate90Button.SetActive(false); @@ -240,34 +276,27 @@ public class FurnitureController : MonoBehaviour } } - // === НОВЫЙ МЕТОД: Поворот строго на 90 градусов === public void Rotate90Degrees() { if (_activeFurniture != null) { - // Берем текущий угол float currentY = _activeFurniture.transform.eulerAngles.y; - - // Округляем до ближайшего числа, кратного 90 (чтобы сбросить кривой угол) float snappedY = Mathf.Round(currentY / 90f) * 90f; - - // Добавляем 90 _activeFurniture.transform.rotation = Quaternion.Euler(0, snappedY + 90f, 0); } } - // === ОБНОВЛЕННЫЕ МЕТОДЫ ВЫБОРА === public void SelectMoveTool() { _currentTool = EditTool.Move; - if (rotate90Button != null) rotate90Button.SetActive(false); // Прячем кнопку поворота + if (rotate90Button != null) rotate90Button.SetActive(false); LockCamera(false); } public void SelectRotateTool() { _currentTool = EditTool.Rotate; - if (rotate90Button != null) rotate90Button.SetActive(true); // Показываем кнопку поворота + if (rotate90Button != null) rotate90Button.SetActive(true); LockCamera(true); } diff --git a/Assets/Scripts/RoomVisibilityController.cs b/Assets/Scripts/RoomVisibilityController.cs index c04069d..efb320d 100644 --- a/Assets/Scripts/RoomVisibilityController.cs +++ b/Assets/Scripts/RoomVisibilityController.cs @@ -24,44 +24,27 @@ public class RoomVisibilityController : MonoBehaviour [Range(-0.5f, 0.5f)] public float hideThreshold = 0.1f; - [Header("Настройки плавности (НОВОЕ)")] - public float fadeSpeed = 3f; // Скорость исчезновения (чем больше, тем быстрее) - private Camera _mainCamera; private Dictionary _wallHiddenStates = new Dictionary(); - // Новые словари для контроля плавного исчезновения - private Dictionary _targetAlphas = new Dictionary(); - private Dictionary> _objectMaterials = new Dictionary>(); + // Кэшируем Renderer'ы для оптимизации (чтобы не делать GetComponent каждый кадр) private Dictionary _objectRenderers = new Dictionary(); void Start() { _mainCamera = Camera.main; - // При старте игры находим и запоминаем все материалы стен и столбиков - foreach (var wall in walls) { InitializeFadingData(wall); } - foreach (var pillar in pillars) { InitializeFadingData(pillar.pillarObject); } + // При старте игры находим и запоминаем все Renderer'ы + foreach (var wall in walls) { CacheRenderers(wall); } + foreach (var pillar in pillars) { CacheRenderers(pillar.pillarObject); } } - // Метод для кэширования материалов (чтобы не искать их каждый кадр) - private void InitializeFadingData(GameObject obj) + private void CacheRenderers(GameObject obj) { - if (obj == null || _objectMaterials.ContainsKey(obj)) return; - - Renderer[] renderers = obj.GetComponentsInChildren(); - List mats = new List(); - - foreach (Renderer r in renderers) + if (obj != null && !_objectRenderers.ContainsKey(obj)) { - // Обращение к .materials создает уникальную копию материала для объекта. - // Это нужно, чтобы стены исчезали по отдельности, а не все разом. - mats.AddRange(r.materials); + _objectRenderers[obj] = obj.GetComponentsInChildren(); } - - _objectRenderers[obj] = renderers; - _objectMaterials[obj] = mats; - _targetAlphas[obj] = 1f; // 1f - это 100% непрозрачности (видимый) } void LateUpdate() @@ -82,8 +65,8 @@ public class RoomVisibilityController : MonoBehaviour bool isHidden = Vector3.Dot(dirToCamera.normalized, dirToWall.normalized) > hideThreshold; - // Вместо мгновенного выключения, задаем ЦЕЛЕВУЮ прозрачность (0 - скрыть, 1 - показать) - _targetAlphas[wall] = isHidden ? 