test mesh
This commit is contained in:
50
Assets/Blocks/Blok.obj
Normal file
50
Assets/Blocks/Blok.obj
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@@ -0,0 +1,50 @@
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# Blender 5.1.1
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# www.blender.org
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mtllib Blok.mtl
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o Cube
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v 1.000000 1.000000 -1.000000
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v 1.000000 -1.000000 -1.000000
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v 1.000000 1.000000 1.000000
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v 1.000000 -1.000000 1.000000
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v -1.000000 1.000000 -1.000000
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v -1.000000 -1.000000 -1.000000
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v -1.000000 1.000000 1.000000
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v -1.000000 -1.000000 1.000000
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vn -0.0000 1.0000 -0.0000
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vn -0.0000 -0.0000 1.0000
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vn -1.0000 -0.0000 -0.0000
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vn -0.0000 -1.0000 -0.0000
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vn 1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 -1.0000
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vt 0.498423 0.501818
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vt 0.498423 0.998602
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vt 0.001023 0.998602
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vt 0.001023 0.501818
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vt 0.999046 0.500959
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vt 0.999046 0.999078
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vt 0.500927 0.999078
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vt 0.500927 0.500959
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vt 0.999042 0.500940
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vt 0.999042 0.999059
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vt 0.500923 0.999059
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vt 0.500923 0.500940
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vt 0.498289 0.001223
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vt 0.498289 0.499608
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vt 0.001369 0.499608
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vt 0.001369 0.001223
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vt 0.999051 0.500945
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vt 0.999051 0.999064
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vt 0.500931 0.999064
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vt 0.500931 0.500944
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vt 0.999044 0.500954
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vt 0.999043 0.999074
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vt 0.500924 0.999074
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vt 0.500924 0.500954
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s 0
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usemtl Material0
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f 1/1/1 5/2/1 7/3/1 3/4/1
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f 4/5/2 3/6/2 7/7/2 8/8/2
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f 8/9/3 7/10/3 5/11/3 6/12/3
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f 6/13/4 2/14/4 4/15/4 8/16/4
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f 2/17/5 1/18/5 3/19/5 4/20/5
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f 6/21/6 5/22/6 1/23/6 2/24/6
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110
Assets/Blocks/Blok.obj.meta
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110
Assets/Blocks/Blok.obj.meta
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@@ -0,0 +1,110 @@
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fileFormatVersion: 2
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guid: 9491bc8c1f13b6541bb223ae6d55788a
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ModelImporter:
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serializedVersion: 24200
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internalIDToNameTable: []
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externalObjects: {}
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materials:
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materialImportMode: 2
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materialName: 0
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materialSearch: 1
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materialLocation: 1
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animations:
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legacyGenerateAnimations: 4
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bakeSimulation: 0
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resampleCurves: 1
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optimizeGameObjects: 0
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removeConstantScaleCurves: 0
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motionNodeName:
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animationImportErrors:
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animationImportWarnings:
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animationRetargetingWarnings:
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animationDoRetargetingWarnings: 0
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importAnimatedCustomProperties: 0
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importConstraints: 0
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animationCompression: 1
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animationRotationError: 0.5
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animationPositionError: 0.5
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animationScaleError: 0.5
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animationWrapMode: 0
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extraExposedTransformPaths: []
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extraUserProperties: []
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clipAnimations: []
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isReadable: 0
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meshes:
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lODScreenPercentages: []
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globalScale: 1
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meshCompression: 0
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addColliders: 0
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useSRGBMaterialColor: 1
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sortHierarchyByName: 1
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importPhysicalCameras: 1
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importVisibility: 1
