From 45088c6cc7f39f12cfa469bc1fa146775fca9eb0 Mon Sep 17 00:00:00 2001 From: darriyano Date: Mon, 30 Mar 2026 00:51:14 +0500 Subject: [PATCH 1/2] Add inventory and interaction scripts --- Assets/Scripts/.DS_Store | Bin 0 -> 8196 bytes Assets/Scripts/Environment.meta | 8 + Assets/Scripts/Ghost.meta | 8 + Assets/Scripts/Interactions.meta | 8 + Assets/Scripts/Interactions/.DS_Store | Bin 0 -> 8196 bytes .../Scripts/Interactions/DoorInteractable.cs | 96 ++++ .../Interactions/DoorInteractable.cs.meta | 2 + .../Interactions/HidingSpotInteractable.cs | 140 ++++++ .../HidingSpotInteractable.cs.meta | 2 + Assets/Scripts/Interactions/IInteractable.cs | 11 + .../Interactions/IInteractable.cs.meta | 2 + .../Scripts/Interactions/InventoryDebugUI.cs | 52 +++ .../Interactions/InventoryDebugUI.cs.meta | 2 + .../Interactions/LockedDoorInteractable.cs | 92 ++++ .../LockedDoorInteractable.cs.meta | 2 + .../Interactions/PickupItemInteractable.cs | 55 +++ .../PickupItemInteractable.cs.meta | 2 + .../Scripts/Interactions/PlayerInteractor.cs | 70 +++ .../Interactions/PlayerInteractor.cs.meta | 2 + .../Scripts/Interactions/SimpleInventory.cs | 41 ++ .../Interactions/SimpleInventory.cs.meta | 2 + Assets/Scripts/Invisible.meta | 8 + .../Scripts/Invisible/InvisibleBehaviour.cs | 433 ++++++++++++++++++ .../Invisible/InvisibleBehaviour.cs.meta | 2 + .../Scripts/Invisible/InvisibleParameters.cs | 101 ++++ .../Invisible/InvisibleParameters.cs.meta | 2 + Assets/Scripts/Invisible/StateMachine.meta | 8 + .../Invisible/StateMachine/ChasingState.cs | 154 +++++++ .../StateMachine/ChasingState.cs.meta | 2 + .../Invisible/StateMachine/HuntingState.cs | 21 + .../StateMachine/HuntingState.cs.meta | 2 + .../StateMachine/InvestigationState.cs | 253 ++++++++++ .../StateMachine/InvestigationState.cs.meta | 2 + .../Invisible/StateMachine/PatrollingState.cs | 144 ++++++ .../StateMachine/PatrollingState.cs.meta | 2 + .../Invisible/StateMachine/StateController.cs | 164 +++++++ .../StateMachine/StateController.cs.meta | 2 + Assets/Scripts/Mimic.meta | 8 + Assets/Scripts/Noise.meta | 8 + Assets/Scripts/Noise/NoiseProjectile.cs | 55 +++ Assets/Scripts/Noise/NoiseProjectile.cs.meta | 2 + Assets/Scripts/Noise/NoiseSystem.cs | 361 +++++++++++++++ Assets/Scripts/Noise/NoiseSystem.cs.meta | 2 + Assets/Scripts/Player.meta | 8 + .../Player/MonsterEcholocationDevice.cs | 249 ++++++++++ .../Player/MonsterEcholocationDevice.cs.meta | 2 + Assets/Scripts/Player/PlayerHiding.cs | 167 +++++++ Assets/Scripts/Player/PlayerHiding.cs.meta | 2 + Assets/Scripts/Player/PlayerMovement.cs | 74 +++ Assets/Scripts/Player/PlayerMovement.cs.meta | 2 + .../Scripts/Player/PlayerThrowableTestItem.cs | 138 ++++++ .../Player/PlayerThrowableTestItem.cs.meta | 2 + Assets/Scripts/Player/WallListeningDevice.cs | 198 ++++++++ .../Player/WallListeningDevice.cs.meta | 2 + Assets/Scripts/SimpleFPSController.cs | 64 +++ Assets/Scripts/SimpleFPSController.cs.meta | 2 + 56 files changed, 3243 insertions(+) create mode 100644 Assets/Scripts/.DS_Store create mode 100644 Assets/Scripts/Environment.meta create mode 100644 Assets/Scripts/Ghost.meta create mode 100644 Assets/Scripts/Interactions.meta create mode 100644 Assets/Scripts/Interactions/.DS_Store create mode 100644 Assets/Scripts/Interactions/DoorInteractable.cs create mode 100644 Assets/Scripts/Interactions/DoorInteractable.cs.meta create mode 100644 Assets/Scripts/Interactions/HidingSpotInteractable.cs create mode 100644 Assets/Scripts/Interactions/HidingSpotInteractable.cs.meta create mode 100644 Assets/Scripts/Interactions/IInteractable.cs create mode 100644 Assets/Scripts/Interactions/IInteractable.cs.meta create mode 100644 Assets/Scripts/Interactions/InventoryDebugUI.cs create mode 100644 Assets/Scripts/Interactions/InventoryDebugUI.cs.meta create mode 100644 Assets/Scripts/Interactions/LockedDoorInteractable.cs create mode 100644 Assets/Scripts/Interactions/LockedDoorInteractable.cs.meta create mode 100644 Assets/Scripts/Interactions/PickupItemInteractable.cs create mode 100644 Assets/Scripts/Interactions/PickupItemInteractable.cs.meta create mode 100644 Assets/Scripts/Interactions/PlayerInteractor.cs create mode 100644 Assets/Scripts/Interactions/PlayerInteractor.cs.meta create mode 100644 Assets/Scripts/Interactions/SimpleInventory.cs create mode 100644 Assets/Scripts/Interactions/SimpleInventory.cs.meta create mode 100644 Assets/Scripts/Invisible.meta create mode 100644 Assets/Scripts/Invisible/InvisibleBehaviour.cs create mode 100644 Assets/Scripts/Invisible/InvisibleBehaviour.cs.meta create mode 100644 Assets/Scripts/Invisible/InvisibleParameters.cs create mode 100644 Assets/Scripts/Invisible/InvisibleParameters.cs.meta create mode 100644 Assets/Scripts/Invisible/StateMachine.meta create mode 100644 Assets/Scripts/Invisible/StateMachine/ChasingState.cs create mode 100644 Assets/Scripts/Invisible/StateMachine/ChasingState.cs.meta create mode 100644 Assets/Scripts/Invisible/StateMachine/HuntingState.cs create mode 100644 Assets/Scripts/Invisible/StateMachine/HuntingState.cs.meta create mode 100644 Assets/Scripts/Invisible/StateMachine/InvestigationState.cs create mode 100644 Assets/Scripts/Invisible/StateMachine/InvestigationState.cs.meta create mode 100644 Assets/Scripts/Invisible/StateMachine/PatrollingState.cs create mode 100644 Assets/Scripts/Invisible/StateMachine/PatrollingState.cs.meta create mode 100644 Assets/Scripts/Invisible/StateMachine/StateController.cs create mode 100644 Assets/Scripts/Invisible/StateMachine/StateController.cs.meta create mode 100644 Assets/Scripts/Mimic.meta create mode 100644 Assets/Scripts/Noise.meta create mode 100644 Assets/Scripts/Noise/NoiseProjectile.cs create mode 100644 Assets/Scripts/Noise/NoiseProjectile.cs.meta create mode 100644 Assets/Scripts/Noise/NoiseSystem.cs create mode 100644 Assets/Scripts/Noise/NoiseSystem.cs.meta create mode 100644 Assets/Scripts/Player.meta create mode 100644 Assets/Scripts/Player/MonsterEcholocationDevice.cs create mode 100644 Assets/Scripts/Player/MonsterEcholocationDevice.cs.meta create mode 100644 Assets/Scripts/Player/PlayerHiding.cs create mode 100644 Assets/Scripts/Player/PlayerHiding.cs.meta create mode 100644 Assets/Scripts/Player/PlayerMovement.cs create mode 100644 Assets/Scripts/Player/PlayerMovement.cs.meta create mode 100644 Assets/Scripts/Player/PlayerThrowableTestItem.cs create mode 100644 Assets/Scripts/Player/PlayerThrowableTestItem.cs.meta create mode 100644 Assets/Scripts/Player/WallListeningDevice.cs create mode 100644 Assets/Scripts/Player/WallListeningDevice.cs.meta create mode 100644 Assets/Scripts/SimpleFPSController.cs create mode 100644 Assets/Scripts/SimpleFPSController.cs.meta diff --git a/Assets/Scripts/.DS_Store b/Assets/Scripts/.DS_Store new file mode 100644 index 0000000000000000000000000000000000000000..7eecf357b85ad437829ecf73b26c201ca5beb090 GIT binary patch literal 8196 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001956cb51a70454d91d969ef3e8400f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interactions.meta b/Assets/Scripts/Interactions.meta new file mode 100644 index 0000000..29f9b0c --- /dev/null +++ b/Assets/Scripts/Interactions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ac4168c3dd5c4498ab1de7445258e014 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interactions/.DS_Store b/Assets/Scripts/Interactions/.DS_Store new file mode 100644 index 0000000000000000000000000000000000000000..bb71c6f4dd6781817c0563ff0392e6cd003d4ed0 GIT binary patch literal 8196 zcmeHMO=|)%5Ph*8ghG)@sa|C1u?M05U=a%ydMHTm)m4hrs#q=bw!fjjqo@AC_DvGX zez@pfN~JTB%$j7Lvu~2kP6S}OoADLU1W;oUT|Z{EMWkO!PAb0Tgxb&^=wpsGCRkyZ z8?6n>fHI&AC``o_pi7|9KJyl3y0XbM;6G8Ij^o1G|yUh)1?crD!0mk3Yv zWW3)@$;^)~@AD(!VY@tHk++b!m&9)1j`My<=Hx6Z8&~0U3x_tQNtEV(C`De`$R_bl zxeBISJxjYL^YPi@ldRHI9M1Q_DDp^nN}zEoW|-Ne`@hhjq6{1q14qu=rsV(E#pnMA zbx-Q7GN25UW585#AG-#y^{3-+AFbWl$ literal 0 HcmV?d00001 diff --git a/Assets/Scripts/Interactions/DoorInteractable.cs b/Assets/Scripts/Interactions/DoorInteractable.cs new file mode 100644 index 0000000..02c74f3 --- /dev/null +++ b/Assets/Scripts/Interactions/DoorInteractable.cs @@ -0,0 +1,96 @@ +using UnityEngine; + +namespace Game.Interaction +{ + /// + /// Простая дверь: открывается/закрывается при взаимодействии. + /// + /// Важно: дверь "анимируется" через поворот pivot вокруг локальной оси Y. + /// pivot обычно ставят в месте петель двери, чтобы она открывалась реалистично. + /// Если pivot не задан — используем сам объект двери. + /// + public class DoorInteractable : MonoBehaviour, IInteractable + { + /// + /// Pivot = объект, который мы вращаем. + /// Часто это "родитель" двери, стоящий в месте петель. + /// + [SerializeField] private Transform pivot; + + /// + /// На сколько градусов повернуть дверь при открытии. + /// 90 = классика. + /// + [SerializeField] private float openAngle = 90f; + + /// + /// Скорость плавного поворота (чем больше — тем быстрее). + /// + [SerializeField] private float speed = 6f; + + /// + /// Текущее состояние двери. + /// false = закрыта + /// true = открыта + /// + private bool _open; + + /// + /// Запоминаем, как дверь выглядит в закрытом состоянии (поворот). + /// + private Quaternion _closedRot; + + /// + /// Запоминаем поворот, когда дверь открыта. + /// + private Quaternion _openRot; + + private void Awake() + { + // Если pivot не задан — вращаем сам объект (не идеально, но работает) + if (!pivot) pivot = transform; + + // Запоминаем исходный поворот как "закрыто" + _closedRot = pivot.localRotation; + + // Рассчитываем "открыто": это "закрыто" + поворот по Y на openAngle + _openRot = _closedRot * Quaternion.Euler(0f, openAngle, 0f); + } + + private void Update() + { + // В Update мы НЕ переключаем состояние. + // Мы только плавно двигаем текущий поворот к нужному. + // Это дает "анимацию" открывания/закрывания. + + // Куда хотим прийти сейчас: + var target = _open ? _openRot : _closedRot; + + // Плавно интерполируем (Slerp) текущий поворот к target + pivot.localRotation = Quaternion.Slerp( + pivot.localRotation, + target, + Time.deltaTime * speed + ); + } + + /// + /// Текст подсказки. + /// + public string GetPrompt() => _open ? "Close" : "Open"; + + /// + /// Дверь без замка — всегда можно. + /// + public bool CanInteract(GameObject interactor) => true; + + /// + /// Нажали E -> меняем состояние. + /// Дальше Update сам плавно повернет pivot. + /// + public void Interact(GameObject interactor) + { + _open = !_open; // переключаем + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/DoorInteractable.cs.meta b/Assets/Scripts/Interactions/DoorInteractable.cs.meta new file mode 100644 index 0000000..84655e7 --- /dev/null +++ b/Assets/Scripts/Interactions/DoorInteractable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8471e130f16c847ce9b23678ca2ea20b \ No newline at end of file diff --git a/Assets/Scripts/Interactions/HidingSpotInteractable.cs b/Assets/Scripts/Interactions/HidingSpotInteractable.cs new file mode 100644 index 0000000..cd06f1b --- /dev/null +++ b/Assets/Scripts/Interactions/HidingSpotInteractable.cs @@ -0,0 +1,140 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace Game.Interaction +{ + public class HidingSpotInteractable : MonoBehaviour, IInteractable + { + private static readonly List Spots = new List(); + + [Header("Points")] + [SerializeField] private Transform hidePoint; + [SerializeField] private Transform exitPoint; + + [Header("Rules")] + [SerializeField] private float activationDistance = 0.7f; + [SerializeField] private bool requiresCrouch; + [SerializeField, Range(0f, 1f)] private float inspectionChance = 1f; + + private PlayerHiding occupant; + + public static IReadOnlyList AllSpots => Spots; + public bool IsOccupied => occupant != null; + public float ActivationDistance => activationDistance; + + private void OnEnable() + { + if (!Spots.Contains(this)) + Spots.Add(this); + } + + private void OnDisable() + { + Spots.Remove(this); + + if (occupant != null) + { + PlayerHiding oldOccupant = occupant; + occupant = null; + oldOccupant.ForceExitFromHiding(); + } + } + + public string GetPrompt() + { + if (occupant != null) + return "Exit hiding"; + + return "Hide"; + } + + public bool CanInteract(GameObject interactor) + { + PlayerHiding playerHiding = interactor.GetComponent(); + + if (playerHiding == null) + playerHiding = interactor.GetComponentInParent(); + + if (playerHiding == null) + return false; + + if (playerHiding.IsHidden) + return playerHiding.CurrentSpot == this; + + return CanPlayerEnter(playerHiding); + } + + public void Interact(GameObject interactor) + { + PlayerHiding playerHiding = interactor.GetComponent(); + + if (playerHiding == null) + playerHiding = interactor.GetComponentInParent(); + + if (playerHiding == null) + return; + + playerHiding.ToggleHide(this); + } + + public bool CanPlayerEnter(PlayerHiding playerHiding) + { + if (playerHiding == null) + return false; + + if (IsOccupied) + return false; + + float distance = Vector3.Distance(playerHiding.transform.position, transform.position); + if (distance > activationDistance) + return false; + + if (requiresCrouch && !playerHiding.IsCrouching()) + return