ещё немного

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vladislove 2026-03-24 20:20:32 +03:00
parent 4cd80b95a3
commit c91250e7a8
26 changed files with 4633 additions and 647 deletions

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View File

@ -0,0 +1,55 @@
using UnityEngine;
// Этот скрипт будет единственным в своем роде и не будет уничтожаться при перезагрузке сцены
public class AudioManager : MonoBehaviour
{
public static AudioManager Instance { get; private set; }
[Header("Audio Clips")]
public AudioClip backgroundMusic;
public AudioClip coinSound;
// Сюда можно будет добавить звуки прыжка, слайда, смерти и т.д.
private AudioSource musicSource;
private AudioSource sfxSource;
private void Awake()
{
// Реализация паттерна Singleton
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
// Создаем два компонента AudioSource
musicSource = gameObject.AddComponent<AudioSource>();
sfxSource = gameObject.AddComponent<AudioSource>();
// 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);
}
}
}

View File

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fileFormatVersion: 2
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View File

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using UnityEngine;
using System.Collections.Generic;
using System.Linq;
public class LevelGenerator : MonoBehaviour
{
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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);
}

View File

@ -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();
}
}

View File

@ -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
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