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importBlendShapes: 1
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importCameras: 1
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importLights: 1
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nodeNameCollisionStrategy: 1
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fileIdsGeneration: 2
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swapUVChannels: 0
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generateSecondaryUV: 0
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useFileUnits: 1
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keepQuads: 0
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weldVertices: 1
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bakeAxisConversion: 0
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preserveHierarchy: 0
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skinWeightsMode: 0
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maxBonesPerVertex: 4
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minBoneWeight: 0.001
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optimizeBones: 1
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generateMeshLods: 0
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meshLodGenerationFlags: 0
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maximumMeshLod: -1
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meshOptimizationFlags: -1
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indexFormat: 0
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secondaryUVAngleDistortion: 8
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secondaryUVAreaDistortion: 15.000001
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secondaryUVHardAngle: 88
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secondaryUVMarginMethod: 1
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secondaryUVMinLightmapResolution: 40
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secondaryUVMinObjectScale: 1
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secondaryUVPackMargin: 4
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useFileScale: 1
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strictVertexDataChecks: 0
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tangentSpace:
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normalSmoothAngle: 60
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normalImportMode: 0
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tangentImportMode: 3
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normalCalculationMode: 4
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legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
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blendShapeNormalImportMode: 1
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normalSmoothingSource: 0
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referencedClips: []
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importAnimation: 1
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humanDescription:
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serializedVersion: 3
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human: []
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skeleton: []
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armTwist: 0.5
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foreArmTwist: 0.5
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upperLegTwist: 0.5
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legTwist: 0.5
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armStretch: 0.05
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legStretch: 0.05
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feetSpacing: 0
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globalScale: 1
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rootMotionBoneName:
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hasTranslationDoF: 0
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hasExtraRoot: 0
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skeletonHasParents: 1
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lastHumanDescriptionAvatarSource: {instanceID: 0}
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autoGenerateAvatarMappingIfUnspecified: 1
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animationType: 2
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humanoidOversampling: 1
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avatarSetup: 0
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addHumanoidExtraRootOnlyWhenUsingAvatar: 1
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importBlendShapeDeformPercent: 1
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remapMaterialsIfMaterialImportModeIsNone: 0
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additionalBone: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,6 +1,7 @@
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fileFormatVersion: 2
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guid: 06e51a4df39df524397e91edba2a833d
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PrefabImporter:
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guid: 2caa39746acdf3e449c6ffe7b49194b0
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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24
Assets/Blocks/Definitions/tree.asset
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24
Assets/Blocks/Definitions/tree.asset
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@@ -0,0 +1,24 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 0c5e75bc3cec52e44bb5bcb6687e6237, type: 3}
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m_Name: tree
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m_EditorClassIdentifier: Assembly-CSharp::BlockDefinition
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blockId: 1
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displayName: tree
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topTexture: {fileID: 2800000, guid: 31d7c3b267ede19409f90e3eed1c1266, type: 3}
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bottomTexture: {fileID: 2800000, guid: 31d7c3b267ede19409f90e3eed1c1266, type: 3}
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sideTexture: {fileID: 2800000, guid: 31d7c3b267ede19409f90e3eed1c1266, type: 3}
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linkedItem: {fileID: 11400000, guid: 131ca9b5c83edfe4d9c35a6ef4a380a5, type: 2}
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isSolid: 1
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topIndex: 0
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bottomIndex: 1
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sideIndex: 2
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 5db581fdeb06daf4da37cb3d6f32b5ff
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guid: f827f1cb7a209854598b7f1ee52d32e4
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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@@ -11,10 +11,10 @@ public class BlockDefinition : ScriptableObject
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public string blockId; // уникальный ID, например "grass", "dirt"
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public string displayName;