false; + + return true; + } + + public void SetOccupant(PlayerHiding playerHiding) + { + occupant = playerHiding; + } + + public void ClearOccupant(PlayerHiding playerHiding) + { + if (occupant == playerHiding) + occupant = null; + } + + public bool ShouldBeInspected() + { + return Random.value <= inspectionChance; + } + + public Vector3 GetHidePosition() + { + return hidePoint != null ? hidePoint.position : transform.position; + } + + public Quaternion GetHideRotation() + { + return hidePoint != null ? hidePoint.rotation : transform.rotation; + } + + public Vector3 GetExitPosition() + { + if (exitPoint != null) + return exitPoint.position; + + return transform.position + transform.forward; + } + + public Quaternion GetExitRotation() + { + if (exitPoint != null) + return exitPoint.rotation; + + return transform.rotation; + } + } +} diff --git a/Assets/Scripts/Interactions/HidingSpotInteractable.cs.meta b/Assets/Scripts/Interactions/HidingSpotInteractable.cs.meta new file mode 100644 index 0000000..fc682f8 --- /dev/null +++ b/Assets/Scripts/Interactions/HidingSpotInteractable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: aec07b1fa5cae764aa821c4f71cdc285 \ No newline at end of file diff --git a/Assets/Scripts/Interactions/IInteractable.cs b/Assets/Scripts/Interactions/IInteractable.cs new file mode 100644 index 0000000..6697c56 --- /dev/null +++ b/Assets/Scripts/Interactions/IInteractable.cs @@ -0,0 +1,11 @@ +using UnityEngine; + +namespace Game.Interaction +{ + public interface IInteractable + { + string GetPrompt(); + bool CanInteract(GameObject interactor); + void Interact(GameObject interactor); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/IInteractable.cs.meta b/Assets/Scripts/Interactions/IInteractable.cs.meta new file mode 100644 index 0000000..aa826a5 --- /dev/null +++ b/Assets/Scripts/Interactions/IInteractable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 722ad9183e8b74a0f9f0ee88cf838ea7 \ No newline at end of file diff --git a/Assets/Scripts/Interactions/InventoryDebugUI.cs b/Assets/Scripts/Interactions/InventoryDebugUI.cs new file mode 100644 index 0000000..805a4a2 --- /dev/null +++ b/Assets/Scripts/Interactions/InventoryDebugUI.cs @@ -0,0 +1,52 @@ +using System.Text; +using UnityEngine; +using UnityEngine.UI; + +namespace Game.Interaction +{ + /// Простой debug UI для отображения содержимого инвентаря на экране. + public class InventoryDebugUI : MonoBehaviour + { + [SerializeField] private SimpleInventory inventory; + [SerializeField] private Text inventoryText; + + private readonly StringBuilder _builder = new(); + + private void Reset() + { + if (!inventory) + inventory = FindFirstObjectByType(); + } + + private void Update() + { + if (inventoryText == null) return; + + if (inventory == null) + { + inventoryText.text = "Inventory:\n"; + return; + } + + var items = inventory.GetItems(); + + _builder.Clear(); + _builder.AppendLine("Inventory:"); + + if (items.Count == 0) + { + _builder.AppendLine("- empty"); + } + else + { + foreach (var item in items) + { + _builder.Append("- "); + _builder.AppendLine(item); + } + } + + inventoryText.text = _builder.ToString(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/InventoryDebugUI.cs.meta b/Assets/Scripts/Interactions/InventoryDebugUI.cs.meta new file mode 100644 index 0000000..e86c7bb --- /dev/null +++ b/Assets/Scripts/Interactions/InventoryDebugUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9dcebed66268a4348b99ec7fcce29b63 \ No newline at end of file diff --git a/Assets/Scripts/Interactions/LockedDoorInteractable.cs b/Assets/Scripts/Interactions/LockedDoorInteractable.cs new file mode 100644 index 0000000..4d1dcd3 --- /dev/null +++ b/Assets/Scripts/Interactions/LockedDoorInteractable.cs @@ -0,0 +1,92 @@ +using UnityEngine; + +namespace Game.Interaction +{ + public class LockedDoorInteractable : MonoBehaviour, IInteractable + { + [Header("Door")] + [SerializeField] private Transform pivot; + [SerializeField] private float openAngle = 90f; + [SerializeField] private float speed = 6f; + + [Header("Lock")] + [SerializeField] private string requiredKeyId = "KeyA"; + [SerializeField] private bool consumeKeyOnUnlock = true; + + private bool _open; + private bool _unlocked; + private Quaternion _closedRot; + private Quaternion _openRot; + + private void Awake() + { + if (!pivot) pivot = transform; + + _closedRot = pivot.localRotation; + _openRot = _closedRot * Quaternion.Euler(0f, openAngle, 0f); + } + + private void Update() + { + var target = _open ? _openRot : _closedRot; + pivot.localRotation = Quaternion.Slerp( + pivot.localRotation, + target, + Time.deltaTime * speed + ); + } + + public string GetPrompt() + { + return _open ? "Close" : "Open"; + } + + public bool CanInteract(GameObject interactor) + { + if (_open) return true; + if (_unlocked) return true; + + var inv = interactor.GetComponent(); + if (inv == null) return false; + + return inv.Has(requiredKeyId); + } + + public void Interact(GameObject interactor) + { + // Если дверь уже открыта — просто закрываем + if (_open) + { + _open = false; + return; + } + + // Если дверь уже была разблокирована раньше — просто открываем + if (_unlocked) + { + _open = true; + return; + } + + var inv = interactor.GetComponent(); + if (inv == null) return; + + if (!inv.Has(requiredKeyId)) + { + Debug.Log($"Door is locked. Need key: {requiredKeyId}"); + return; + } + + // Разблокируем дверь + _unlocked = true; + _open = true; + + // Удаляем ключ из инвентаря после использования + if (consumeKeyOnUnlock) + { + inv.Remove(requiredKeyId); + Debug.Log($"Used key: {requiredKeyId}"); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/LockedDoorInteractable.cs.meta b/Assets/Scripts/Interactions/LockedDoorInteractable.cs.meta new file mode 100644 index 0000000..eb0d26f --- /dev/null +++ b/Assets/Scripts/Interactions/LockedDoorInteractable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5abb9d6f815824882875ce531b962cd6 \ No newline at end of file diff --git a/Assets/Scripts/Interactions/PickupItemInteractable.cs b/Assets/Scripts/Interactions/PickupItemInteractable.cs new file mode 100644 index 0000000..7311df1 --- /dev/null +++ b/Assets/Scripts/Interactions/PickupItemInteractable.cs @@ -0,0 +1,55 @@ +using UnityEngine; + +namespace Game.Interaction +{ + /// Универсальный предмет, который можно поднять в инвентарь. + /// Подходит для ключей, квестовых деталей, заметок и т.п. + public class PickupItemInteractable : MonoBehaviour, IInteractable + { + [Header("Item")] + [SerializeField] private string itemId = "ItemA"; + [SerializeField] private string itemDisplayName = "Item"; + [SerializeField] private string pickupPrompt = "Pick up"; + + [Header("Optional")] + [SerializeField] private AudioSource pickupAudioSource; + [SerializeField] private bool destroyAfterPickup = true; + + public string GetPrompt() + { + return $"{pickupPrompt} {itemDisplayName}"; + } + + public bool CanInteract(GameObject interactor) + { + var inv = interactor.GetComponent(); + if (inv == null) return false; + + // Запрещаем подбирать дубликат того же предмета + return !inv.Has(itemId); + } + + public void Interact(GameObject interactor) + { + var inv = interactor.GetComponent(); + if (inv == null) return; + + if (!inv.Add(itemId)) + return; + + Debug.Log($"Picked up item: {itemId}"); + + if (pickupAudioSource != null) + pickupAudioSource.Play(); + + if (destroyAfterPickup) + { + Destroy(gameObject); + } + else + { + gameObject.SetActive(false); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/PickupItemInteractable.cs.meta b/Assets/Scripts/Interactions/PickupItemInteractable.cs.meta new file mode 100644 index 0000000..c5dadee --- /dev/null +++ b/Assets/Scripts/Interactions/PickupItemInteractable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3c123084dc1314f058edd102fcd861fb \ No newline at end of file diff --git a/Assets/Scripts/Interactions/PlayerInteractor.cs b/Assets/Scripts/Interactions/PlayerInteractor.cs new file mode 100644 index 0000000..b58e2e3 --- /dev/null +++ b/Assets/Scripts/Interactions/PlayerInteractor.cs @@ -0,0 +1,70 @@ +using UnityEngine; +using UnityEngine.UI; + +namespace Game.Interaction +{ + public class PlayerInteractor : MonoBehaviour + { + [Header("Raycast")] + [SerializeField] private Camera playerCamera; + [SerializeField] private float distance = 2.5f; + + [Header("UI (optional)")] + [SerializeField] private Text promptText; + + [Header("Input")] + [SerializeField] private KeyCode interactKey = KeyCode.F; + + private IInteractable current; + + private void Reset() + { + if (!playerCamera) playerCamera = Camera.main; + } + + private void Update() + { + UpdateTarget(); + + if (current != null && Input.GetKeyDown(interactKey)) + { + if (current.CanInteract(gameObject)) + current.Interact(gameObject); + } + } + + private void UpdateTarget() + { + current = null; + + if (!playerCamera) + { + SetPrompt(""); + return; + } + + var ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward); + + if (Physics.Raycast(ray, out var hit, distance)) + { + var interactable = hit.collider.GetComponentInParent(); + + if (interactable != null) + { + current = interactable; + var prompt = interactable.GetPrompt(); + SetPrompt(string.IsNullOrWhiteSpace(prompt) ? "" : $"{interactKey}: {prompt}"); + return; + } + } + + SetPrompt(""); + } + + private void SetPrompt(string value) + { + if (promptText != null) + promptText.text = value; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/PlayerInteractor.cs.meta b/Assets/Scripts/Interactions/PlayerInteractor.cs.meta new file mode 100644 index 0000000..88f810b --- /dev/null +++ b/Assets/Scripts/Interactions/PlayerInteractor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9ad1adc0e4e224df8b14187e0f5d32a8 \ No newline at end of file diff --git a/Assets/Scripts/Interactions/SimpleInventory.cs b/Assets/Scripts/Interactions/SimpleInventory.cs new file mode 100644 index 0000000..8e9dca3 --- /dev/null +++ b/Assets/Scripts/Interactions/SimpleInventory.cs @@ -0,0 +1,41 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace Game.Interaction +{ + /// Очень простой инвентарь. + /// Хранит набор строковых ID предметов. + public class SimpleInventory : MonoBehaviour + { + private readonly HashSet _items = new(); + + public bool Add(string itemId) + { + if (string.IsNullOrWhiteSpace(itemId)) return false; + + bool added = _items.Add(itemId); + + if (added) + Debug.Log($"Picked up item: {itemId}"); + + return added; + } + + public bool Has(string itemId) + { + if (string.IsNullOrWhiteSpace(itemId)) return false; + return _items.Contains(itemId); + } + + public bool Remove(string itemId) + { + if (string.IsNullOrWhiteSpace(itemId)) return false; + return _items.Remove(itemId); + } + + public IReadOnlyCollection GetItems() + { + return _items; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/SimpleInventory.cs.meta b/Assets/Scripts/Interactions/SimpleInventory.cs.meta new file mode 100644 index 0000000..3f39e6a --- /dev/null +++ b/Assets/Scripts/Interactions/SimpleInventory.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 36d3cb090f20349fba6a40cbd7278a29 \ No newline at end of file diff --git a/Assets/Scripts/Invisible.meta b/Assets/Scripts/Invisible.meta new file mode 100644 index 0000000..48d986d --- /dev/null +++ b/Assets/Scripts/Invisible.