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372
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55
Assets/Scripts/AudioManager.cs
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55
Assets/Scripts/AudioManager.cs
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@ -0,0 +1,55 @@
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using UnityEngine;
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// Этот скрипт будет единственным в своем роде и не будет уничтожаться при перезагрузке сцены
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public class AudioManager : MonoBehaviour
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{
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[Header("Audio Clips")]
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// Сюда можно будет добавить звуки прыжка, слайда, смерти и т.д.
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private void Awake()
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{
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// Реализация паттерна Singleton
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if (Instance != null && Instance != this)
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{
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return;
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}
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// Создаем два компонента AudioSource
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musicSource = gameObject.AddComponent<AudioSource>();
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sfxSource = gameObject.AddComponent<AudioSource>();
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// Настраиваем источник для музыки
|
||||
musicSource.loop = true;
|
||||
musicSource.playOnAwake = false;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Запускаем фоновую музыку
|
||||
if (backgroundMusic != null)
|
||||
{
|
||||
musicSource.clip = backgroundMusic;
|
||||
musicSource.Play();
|
||||
}
|
||||
}
|
||||
|
||||
// Публичный метод для проигрывания звука монеты
|
||||
public void PlayCoinSound()
|
||||
{
|
||||
if (coinSound != null)
|
||||
{
|
||||
// PlayOneShot позволяет проигрывать звук, не прерывая другие эффекты
|
||||
sfxSource.PlayOneShot(coinSound);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/AudioManager.cs.meta
Normal file
2
Assets/Scripts/AudioManager.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 84930eba8a2de7149a94b5a8f7218968
|
||||
@ -1,5 +1,6 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
public class LevelGenerator : MonoBehaviour
|
||||
{
|
||||
@ -7,21 +8,21 @@ public class LevelGenerator : MonoBehaviour
|
||||
public Transform playerTransform;
|
||||
public int numberOfPlatforms = 5;
|
||||
public float platformLength = 50f;
|
||||
public float laneWidth = 4f;
|
||||
|
||||
[Header("Spawning Objects")]
|
||||
public GameObject coinPrefab;
|
||||
public GameObject obstaclePrefab;
|
||||
public GameObject lowObstaclePrefab;
|
||||
public GameObject highObstaclePrefab;
|
||||
public float highObstacleYOffset = 1.5f; // Дополнительная высота для высоких препятствий
|
||||
|
||||
// Теперь будем хранить пары: платформа и список объектов на ней
|
||||
private Dictionary<GameObject, List<GameObject>> platformItems = new Dictionary<GameObject, List<GameObject>>();
|
||||
private List<GameObject> activePlatforms = new List<GameObject>();
|
||||
private float spawnPosition = 0f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
for (int i = 0; i < numberOfPlatforms; i++)
|
||||
{
|
||||
SpawnPlatform();
|
||||
}
|
||||
for (int i = 0; i < numberOfPlatforms; i++) SpawnPlatform();
|
||||
}
|
||||
|
||||
void Update()
|
||||
@ -37,36 +38,57 @@ public class LevelGenerator : MonoBehaviour
|
||||
{
|
||||
GameObject newPlatform = Instantiate(platformPrefab, Vector3.forward * spawnPosition, Quaternion.Euler(0, 90, 0));
|
||||
activePlatforms.Add(newPlatform);
|
||||
|
||||
// Создаем список для хранения объектов на этой платформе
|
||||
platformItems[newPlatform] = new List<GameObject>();
|
||||
|
||||
PopulatePlatform(newPlatform);
|
||||
PopulatePlatformByLanes(newPlatform);
|
||||
spawnPosition += platformLength;
|
||||
}
|
||||
|
||||
private void PopulatePlatform(GameObject platform)
|
||||
private void PopulatePlatformByLanes(GameObject platform)
|
||||
{
|
||||