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[Header("Textures (128×128)")]
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public Texture2D topTexture; // грань Y+
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public Texture2D bottomTexture; // грань Y-
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public Texture2D sideTexture; // все 4 боковых грани
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[Header("Textures (Sprite или Texture2D)")]
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public Sprite topTexture; // грань Y+
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public Sprite bottomTexture; // грань Y-
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public Sprite sideTexture; // все 4 боковых грани
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[Header("Inventory Link")]
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[Tooltip("ItemData с типом Block, связанная с этим блоком")]
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@@ -17,11 +17,12 @@ public class BlockPlacer : MonoBehaviour
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public Texture2D crackTexture; // текстура трещин (grayscale)
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// ── Приватное ─────────────────────────────────────────────────────────────
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Camera _cam;
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float _breakProgress;
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Vector3Int _breakingBlock = Vector3Int.one * int.MinValue; // "никакой"
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GameObject _breakOverlay;
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MeshRenderer _overlayRenderer;
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Camera _cam;
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float _breakProgress;
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Vector3Int _breakingBlock = Vector3Int.one * int.MinValue;
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GameObject _breakOverlay;
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MeshRenderer _overlayRenderer;
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MaterialPropertyBlock _mpb;
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static readonly int PropProgress = Shader.PropertyToID("_Progress");
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@@ -49,7 +50,7 @@ public class BlockPlacer : MonoBehaviour
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void HandleBreak()
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{
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if (!Input.GetMouseButton(0))
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if (PlayerInput.Instance == null || !PlayerInput.Instance.BreakHeld)
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{
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CancelBreak();
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return;
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@@ -61,6 +62,7 @@ public class BlockPlacer : MonoBehaviour
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return;
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}
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// Сменился ли целевой блок?
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if (blockPos != _breakingBlock)
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{
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@@ -106,7 +108,7 @@ public class BlockPlacer : MonoBehaviour
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void HandlePlace()
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{
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if (!Input.GetMouseButtonDown(1)) return;
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if (PlayerInput.Instance == null || !PlayerInput.Instance.PlacePressed) return;
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if (!Raycast(out RaycastHit hit, out Vector3Int blockPos)) return;
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// Ячейка, куда ставим = сосед грани которую мы смотрим
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@@ -120,11 +122,7 @@ public class BlockPlacer : MonoBehaviour
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if (selectedItem == null) return;
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var def = BlockRegistry.Instance?.GetByItemId(selectedItem.id);
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if (def == null)
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{
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Debug.Log($"[BlockPlacer] {selectedItem.itemName} не является блоком.");
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return;
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}
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if (def == null) return;
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WorldManager.Instance.PlaceBlock(placePos, def.blockId);
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@@ -154,11 +152,10 @@ public class BlockPlacer : MonoBehaviour
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void UpdateOverlay(float progress)
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{
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if (_overlayRenderer == null) return;
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// MaterialPropertyBlock — не создаём новый экземпляр материала
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var mpb = new MaterialPropertyBlock();
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_overlayRenderer.GetPropertyBlock(mpb);
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mpb.SetFloat(PropProgress, progress);
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_overlayRenderer.SetPropertyBlock(mpb);
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_mpb ??= new MaterialPropertyBlock();
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_overlayRenderer.GetPropertyBlock(_mpb);
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_mpb.SetFloat(PropProgress, progress);
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_overlayRenderer.SetPropertyBlock(_mpb);
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}
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// ── Утилиты ───────────────────────────────────────────────────────────────
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@@ -166,9 +163,13 @@ public class BlockPlacer : MonoBehaviour
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bool Raycast(out RaycastHit hit, out Vector3Int blockPos)
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{
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blockPos = default;
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Ray ray = new Ray(_cam.transform.position, _cam.transform.forward);
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Ray ray = new Ray(_cam.transform.position, _cam.transform.forward);
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if (Physics.Raycast(ray, out hit, reach, blockLayer))
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// blockLayer == 0 означает "Nothing" в Unity LayerMask — рейкаст ни по чему не попадёт.
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// Если слой не назначен в Inspector, бьём по всем слоям (-1 = Everything).
