This commit is contained in:
Oscar 2024-10-18 23:36:46 +03:00
parent 31f52ebe22
commit 7e8fa0c8e1
20 changed files with 1373 additions and 24 deletions

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@ -744,6 +744,7 @@ MonoBehaviour:
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@ -1019,8 +1019,8 @@ Transform:
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@ -17,21 +17,30 @@ public class CustomNetworkManager : NetworkManager
// public static event Action OnClientDisconnected;
public override void OnStartServer()
{
if (PlayerInMenu != null && PlayerInMenu.scene.IsValid())
{
Destroy(PlayerInMenu);
}
else
{
Debug.LogWarning("PlayerInMenu is not a valid scene instance.");
}
spawnPrefabs = Resources.LoadAll<GameObject>("SpawnablePrefabs").ToList();
}
// ReSharper disable Unity.PerformanceAnalysis
public override void OnStartClient()
{
Destroy(PlayerInMenu);
var spawnablePrefabs = Resources.LoadAll<GameObject>("SpawnablePrefabs");
foreach (var prefab in spawnablePrefabs)
{
NetworkClient.RegisterPrefab(prefab);
}
if(PlayerInMenu != null) DestroyImmediate(PlayerInMenu, true);
}
// ReSharper disable Unity.PerformanceAnalysis

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@ -0,0 +1,31 @@
using UnityEngine;
namespace Interactive
{
public class PlayerMenu : MonoBehaviour
{
private Camera _cam;
private float _smoothSpeed = 3f;
private Transform _playerTransform;
void Start()
{
_cam = Camera.main;
_playerTransform = transform.GetComponentInParent<Player.Player>().transform;
}
void Update()
{
Vector3 direction = transform.position - _cam.transform.position;
Quaternion targetRotation = Quaternion.LookRotation(direction);
Transform transform1;
(transform1 = _cam.transform).rotation = Quaternion.Slerp(_cam.transform.rotation, targetRotation, _smoothSpeed * Time.deltaTime);
transform.LookAt(transform1);
var targetPos = _playerTransform.position + _playerTransform.up * 0.638f + _playerTransform.forward * 0.27f;
transform.position += (targetPos - transform.position) * Time.deltaTime * 4f;
}
}
}

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@ -1,5 +1,5 @@
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@ -1,8 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LaptopMenu : MonoBehaviour
{
}

View File

@ -15,6 +15,7 @@ namespace Player
public LayerMask groundLayer;
public Animator animator;
public readonly StateMachine<PlayerState> StateMachine = new StateMachine<PlayerState>();
public GameObject laptopPrefab;
[HideInInspector] public Rigidbody playerRigidbody;
public bool isGrounded;
@ -29,6 +30,7 @@ namespace Player
StateMachine.Add(new Walk(this));
StateMachine.Add(new Run(this));
StateMachine.Add(new Jump(this));
StateMachine.Add(new MenuState(this));
StateMachine.SetCurrentState(PlayerState.Walk);
}
@ -43,10 +45,14 @@ namespace Player
if (isGrounded && Input.GetButtonDown("Jump"))
{
Debug.Log("JUMP");
StateMachine.SetCurrentState(PlayerState.Jump);
}
if (Input.GetKeyDown(KeyCode.Escape) && StateMachine.GetCurrentState().ID != PlayerState.Menu)
{
StateMachine.SetCurrentState(PlayerState.Menu);
}
StateMachine.Update();
}
@ -63,5 +69,24 @@ namespace Player
Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);
}
}
private GameObject _laptopInstance;
public void OpenMenu()
{
Vector3 spawnPosition = transform.position + Vector3.up * 2f + Vector3.forward * 1f;
_laptopInstance = Instantiate(laptopPrefab, spawnPosition, Quaternion.identity);
_laptopInstance.transform.SetParent(transform);
Debug.Log("Open menu");
Debug.Log(_laptopInstance.transform.position);
}
public void CloseMenu()
{
Destroy(_laptopInstance);
Debug.Log("DESTROY");
}
}
}

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@ -5,6 +5,6 @@
Jump,
Walk,
Run,
Crouch
Menu
}
}

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@ -0,0 +1,50 @@
using System.Collections;
using System.Collections.Generic;
using Mirror;
using StateMachine;
using UnityEngine;
namespace Player.States
{
public class MenuState : State<PlayerState>
{
private readonly Player _player;
private static readonly int Anim = Animator.StringToHash("InMenu");
private bool _canExitMenu;
public MenuState(Player player) : base(PlayerState.Menu)
{
_player = player;
}
public override void Enter()
{
_player.OpenMenu();
_player.animator.SetBool(Anim, true);
Cursor.lockState = CursorLockMode.Confined;
_canExitMenu = false;
_player.StartCoroutine(EnableMenuExit());
}
private IEnumerator EnableMenuExit()
{
yield return new WaitForSeconds(0.5f);
_canExitMenu = true;
}
public override void Update()
{
if (_canExitMenu && Input.GetKeyDown(KeyCode.Escape) && _player.animator.GetBool(Anim) == true)
{
_player.StateMachine.SetCurrentState(PlayerState.Walk);
}
}
public override void Exit()
{
_player.CloseMenu();
_player.animator.SetBool(Anim, false);
Cursor.lockState = CursorLockMode.Locked;
}
}
}

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fileFormatVersion: 2
guid: 9e3f48579b5e4ee6b1d683c8757dd85f
timeCreated: 1729275550

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@ -1,3 +1,5 @@
using UnityEngine;
namespace StateMachine
{
public class State<T>

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@ -1,4 +1,5 @@
using System.Collections.Generic;
using UnityEngine;
namespace StateMachine
{

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@ -1,10 +1,12 @@
https://github.com/DapperDino/Unity-Multiplayer-Tutorials-Old/tree/main
Нужно что бы было очень много персонажей и они выбирались рандомно, можно было заменить по нажатию на кнопку, но без повторений за одну сессию
+Игровое меню это гараж, по совместительству лобби, поставить ноутбук, и там хостить или присоединятся
https://github.com/DapperDino/Unity-Multiplayer-Tutorials-Old/tree/main
+Худа не будет, при нажатии кнопки вызова меню, с неба падает ноутбук, камера на него и открывается типо меню (С анимацией) без прицелов итп
Худа не будет, при нажатии кнопки вызова меню, с неба падает ноутбук, камера на него и открывается типо меню (С анимацией) без прицелов итп
Сделать само меню в ноутбуке
Шутер от первого лица, с читами, кнопка вызова читов, мб консоль со скрытой командой, когда пишешь help выведет список команд, и одна из них разблокирует чит панель