int itemCount = Random.Range(3, 8);
|
||||
for (int i = 0; i < itemCount; i++)
|
||||
int segments = 5;
|
||||
float segmentLength = platformLength / segments;
|
||||
List<Vector3> spawnPoints = new List<Vector3>();
|
||||
|
||||
for (int i = 0; i < segments; i++)
|
||||
{
|
||||
GameObject itemToSpawn = Random.Range(0, 3) > 0 ? coinPrefab : obstaclePrefab;
|
||||
for (int j = -1; j <= 1; j++)
|
||||
{
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
System.Random rng = new System.Random();
|
||||
spawnPoints = spawnPoints.OrderBy(a => rng.Next()).ToList();
|
||||
|
||||
int itemsToSpawn = Random.Range(5, 10);
|
||||
|
||||
for (int i = 0; i < itemsToSpawn && i < spawnPoints.Count; i++)
|
||||
{
|
||||
GameObject itemToSpawn = null;
|
||||
Vector3 spawnPos = spawnPoints[i];
|
||||
|
||||
int itemType = Random.Range(0, 5);
|
||||
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;
|
||||
}
|
||||
|
||||
if (itemToSpawn != null)
|
||||
{
|
||||
float randomX = Random.Range(-4f, 4f);
|
||||
float randomZ = Random.Range(-platformLength / 2 + 5, platformLength / 2 - 5);
|
||||
|
||||
Vector3 spawnPos = new Vector3(
|
||||
platform.transform.position.x + randomX,
|
||||
1f,
|
||||
platform.transform.position.z + randomZ
|
||||
);
|
||||
|
||||
// Создаем объект без родителя, чтобы избежать растягивания
|
||||
GameObject newItem = Instantiate(itemToSpawn, spawnPos, Quaternion.identity);
|
||||
|
||||
// Добавляем созданный объект в список для последующего удаления
|
||||
platformItems[platform].Add(newItem);
|
||||
}
|
||||
}
|
||||
@ -75,18 +97,11 @@ public class LevelGenerator : MonoBehaviour
|
||||
private void DeleteOldestPlatform()
|
||||
{
|
||||
GameObject platformToDelete = activePlatforms[0];
|
||||
|
||||
// Удаляем все объекты, связанные с этой платформой
|
||||
if (platformItems.ContainsKey(platformToDelete))
|
||||
{
|
||||
foreach (GameObject item in platformItems[platformToDelete])
|
||||
{
|
||||
Destroy(item);
|
||||
}
|
||||
foreach (GameObject item in platformItems[platformToDelete]) Destroy(item);
|
||||
platformItems.Remove(platformToDelete);
|
||||
}
|
||||
|
||||
// Удаляем саму платформу
|
||||
Destroy(platformToDelete);
|
||||
activePlatforms.RemoveAt(0);
|
||||
}
|
||||
|
||||
@ -1,55 +1,138 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement; // Для перезагрузки сцены
|
||||
using System;
|
||||
|
||||
[RequireComponent(typeof(Animator), typeof(CapsuleCollider))]
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
public float moveSpeed = 5f;
|
||||
[Header("Movement")]
|
||||
public float moveSpeed = 8f;
|
||||
public float speedIncreaseRate = 0.1f;
|
||||
public float jumpForce = 10f;
|
||||
public float laneChangeSpeed = 15f;
|
||||
public float laneWidth = 4f;
|
||||
|
||||
[Header("Collider")]
|
||||
public float slideColliderHeight = 0.5f;
|
||||
public float slideColliderCenterY = 0.25f;
|
||||
|
||||
private Rigidbody rb;
|
||||
private Animator animator;
|
||||
private CapsuleCollider capsuleCollider;
|
||||
|
||||
private bool isGrounded = true;
|
||||
private bool isSliding = false;
|
||||
private int currentLane = 0;
|
||||
private Vector3 targetPosition;
|
||||
|
||||
private float originalColliderHeight;
|
||||
private float originalColliderCenterY;
|
||||
|
||||
public static int coinCount = 0;
|
||||
public static event Action OnPlayerDied;
|
||||
private bool isAlive = true;
|
||||
|
||||
void Start()
|
||||
{
|
||||
rb = GetComponent<Rigidbody>();
|
||||
coinCount = 0; // Сбрасываем счетчик при старте
|
||||
animator = GetComponent<Animator>();
|
||||
capsuleCollider = GetComponent<CapsuleCollider>();
|
||||
|
||||
originalColliderHeight = capsuleCollider.height;
|
||||
originalColliderCenterY = capsuleCollider.center.y;
|
||||
|
||||
coinCount = 0;
|
||||
isAlive = true;
|
||||
Time.timeScale = 1f;
|
||||
targetPosition = transform.position;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime, Space.World);
|
||||
if (!isAlive) return;
|
||||
moveSpeed += speedIncreaseRate * Time.deltaTime;
|
||||
HandleInput();
|
||||
MovePlayer();
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
|
||||
void HandleInput()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow)) ChangeLane(-1);
|
||||
else if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow)) ChangeLane(1);
|
||||
if (Input.GetKeyDown(KeyCode.Space) && isGrounded) Jump();
|
||||