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int mask = blockLayer.value == 0 ? ~0 : blockLayer.value;
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if (Physics.Raycast(ray, out hit, reach, mask))
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{
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// hit.point лежит на грани — смещаемся чуть внутрь блока
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Vector3 inner = hit.point - hit.normal * 0.01f;
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@@ -45,7 +45,14 @@ public class BlockRegistry : MonoBehaviour
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// Собираем уникальные текстуры (top/bottom/side каждого блока)
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// Порядок: для блока i → top=i*3, bottom=i*3+1, side=i*3+2
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int layerCount = definitions.Count * 3;
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int res = 128; // разрешение должно совпадать с текстурами блоков
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// Авто-определяем разрешение по первой найденной текстуре (берём из rect спрайта)
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int res = 16;
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foreach (var d in definitions)
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{
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Sprite s = d.topTexture ?? d.sideTexture ?? d.bottomTexture;
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if (s != null) { res = (int)s.rect.width; break; }
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}
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TexArray = new Texture2DArray(res, res, layerCount,
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TextureFormat.RGBA32, true, false);
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@@ -100,40 +107,43 @@ public class BlockRegistry : MonoBehaviour
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// ── Утилиты ───────────────────────────────────────────────────────────────
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/// <summary>
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/// Копирует пиксели из src в Texture2DArray на слой layerIndex.
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/// Если src null или не того размера — заполняет пурпурным (ошибка-текстура).
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/// Копирует один спрайт (или его часть из атласа) в слой Texture2DArray.
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/// Использует Graphics.Blit с UV offset/scale — Read/Write не нужен.
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/// Если src null — заполняет пурпурным (ошибка-текстура).
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/// </summary>
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static void CopyTexture(Texture2D src, Texture2DArray dst, int layerIndex, int res)
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static void CopyTexture(Sprite src, Texture2DArray dst, int layerIndex, int res)
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{
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Color[] pixels;
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if (src == null)
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{
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// Пурпурный = "текстура не назначена"
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pixels = new Color[res * res];
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var pixels = new Color[res * res];
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for (int p = 0; p < pixels.Length; p++)
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pixels[p] = (p / res + p) % 2 == 0 ? Color.magenta : Color.black;
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}
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else if (src.width != res || src.height != res)
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{
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Debug.LogWarning($"[BlockRegistry] {src.name} is {src.width}×{src.height}, expected {res}×{res}. Scaling.");
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// Простой fallback — масштабировать через RenderTexture
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var rt = RenderTexture.GetTemporary(res, res);
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Graphics.Blit(src, rt);
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var prev = RenderTexture.active;
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RenderTexture.active = rt;
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var resized = new Texture2D(res, res, TextureFormat.RGBA32, false);
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resized.ReadPixels(new Rect(0, 0, res, res), 0, 0);
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resized.Apply();
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RenderTexture.active = prev;
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RenderTexture.ReleaseTemporary(rt);
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pixels = resized.GetPixels();
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}
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else
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{
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pixels = src.GetPixels();
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dst.SetPixels(pixels, layerIndex);
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return;
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}
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dst.SetPixels(pixels, layerIndex);
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// Вычисляем UV offset/scale этого спрайта внутри атласа.
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// sprite.rect — пиксельные координаты (origin = bottom-left атласа).