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c1317e295efa3684687713c8b2656fe2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Invisible/InvisibleBehaviour.cs b/Assets/Scripts/Invisible/InvisibleBehaviour.cs new file mode 100644 index 0000000..c051c65 --- /dev/null +++ b/Assets/Scripts/Invisible/InvisibleBehaviour.cs @@ -0,0 +1,433 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; +using System.Collections.Generic; + +#if UNITY_EDITOR +using UnityEditor; +#endif + +[RequireComponent(typeof(AudioSource))] +public class InvisibleBehaviour : MonoBehaviour +{ + [SerializeField] private Transform target; + [SerializeField] private LayerMask obstacleMask; + [SerializeField] private AudioClip nearMonsterAmbientClip; + [SerializeField] private AudioClip footstepsClip; + + private InvisibleParameters parameters; + private AudioSource footstepsAudioSource; + private AudioSource nearMonsterAmbientAudioSource; + private Volume nearMonsterScreenFxVolume; + private VolumeProfile nearMonsterScreenFxProfile; + private Vignette nearMonsterVignette; + private ColorAdjustments nearMonsterColorAdjustments; + private readonly HashSet ignoredAudioColliders = new HashSet(); + + private void Awake() + { + parameters = InvisibleParameters.Instance; + + if (parameters == null) + { + Debug.LogError("InvisibleParameters is missing. Disabling InvisibleBehaviour."); + enabled = false; + return; + } + + footstepsAudioSource = GetComponent(); + ConfigureFootstepAudio(); + EnsureAmbientAudioSource(); + ConfigureAmbientAudio(); + EnsureScreenFxVolume(); + ConfigureScreenFx(); + EnablePlayerCameraPostProcessing(); + CacheIgnoredAudioColliders(); + } + + private void Update() + { + UpdateNearMonsterAmbient(); + UpdateFootstepAudio(); + UpdateNearMonsterScreenFx(); + } + + public bool CanSeeTarget() + { + if (parameters == null || target == null) + return false; + + PlayerHiding playerHiding = target.GetComponent(); + if (playerHiding == null) + playerHiding = target.GetComponentInParent(); + + if (playerHiding != null && playerHiding.IsHidden) + return false; + + float viewDistance = parameters.ViewDistance; + float viewAngle = parameters.BaseViewAngle; + + Vector3 direction = (target.position - transform.position).normalized; + float distance = Vector3.Distance(transform.position, target.position); + + if (distance > viewDistance) + return false; + + float angle = Vector3.Angle(transform.forward, direction); + if (angle > viewAngle * 0.5f) + return false; + + if (Physics.Raycast(transform.position, direction, out RaycastHit hit, viewDistance)) + return hit.transform == target; + + return false; + } + + private void ConfigureFootstepAudio() + { + if (footstepsAudioSource == null) + return; + + footstepsAudioSource.playOnAwake = false; + footstepsAudioSource.loop = true; + footstepsAudioSource.spatialBlend = 1f; + footstepsAudioSource.volume = 0f; + footstepsAudioSource.pitch = parameters.FootstepPitchAtUsualSpeed; + footstepsAudioSource.clip = footstepsClip; + } + + private void EnsureAmbientAudioSource() + { + if (target == null) + return; + + Transform ambientRoot = target.Find("MonsterNearAmbientAudio"); + if (ambientRoot == null) + { + GameObject ambientObject = new GameObject("MonsterNearAmbientAudio"); + ambientObject.transform.SetParent(target, false); + ambientRoot = ambientObject.transform; + } + + nearMonsterAmbientAudioSource = ambientRoot.GetComponent(); + if (nearMonsterAmbientAudioSource == null) + nearMonsterAmbientAudioSource = ambientRoot.gameObject.AddComponent(); + } + + private void ConfigureAmbientAudio() + { + if (nearMonsterAmbientAudioSource == null) + return; + + nearMonsterAmbientAudioSource.playOnAwake = false; + nearMonsterAmbientAudioSource.loop = true; + nearMonsterAmbientAudioSource.spatialBlend = 0f; + nearMonsterAmbientAudioSource.volume = 0f; + nearMonsterAmbientAudioSource.clip = nearMonsterAmbientClip; + } + + private void EnsureScreenFxVolume() + { + if (target == null) + return; + + Transform screenFxRoot = target.Find("MonsterNearScreenFx"); + if (screenFxRoot == null) + { + GameObject screenFxObject = new GameObject("MonsterNearScreenFx"); + screenFxObject.transform.SetParent(target, false); + screenFxRoot = screenFxObject.transform; + } + + nearMonsterScreenFxVolume = screenFxRoot.GetComponent(); + if (nearMonsterScreenFxVolume == null) + nearMonsterScreenFxVolume = screenFxRoot.gameObject.AddComponent(); + + if (nearMonsterScreenFxProfile == null) + nearMonsterScreenFxProfile = ScriptableObject.CreateInstance(); + + nearMonsterScreenFxVolume.isGlobal = true; + nearMonsterScreenFxVolume.priority = 100f; + nearMonsterScreenFxVolume.weight = 1f; + nearMonsterScreenFxVolume.sharedProfile = nearMonsterScreenFxProfile; + } + + private void ConfigureScreenFx() + { + if (nearMonsterScreenFxProfile == null) + return; + + if (!nearMonsterScreenFxProfile.TryGet(out nearMonsterVignette)) + nearMonsterVignette = nearMonsterScreenFxProfile.Add(true); + + if (!nearMonsterScreenFxProfile.TryGet(out nearMonsterColorAdjustments)) + nearMonsterColorAdjustments = nearMonsterScreenFxProfile.Add(true); + + nearMonsterVignette.active = true; + nearMonsterVignette.intensity.overrideState = true; + nearMonsterVignette.smoothness.overrideState = true; + nearMonsterVignette.color.overrideState = true; + nearMonsterVignette.intensity.value = 0f; + nearMonsterVignette.smoothness.value = 0.85f; + nearMonsterVignette.color.value = Color.black; + + nearMonsterColorAdjustments.active = true; + nearMonsterColorAdjustments.postExposure.overrideState = true; + nearMonsterColorAdjustments.postExposure.value = 0f; + } + + private void EnablePlayerCameraPostProcessing() + { + if (target == null) + return; + + Camera playerCamera = target.GetComponentInChildren(true); + if (playerCamera == null) + return; + + UniversalAdditionalCameraData cameraData = playerCamera.GetComponent(); + if (cameraData != null) + cameraData.renderPostProcessing = true; + } + + private void UpdateNearMonsterAmbient() + { + if (nearMonsterAmbientAudioSource == null || nearMonsterAmbientClip == null || target == null) + return; + + float distanceToTarget = Vector3.Distance(transform.position, target.position); + float targetVolume = 0f; + int obstacleCount = CountAudioObstaclesToTarget(); + bool hasDirectAudioPath = obstacleCount == 0; + + if (distanceToTarget <= parameters.NearMonsterDistance) + { + float normalizedDistance = Mathf.Clamp01(distanceToTarget / parameters.NearMonsterDistance); + targetVolume = (1f - normalizedDistance) * parameters.MaxNearMonsterAmbientVolume; + + if (parameters.BlockAmbientThroughWalls && !hasDirectAudioPath) + targetVolume = 0f; + } + + nearMonsterAmbientAudioSource.volume = Mathf.MoveTowards( + nearMonsterAmbientAudioSource.volume, + targetVolume, + parameters.AmbientVolumeLerpSpeed * Time.deltaTime); + + if (nearMonsterAmbientAudioSource.volume > 0.001f) + { + if (!nearMonsterAmbientAudioSource.isPlaying) + nearMonsterAmbientAudioSource.Play(); + } + else if (nearMonsterAmbientAudioSource.isPlaying) + { + nearMonsterAmbientAudioSource.Stop(); + } + } + + private void UpdateFootstepAudio() + { + if (footstepsAudioSource == null || footstepsClip == null) + return; + + float movementSpeed = 0f; + + StateController stateController = GetComponent(); + if (stateController != null && stateController.Agent != null) + movementSpeed = stateController.Agent.velocity.magnitude; + + bool shouldPlay = movementSpeed > parameters.FootstepStartSpeed; + float occlusionFactor = 1f; + + if (shouldPlay) + { + int obstacleCount = CountAudioObstaclesToTarget(); + occlusionFactor = Mathf.Pow(parameters.FootstepTransmissionPerObstacle, obstacleCount); + } + + footstepsAudioSource.volume = shouldPlay ? parameters.FootstepMaxVolume * occlusionFactor : 0f; + + float usualSpeed = parameters.UsualSpeed; + if (usualSpeed > 0.01f) + { + float speedRatio = movementSpeed / usualSpeed; + footstepsAudioSource.pitch = Mathf.Max(0.01f, parameters.FootstepPitchAtUsualSpeed * speedRatio); + } + else + { + footstepsAudioSource.pitch = parameters.FootstepPitchAtUsualSpeed; + } + + if (shouldPlay) + { + if (!footstepsAudioSource.isPlaying) + footstepsAudioSource.Play(); + } + else if (footstepsAudioSource.isPlaying) + { + footstepsAudioSource.Stop(); + } + } + + private void UpdateNearMonsterScreenFx() + { + if (nearMonsterVignette == null || nearMonsterColorAdjustments == null || target == null) + return; + + float distanceToTarget = Vector3.Distance(transform.position, target.position); + float proximity = 0f; + + if (distanceToTarget <= parameters.NearMonsterScreenFxDistance) + { + float normalizedDistance = Mathf.Clamp01(distanceToTarget / parameters.NearMonsterScreenFxDistance); + proximity = 1f - normalizedDistance; + } + + if (proximity > 0f && parameters.PulseScreenFx) + { + float pulse = (Mathf.Sin(Time.time * parameters.PulseSpeed) + 1f) * 0.5f; + proximity *= Mathf.Lerp(1f - parameters.PulseAmount, 1f, pulse); + } + + float targetVignetteIntensity = proximity * parameters.MaxVignetteIntensity; + float targetExposure = proximity * parameters.MaxDarkeningExposure; + + nearMonsterVignette.intensity.value = Mathf.MoveTowards( + nearMonsterVignette.intensity.value, + targetVignetteIntensity, + parameters.ScreenFxLerpSpeed * Time.deltaTime); + + nearMonsterColorAdjustments.postExposure.value = Mathf.MoveTowards( + nearMonsterColorAdjustments.postExposure.value, + targetExposure, + parameters.ScreenFxLerpSpeed * Time.deltaTime); + } + + private void CacheIgnoredAudioColliders() + { + ignoredAudioColliders.Clear(); + + AddIgnoredCollidersFromTransform(transform); + AddIgnoredCollidersFromTransform(target); + } + + private void AddIgnoredCollidersFromTransform(Transform root) + { + if (root == null) + return; + + Collider[] colliders = root.GetComponentsInChildren(true); + for (int i = 0; i < colliders.Length; i++) + { + if (colliders[i] != null) + ignoredAudioColliders.Add(colliders[i]); + } + } + + private int CountAudioObstaclesToTarget() + { + if (target == null) + return 0; + + Vector3 origin = transform.position + Vector3.up * parameters.AudioRaycastHeight; + Vector3 targetPosition = target.position + Vector3.up * parameters.AudioRaycastHeight; + Vector3 direction = targetPosition - origin; + float distance = direction.magnitude; + + if (distance <= 0.01f) + return 0; + + RaycastHit[] hits = Physics.RaycastAll( + origin, + direction.normalized, + distance, + obstacleMask, + QueryTriggerInteraction.Ignore); + + if (hits == null || hits.Length == 0) + return 0; + + System.Array.Sort(hits, (left, right) => left.distance.CompareTo(right.distance)); + + int obstacleCount = 0; + + for (int i = 0; i < hits.Length; i++) + { + Collider hitCollider = hits[i].collider; + if (hitCollider == null || ignoredAudioColliders.Contains(hitCollider)) + continue; + + obstacleCount++; + } + + return obstacleCount; + } + + private void OnDrawGizmos() + { + if (parameters == null) + parameters = InvisibleParameters.Instance; + + if (parameters == null) + return; + + float viewDistance = parameters.ViewDistance; + float viewAngle = parameters.BaseViewAngle; + + Vector3 origin = transform.position; + Vector3 forward = transform.forward; + + Gizmos.color = Color.yellow; + + Vector3 leftBoundary = Quaternion.Euler(0f, -viewAngle * 0.5f, 0f) * forward; + Gizmos.DrawRay(origin, leftBoundary * viewDistance); + + Vector3 rightBoundary = Quaternion.Euler(0f, viewAngle * 0.5f, 0f) * forward; + Gizmos.DrawRay(origin, rightBoundary * viewDistance); + + Gizmos.color = Color.red; + Gizmos.DrawRay(origin, forward * viewDistance); + + int segments = 30; + float halfAngle = viewAngle * 0.5f; + + Vector3 previousPoint = origin + (Quaternion.Euler(0f, -halfAngle, 0f) * forward) * viewDistance; + + for (int i = 1; i <= segments; i++) + { + float angle = -halfAngle + (viewAngle / segments) * i; + Vector3 nextPoint = origin + (Quaternion.Euler(0f, angle, 0f) * forward) * viewDistance; + + Gizmos.DrawLine(previousPoint, nextPoint); + previousPoint = nextPoint; + } + + Gizmos.color = new Color(0.3f, 0.8f, 1f, 0.35f); + Gizmos.DrawWireSphere(origin, parameters.NearMonsterDistance); + } + +#if UNITY_EDITOR + private void OnValidate() + { + if (nearMonsterAmbientClip == null) + nearMonsterAmbientClip = AssetDatabase.LoadAssetAtPath("Assets/SFXs/monster_near_ambient.mp3"); + + if (footstepsClip == null) + footstepsClip = AssetDatabase.LoadAssetAtPath("Assets/SFXs/heavy-walking-footsteps.mp3"); + + if (footstepsAudioSource == null) + footstepsAudioSource = GetComponent(); + + parameters = InvisibleParameters.Instance; + EnsureAmbientAudioSource(); + EnsureScreenFxVolume(); + + if (parameters != null) + { + ConfigureFootstepAudio(); + ConfigureAmbientAudio(); + ConfigureScreenFx(); + } + } +#endif +} diff --git a/Assets/Scripts/Invisible/InvisibleBehaviour.cs.meta b/Assets/Scripts/Invisible/InvisibleBehaviour.cs.meta new file mode 100644 index 0000000..5ca6e34 --- /dev/null +++ b/Assets/Scripts/Invisible/InvisibleBehaviour.