if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)) Slide();
|
||||
}
|
||||
|
||||
void MovePlayer()
|
||||
{
|
||||
targetPosition.x = currentLane * laneWidth;
|
||||
Vector3 newPosition = new Vector3(
|
||||
Mathf.Lerp(transform.position.x, targetPosition.x, laneChangeSpeed * Time.deltaTime),
|
||||
transform.position.y,
|
||||
transform.position.z + moveSpeed * Time.deltaTime
|
||||
);
|
||||
transform.position = newPosition;
|
||||
}
|
||||
|
||||
void ChangeLane(int direction)
|
||||
{
|
||||
int newLane = currentLane + direction;
|
||||
if (newLane >= -1 && newLane <= 1) currentLane = newLane;
|
||||
}
|
||||
|
||||
void Jump()
|
||||
{
|
||||
isGrounded = false;
|
||||
rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
|
||||
animator.SetTrigger("Jump");
|
||||
}
|
||||
|
||||
void Slide()
|
||||
{
|
||||
if (!isSliding)
|
||||
{
|
||||
rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
|
||||
isGrounded = false;
|
||||
isSliding = true;
|
||||
animator.SetTrigger("Slide");
|
||||
capsuleCollider.height = slideColliderHeight;
|
||||
capsuleCollider.center = new Vector3(0, slideColliderCenterY, 0);
|
||||
Invoke(nameof(StopSliding), 0.75f);
|
||||
}
|
||||
}
|
||||
|
||||
// Обработка столкновений с твердыми объектами
|
||||
void StopSliding()
|
||||
{
|
||||
isSliding = false;
|
||||
capsuleCollider.height = originalColliderHeight;
|
||||
capsuleCollider.center = new Vector3(0, originalColliderCenterY, 0);
|
||||
}
|
||||
|
||||
void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if (collision.gameObject.CompareTag("Ground"))
|
||||
if (collision.gameObject.CompareTag("Ground")) isGrounded = true;
|
||||
else 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)
|
||||
{
|
||||
isGrounded = true;
|
||||
}
|
||||
else if (collision.gameObject.CompareTag("Obstacle"))
|
||||
{
|
||||
Debug.Log("Игра окончена!");
|
||||
// Перезагружаем текущую сцену
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||
coinCount++;
|
||||
// Вызываем AudioManager для проигрывания звука
|
||||
AudioManager.Instance.PlayCoinSound();
|
||||
Destroy(other.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
// Обработка столкновений с триггерами
|
||||
void OnTriggerEnter(Collider other)
|
||||
void Die()
|
||||
{
|
||||
if (other.gameObject.CompareTag("Coin"))
|
||||
{
|
||||
coinCount++;
|
||||
Debug.Log("Монеты: " + coinCount);
|
||||
Destroy(other.gameObject); // Уничтожаем монету
|
||||
}
|
||||
isAlive = false;
|
||||
animator.SetBool("IsDead", true);
|
||||
if (OnPlayerDied != null) Invoke(nameof(TriggerGameOver), 1.5f);
|
||||
}
|
||||
|
||||
void TriggerGameOver()
|
||||
{
|
||||
Time.timeScale = 0f;
|
||||
OnPlayerDied();
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,16 +1,61 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI; // Обязательно для работы с UI
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class UIManager : MonoBehaviour
|
||||
{
|
||||
public Text coinText; // Сюда вы перетащите ваш текстовый объект
|
||||
public Text coinText;
|
||||
|
||||
// Элементы окна проигрыша
|
||||
public GameObject gameOverPanel;
|
||||
public Text finalScoreText;
|
||||
public Button restartButton;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
// ОБЯЗАТЕЛЬНО отписываемся от события, чтобы избежать ошибок
|
||||
PlayerController.OnPlayerDied -= ShowGameOverScreen;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (coinText != null)
|
||||
{
|
||||
// Обновляем текст, отображая количество монет из PlayerController
|
||||
coinText.text = "Монеты: " + PlayerController.coinCount;
|
||||
}
|
||||
}
|
||||
|
||||
void ShowGameOverScreen()
|
||||
{
|
||||
if (gameOverPanel != null && finalScoreText != null)
|
||||
{
|
||||
gameOverPanel.SetActive(true);
|
||||
finalScoreText.text = "Ваш результат: " + PlayerController.coinCount;
|
||||
}
|
||||
}
|
||||
|
||||
void RestartGame()
|
||||
{
|
||||
// Возобновляем время перед загрузкой сцены
|
||||
Time.timeScale = 1f;
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
}
|
||||
|
||||
8
Assets/Sound.meta
Normal file
8
Assets/Sound.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 666713cddd0bd6549b3ca56060bf94dc
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
BIN
Assets/Sound/death6.mp3
(Stored with Git LFS)
Normal file
BIN
Assets/Sound/death6.mp3
(Stored with Git LFS)
Normal file
Binary file not shown.