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float atlasW = src.texture.width;
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float atlasH = src.texture.height;
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var scale = new Vector2(src.rect.width / atlasW, src.rect.height / atlasH);
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var offset = new Vector2(src.rect.x / atlasW, src.rect.y / atlasH);
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var rt = RenderTexture.GetTemporary(res, res, 0, RenderTextureFormat.ARGB32);
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var prevFilter = src.texture.filterMode;
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src.texture.filterMode = FilterMode.Point;
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Graphics.Blit(src.texture, rt, scale, offset);
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src.texture.filterMode = prevFilter;
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var prev = RenderTexture.active;
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RenderTexture.active = rt;
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var tmp = new Texture2D(res, res, TextureFormat.RGBA32, false);
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tmp.ReadPixels(new Rect(0, 0, res, res), 0, 0);
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tmp.Apply();
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RenderTexture.active = prev;
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RenderTexture.ReleaseTemporary(rt);
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dst.SetPixels(tmp.GetPixels(), layerIndex);
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Object.Destroy(tmp);
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}
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||||
}
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@@ -30,18 +30,18 @@ public class Chunk : MonoBehaviour
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// Порядок по часовой стрелке, смотрим снаружи
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static readonly Vector3[][] FaceVerts =
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{
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// Top (Y+)
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// Top (Y+) — нормаль (0,+1,0) ✓
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new[] { new Vector3(0,1,0), new Vector3(0,1,1), new Vector3(1,1,1), new Vector3(1,1,0) },
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// Bottom (Y-)
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// Bottom (Y-) — нормаль (0,-1,0) ✓
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new[] { new Vector3(0,0,0), new Vector3(1,0,0), new Vector3(1,0,1), new Vector3(0,0,1) },
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// Front (Z+)
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new[] { new Vector3(1,0,1), new Vector3(0,0,1), new Vector3(0,1,1), new Vector3(1,1,1) },
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// Back (Z-)
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new[] { new Vector3(0,0,0), new Vector3(1,0,0), new Vector3(1,1,0), new Vector3(0,1,0) },
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||||
// Right (X+)
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new[] { new Vector3(1,0,0), new Vector3(1,0,1), new Vector3(1,1,1), new Vector3(1,1,0) },
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||||
// Left (X-)
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new[] { new Vector3(0,0,1), new Vector3(0,0,0), new Vector3(0,1,0), new Vector3(0,1,1) }
|
||||
// Front (Z+) — нормаль (0,0,+1), исправлен порядок вершин
|
||||
new[] { new Vector3(0,0,1), new Vector3(1,0,1), new Vector3(1,1,1), new Vector3(0,1,1) },
|
||||
// Back (Z-) — нормаль (0,0,-1), исправлен порядок вершин
|
||||
new[] { new Vector3(1,0,0), new Vector3(0,0,0), new Vector3(0,1,0), new Vector3(1,1,0) },
|
||||
// Right (X+) — нормаль (+1,0,0), исправлен порядок вершин
|
||||
new[] { new Vector3(1,0,1), new Vector3(1,0,0), new Vector3(1,1,0), new Vector3(1,1,1) },