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 527f6e13e0a96d24b8dc13fd21e5e4e4 \ No newline at end of file diff --git a/Assets/Scripts/Invisible/InvisibleParameters.cs b/Assets/Scripts/Invisible/InvisibleParameters.cs new file mode 100644 index 0000000..26eca8d --- /dev/null +++ b/Assets/Scripts/Invisible/InvisibleParameters.cs @@ -0,0 +1,101 @@ +using UnityEngine; + +[CreateAssetMenu(fileName = "InvisibleParameters", menuName = "Scriptable Objects/InvisibleParameters")] +public class InvisibleParameters : ScriptableObject +{ + private static InvisibleParameters instance; + + public static InvisibleParameters Instance + { + get + { + if (instance == null) + { + instance = Resources.Load("InvisibleParameters"); + if (instance == null) + Debug.LogError("InvisibleParameters asset not found in Resources!"); + } + + return instance; + } + } + + [Header("Vision")] + [SerializeField] private float viewDistance = 15f; + [SerializeField] private float baseViewAngle = 180f; + [SerializeField] private float focusedViewAngle = 60f; + + [Header("Movement Speeds")] + [SerializeField] private float slowSpeed = 3f; + [SerializeField] private float usualSpeed = 7f; + [SerializeField] private float investigationSpeed = 10f; + [SerializeField] private float chaseSpeed = 30f; + + [Header("Chase Tuning")] + [SerializeField] private float catchDistance = 1f; + [SerializeField] private bool catchEnabled = true; + [SerializeField] private float chaseStoppingDistance = 0.2f; + [SerializeField] private float chaseAcceleration = 80f; + [SerializeField] private float chaseAngularSpeed = 1080f; + [SerializeField] private bool chaseAutoBraking = true; + + [Header("Audio - Ambient")] + [SerializeField] private float nearMonsterDistance = 12f; + [SerializeField] private float maxNearMonsterAmbientVolume = 1f; + [SerializeField] private float ambientVolumeLerpSpeed = 5f; + + [Header("Audio - Footsteps")] + [SerializeField] private float footstepStartSpeed = 0.15f; + [SerializeField] private float footstepMaxVolume = 1f; + [SerializeField] private float footstepPitchAtUsualSpeed = 1f; + + [Header("Audio - Occlusion")] + [SerializeField] private bool blockAmbientThroughWalls = true; + [SerializeField] private float audioRaycastHeight = 1.4f; + [SerializeField] [Range(0f, 1f)] private float footstepTransmissionPerObstacle = 0.55f; + + [Header("Screen FX")] + [SerializeField] private float nearMonsterScreenFxDistance = 10f; + [SerializeField] private float maxVignetteIntensity = 0.45f; + [SerializeField] private float maxDarkeningExposure = -1.2f; + [SerializeField] private float screenFxLerpSpeed = 5f; + [SerializeField] private bool pulseScreenFx = true; + [SerializeField] private float pulseSpeed = 3f; + [SerializeField] private float pulseAmount = 0.15f; + + [Header("Noise Hearing")] + [SerializeField] private float noiseListenerCaptureRadius = 1.5f; + [SerializeField] private float minHeardNoiseStrength = 0.1f; + + public float ViewDistance => viewDistance; + public float BaseViewAngle => baseViewAngle; + public float FocusedViewAngle => focusedViewAngle; + public float SlowSpeed => slowSpeed; + public float UsualSpeed => usualSpeed; + public float InvestigationSpeed => investigationSpeed; + public float ChaseSpeed => chaseSpeed; + public float CatchDistance => catchDistance; + public bool CatchEnabled => catchEnabled; + public float ChaseStoppingDistance => chaseStoppingDistance; + public float ChaseAcceleration => chaseAcceleration; + public float ChaseAngularSpeed => chaseAngularSpeed; + public bool ChaseAutoBraking => chaseAutoBraking; + public float NearMonsterDistance => nearMonsterDistance; + public float MaxNearMonsterAmbientVolume => maxNearMonsterAmbientVolume; + public float AmbientVolumeLerpSpeed => ambientVolumeLerpSpeed; + public float FootstepStartSpeed => footstepStartSpeed; + public float FootstepMaxVolume => footstepMaxVolume; + public float FootstepPitchAtUsualSpeed => footstepPitchAtUsualSpeed; + public bool BlockAmbientThroughWalls => blockAmbientThroughWalls; + public float AudioRaycastHeight => audioRaycastHeight; + public float FootstepTransmissionPerObstacle => footstepTransmissionPerObstacle; + public float NearMonsterScreenFxDistance => nearMonsterScreenFxDistance; + public float MaxVignetteIntensity => maxVignetteIntensity; + public float MaxDarkeningExposure => maxDarkeningExposure; + public float ScreenFxLerpSpeed => screenFxLerpSpeed; + public bool PulseScreenFx => pulseScreenFx; + public float PulseSpeed => pulseSpeed; + public float PulseAmount => pulseAmount; + public float NoiseListenerCaptureRadius => noiseListenerCaptureRadius; + public float MinHeardNoiseStrength => minHeardNoiseStrength; +} diff --git a/Assets/Scripts/Invisible/InvisibleParameters.cs.meta b/Assets/Scripts/Invisible/InvisibleParameters.cs.meta new file mode 100644 index 0000000..5429c45 --- /dev/null +++ b/Assets/Scripts/Invisible/InvisibleParameters.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 708fa1a3fdd9fb143b2db87e64d20a28 \ No newline at end of file diff --git a/Assets/Scripts/Invisible/StateMachine.meta b/Assets/Scripts/Invisible/StateMachine.meta new file mode 100644 index 0000000..a2f1723 --- /dev/null +++ b/Assets/Scripts/Invisible/StateMachine.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3784254bbd1cdc945b6ca8f45e974da2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Invisible/StateMachine/ChasingState.cs b/Assets/Scripts/Invisible/StateMachine/ChasingState.cs new file mode 100644 index 0000000..ac4a5d2 --- /dev/null +++ b/Assets/Scripts/Invisible/StateMachine/ChasingState.cs @@ -0,0 +1,154 @@ +using Game.Interaction; +using UnityEngine; + +public class ChasingState : IState +{ + private readonly StateController controller; + + private Vector3 lastSeenPosition; + private float lostTimer; + private bool waitingAfterLost; + private bool hadVisualContact; + private bool hasLoggedCaughtPlayer; + private float originalAcceleration; + private float originalAngularSpeed; + private float originalStoppingDistance; + private bool originalAutoBraking; + + private const float LoseDelay = 1f; + + public ChasingState(StateController controller) + { + this.controller = controller; + } + + public void Enter() + { + originalAcceleration = controller.Agent.acceleration; + originalAngularSpeed = controller.Agent.angularSpeed; + originalStoppingDistance = controller.Agent.stoppingDistance; + originalAutoBraking = controller.Agent.autoBraking; + + controller.Agent.speed = InvisibleParameters.Instance.ChaseSpeed; + controller.Agent.acceleration = controller.ChaseAcceleration; + controller.Agent.angularSpeed = controller.ChaseAngularSpeed; + controller.Agent.stoppingDistance = controller.ChaseStoppingDistance; + controller.Agent.autoBraking = controller.ChaseAutoBraking; + controller.Agent.isStopped = false; + controller.Agent.updateRotation = false; + waitingAfterLost = false; + lostTimer = 0f; + hadVisualContact = false; + hasLoggedCaughtPlayer = false; + + if (controller.Target != null) + lastSeenPosition = controller.Target.position; + + Debug.Log("Chase"); + } + + public void Update() + { + if (TryCatchPlayer()) + return; + + if (controller.Behaviour.CanSeeTarget()) + { + lastSeenPosition = controller.Target.position; + controller.Agent.SetDestination(lastSeenPosition); + hadVisualContact = true; + + RotateTowardsMovement(); + + waitingAfterLost = false; + lostTimer = 0f; + return; + } + + HidingSpotInteractable guaranteedSpot = hadVisualContact ? GetGuaranteedHidingSpot() : null; + if (guaranteedSpot != null) + { + controller.StartInvestigation(true, guaranteedSpot); + return; + } + + controller.Agent.SetDestination(lastSeenPosition); + RotateTowardsMovement(); + + if (!waitingAfterLost && !controller.Agent.pathPending && + controller.Agent.remainingDistance <= controller.Agent.stoppingDistance) + { + waitingAfterLost = true; + } + + if (waitingAfterLost) + { + lostTimer += Time.deltaTime; + + if (lostTimer >= LoseDelay) + controller.StartInvestigation(true); + } + } + + public void Exit() + { + controller.Agent.acceleration = originalAcceleration; + controller.Agent.angularSpeed = originalAngularSpeed; + controller.Agent.stoppingDistance = originalStoppingDistance; + controller.Agent.autoBraking = originalAutoBraking; + controller.Agent.updateRotation = true; + controller.Agent.ResetPath(); + } + + private bool TryCatchPlayer() + { + if (!controller.CatchEnabled || hasLoggedCaughtPlayer || controller.Target == null) + return false; + + float distanceToPlayer = Vector3.Distance(controller.transform.position, controller.Target.position); + if (distanceToPlayer > controller.CatchDistance) + return false; + + hasLoggedCaughtPlayer = true; + controller.Agent.isStopped = true; + Debug.Log("Player caught"); + return true; + } + + private void RotateTowardsMovement() + { + Vector3 direction = Vector3.zero; + + if (controller.Target != null && controller.Behaviour.CanSeeTarget()) + direction = controller.Target.position - controller.transform.position; + else if (controller.Agent.hasPath) + direction = controller.Agent.steeringTarget - controller.transform.position; + else + direction = controller.Agent.desiredVelocity; + + direction.y = 0f; + if (direction.sqrMagnitude > 0.01f) + { + Quaternion targetRotation = Quaternion.LookRotation(direction.normalized); + controller.transform.rotation = Quaternion.RotateTowards( + controller.transform.rotation, + targetRotation, + controller.ChaseAngularSpeed * Time.deltaTime); + } + } + + private HidingSpotInteractable GetGuaranteedHidingSpot() + { + if (controller.Target == null) + return null; + + PlayerHiding playerHiding = controller.Target.GetComponent(); + if (playerHiding == null) + playerHiding = controller.Target.GetComponentInParent(); + + if (playerHiding == null || !playerHiding.IsHidden) + return null; + + return playerHiding.CurrentSpot; + } +} diff --git a/Assets/Scripts/Invisible/StateMachine/ChasingState.cs.meta b/Assets/Scripts/Invisible/StateMachine/ChasingState.cs.meta new file mode 100644 index 0000000..3292854 --- /dev/null +++ b/Assets/Scripts/Invisible/StateMachine/ChasingState.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8be0494a927f4174cba1f5099cdc3e91 \ No newline at end of file diff --git a/Assets/Scripts/Invisible/StateMachine/HuntingState.cs b/Assets/Scripts/Invisible/StateMachine/HuntingState.cs new file mode 100644 index 0000000..903a9f2 --- /dev/null +++ b/Assets/Scripts/Invisible/StateMachine/HuntingState.cs @@ -0,0 +1,21 @@ +using UnityEngine; + +public class HuntingState : IState +{ + void Start() + { + + } + public void Enter() + { + + } + public void Update() + { + + } + public void Exit() + { + + } +} diff --git a/Assets/Scripts/Invisible/StateMachine/HuntingState.cs.meta b/Assets/Scripts/Invisible/StateMachine/HuntingState.cs.meta new file mode 100644 index 0000000..a10d71c --- /dev/null +++ b/Assets/Scripts/Invisible/StateMachine/HuntingState.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ed12a041160b6e047b9e1f8fc5fa30fd diff --git a/Assets/Scripts/Invisible/StateMachine/InvestigationState.cs b/Assets/Scripts/Invisible/StateMachine/InvestigationState.cs new file mode 100644 index 0000000..90c188e --- /dev/null +++ b/Assets/Scripts/Invisible/StateMachine/InvestigationState.cs @@ -0,0 +1,253 @@ +using System.Collections.Generic; +using Game.Interaction; +using UnityEngine; + +public class InvestigationState : IState +{ + private class InvestigationPoint + { + public Vector3 PointPosition; + public HidingSpotInteractable HidingSpot; + } + + private readonly StateController controller; + private readonly bool shouldInspectHidingSpots; + private readonly HidingSpotInteractable guaranteedSpot; + + private readonly List checkPoints = new List(); + private int currentPointIndex; + private float waitTimer; + private float investigationTimer; + private float maxInvestigationTime; + private int fixedPointCount; + + private const float PointCheckPause = 0.75f; + private const float HiddenPlayerCheckDistance = 1.25f; + + public InvestigationState( + StateController controller, + bool shouldInspectHidingSpots, + HidingSpotInteractable guaranteedSpot = null) + { + this.controller = controller; + this.shouldInspectHidingSpots = shouldInspectHidingSpots; + this.guaranteedSpot = guaranteedSpot; + } + + public void Enter() + { + controller.Agent.speed = InvisibleParameters.Instance.InvestigationSpeed; + controller.Agent.isStopped = false; + + currentPointIndex = 0; + waitTimer = 0f; + investigationTimer = 0f; + maxInvestigationTime = Random.Range(8f, 15f); + + BuildCheckRoute(); + + if (checkPoints.Count == 0) + { + controller.ChangeState(new PatrollingState(controller)); + return; + } + + controller.Agent.SetDestination(checkPoints[currentPointIndex].PointPosition); + Debug.Log("Investigation"); + } + + public void Update() + { + if (controller.Behaviour.CanSeeTarget()) + { + controller.ChangeState(new ChasingState(controller)); + return; + } + + investigationTimer += Time.deltaTime; + if (investigationTimer >= maxInvestigationTime) + { + controller.ChangeState(new PatrollingState(controller)); + return; + } + + if (controller.Agent.pathPending) + return; + + if (controller.Agent.remainingDistance > controller.Agent.stoppingDistance) + return; + + waitTimer += Time.deltaTime; + if (waitTimer < PointCheckPause) + return; + + waitTimer = 0f; + + if (TryFindHiddenPlayerAtCurrentPoint()) + return; + + currentPointIndex++; + if (currentPointIndex >= checkPoints.Count) + { + controller.ChangeState(new PatrollingState(controller)); + return; + } + + controller.Agent.SetDestination(checkPoints[currentPointIndex].PointPosition); + } + + public void Exit() + { + controller.Agent.ResetPath(); + } + + private void BuildCheckRoute() + { + checkPoints.Clear(); + fixedPointCount = 0; + + AddGuaranteedSpot(); + AddNoisePoint(); + + if (shouldInspectHidingSpots) + BuildHidingRoute(); + + if (checkPoints.Count == 0) + BuildInspectionRoute(); + + ShuffleFromIndex(checkPoints, fixedPointCount); + } + + private void AddGuaranteedSpot() + { + if (guaranteedSpot == null) + return; + + checkPoints.Add(new InvestigationPoint + { + PointPosition = guaranteedSpot.transform.position, + HidingSpot = guaranteedSpot + }); + fixedPointCount++; + } + + private void AddNoisePoint() + { + if (!controller.TryConsumePendingNoise(out Vector3 noisePosition)) + return; + + checkPoints.Add(new InvestigationPoint + { + PointPosition = noisePosition + }); + + fixedPointCount++; + } + + private bool TryFindHiddenPlayerAtCurrentPoint() + { + if (controller.Target == null || currentPointIndex < 0 || currentPointIndex >= checkPoints.Count) + return false; + + PlayerHiding playerHiding = controller.Target.GetComponent(); + if (playerHiding == null) + playerHiding = controller.Target.GetComponentInParent(); + + if (playerHiding == null || !playerHiding.IsHidden) + return false; + + InvestigationPoint point = checkPoints[currentPointIndex]; + if (point.HidingSpot != null) + { + if (playerHiding.CurrentSpot != point.HidingSpot) + return