23
Assets/Sound/death6.mp3.meta
Normal file
23
Assets/Sound/death6.mp3.meta
Normal file
@ -0,0 +1,23 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4c11deafcb86a904b90158d8277a91a5
|
||||
AudioImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 8
|
||||
defaultSettings:
|
||||
serializedVersion: 2
|
||||
loadType: 0
|
||||
sampleRateSetting: 0
|
||||
sampleRateOverride: 44100
|
||||
compressionFormat: 1
|
||||
quality: 1
|
||||
conversionMode: 0
|
||||
preloadAudioData: 0
|
||||
platformSettingOverrides: {}
|
||||
forceToMono: 0
|
||||
normalize: 1
|
||||
loadInBackground: 0
|
||||
ambisonic: 0
|
||||
3D: 1
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
BIN
Assets/Sound/zvuk-monety.mp3
(Stored with Git LFS)
Normal file
BIN
Assets/Sound/zvuk-monety.mp3
(Stored with Git LFS)
Normal file
Binary file not shown.
23
Assets/Sound/zvuk-monety.mp3.meta
Normal file
23
Assets/Sound/zvuk-monety.mp3.meta
Normal file
@ -0,0 +1,23 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cefd48ff601ef3c4792884f4f6d6128a
|
||||
AudioImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 8
|
||||
defaultSettings:
|
||||
serializedVersion: 2
|
||||
loadType: 0
|
||||
sampleRateSetting: 0
|
||||
sampleRateOverride: 44100
|
||||
compressionFormat: 1
|
||||
quality: 1
|
||||
conversionMode: 0
|
||||
preloadAudioData: 0
|
||||
platformSettingOverrides: {}
|
||||
forceToMono: 0
|
||||
normalize: 1
|
||||
loadInBackground: 0
|
||||
ambisonic: 0
|
||||
3D: 1
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
@ -1,95 +1,223 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5c3f63b98162c9342800d2d845a2e7d3
|
||||
timeCreated: 1552025701
|
||||
licenseType: Store
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 141471
|
||||
packageName: VIASS Free Character Pack
|
||||
packageVersion: 1.0
|
||||
assetPath: Assets/VIASS FreeCharacter Pack/File FBX/Dman_Animation/VIASS_Dman@Dizzy.fbx
|
||||
uploadId: 298704
|
||||
ModelImporter:
|
||||
serializedVersion: 19
|
||||
fileIDToRecycleName:
|
||||
100000: Dman_head_TopSHJnt
|
||||
100002: Dman_l_Arm_ClavicleSHJnt
|
||||
100004: Dman_l_Arm_ElbowSHJnt
|
||||
100006: Dman_l_Arm_ShoulderSHJnt
|
||||
100008: Dman_l_Arm_WristSHJnt
|
||||
100010: Dman_l_Fingers_01_01SHJnt
|
||||
100012: Dman_l_Fingers_02_01SHJnt
|
||||
100014: Dman_l_Leg_AnkleSHJnt
|
||||
100016: Dman_l_Leg_BallSHJnt
|
||||
100018: Dman_l_Leg_HipSHJnt
|
||||
100020: Dman_l_Leg_KneeSHJnt
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8
Assets/VIASS FreeCharacter Pack/Player.controller.meta
Normal file
8
Assets/VIASS FreeCharacter Pack/Player.controller.meta
Normal file
@ -0,0 +1,8 @@
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@ -7,6 +7,7 @@ TagManager:
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- HighObstacle
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- TransparentFX
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Loading…
Reference in New Issue
Block a user