|
||||
// Left (X-) — нормаль (-1,0,0), исправлен порядок вершин
|
||||
new[] { new Vector3(0,0,0), new Vector3(0,0,1), new Vector3(0,1,1), new Vector3(0,1,0) }
|
||||
};
|
||||
|
||||
// UV для каждой из 4 вершин грани
|
||||
@@ -63,11 +63,11 @@ public class Chunk : MonoBehaviour
|
||||
_filter.sharedMesh = _mesh;
|
||||
}
|
||||
|
||||
public void Initialise(ChunkData data, Material chunkMaterial)
|
||||
public void Initialise(ChunkData data, Material chunkMaterial, bool buildMesh = true)
|
||||
{
|
||||
Data = data;
|
||||
_renderer.sharedMaterial = chunkMaterial;
|
||||
RebuildMesh();
|
||||
if (buildMesh) RebuildMesh();
|
||||
}
|
||||
|
||||
// ── Публичный API ─────────────────────────────────────────────────────────
|
||||
@@ -92,10 +92,10 @@ public class Chunk : MonoBehaviour
|
||||
{
|
||||
if (Data == null) return;
|
||||
|
||||
var verts = new List<Vector3>();
|
||||
var tris = new List<int>();
|
||||
var uvs = new List<Vector2>(); // UV0: координаты на грани 0-1
|
||||
var texCoord1 = new List<Vector2>(); // UV1: x = индекс в Texture2DArray
|
||||
var verts = new List<Vector3>();
|
||||
var tris = new List<int>();
|
||||
var uvs = new List<Vector2>(); // UV0: координаты на грани 0-1
|
||||
var texCoord1 = new List<Vector2>(); // UV1: x = texIndex, y = face brightness
|
||||
|
||||
for (int x = 0; x < ChunkData.SIZE; x++)
|
||||
for (int y = 0; y < ChunkData.HEIGHT; y++)
|
||||
@@ -114,19 +114,23 @@ public class Chunk : MonoBehaviour
|
||||
// Face culling: пропускаем грань если сосед — твёрдый блок
|
||||
if (HasSolidNeighbour(neighbour)) continue;
|
||||
|
||||
// Индекс текстуры для этой грани
|
||||
int texIndex = f == 0 ? def.topIndex :
|
||||
f == 1 ? def.bottomIndex :
|
||||
def.sideIndex;
|
||||
// Индекс текстуры и яркость грани (Minecraft-стиль)
|
||||
int texIndex = f == 0 ? def.topIndex :
|
||||
f == 1 ? def.bottomIndex :
|
||||
def.sideIndex;
|
||||
float bright = f == 0 ? 1.0f : // top
|
||||
f == 1 ? 0.5f : // bottom
|
||||
0.8f; // sides
|
||||
|
||||
int baseVert = verts.Count;
|
||||
var origin = new Vector3(x, y, z);
|
||||
|
||||
var faceUV = new Vector2(texIndex, bright); // одна аллокация на грань, не на вершину
|
||||
for (int v = 0; v < 4; v++)
|
||||
{
|
||||
verts.Add(origin + FaceVerts[f][v]);
|
||||
uvs.Add(FaceUVs[v]);
|
||||
texCoord1.Add(new Vector2(texIndex, 0));
|
||||
texCoord1.Add(faceUV);
|
||||
}
|
||||
|
||||
// Два треугольника на грань
|
||||
|
||||
@@ -53,6 +53,10 @@ public class FlatWorldGenerator : MonoBehaviour
|
||||
WorldManager.Instance.CreateChunk(chunkPos, data);
|
||||
}
|
||||
|
||||
// Перестраиваем все меши после создания всех чанков —
|
||||
// иначе граничные грани между соседними чанками не скрываются
|
||||
WorldManager.Instance.RebuildAllChunks();
|
||||
|
||||
Debug.Log($"[FlatWorldGenerator] Generated {chunksX * chunksZ} chunks.");
|
||||
}
|
||||
|
||||
|
||||
@@ -16,6 +16,10 @@ public class WorldManager : MonoBehaviour
|
||||
[Tooltip("Можно оставить пустым — создаётся из кода")]
|
||||
public GameObject chunkPrefab;
|
||||
|
||||
[Header("Chunk Layer")]
|
||||
[Tooltip("Слой для всех чанков — должен совпадать с blockLayer в BlockPlacer")]
|
||||
public LayerMask chunkLayer;
|
||||
|
||||
// chunkPos (в чанковых координатах) → Chunk
|
||||
private readonly Dictionary<Vector3Int, Chunk> _chunks = new();
|
||||
|
||||
@@ -97,8 +101,11 @@ public class WorldManager : MonoBehaviour
|
||||
|
||||
go.transform.position = ChunkData.ChunkToWorld(chunkPos);
|
||||
|
||||
if (chunkLayer.value != 0)
|
||||
go.layer = Mathf.RoundToInt(Mathf.Log(chunkLayer.value, 2));
|
||||
|
||||
var chunk = go.GetComponent<Chunk>() ?? go.AddComponent<Chunk>();
|
||||
chunk.Initialise(data, registry.ChunkMaterial);
|
||||
chunk.Initialise(data, registry.ChunkMaterial, buildMesh: false);
|
||||
|
||||
_chunks[chunkPos] = chunk;
|
||||
return chunk;
|
||||
@@ -129,6 +136,16 @@ public class WorldManager : MonoBehaviour
|
||||
chunk.RebuildMesh();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Перестраивает меши всех чанков.
|
||||
/// Вызывать после того как все чанки созданы — исправляет граничные грани.