0f : 1f; + // Включаем или выключаем графику стены моментально + SetVisibility(wall, !isHidden); _wallHiddenStates[wall] = isHidden; Debug.DrawLine(roomCenter.position, targetPos, isHidden ? Color.red : Color.green); @@ -98,57 +81,24 @@ public class RoomVisibilityController : MonoBehaviour bool isWall1Hidden = _wallHiddenStates.ContainsKey(pillar.connectedWall1) && _wallHiddenStates[pillar.connectedWall1]; bool isWall2Hidden = _wallHiddenStates.ContainsKey(pillar.connectedWall2) && _wallHiddenStates[pillar.connectedWall2]; + // Прячем столбик только если ОБЕ подключенные стены спрятаны bool shouldHidePillar = isWall1Hidden && isWall2Hidden; - // Задаем целевую прозрачность для столбика - _targetAlphas[pillar.pillarObject] = shouldHidePillar ? 0f : 1f; + SetVisibility(pillar.pillarObject, !shouldHidePillar); } - - // 3. Вызываем функцию плавного изменения прозрачности - UpdateFading(); } - // Метод, который плавно меняет Альфа-канал каждый кадр - private void UpdateFading() + // Метод для быстрого включения/выключения отрисовки объекта + private void SetVisibility(GameObject obj, bool isVisible) { - foreach (var kvp in _objectMaterials) + if (obj == null || !_objectRenderers.ContainsKey(obj)) return; + + Renderer[] renderers = _objectRenderers[obj]; + foreach (Renderer r in renderers) { - GameObject obj = kvp.Key; - float targetAlpha = _targetAlphas[obj]; - List mats = kvp.Value; - - if (mats.Count == 0) continue; - - // Берем текущую прозрачность из первого материала - float currentAlpha = mats[0].color.a; - - // Если текущая прозрачность не равна целевой (надо менять) - if (!Mathf.Approximately(currentAlpha, targetAlpha)) + if (r.enabled != isVisible) { - // Плавно меняем значение от текущего к целевому - float newAlpha = Mathf.MoveTowards(currentAlpha, targetAlpha, fadeSpeed * Time.deltaTime); - - // Применяем новую прозрачность ко всем материалам объекта - foreach (Material mat in mats) - { - Color c = mat.color; - c.a = newAlpha; - mat.color = c; - } - - // ОПТИМИЗАЦИЯ: - // Включаем Renderer, если прозрачность больше 0. - // Выключаем Renderer полностью, только когда он на 100% прозрачен. - Renderer[] renderers = _objectRenderers[obj]; - bool shouldRender = newAlpha > 0f; - - foreach (Renderer r in renderers) - { - if (r.enabled != shouldRender) - { - r.enabled = shouldRender; - } - } + r.enabled = isVisible; } } } diff --git a/Assets/Settings/PC_RPAsset.asset b/Assets/Settings/PC_RPAsset.asset index 9b2b046..82ba20d 100644 --- a/Assets/Settings/PC_RPAsset.asset +++ b/Assets/Settings/PC_RPAsset.asset @@ -25,7 +25,7 @@ MonoBehaviour: m_SupportsTerrainHoles: 1 m_SupportsHDR: 1 m_HDRColorBufferPrecision: 0 - m_MSAA: 1 + m_MSAA: 4 m_RenderScale: 1 m_UpscalingFilter: 0 m_FsrOverrideSharpness: 0 @@ -43,18 +43,18 @@ MonoBehaviour: m_ProbeVolumeSHBands: 1 m_MainLightRenderingMode: 1 m_MainLightShadowsSupported: 1 - m_MainLightShadowmapResolution: 2048 + m_MainLightShadowmapResolution: 4096 m_AdditionalLightsRenderingMode: 1 m_AdditionalLightsPerObjectLimit: 4 m_AdditionalLightShadowsSupported: 1 - m_AdditionalLightsShadowmapResolution: 2048 + m_AdditionalLightsShadowmapResolution: 4096 m_AdditionalLightsShadowResolutionTierLow: 256 m_AdditionalLightsShadowResolutionTierMedium: 512 m_AdditionalLightsShadowResolutionTierHigh: 1024 m_ReflectionProbeBlending: 1 m_ReflectionProbeBoxProjection: 1 m_ReflectionProbeAtlas: 1 - m_ShadowDistance: 50 + m_ShadowDistance: 40 m_ShadowCascadeCount: 4 m_Cascade2Split: 0.25 m_Cascade3Split: {x: 0.1, y: 0.3} @@ -77,7 +77,7 @@ MonoBehaviour: m_DebugLevel: 0 m_StoreActionsOptimization: 0 m_UseAdaptivePerformance: 1 - m_ColorGradingMode: 0 + m_ColorGradingMode: 1 m_ColorGradingLutSize: 32 m_AllowPostProcessAlphaOutput: 0 m_UseFastSRGBLinearConversion: 0 diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset index f55198a..97951e4 100644 --- a/ProjectSettings/QualitySettings.asset +++ b/ProjectSettings/QualitySettings.asset @@ -6,7 +6,7 @@ QualitySettings: serializedVersion: 5 m_CurrentQuality: 1 m_QualitySettings: - - serializedVersion: 4 + - serializedVersion: 5 name: Mobile pixelLightCount: 2 shadows: 2 @@ -34,6 +34,7 @@ QualitySettings: adaptiveVsyncExtraA: 0 adaptiveVsyncExtraB: 0 lodBias: 1 + meshLodThreshold: 1 maximumLODLevel: 0 enableLODCrossFade: 1 streamingMipmapsActive: 0 @@ -47,8 +48,7 @@ QualitySettings: asyncUploadBufferSize: 16 asyncUploadPersistentBuffer: 1 resolutionScalingFixedDPIFactor: 1 - customRenderPipeline: {fileID: 11400000, guid: 5e6cbd92db86f4b18aec3ed561671858, - type: 2} + customRenderPipeline: {fileID: 11400000, guid: 5e6cbd92db86f4b18aec3ed561671858, type: 2} terrainQualityOverrides: 0 terrainPixelError: 1 terrainDetailDensityScale: 1 @@ -58,9 +58,8 @@ QualitySettings: terrainBillboardStart: 50 terrainFadeLength: 5 terrainMaxTrees: 50 - excludedTargetPlatforms: - - Standalone - - serializedVersion: 4 + excludedTargetPlatforms: [] + - serializedVersion: 5 name: PC pixelLightCount: 2 shadows: 2 @@ -76,7 +75,7 @@ QualitySettings: globalTextureMipmapLimit: 0 textureMipmapLimitSettings: [] anisotropicTextures: 2 - antiAliasing: 0 + antiAliasing: 4 softParticles: 0 softVegetation: 1 realtimeReflectionProbes: 0 @@ -88,6 +87,7 @@ QualitySettings: adaptiveVsyncExtraA: 0 adaptiveVsyncExtraB: 0 lodBias: 2 + meshLodThreshold: 1 maximumLODLevel: 0 enableLODCrossFade: 1 streamingMipmapsActive: 0 @@ -101,8 +101,7 @@ QualitySettings: asyncUploadBufferSize: 16 asyncUploadPersistentBuffer: 1 resolutionScalingFixedDPIFactor: 1 - customRenderPipeline: {fileID: 11400000, guid: 4b83569d67af61e458304325a23e5dfd, - type: 2} + customRenderPipeline: {fileID: 11400000, guid: 4b83569d67af61e458304325a23e5dfd, type: 2} terrainQualityOverrides: 0 terrainPixelError: 1 terrainDetailDensityScale: 1 @@ -113,7 +112,6 @@ QualitySettings: terrainFadeLength: 5 terrainMaxTrees: 50 excludedTargetPlatforms: - - Android - iPhone m_TextureMipmapLimitGroupNames: [] m_PerPlatformDefaultQuality: @@ -122,6 +120,7 @@ QualitySettings: GameCoreXboxOne: 1 Lumin: 0 Nintendo Switch: 1 + Nintendo Switch 2: 1 PS4: 1 PS5: 1 Server: 0