false; + } + else + { + float distanceToCheckPoint = Vector3.Distance(point.PointPosition, controller.Target.position); + if (distanceToCheckPoint > HiddenPlayerCheckDistance) + return false; + } + + playerHiding.ForceExitFromHiding(); + controller.ChangeState(new ChasingState(controller)); + return true; + } + + private void BuildHidingRoute() + { + List rooms = controller.Rooms; + if (rooms == null) + return; + + for (int i = 0; i < rooms.Count; i++) + { + Room room = rooms[i]; + if (room == null || room.hidingPoints == null) + continue; + + for (int j = 0; j < room.hidingPoints.Count; j++) + { + Transform hidingPoint = room.hidingPoints[j]; + if (hidingPoint == null) + continue; + + HidingSpotInteractable hidingSpot = ResolveHidingSpot(hidingPoint); + if (hidingSpot == null || hidingSpot == guaranteedSpot || !hidingSpot.ShouldBeInspected()) + continue; + + checkPoints.Add(new InvestigationPoint + { + PointPosition = hidingPoint.position, + HidingSpot = hidingSpot + }); + } + } + } + + private void BuildInspectionRoute() + { + List rooms = controller.Rooms; + if (rooms == null) + return; + + for (int i = 0; i < rooms.Count; i++) + { + Room room = rooms[i]; + if (room == null || room.inspectionPoints == null) + continue; + + for (int j = 0; j < room.inspectionPoints.Count; j++) + { + Transform inspectionPoint = room.inspectionPoints[j]; + if (inspectionPoint == null) + continue; + + checkPoints.Add(new InvestigationPoint + { + PointPosition = inspectionPoint.position + }); + } + } + } + + private HidingSpotInteractable ResolveHidingSpot(Transform hidingPoint) + { + HidingSpotInteractable hidingSpot = hidingPoint.GetComponent(); + if (hidingSpot != null) + return hidingSpot; + + return hidingPoint.GetComponentInParent(); + } + + private void ShuffleFromIndex(List list, int startIndex) + { + for (int i = startIndex; i < list.Count; i++) + { + int randomIndex = Random.Range(i, list.Count); + T temp = list[i]; + list[i] = list[randomIndex]; + list[randomIndex] = temp; + } + } +} diff --git a/Assets/Scripts/Invisible/StateMachine/InvestigationState.cs.meta b/Assets/Scripts/Invisible/StateMachine/InvestigationState.cs.meta new file mode 100644 index 0000000..64b0f10 --- /dev/null +++ b/Assets/Scripts/Invisible/StateMachine/InvestigationState.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 964a6df0fb8bffe4685b9e9b87848201 \ No newline at end of file diff --git a/Assets/Scripts/Invisible/StateMachine/PatrollingState.cs b/Assets/Scripts/Invisible/StateMachine/PatrollingState.cs new file mode 100644 index 0000000..c2343c0 --- /dev/null +++ b/Assets/Scripts/Invisible/StateMachine/PatrollingState.cs @@ -0,0 +1,144 @@ +using UnityEngine; +using System.Collections.Generic; + +public class PatrollingState : IState +{ + private StateController controller; + + List rooms; + int recount = 0; + private int currentRoomIndex = -1; + + private Dictionary visitCount = new Dictionary(); + private int lastVisitedRoom = -1; + + private List currentInspectionPoints; + private int currentPointIndex; + private int pointsToCheck; + + private bool inspectingRoom; + + private int minPoints = 2; + private int maxPoints = 5; + + public PatrollingState(StateController controller) + { + this.controller = controller; + } + public void Enter() + { + rooms = controller.Rooms; + recount = rooms.Count; + for (int i = 0; i < recount; i++) + { + if (!visitCount.ContainsKey(i)) + visitCount[i] = 0; + } + + ChooseNextRoom(); + } + public void Exit() + { + controller.Agent.ResetPath(); + } + public void Update() + { + if (controller.Behaviour.CanSeeTarget()) + { + controller.ChangeState(new ChasingState(controller)); + return; + } + + if (controller.Agent.pathPending) + return; + + if (controller.Agent.remainingDistance > controller.Agent.stoppingDistance) + return; + + if (!inspectingRoom) + { + StartInspection(); + } + else + { + GoToNextInspectionPoint(); + } + } + + private void ChooseNextRoom() + { + if (recount == 0) + return; + + float totalWeight = 0f; + List weights = new List(); + + for (int i = 0; i < recount; i++) + { + float weight = 1f / (1f + visitCount[i]); + weights.Add(weight); + totalWeight += weight; + } + + float randomPoint = Random.Range(0f, totalWeight); + float cumulative = 0f; + + for (int i = 0; i < weights.Count; i++) + { + cumulative += weights[i]; + + if (randomPoint <= cumulative) + { + visitCount[i]++; + currentRoomIndex = i; + controller.Agent.SetDestination(rooms[currentRoomIndex].entrance.position); + if (visitCount[i] > recount + Random.Range(-3, 3)) + visitCount[i] = Mathf.Max(0, visitCount[i] - 1); + return; + } + } + } + private void StartInspection() + { + //Debug.Log(currentRoomIndex); + currentInspectionPoints = new List(rooms[currentRoomIndex].inspectionPoints); + + if (currentInspectionPoints.Count == 0) + { + ChooseNextRoom(); + return; + } + + pointsToCheck = Random.Range(minPoints, maxPoints + 1); + currentPointIndex = 0; + inspectingRoom = true; + + Shuffle(currentInspectionPoints); + + controller.Agent.SetDestination(currentInspectionPoints[currentPointIndex].position); + } + + private void GoToNextInspectionPoint() + { + currentPointIndex++; + + if (currentPointIndex >= pointsToCheck || currentPointIndex >= currentInspectionPoints.Count) + { + ChooseNextRoom(); + return; + } + + controller.Agent.SetDestination(currentInspectionPoints[currentPointIndex].position); + } + + private void Shuffle(List list) + { + for (int i = 0; i < list.Count; i++) + { + int randomIndex = Random.Range(i, list.Count); + T temp = list[i]; + list[i] = list[randomIndex]; + list[randomIndex] = temp; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Invisible/StateMachine/PatrollingState.cs.meta b/Assets/Scripts/Invisible/StateMachine/PatrollingState.cs.meta new file mode 100644 index 0000000..2f93625 --- /dev/null +++ b/Assets/Scripts/Invisible/StateMachine/PatrollingState.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 37cf4ef70132ada47ab039cff198f948 \ No newline at end of file diff --git a/Assets/Scripts/Invisible/StateMachine/StateController.cs b/Assets/Scripts/Invisible/StateMachine/StateController.cs new file mode 100644 index 0000000..dda6c1d --- /dev/null +++ b/Assets/Scripts/Invisible/StateMachine/StateController.cs @@ -0,0 +1,164 @@ +using System.Collections.Generic; +using Game.Interaction; +using UnityEngine; +using UnityEngine.AI; + +public class StateController : MonoBehaviour, INoiseListener +{ + [SerializeField] private NavMeshAgent agent; + [SerializeField] private Transform target; + [SerializeField] private InvisibleBehaviour behaviour; + [SerializeField] private List rooms; + + private IState currentState; + private bool hasPendingNoise; + private Vector3 pendingNoisePosition; + private float pendingNoiseStrength; + + public NavMeshAgent Agent => agent; + public Transform Target => target; + public InvisibleBehaviour Behaviour => behaviour; + public List Rooms => rooms; + public IState CurrentState => currentState; + public float CatchDistance => InvisibleParameters.Instance.CatchDistance; + public bool CatchEnabled => InvisibleParameters.Instance.CatchEnabled; + public float ChaseStoppingDistance => InvisibleParameters.Instance.ChaseStoppingDistance; + public float ChaseAcceleration => InvisibleParameters.Instance.ChaseAcceleration; + public float ChaseAngularSpeed => InvisibleParameters.Instance.ChaseAngularSpeed; + public bool ChaseAutoBraking => InvisibleParameters.Instance.ChaseAutoBraking; + public Component NoiseListenerComponent => this; + public Vector3 HearingPosition => transform.position; + public float HearingCaptureRadius => InvisibleParameters.Instance.NoiseListenerCaptureRadius; + public float MinimumHeardNoiseStrength => InvisibleParameters.Instance.MinHeardNoiseStrength; + public bool CanReceiveNoise => isActiveAndEnabled && agent != null; + + private void Awake() + { + IgnoreTargetCollisions(); + } + + private void OnEnable() + { + NoiseSystem.RegisterListener(this); + } + + private void OnDisable() + { + NoiseSystem.UnregisterListener(this); + } + + private void Start() + { + ChangeState(new PatrollingState(this)); + } + + private void Update() + { + currentState?.Update(); + } + + public void ChangeState(IState newState) + { + currentState?.Exit(); + currentState = newState; + currentState?.Enter(); + } + + public void StartInvestigation(bool shouldInspectHidingSpots, HidingSpotInteractable guaranteedSpot = null) + { + ChangeState(new InvestigationState(this, shouldInspectHidingSpots, guaranteedSpot)); + } + + public void StartInvestigationFromNoise() + { + StartInvestigation(true); + } + + public void StartInvestigationFromNoise(Vector3 noisePosition, bool shouldInspectHidingSpots = true) + { + SetPendingNoise(noisePosition, 1f); + StartInvestigation(shouldInspectHidingSpots); + } + + public bool TryConsumePendingNoise(out Vector3 noisePosition) + { + if (!hasPendingNoise) + { + noisePosition = Vector3.zero; + return false; + } + + hasPendingNoise = false; + pendingNoiseStrength = 0f; + noisePosition = pendingNoisePosition; + return true; + } + + public void OnNoiseHeard(NoiseHeardInfo heardNoise) + { + if (!CanReceiveNoise) + return; + + if (behaviour != null && behaviour.CanSeeTarget()) + return; + + if (currentState is ChasingState) + return; + + SetPendingNoise(heardNoise.SourcePosition, heardNoise.Strength); + StartInvestigation(shouldInspectHidingSpots: true); + } + + private void SetPendingNoise(Vector3 noisePosition, float noiseStrength) + { + if (hasPendingNoise && noiseStrength < pendingNoiseStrength) + return; + + hasPendingNoise = true; + pendingNoisePosition = noisePosition; + pendingNoiseStrength = noiseStrength; + } + + private void IgnoreTargetCollisions() + { + if (target == null) + return; + + Collider[] selfColliders = GetComponentsInChildren(true); + Collider[] targetColliders = target.GetComponentsInChildren(true); + + if (selfColliders.Length == 0 || targetColliders.Length == 0) + return; + + for (int i = 0; i < selfColliders.Length; i++) + { + Collider selfCollider = selfColliders[i]; + if (selfCollider == null) + continue; + + for (int j = 0; j < targetColliders.Length; j++) + { + Collider targetCollider = targetColliders[j]; + if (targetCollider == null) + continue; + + Physics.IgnoreCollision(selfCollider, targetCollider, true); + } + } + } +} + +public interface IState +{ + void Enter(); + void Update(); + void Exit(); +} + +[System.Serializable] +public class Room +{ + public Transform entrance; + public List inspectionPoints; + public List hidingPoints; +} diff --git a/Assets/Scripts/Invisible/StateMachine/StateController.cs.meta b/Assets/Scripts/Invisible/StateMachine/StateController.cs.meta new file mode 100644 index 0000000..fcd2b26 --- /dev/null +++ b/Assets/Scripts/Invisible/StateMachine/StateController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f5f2f00c83454e249a1d274cdf8366b8 \ No newline at end of file diff --git a/Assets/Scripts/Mimic.meta b/Assets/Scripts/Mimic.meta new file mode 100644 index 0000000..934134a --- /dev/null +++ b/Assets/Scripts/Mimic.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 603c64541c6a2c0489c4986a69cdd09a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Noise.meta b/Assets/Scripts/Noise.meta new file mode 100644 index 0000000..bc3b6af --- /dev/null +++ b/Assets/Scripts/Noise.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5276629a79c47f64e9523bf071f1424e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Noise/NoiseProjectile.cs b/Assets/Scripts/Noise/NoiseProjectile.cs new file mode 100644 index 0000000..97ad032 --- /dev/null +++ b/Assets/Scripts/Noise/NoiseProjectile.cs @@ -0,0 +1,55 @@ +using UnityEngine; + +[RequireComponent(typeof(Rigidbody))] +[RequireComponent(typeof(Collider))] +public class NoiseProjectile : MonoBehaviour +{ + [Header("Impact Noise")] + [SerializeField] private float baseImpactRadius = 18f; + [SerializeField] private float baseImpactStrength = 1f; + [SerializeField] private float referenceImpactSpeed = 10f; + [SerializeField] private float minImpactSpeed = 1.5f; + [SerializeField] private int maxNoiseBounces = 4; + [SerializeField] private float noiseBounceDamping = 0.72f; + [SerializeField] private float impactCooldown = 0.08f; + + [Header("Lifetime")] + [SerializeField] private float maxLifetime = 12f; + + private float lastImpactTime = -999f; + public GameObject Owner { get; private set; } + + public void SetOwner(GameObject owner) + { + Owner = owner; + } + + private void Start() + { + Destroy(gameObject, maxLifetime); + } + + private void OnCollisionEnter(Collision collision) + { + float impactSpeed = collision.relativeVelocity.magnitude; + if (impactSpeed < minImpactSpeed) + return; + + if (Time.time - lastImpactTime < impactCooldown) + return; + + lastImpactTime = Time.time; + + float speedRatio = referenceImpactSpeed > 0.01f ? impactSpeed / referenceImpactSpeed : 1f; + float noiseMultiplier = Mathf.Clamp(speedRatio, 0.35f, 1.5f); + Vector3 impactPoint = collision.contactCount > 0 ? collision.GetContact(0).point : transform.position; + + NoiseSystem.Emit(new NoiseEventData( + impactPoint, + baseImpactRadius * noiseMultiplier, + baseImpactStrength * noiseMultiplier, + gameObject, + maxNoiseBounces, + noiseBounceDamping)); + } +} diff --git a/Assets/Scripts/Noise/NoiseProjectile.cs.meta b/Assets/Scripts/Noise/NoiseProjectile.cs.meta new file mode 100644 index 0000000..ceb9199 --- /dev/null +++ b/Assets/Scripts/Noise/NoiseProjectile.