|
||||
/// </summary>
|
||||
public void RebuildAllChunks()
|
||||
{
|
||||
foreach (var chunk in _chunks.Values)
|
||||
chunk.RebuildMesh();
|
||||
}
|
||||
|
||||
/// <summary>Перевод мировой позиции игрока → мировые координаты блока.</summary>
|
||||
public static Vector3Int WorldToBlock(Vector3 worldPosition)
|
||||
{
|
||||
|
||||
@@ -3,53 +3,108 @@ Shader "Blocks/VoxelLit"
|
||||
Properties
|
||||
{
|
||||
_MainTexArray ("Texture Array", 2DArray) = "" {}
|
||||
_Glossiness ("Smoothness", Range(0,1)) = 0.0
|
||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
LOD 100
|
||||
Cull Off // рендерим обе стороны граней — нужно для видимости стен внутри ям
|
||||
|
||||
CGPROGRAM
|
||||
// Standard surface shader с кастомным vertex для передачи texIndex
|
||||
#pragma surface surf Standard fullforwardshadows vertex:vert
|
||||
#pragma target 3.5
|
||||
#pragma require 2darray
|
||||
|
||||
UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
|
||||
|
||||
struct Input
|
||||
Pass
|
||||
{
|
||||
float2 uv_MainTexArray; // стандартный UV (0-1 по грани)
|
||||
float texIndex; // индекс слоя в Texture2DArray
|
||||
};
|
||||
Tags { "LightMode"="ForwardBase" }
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma target 3.5
|
||||
#pragma require 2darray
|
||||
|
||||
// Vertex-функция: читаем texIndex из канала UV1 (mesh.uv2)
|
||||
void vert(inout appdata_full v, out Input o)
|
||||
{
|
||||
UNITY_INITIALIZE_OUTPUT(Input, o);
|
||||
o.uv_MainTexArray = v.texcoord.xy;
|
||||
o.texIndex = v.texcoord1.x; // UV1.x = индекс текстуры
|
||||
#include "UnityCG.cginc"
|
||||
#include "AutoLight.cginc"
|
||||
|
||||
UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0; // UV грани 0-1
|
||||
float2 uv2 : TEXCOORD1; // x = texIndex, y = face brightness
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float3 uvTex : TEXCOORD0; // xy = UV, z = texIndex
|
||||
float bright : TEXCOORD1; // face brightness (0.5 – 1.0)
|
||||
UNITY_FOG_COORDS(2)
|
||||
SHADOW_COORDS(3)
|
||||
};
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.uvTex = float3(v.uv, v.uv2.x);
|
||||
o.bright = v.uv2.y;
|
||||
UNITY_TRANSFER_FOG(o, o.pos);
|
||||
TRANSFER_SHADOW(o);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = UNITY_SAMPLE_TEX2DARRAY(_MainTexArray, i.uvTex);
|
||||
|
||||
// Minecraft-стиль освещения: фиксированная яркость по направлению грани
|
||||
col.rgb *= i.bright;
|
||||
|
||||
// Тени от directional light
|
||||
fixed shadow = SHADOW_ATTENUATION(i);
|
||||
col.rgb *= lerp(0.5, 1.0, shadow);
|
||||
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
void surf(Input IN, inout SurfaceOutputStandard o)
|
||||
// Shadow caster pass — нужен чтобы чанки отбрасывали тени
|
||||
Pass
|
||||
{
|
||||
fixed4 c = UNITY_SAMPLE_TEX2DARRAY(
|
||||
_MainTexArray,
|
||||
float3(IN.uv_MainTexArray, IN.texIndex)
|
||||
);
|
||||
o.Albedo = c.rgb;
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
o.Alpha = c.a;
|
||||
Tags { "LightMode"="ShadowCaster" }
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma target 3.5
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata { float4 vertex : POSITION; };
|
||||
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
};
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
SHADOW_CASTER_FRAGMENT(i)
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
|
||||
8
Assets/Blocks/material.meta
Normal file
8
Assets/Blocks/material.meta
Normal file
@@ -0,0 +1,8 @@
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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95
Assets/Blocks/material/tree.mat
Normal file
95
Assets/Blocks/material/tree.mat
Normal file
@@ -0,0 +1,95 @@
|
||||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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m_PrefabAsset: {fileID: 0}
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- _GLOSSYREFLECTIONS_OFF
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Floats:
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- _Glossiness: 0
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- _GlossyReflections: 0
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- _Metallic: 0
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- _Mode: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _Progress: 0
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 0
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- _SrcBlend: 1
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- _ZWrite: 1
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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m_BuildTextureStacks: []
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assetBundleVariant:
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8
Assets/Blocks/texturs.meta
Normal file
8
Assets/Blocks/texturs.meta
Normal file
@@ -0,0 +1,8 @@
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Assets/Blocks/texturs/tree.png
Normal file
BIN
Assets/Blocks/texturs/tree.png
Normal file
Binary file not shown.
