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7
Assets/MyPrefabs/EscMenuLaptop.prefab.meta
Normal file
7
Assets/MyPrefabs/EscMenuLaptop.prefab.meta
Normal file
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fileFormatVersion: 2
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animator: {fileID: 1242338324907940129}
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playerRigidbody: {fileID: 0}
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moveDirection: {x: 0, y: 0, z: 0}
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m_Father: {fileID: 0}
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@ -1467,7 +1467,7 @@ MonoBehaviour:
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timeInterpolationGui: 0
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gamePlayerPrefab: {fileID: 5294076190035633177, guid: 19b8b462ea29c124ca06ccb21b9751f9, type: 3}
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GamePlayers: []
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PlayerInMenu: {fileID: 7779280043360359539, guid: 22aace1332feb514b823ccbdd87e8439, type: 3}
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PlayerInMenu: {fileID: 2047094407}
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menuScene: Assets/Scenes/Menu/Menu.unity
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--- !u!114 &1495427290
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MonoBehaviour:
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@ -1582,6 +1582,11 @@ MeshFilter:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1980327457}
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m_Mesh: {fileID: 8002242806711332626, guid: 178c7d3b10c1fcc43ba148ffc6ca66b4, type: 3}
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@ -17,21 +17,30 @@ public class CustomNetworkManager : NetworkManager
|
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// public static event Action OnClientDisconnected;
|
||||
|
||||
public override void OnStartServer()
|
||||
{
|
||||
if (PlayerInMenu != null && PlayerInMenu.scene.IsValid())
|
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{
|
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Destroy(PlayerInMenu);
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}
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else
|
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{
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Debug.LogWarning("PlayerInMenu is not a valid scene instance.");
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}
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|
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spawnPrefabs = Resources.LoadAll<GameObject>("SpawnablePrefabs").ToList();
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}
|
||||
|
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// ReSharper disable Unity.PerformanceAnalysis
|
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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);
|
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}
|
||||
|
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// ReSharper disable Unity.PerformanceAnalysis
|
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|
31
Assets/Scripts/Interactive/PlayerMenu.cs
Normal file
31
Assets/Scripts/Interactive/PlayerMenu.cs
Normal file
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
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fileFormatVersion: 2
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guid: 4d6bf0b487037d349a3803506d02debc
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guid: 49c2318ab1c822c478f9c1097f46cacb
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MonoImporter:
|
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externalObjects: {}
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serializedVersion: 2
|
@ -1,8 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class LaptopMenu : MonoBehaviour
|
||||
{
|
||||
|
||||
}
|
@ -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");
|
||||
}
|
||||
}
|
||||
}
|
@ -5,6 +5,6 @@
|
||||
Jump,
|
||||
Walk,
|
||||
Run,
|
||||
Crouch
|
||||
Menu
|
||||
}
|
||||
}
|
50
Assets/Scripts/Player/States/MenuState.cs
Normal file
50
Assets/Scripts/Player/States/MenuState.cs
Normal file
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Scripts/Player/States/MenuState.cs.meta
Normal file
3
Assets/Scripts/Player/States/MenuState.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9e3f48579b5e4ee6b1d683c8757dd85f
|
||||
timeCreated: 1729275550
|
@ -1,3 +1,5 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace StateMachine
|
||||
{
|
||||
public class State<T>
|
||||
|
@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace StateMachine
|
||||
{
|
||||
|
@ -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
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Худа не будет, при нажатии кнопки вызова меню, с неба падает ноутбук, камера на него и открывается типо меню (С анимацией) без прицелов итп
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Сделать само меню в ноутбуке
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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
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