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e27cba2410e7df0469c38721c82a317a \ No newline at end of file diff --git a/Assets/Scripts/Noise/NoiseSystem.cs b/Assets/Scripts/Noise/NoiseSystem.cs new file mode 100644 index 0000000..b1028c4 --- /dev/null +++ b/Assets/Scripts/Noise/NoiseSystem.cs @@ -0,0 +1,361 @@ +using System.Collections.Generic; +using UnityEngine; + +public struct NoiseEventData +{ + public Vector3 Position; + public GameObject Source; + public float Radius; + public float Strength; + public int MaxBounces; + public float BounceDamping; + + public NoiseEventData(Vector3 position, float radius, float strength, GameObject source = null, int maxBounces = 3, float bounceDamping = 0.72f) + { + Position = position; + Radius = radius; + Strength = strength; + Source = source; + MaxBounces = Mathf.Max(0, maxBounces); + BounceDamping = Mathf.Clamp01(bounceDamping); + } +} + +public struct NoiseHeardInfo +{ + public Vector3 SourcePosition; + public Vector3 ArrivalPosition; + public GameObject Source; + public float Strength; + public float TravelDistance; + public int BounceCount; +} + +public interface INoiseListener +{ + Component NoiseListenerComponent { get; } + Vector3 HearingPosition { get; } + float HearingCaptureRadius { get; } + float MinimumHeardNoiseStrength { get; } + bool CanReceiveNoise { get; } + void OnNoiseHeard(NoiseHeardInfo heardNoise); +} + +public class NoiseSystem : MonoBehaviour +{ + private static NoiseSystem instance; + private static readonly List listeners = new List(); + + [Header("Propagation")] + [SerializeField] private LayerMask obstacleMask = ~0; + [SerializeField] private int rayCount = 96; + [SerializeField] private float horizontalRayHeight = 0.75f; + [SerializeField] private float bounceSurfaceOffset = 0.05f; + + [Header("Debug")] + [SerializeField] private bool debugDrawPropagation; + [SerializeField] private float debugDrawDuration = 1f; + + public static bool HasInstance => instance != null; + + public static NoiseSystem Instance + { + get + { + if (instance == null) + { + instance = FindFirstObjectByType(); + if (instance == null) + { + GameObject noiseSystemObject = new GameObject("NoiseSystem"); + instance = noiseSystemObject.AddComponent(); + } + } + + return instance; + } + } + + private void Awake() + { + if (instance != null && instance != this) + { + Destroy(gameObject); + return; + } + + instance = this; + } + + public static void RegisterListener(INoiseListener listener) + { + if (listener == null) + return; + + var activeInstance = Instance; + if (!listeners.Contains(listener)) + listeners.Add(listener); + + activeInstance.CleanupListeners(); + } + + public static void UnregisterListener(INoiseListener listener) + { + listeners.Remove(listener); + } + + public static void Emit(NoiseEventData noiseEvent) + { + if (noiseEvent.Radius <= 0f || noiseEvent.Strength <= 0f) + return; + + Instance.EmitInternal(noiseEvent); + } + + private void EmitInternal(NoiseEventData noiseEvent) + { + CleanupListeners(); + if (listeners.Count == 0) + return; + + Dictionary strongestHeardNoise = new Dictionary(); + HashSet ignoredColliders = CollectIgnoredColliders(noiseEvent.Source); + + int propagationRayCount = Mathf.Max(8, rayCount); + Vector3 origin = noiseEvent.Position + Vector3.up * horizontalRayHeight; + + for (int i = 0; i < propagationRayCount; i++) + { + float angle = i * (360f / propagationRayCount); + Vector3 direction = Quaternion.Euler(0f, angle, 0f) * Vector3.forward; + TraceNoiseRay(origin, direction, noiseEvent, ignoredColliders, strongestHeardNoise); + } + + foreach (KeyValuePair heardPair in strongestHeardNoise) + { + INoiseListener listener = heardPair.Key; + if (!IsValidListener(listener) || !listener.CanReceiveNoise) + continue; + + if (heardPair.Value.Strength < listener.MinimumHeardNoiseStrength) + continue; + + listener.OnNoiseHeard(heardPair.Value); + } + } + + private void TraceNoiseRay( + Vector3 origin, + Vector3 initialDirection, + NoiseEventData noiseEvent, + HashSet ignoredColliders, + Dictionary strongestHeardNoise) + { + float remainingDistance = noiseEvent.Radius; + float traveledDistance = 0f; + float currentStrength = noiseEvent.Strength; + int bounceCount = 0; + Vector3 currentOrigin = origin; + Vector3 direction = initialDirection.normalized; + + while (remainingDistance > 0.01f && currentStrength > 0.01f) + { + RaycastHit? nearestHit = FindNearestHit(currentOrigin, direction, remainingDistance, ignoredColliders); + + Vector3 segmentEnd = currentOrigin + direction * remainingDistance; + float segmentLength = remainingDistance; + + if (nearestHit.HasValue) + { + RaycastHit hit = nearestHit.Value; + segmentEnd = hit.point; + segmentEnd.y = currentOrigin.y; + segmentLength = hit.distance; + } + + RegisterListenersAlongSegment( + noiseEvent, + currentOrigin, + segmentEnd, + traveledDistance, + currentStrength, + bounceCount, + strongestHeardNoise); + + DrawDebugSegment(currentOrigin, segmentEnd, nearestHit.HasValue, currentStrength); + + traveledDistance += segmentLength; + remainingDistance -= segmentLength; + + if (!nearestHit.HasValue || bounceCount >= noiseEvent.MaxBounces) + break; + + RaycastHit reflectedHit = nearestHit.Value; + Vector3 wallNormal = Vector3.ProjectOnPlane(reflectedHit.normal, Vector3.up).normalized; + if (wallNormal.sqrMagnitude < 0.0001f) + break; + + direction = Vector3.Reflect(direction, wallNormal).normalized; + currentStrength *= noiseEvent.BounceDamping; + bounceCount++; + + currentOrigin = reflectedHit.point + direction * bounceSurfaceOffset; + currentOrigin.y = origin.y; + } + } + + private void RegisterListenersAlongSegment( + NoiseEventData noiseEvent, + Vector3 segmentStart, + Vector3 segmentEnd, + float traveledBeforeSegment, + float segmentStrength, + int bounceCount, + Dictionary strongestHeardNoise) + { + float segmentLength = Vector3.Distance(segmentStart, segmentEnd); + if (segmentLength <= 0.001f) + return; + + for (int i = 0; i < listeners.Count; i++) + { + INoiseListener listener = listeners[i]; + if (!IsValidListener(listener) || !listener.CanReceiveNoise) + continue; + + Vector3 hearingPosition = listener.HearingPosition; + hearingPosition.y = segmentStart.y; + + float captureRadius = Mathf.Max(0.01f, listener.HearingCaptureRadius); + float segmentParameter = GetClosestPointParameterOnSegment(segmentStart, segmentEnd, hearingPosition); + Vector3 closestPoint = Vector3.Lerp(segmentStart, segmentEnd, segmentParameter); + float distanceToSegment = Vector3.Distance(hearingPosition, closestPoint); + + if (distanceToSegment > captureRadius) + continue; + + float traveledToListener = traveledBeforeSegment + (segmentLength * segmentParameter); + float distanceFalloff = 1f - Mathf.Clamp01(traveledToListener / noiseEvent.Radius); + float lateralFalloff = 1f - Mathf.Clamp01(distanceToSegment / captureRadius); + float heardStrength = segmentStrength * distanceFalloff * Mathf.Lerp(0.65f, 1f, lateralFalloff); + + if (heardStrength < listener.MinimumHeardNoiseStrength) + continue; + + NoiseHeardInfo heardInfo = new NoiseHeardInfo + { + SourcePosition = noiseEvent.Position, + ArrivalPosition = closestPoint, + Source = noiseEvent.Source, + Strength = heardStrength, + TravelDistance = traveledToListener, + BounceCount = bounceCount + }; + + if (!strongestHeardNoise.TryGetValue(listener, out NoiseHeardInfo existingInfo) || heardStrength > existingInfo.Strength) + strongestHeardNoise[listener] = heardInfo; + } + } + + private RaycastHit? FindNearestHit(Vector3 origin, Vector3 direction, float distance, HashSet ignoredColliders) + { + RaycastHit[] hits = Physics.RaycastAll(origin, direction, distance, obstacleMask, QueryTriggerInteraction.Ignore); + if (hits == null || hits.Length == 0) + return null; + + System.Array.Sort(hits, (left, right) => left.distance.CompareTo(right.distance)); + + for (int i = 0; i < hits.Length; i++) + { + RaycastHit hit = hits[i]; + if (hit.collider == null) + continue; + + if (ignoredColliders != null && ignoredColliders.Contains(hit.collider)) + continue; + + return hit; + } + + return null; + } + + private HashSet CollectIgnoredColliders(GameObject source) + { + HashSet ignoredColliders = new HashSet(); + + if (source != null) + { + AddCollidersFromGameObject(source, ignoredColliders); + + NoiseProjectile projectile = source.GetComponent(); + if (projectile != null && projectile.Owner != null) + AddCollidersFromGameObject(projectile.Owner, ignoredColliders); + } + + for (int i = 0; i < listeners.Count; i++) + { + INoiseListener listener = listeners[i]; + if (!IsValidListener(listener)) + continue; + + AddCollidersFromGameObject(listener.NoiseListenerComponent.gameObject, ignoredColliders); + } + + return ignoredColliders.Count > 0 ? ignoredColliders : null; + } + + private void CleanupListeners() + { + for (int i = listeners.Count - 1; i >= 0; i--) + { + if (!IsValidListener(listeners[i])) + listeners.RemoveAt(i); + } + } + + private bool IsValidListener(INoiseListener listener) + { + if (listener == null) + return false; + + return listener.NoiseListenerComponent != null; + } + + private void AddCollidersFromGameObject(GameObject gameObject, HashSet targetSet) + { + if (gameObject == null || targetSet == null) + return; + + Collider[] colliders = gameObject.GetComponentsInChildren(true); + for (int i = 0; i < colliders.Length; i++) + { + if (colliders[i] != null) + targetSet.Add(colliders[i]); + } + } + + private float GetClosestPointParameterOnSegment(Vector3 segmentStart, Vector3 segmentEnd, Vector3 point) + { + Vector3 segment = segmentEnd - segmentStart; + float segmentLengthSqr = segment.sqrMagnitude; + if (segmentLengthSqr <= 0.0001f) + return 0f; + + float projection = Vector3.Dot(point - segmentStart, segment) / segmentLengthSqr; + return Mathf.Clamp01(projection); + } + + private void DrawDebugSegment(Vector3 segmentStart, Vector3 segmentEnd, bool wasReflected, float currentStrength) + { + if (!debugDrawPropagation) + return; + + float intensity = Mathf.Clamp01(currentStrength); + Color lineColor = wasReflected + ? new Color(1f, 0.4f, 0.1f, intensity) + : new Color(0.25f, 0.8f, 1f, intensity); + + Debug.DrawLine(segmentStart, segmentEnd, lineColor, debugDrawDuration); + } +} diff --git a/Assets/Scripts/Noise/NoiseSystem.cs.meta b/Assets/Scripts/Noise/NoiseSystem.cs.meta new file mode 100644 index 0000000..565cd92 --- /dev/null +++ b/Assets/Scripts/Noise/NoiseSystem.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 35c2b165c01c3d647b9474dc4a78e7ef \ No newline at end of file diff --git a/Assets/Scripts/Player.meta b/Assets/Scripts/Player.meta new file mode 100644 index 0000000..df589f2 --- /dev/null +++ b/Assets/Scripts/Player.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6995410d9c8b4f74fa28beb94d89c596 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/MonsterEcholocationDevice.cs b/Assets/Scripts/Player/MonsterEcholocationDevice.cs new file mode 100644 index 0000000..8b9f1aa --- /dev/null +++ b/Assets/Scripts/Player/MonsterEcholocationDevice.cs @@ -0,0 +1,249 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.UI; + +public class MonsterEcholocationDevice : MonoBehaviour +{ + [Header("Input")] + [SerializeField] private KeyCode activationKey = KeyCode.Alpha2; + [SerializeField] private float activationCooldown = 6f; + + [Header("References")] + [SerializeField] private StateController monsterController; + [SerializeField] private Camera playerCamera; + [SerializeField] private Transform playerPositionSource; + + [Header("Reveal")] + [SerializeField] private float revealRadius = 30f; + [SerializeField] private float revealDuration = 2f; + [SerializeField] private Vector3 auraWorldOffset = new Vector3(0f, 1.6f, 0f); + [SerializeField] private float auraScreenSize = 180f; + [SerializeField] private Color auraColor = new Color(0.3f, 0.9f, 1f, 0.8f); + [SerializeField] private float auraPulseSpeed = 4f; + [SerializeField] private float auraPulseAmount = 0.12f; + + [Header("Monster Alert")] + [SerializeField] private bool useDistanceBasedAlertDelay = true; + [SerializeField] private float fixedAlertDelay = 1.5f; + [SerializeField] private float minDistanceAlertDelay = 0.5f; + [SerializeField] private float maxDistanceAlertDelay = 2.5f; + [SerializeField] private float maxDistanceForDelay = 25f; + [SerializeField] private float approximatePositionRadius = 2.5f; + [SerializeField] private float additionalErrorAtMaxDistance = 2f; + + private Canvas auraCanvas; + private RectTransform auraRectTransform; + private Image auraImage; + private float revealTimer; + private float lastActivationTime = -999f; + private Coroutine pendingAlertCoroutine; + + private void Awake() + { + if (monsterController == null) + monsterController = FindFirstObjectByType(); + + if (playerCamera == null) + playerCamera = GetComponentInChildren(true); + + if (playerPositionSource == null) + playerPositionSource = transform; + + EnsureAuraOverlay(); + } + + private void Update() + { + if (Input.GetKeyDown(activationKey) && Time.time - lastActivationTime >= activationCooldown) + ActivateEcholocation(); + + UpdateAuraOverlay(); + } + + private void OnDisable() + { + if (pendingAlertCoroutine != null) + { + StopCoroutine(pendingAlertCoroutine); + pendingAlertCoroutine = null; + } + + if (auraImage != null) + auraImage.enabled = false; + } + + private void ActivateEcholocation() + { + if (!TryGetMonsterTransform(out Transform monsterTransform)) + return; + + float distanceToMonster = Vector3.Distance(playerPositionSource.position, monsterTransform.position); + if (distanceToMonster > revealRadius) + return; + + lastActivationTime = Time.time; + revealTimer = revealDuration; + + if (pendingAlertCoroutine != null) + StopCoroutine(pendingAlertCoroutine); + + Vector3 playerSnapshot = playerPositionSource.position; + float alertDelay = GetAlertDelay(distanceToMonster); + pendingAlertCoroutine = StartCoroutine(DelayMonsterAlert(playerSnapshot, distanceToMonster, alertDelay)); + } + + private IEnumerator DelayMonsterAlert(Vector3 playerSnapshot, float distanceToMonster, float delay) + { + if (delay > 0f) + yield return new WaitForSeconds(delay); + + pendingAlertCoroutine = null; + + if (monsterController == null) + yield break; + + if (monsterController.CurrentState is ChasingState) + yield break; + + if (monsterController.Behaviour != null && monsterController.Behaviour.CanSeeTarget()) + yield break; + + Vector2 randomOffset2D = Random.insideUnitCircle * GetErrorRadius(distanceToMonster); + Vector3 approximatePosition = playerSnapshot + new Vector3(randomOffset2D.x, 0f, randomOffset2D.y); + + monsterController.StartInvestigationFromNoise(approximatePosition, shouldInspectHidingSpots: true); + } + + private float GetAlertDelay(float distanceToMonster) + { + if (!useDistanceBasedAlertDelay) + return fixedAlertDelay; + + float normalizedDistance = maxDistanceForDelay > 0.01f + ? Mathf.Clamp01(distanceToMonster / maxDistanceForDelay) + : 0f; + + return Mathf.Lerp(minDistanceAlertDelay, maxDistanceAlertDelay, normalizedDistance); + } + + private float GetErrorRadius(float distanceToMonster) + { + float normalizedDistance = maxDistanceForDelay > 0.01f + ? Mathf.Clamp01(distanceToMonster / maxDistanceForDelay) + : 0f; + + return approximatePositionRadius + additionalErrorAtMaxDistance * normalizedDistance; + } + + private void EnsureAuraOverlay() + { + if (auraCanvas != null && auraImage != null && auraRectTransform != null) + return; + + GameObject canvasObject = new GameObject("MonsterEchoAuraCanvas"); + canvasObject.transform.SetParent(transform, false); + + auraCanvas = canvasObject.AddComponent(); + auraCanvas.renderMode = RenderMode.ScreenSpaceOverlay; + auraCanvas.sortingOrder = 2000; + + CanvasScaler canvasScaler = canvasObject.AddComponent(); + canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; + canvasScaler.referenceResolution = new Vector2(1920f, 1080f); + canvasObject.AddComponent(); + + GameObject imageObject = new GameObject("MonsterEchoAura"); + imageObject.transform.SetParent(canvasObject.transform, false); + + auraRectTransform = imageObject.AddComponent(); + auraRectTransform.anchorMin = new Vector2(0.5f, 0.5f); + auraRectTransform.anchorMax = new Vector2(0.5f, 0.5f); + auraRectTransform.pivot = new Vector2(0.5f, 0.5f); + auraRectTransform.sizeDelta = Vector2.one * auraScreenSize; + + auraImage = imageObject.AddComponent(); + auraImage.raycastTarget = false; + auraImage.sprite = CreateAuraSprite(); + auraImage.enabled = false; + } + + private void UpdateAuraOverlay() + { + if (auraImage == null || auraRectTransform == null || !TryGetMonsterTransform(out Transform monsterTransform) || playerCamera == null) + return; + + if (revealTimer <= 0f) + { + auraImage.enabled = false; + return; + } + + revealTimer -= Time.deltaTime; + + Vector3 worldPosition = monsterTransform.position + auraWorldOffset; + Vector3 screenPosition = playerCamera.WorldToScreenPoint(worldPosition); + + if (screenPosition.z <= 0f) + { + auraImage.enabled = false; + return; + } + + float distanceToMonster = Vector3.Distance(playerPositionSource.position, monsterTransform.position); + if (distanceToMonster > revealRadius) + { + auraImage.enabled = false; + return; + } + + float pulse = 1f + Mathf.Sin(Time.time * auraPulseSpeed) * auraPulseAmount; + float fade = Mathf.Clamp01(revealTimer / Mathf.Max(0.01f, revealDuration)); + + auraRectTransform.position = screenPosition; + auraRectTransform.sizeDelta = Vector2.one * auraScreenSize * pulse; + + Color currentColor = auraColor; + currentColor.a *= fade; + auraImage.color = currentColor; + auraImage.enabled = true; + } + + private Sprite CreateAuraSprite() + { + const int size = 128; + Texture2D texture = new Texture2D(size, size, TextureFormat.RGBA32, false); + texture.wrapMode = TextureWrapMode.Clamp; + + Vector2 center = new Vector2((size - 1) * 0.5f, (size - 1) * 0.5f); + float radius = size * 0.5f; + + for (int y = 0; y < size; y++) + { + for (int x = 0; x < size; x++) + { + float distance = Vector2.Distance(new Vector2(x, y), center) / radius; + float alpha = Mathf.Clamp01(1f - distance); + alpha *= alpha; + + texture.SetPixel(x, y, new Color(1f, 1f, 1f, alpha)); + } + } + + texture.Apply(); + + return Sprite.Create( + texture, + new Rect(0f, 0f, size, size), + new Vector2(0.5f, 0.5f), + size); + } + + private bool TryGetMonsterTransform(out Transform monsterTransform) + { + if (monsterController == null) + monsterController = FindFirstObjectByType(); + + monsterTransform = monsterController != null ? monsterController.transform : null; + return monsterTransform != null; + } +} diff --git a/Assets/Scripts/Player/MonsterEcholocationDevice.cs.meta b/Assets/Scripts/Player/MonsterEcholocationDevice.cs.meta new file mode 100644 index 0000000..881b376 --- /dev/null +++ b/Assets/Scripts/Player/MonsterEcholocationDevice.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 53c831866fb090247b42e95d9f70fe48 \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerHiding.cs b/Assets/Scripts/Player/PlayerHiding.cs new file mode 100644 index 0000000..d4f74c7 --- /dev/null +++ b/Assets/Scripts/Player/PlayerHiding.cs @@ -0,0 +1,167 @@ +using UnityEngine; +using Game.Interaction; + +[RequireComponent(typeof(CharacterController))] +public class PlayerHiding : MonoBehaviour +{ + [Header("Input")] + [SerializeField] private KeyCode hideKey = KeyCode.Space; + + [Header("Movement While Hidden")] + [SerializeField] private Behaviour[] disableWhileHidden; + + public bool IsHidden { get; private set; } + public HidingSpotInteractable CurrentSpot { get; private set; } + + private CharacterController characterController; + + private void Awake() + { + characterController = GetComponent(); + + if (disableWhileHidden == null || disableWhileHidden.Length == 0) + { + var playerMovement = GetComponent(); + var simpleController = GetComponent(); + + if (playerMovement != null && simpleController != null) + { + disableWhileHidden = new Behaviour[] { playerMovement, simpleController }; + } + else if (playerMovement != null) + { + disableWhileHidden = new Behaviour[] { playerMovement }; + } + else if (simpleController != null) + { + disableWhileHidden = new Behaviour[] { simpleController }; + } + else + { + disableWhileHidden = new Behaviour[0]; + } + } + } + + private void Update() + { + if (!Input.GetKeyDown(hideKey)) + return; + + if (IsHidden) + { + ExitHiding(); + return; + } + + TryEnterClosestSpot(); + } + + public bool IsCrouching() + { + return Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.C); + } + + public void ToggleHide(HidingSpotInteractable spot) + { + if (spot == null) + return; + + if (IsHidden) + { + if (CurrentSpot == spot) + ExitHiding(); + + return; + } + + if (!spot.CanPlayerEnter(this)) + return; + + EnterHiding(spot); + } + + public void ForceExitFromHiding() + { + ExitHiding(); + } + + private void TryEnterClosestSpot() + { + var allSpots = HidingSpotInteractable.AllSpots; + + HidingSpotInteractable closestSpot = null; + float closestDistance = float.MaxValue; + + for (int i = 0; i < allSpots.Count; i++) + { + HidingSpotInteractable spot = allSpots[i]; + if (spot == null || !spot.CanPlayerEnter(this)) + continue; + + float distance = Vector3.Distance(transform.position, spot.transform.position); + if (distance < closestDistance) + { + closestDistance = distance; + closestSpot = spot; + } + } + + if (closestSpot != null) + EnterHiding(closestSpot); + } + + private void EnterHiding(HidingSpotInteractable spot) + { + IsHidden = true; + CurrentSpot = spot; + CurrentSpot.SetOccupant(this); + + SetMovementEnabled(false); + Teleport(spot.GetHidePosition(), spot.GetHideRotation()); + } + + private void ExitHiding() + { + if (!IsHidden) + return; + + HidingSpotInteractable oldSpot = CurrentSpot; + + if (oldSpot != null) + oldSpot.ClearOccupant(this); + + IsHidden = false; + CurrentSpot = null; + + SetMovementEnabled(true); + + if (oldSpot != null) + Teleport(oldSpot.GetExitPosition(), oldSpot.GetExitRotation()); + } + + private void SetMovementEnabled(bool enabled) + { + if (disableWhileHidden == null) + return; + + for (int i = 0; i < disableWhileHidden.Length; i++) + { + if (disableWhileHidden[i] != null) + disableWhileHidden[i].enabled = enabled; + } + } + + private void Teleport(Vector3 position, Quaternion rotation) + { + bool controllerWasEnabled = characterController != null && characterController.enabled; + + if (controllerWasEnabled) + characterController.enabled = false; + + transform.SetPositionAndRotation(position, rotation); + + if (controllerWasEnabled) + characterController.enabled = true; + } +} diff --git a/Assets/Scripts/Player/PlayerHiding.cs.meta b/Assets/Scripts/Player/PlayerHiding.cs.meta new file mode 100644 index 0000000..1cf1a07 --- /dev/null +++ b/Assets/Scripts/Player/PlayerHiding.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 994a07de512f5e14fa6440ecd94aaa6d \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerMovement.cs b/Assets/Scripts/Player/PlayerMovement.cs new file mode 100644 index 0000000..147946f --- /dev/null +++ b/Assets/Scripts/Player/PlayerMovement.cs @@ -0,0 +1,74 @@ +using UnityEngine; + +[RequireComponent(typeof(CharacterController))] +public class PlayerMovement : MonoBehaviour +{ + [Header("Speed")] + [SerializeField] private float walkSpeed = 4f; + [SerializeField] private float sprintSpeed = 7f; + [SerializeField] private float crouchSpeed = 2f; + + [Header("Mouse")] + [SerializeField] private float mouseSensitivity = 2f; + [SerializeField] private Transform cameraHolder; + + [Header("Gravity")] + [SerializeField] private float gravity = -9.81f; + + private CharacterController controller; + private Vector3 velocity; + private float xRotation = 0f; + + private void Awake() + { + controller = GetComponent(); + Cursor.lockState = CursorLockMode.Locked; + } + + private void Update() + { + Look(); + Move(); + } + + private void Look() + { + float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * 100f * Time.deltaTime; + float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * 100f * Time.deltaTime; + + xRotation -= mouseY; + xRotation = Mathf.Clamp(xRotation, -80f, 80f); + + cameraHolder.localRotation = Quaternion.Euler(xRotation, 0f, 0f); + transform.Rotate(Vector3.up * mouseX); + } + + private void Move() + { + float x = Input.GetAxis("Horizontal"); + float z = Input.GetAxis("Vertical"); + + Vector3 move = transform.right * x + transform.forward * z; + + float speed = walkSpeed; + + if (Input.GetKey(KeyCode.LeftShift)) + speed = sprintSpeed; + + if (Input.GetKey(KeyCode.LeftControl)) + speed = crouchSpeed; + + controller.Move(move * speed * Time.deltaTime); + + ApplyGravity(); + } + + private void ApplyGravity() + { + if (controller.isGrounded && velocity.y < 0) + velocity.y = -2f; + + velocity.y += gravity * Time.deltaTime; + controller.Move(velocity * Time.deltaTime); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerMovement.cs.meta b/Assets/Scripts/Player/PlayerMovement.cs.meta new file mode 100644 index 0000000..4bfc72a --- /dev/null +++ b/Assets/Scripts/Player/PlayerMovement.