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23
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7
Assets/Prefabs/MovingObstacle.prefab.meta
Normal file
7
Assets/Prefabs/MovingObstacle.prefab.meta
Normal file
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fileFormatVersion: 2
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guid: 011f5f51d6035d0498adfc2fb0aa2152
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1238
Assets/Prefabs/Player.prefab
Normal file
1238
Assets/Prefabs/Player.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Prefabs/Player.prefab.meta
Normal file
7
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1769
Assets/Scenes/GameScene.unity
Normal file
1769
Assets/Scenes/GameScene.unity
Normal file
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/GameScene_BackUp.unity.meta
Normal file
7
Assets/Scenes/GameScene_BackUp.unity.meta
Normal file
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1972
Assets/Scenes/MainMenuScene.unity
Normal file
1972
Assets/Scenes/MainMenuScene.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/MainMenuScene.unity.meta
Normal file
7
Assets/Scenes/MainMenuScene.unity.meta
Normal file
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userData:
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16
Assets/Scripts/HighScoreData.cs
Normal file
16
Assets/Scripts/HighScoreData.cs
Normal file
@ -0,0 +1,16 @@
|
||||
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>();
|
||||
}
|
||||
2
Assets/Scripts/HighScoreData.cs.meta
Normal file
2
Assets/Scripts/HighScoreData.cs.meta
Normal file
@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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guid: e08c45d5d76529b4091840c84af1e3c5
|
||||
@ -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)
|
||||
|
||||
120
Assets/Scripts/MainMenuManager.cs
Normal file
120
Assets/Scripts/MainMenuManager.cs
Normal file
@ -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
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/MainMenuManager.cs.meta
Normal file
2
Assets/Scripts/MainMenuManager.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 27fba0ba1ea2d5d488f02e29e61eb57f
|
||||
21
Assets/Scripts/MovingObstacle.cs
Normal file
21
Assets/Scripts/MovingObstacle.cs
Normal file
@ -0,0 +1,21 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/MovingObstacle.cs.meta
Normal file
2
Assets/Scripts/MovingObstacle.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b2cd62ee707e0224099765c6752a940e
|
||||
@ -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()
|
||||
|
||||
60
Assets/Scripts/ThemeManager.cs
Normal file
60
Assets/Scripts/ThemeManager.cs
Normal file
@ -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;
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/ThemeManager.cs.meta
Normal file
2
Assets/Scripts/ThemeManager.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9c11ab76bd576f14f8c5f191603814c5
|
||||
@ -1,37 +1,33 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
using TMPro;
|
||||
|
||||
public class UIManager : MonoBehaviour
|
||||
{
|
||||
public Text coinText;
|
||||
|
||||
// Элементы окна проигрыша
|
||||
[Header("In-Game UI")]
|
||||
public TextMeshProUGUI coinText;
|
||||
|
||||
[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);
|
||||
}
|
||||
}
|
||||
|
||||
23
Assets/Scripts/VisualTheme.cs
Normal file
23
Assets/Scripts/VisualTheme.cs
Normal file
@ -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;
|
||||
}
|
||||
2
Assets/Scripts/VisualTheme.cs.meta
Normal file
2
Assets/Scripts/VisualTheme.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 499d175f95879d544bfd6d610c7c6b74
|
||||
BIN
Assets/Sound/mfcc-ambient-ambient-music-479762.mp3
(Stored with Git LFS)
Normal file
BIN
Assets/Sound/mfcc-ambient-ambient-music-479762.mp3
(Stored with Git LFS)
Normal file
Binary file not shown.
23
Assets/Sound/mfcc-ambient-ambient-music-479762.mp3.meta
Normal file
23
Assets/Sound/mfcc-ambient-ambient-music-479762.mp3.meta
Normal file
@ -0,0 +1,23 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2fb1c48cdf6ed7e4e8778f69e33bb16c
|
||||
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 one or more lines are too long
@ -4,7 +4,13 @@
|
||||
EditorBuildSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_Scenes: []
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/MainMenuScene.unity
|
||||
guid: d99cb300c04a6bc4d9ac9d2e312a1624
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/GameScene.unity
|
||||
guid: 9fc0d4010bbf28b4594072e72b8655ab
|
||||
m_configObjects:
|
||||
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 289c1b55c9541489481df5cc06664110, type: 3}
|
||||
m_UseUCBPForAssetBundles: 0
|
||||
|
||||
@ -8,6 +8,7 @@ TagManager:
|
||||
- Obstacle
|
||||
- Coin
|
||||
- HighObstacle
|
||||
- InvincibilityBonus
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
||||
Loading…
Reference in New Issue
Block a user