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 05efedaf16a1cad438da3b1d36347d9f \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerThrowableTestItem.cs b/Assets/Scripts/Player/PlayerThrowableTestItem.cs new file mode 100644 index 0000000..403f0f3 --- /dev/null +++ b/Assets/Scripts/Player/PlayerThrowableTestItem.cs @@ -0,0 +1,138 @@ +using UnityEngine; + +public class PlayerThrowableTestItem : MonoBehaviour +{ + [Header("Input")] + [SerializeField] private KeyCode throwKey = KeyCode.G; + [SerializeField] private float throwCooldown = 0.35f; + + [Header("Throw")] + [SerializeField] private Transform throwOrigin; + [SerializeField] private GameObject throwablePrefab; + [SerializeField] private float throwForce = 16f; + [SerializeField] private float upwardForce = 1.5f; + [SerializeField] private float spawnForwardOffset = 0.8f; + [SerializeField] private float spawnUpOffset = -0.15f; + + [Header("Auto Projectile")] + [SerializeField] private float autoProjectileScale = 0.2f; + [SerializeField] private float autoProjectileMass = 0.35f; + [SerializeField] private float autoProjectileBounciness = 0.75f; + + private Camera playerCamera; + private Collider[] ownerColliders; + private float lastThrowTime = -999f; + private static PhysicsMaterial cachedBounceMaterial; + + private void Awake() + { + playerCamera = GetComponentInChildren(true); + ownerColliders = GetComponentsInChildren(true); + } + + private void Update() + { + if (!Input.GetKeyDown(throwKey)) + return; + + if (Time.time - lastThrowTime < throwCooldown) + return; + + ThrowTestItem(); + } + + public void ThrowTestItem() + { + Transform origin = throwOrigin != null ? throwOrigin : (playerCamera != null ? playerCamera.transform : transform); + Vector3 spawnPosition = origin.position + origin.forward * spawnForwardOffset + origin.up * spawnUpOffset; + Quaternion spawnRotation = Quaternion.LookRotation(origin.forward, Vector3.up); + + GameObject projectile = throwablePrefab != null + ? Instantiate(throwablePrefab, spawnPosition, spawnRotation) + : CreateDefaultProjectile(spawnPosition, spawnRotation); + + Rigidbody projectileRigidbody = projectile.GetComponent(); + if (projectileRigidbody == null) + projectileRigidbody = projectile.AddComponent(); + + Collider projectileCollider = projectile.GetComponent(); + if (projectileCollider == null) + projectileCollider = projectile.AddComponent(); + + NoiseProjectile noiseProjectile = projectile.GetComponent(); + if (noiseProjectile == null) + noiseProjectile = projectile.AddComponent(); + + noiseProjectile.SetOwner(gameObject); + + IgnoreOwnerCollisions(projectile); + + projectileRigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic; + projectileRigidbody.interpolation = RigidbodyInterpolation.Interpolate; + projectileRigidbody.linearVelocity = Vector3.zero; + projectileRigidbody.angularVelocity = Vector3.zero; + projectileRigidbody.AddForce(origin.forward * throwForce + origin.up * upwardForce, ForceMode.VelocityChange); + + lastThrowTime = Time.time; + } + + private GameObject CreateDefaultProjectile(Vector3 spawnPosition, Quaternion spawnRotation) + { + GameObject projectile = GameObject.CreatePrimitive(PrimitiveType.Sphere); + projectile.name = "NoiseTestThrowable"; + projectile.transform.SetPositionAndRotation(spawnPosition, spawnRotation); + projectile.transform.localScale = Vector3.one * autoProjectileScale; + + Rigidbody rigidbody = projectile.AddComponent(); + rigidbody.mass = autoProjectileMass; + + SphereCollider sphereCollider = projectile.GetComponent(); + if (sphereCollider != null) + sphereCollider.material = GetBounceMaterial(); + + return projectile; + } + + private void IgnoreOwnerCollisions(GameObject projectile) + { + if (ownerColliders == null || ownerColliders.Length == 0 || projectile == null) + return; + + Collider[] projectileColliders = projectile.GetComponentsInChildren(true); + if (projectileColliders == null || projectileColliders.Length == 0) + return; + + for (int i = 0; i < ownerColliders.Length; i++) + { + Collider ownerCollider = ownerColliders[i]; + if (ownerCollider == null) + continue; + + for (int j = 0; j < projectileColliders.Length; j++) + { + Collider projectileCollider = projectileColliders[j]; + if (projectileCollider == null) + continue; + + Physics.IgnoreCollision(ownerCollider, projectileCollider, true); + } + } + } + + private PhysicsMaterial GetBounceMaterial() + { + if (cachedBounceMaterial != null) + return cachedBounceMaterial; + + cachedBounceMaterial = new PhysicsMaterial("NoiseTestThrowableBounce") + { + bounciness = autoProjectileBounciness, + dynamicFriction = 0.2f, + staticFriction = 0.2f, + bounceCombine = PhysicsMaterialCombine.Maximum, + frictionCombine = PhysicsMaterialCombine.Minimum + }; + + return cachedBounceMaterial; + } +} diff --git a/Assets/Scripts/Player/PlayerThrowableTestItem.cs.meta b/Assets/Scripts/Player/PlayerThrowableTestItem.cs.meta new file mode 100644 index 0000000..602977c --- /dev/null +++ b/Assets/Scripts/Player/PlayerThrowableTestItem.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2133b5fdeeed3a54cac5b58aa3ec3766 \ No newline at end of file diff --git a/Assets/Scripts/Player/WallListeningDevice.cs b/Assets/Scripts/Player/WallListeningDevice.cs new file mode 100644 index 0000000..964bf1d --- /dev/null +++ b/Assets/Scripts/Player/WallListeningDevice.cs @@ -0,0 +1,198 @@ +using System.Collections.Generic; +using UnityEngine; + +[RequireComponent(typeof(AudioSource))] +public class WallListeningDevice : MonoBehaviour +{ + [Header("Input")] + [SerializeField] private KeyCode activationKey = KeyCode.Alpha1; + [SerializeField] private float activationCooldown = 0.25f; + + [Header("References")] + [SerializeField] private StateController monsterController; + [SerializeField] private Transform scanOrigin; + [SerializeField] private LayerMask obstacleMask = ~0; + + [Header("Detection")] + [SerializeField] private float scanRadius = 16f; + [SerializeField] [Range(5f, 180f)] private float coneAngle = 70f; + [SerializeField] [Range(0f, 1f)] private float transmissionPerObstacle = 0.7f; + [SerializeField] private float minimumAudibleVolume = 0.03f; + + [Header("Signal")] + [SerializeField] private float signalVolume = 1f; + [SerializeField] private float signalDuration = 0.12f; + [SerializeField] private float signalFrequency = 1250f; + [SerializeField] private float minPitch = 0.85f; + [SerializeField] private float maxPitch = 1.25f; + + private AudioSource audioSource; + private AudioClip generatedSignalClip; + private float lastActivationTime = -999f; + + private void Awake() + { + audioSource = GetComponent(); + ConfigureAudioSource(); + generatedSignalClip = CreateSignalClip(); + + if (scanOrigin == null) + { + Camera playerCamera = GetComponentInChildren(true); + scanOrigin = playerCamera != null ? playerCamera.transform : transform; + } + + if (monsterController == null) + monsterController = FindFirstObjectByType(); + } + + private void Update() + { + if (!Input.GetKeyDown(activationKey)) + return; + + if (Time.time - lastActivationTime < activationCooldown) + return; + + lastActivationTime = Time.time; + EmitListeningSignal(); + } + + private void EmitListeningSignal() + { + if (audioSource == null || generatedSignalClip == null || !TryGetMonsterTransform(out Transform monsterTransform)) + return; + + Transform originTransform = scanOrigin != null ? scanOrigin : transform; + Vector3 origin = originTransform.position; + Vector3 forward = originTransform.forward; + forward.y = 0f; + + if (forward.sqrMagnitude <= 0.0001f) + forward = transform.forward; + + Vector3 toMonster = monsterTransform.position - origin; + toMonster.y = 0f; + + float distanceToMonster = toMonster.magnitude; + if (distanceToMonster <= 0.01f || distanceToMonster > scanRadius) + return; + + float angleToMonster = Vector3.Angle(forward.normalized, toMonster.normalized); + if (angleToMonster > coneAngle * 0.5f) + return; + + Vector3 horizontalTargetPosition = new Vector3(monsterTransform.position.x, origin.y, monsterTransform.position.z); + int obstacleCount = CountObstaclesBetween(origin, horizontalTargetPosition, monsterTransform); + float wallTransmission = Mathf.Pow(transmissionPerObstacle, obstacleCount); + float distanceFactor = 1f - Mathf.Clamp01(distanceToMonster / scanRadius); + float finalVolume = signalVolume * wallTransmission * distanceFactor; + + if (finalVolume < minimumAudibleVolume) + return; + + float pitchFactor = 1f - Mathf.Clamp01(distanceToMonster / scanRadius); + audioSource.pitch = Mathf.Lerp(minPitch, maxPitch, pitchFactor); + audioSource.PlayOneShot(generatedSignalClip, finalVolume); + } + + private int CountObstaclesBetween(Vector3 origin, Vector3 targetPosition, Transform monsterTransform) + { + Vector3 direction = targetPosition - origin; + float distance = direction.magnitude; + if (distance <= 0.01f) + return 0; + + RaycastHit[] hits = Physics.RaycastAll( + origin, + direction.normalized, + distance, + obstacleMask, + QueryTriggerInteraction.Ignore); + + if (hits == null || hits.Length == 0) + return 0; + + System.Array.Sort(hits, (left, right) => left.distance.CompareTo(right.distance)); + + HashSet uniqueObstacles = new HashSet(); + + for (int i = 0; i < hits.Length; i++) + { + Collider hitCollider = hits[i].collider; + if (hitCollider == null) + continue; + + if (hitCollider.transform.IsChildOf(transform)) + continue; + + if (monsterTransform != null && hitCollider.transform.IsChildOf(monsterTransform)) + continue; + + uniqueObstacles.Add(hitCollider); + } + + return uniqueObstacles.Count; + } + + private bool TryGetMonsterTransform(out Transform monsterTransform) + { + if (monsterController == null) + monsterController = FindFirstObjectByType(); + + monsterTransform = monsterController != null ? monsterController.transform : null; + return monsterTransform != null; + } + + private void ConfigureAudioSource() + { + if (audioSource == null) + return; + + audioSource.playOnAwake = false; + audioSource.loop = false; + audioSource.spatialBlend = 0f; + audioSource.volume = 1f; + } + + private AudioClip CreateSignalClip() + { + int sampleRate = 44100; + int sampleCount = Mathf.Max(32, Mathf.RoundToInt(signalDuration * sampleRate)); + float[] samples = new float[sampleCount]; + + for (int i = 0; i < sampleCount; i++) + { + float time = i / (float)sampleRate; + float envelope = Mathf.Clamp01(1f - (i / (float)sampleCount)); + samples[i] = Mathf.Sin(time * signalFrequency * Mathf.PI * 2f) * envelope * 0.5f; + } + + AudioClip clip = AudioClip.Create("WallListeningSignal", sampleCount, 1, sampleRate, false); + clip.SetData(samples, 0); + return clip; + } + + private void OnDrawGizmosSelected() + { + Transform originTransform = scanOrigin != null ? scanOrigin : transform; + Vector3 origin = originTransform.position; + Vector3 forward = originTransform.forward; + forward.y = 0f; + + if (forward.sqrMagnitude <= 0.0001f) + forward = transform.forward; + + forward.Normalize(); + + Gizmos.color = new Color(0.2f, 0.9f, 1f, 0.35f); + Gizmos.DrawWireSphere(origin, scanRadius); + + Vector3 leftBoundary = Quaternion.Euler(0f, -coneAngle * 0.5f, 0f) * forward; + Vector3 rightBoundary = Quaternion.Euler(0f, coneAngle * 0.5f, 0f) * forward; + + Gizmos.DrawRay(origin, leftBoundary * scanRadius); + Gizmos.DrawRay(origin, rightBoundary * scanRadius); + Gizmos.DrawRay(origin, forward * scanRadius); + } +} diff --git a/Assets/Scripts/Player/WallListeningDevice.cs.meta b/Assets/Scripts/Player/WallListeningDevice.cs.meta new file mode 100644 index 0000000..0ec4902 --- /dev/null +++ b/Assets/Scripts/Player/WallListeningDevice.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 672d88cebab32a645b3360b25040582b \ No newline at end of file diff --git a/Assets/Scripts/SimpleFPSController.cs b/Assets/Scripts/SimpleFPSController.cs new file mode 100644 index 0000000..10d524b --- /dev/null +++ b/Assets/Scripts/SimpleFPSController.cs @@ -0,0 +1,64 @@ +using UnityEngine; + +public class SimpleFpsController : MonoBehaviour +{ + [Header("Refs")] + [SerializeField] private CharacterController controller; + [SerializeField] private Transform cameraTransform; + + [Header("Move")] + [SerializeField] private float speed = 4f; + [SerializeField] private float gravity = -9.81f; + + [Header("Look")] + [SerializeField] private float mouseSensitivity = 2f; + [SerializeField] private float maxLookUp = 85f; + + private float _yVelocity; + private float _pitch; + + private void Reset() + { + controller = GetComponent(); + if (Camera.main) cameraTransform = Camera.main.transform; + } + + private void Start() + { + if (!controller) controller = GetComponent(); + if (!cameraTransform && Camera.main) cameraTransform = Camera.main.transform; + + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } + + private void Update() + { + if (!controller || !cameraTransform) return; + + // --- Look (мышь) --- + float mx = Input.GetAxis("Mouse X") * mouseSensitivity; + float my = Input.GetAxis("Mouse Y") * mouseSensitivity; + + transform.Rotate(0f, mx, 0f); + + _pitch -= my; + _pitch = Mathf.Clamp(_pitch, -maxLookUp, maxLookUp); + cameraTransform.localRotation = Quaternion.Euler(_pitch, 0f, 0f); + + // --- Move (WASD) --- + float x = Input.GetAxis("Horizontal"); // A/D + float z = Input.GetAxis("Vertical"); // W/S + + Vector3 move = (transform.right * x + transform.forward * z) * speed; + + // --- Gravity --- + if (controller.isGrounded && _yVelocity < 0f) + _yVelocity = -2f; // небольшое прижатие к земле + + _yVelocity += gravity * Time.deltaTime; + move.y = _yVelocity; + + controller.Move(move * Time.deltaTime); + } +} \ No newline at end of file diff --git a/Assets/Scripts/SimpleFPSController.cs.meta b/Assets/Scripts/SimpleFPSController.cs.meta new file mode 100644 index 0000000..31585e1 --- /dev/null +++ b/Assets/Scripts/SimpleFPSController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 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