|
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204
Assets/Blocks/texturs/tree.png.meta
Normal file
204
Assets/Blocks/texturs/tree.png.meta
Normal file
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mipmaps:
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linearTexture: 0
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fadeOut: 0
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mipMapFadeDistanceEnd: 3
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/// Обработка Drag & Drop предметов между слотами и выброс за пределы инвентаря
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/// Один общий DragIconCanvas на все слоты — создаётся при первом старте.
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{
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public Slot slot;
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public int slotIndex;
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[Header("Drag Visual")]
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[SerializeField] private RectTransform dragIcon;
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[SerializeField] private Image dragImage;
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[SerializeField] private float dragIconScale = 1.2f;
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[SerializeField] private float dragIconScale = 1.2f;
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[SerializeField] private bool allowDropOutside = true;
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[Header("Drop Settings")]
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[SerializeField] private bool allowDropOutside = true;
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[SerializeField] private float dropThreshold = 100f; // пикселей за пределами инвентаря
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private static GameObject _sharedCanvas;
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private static RectTransform _sharedIcon;
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private static Image _sharedImage;
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private Canvas _canvas;
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private CanvasGroup _canvasGroup;
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private bool _isDragging;
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private Vector2 _dragStartPosition;
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// ── Per-instance поля ─────────────────────────────────────────────────────
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private CanvasGroup _canvasGroup;
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private bool _isDragging;
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void Start()
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if (dragIcon == null)
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CreateDragIcon();
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if (_sharedCanvas == null)
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CreateSharedDragCanvas();
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var inventoryManager = FindObjectOfType<InventoryManager>();
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if (inventoryManager?.inventoryPanel != null)
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{
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}
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dragIcon.gameObject.SetActive(false);
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if (InventoryManager.Instance?.inventoryPanel != null)
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.GetComponent<RectTransform>();
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}
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private static void CreateSharedDragCanvas()
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{
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GameObject canvasGO = new GameObject("DragIconCanvas");
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canvasGO.transform.SetParent(_canvas != null ? _canvas.transform : transform.root);
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DontDestroyOnLoad(_sharedCanvas);
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|
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var dragCanvas = canvasGO.AddComponent<Canvas>();
|
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dragCanvas.overrideSorting = true;
|
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dragCanvas.sortingOrder = 1000;
|
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dragCanvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvasGO.AddComponent<GraphicRaycaster>();
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var c = _sharedCanvas.AddComponent<Canvas>();
|
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c.renderMode = RenderMode.ScreenSpaceOverlay;
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c.sortingOrder = 1000;
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c.overrideSorting = true;
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dragIcon = new GameObject("DragIcon").AddComponent<RectTransform>();
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dragIcon.SetParent(canvasGO.transform, false);
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var iconGO = new GameObject("DragIcon");
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iconGO.transform.SetParent(_sharedCanvas.transform, false);
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dragImage = dragIcon.gameObject.AddComponent<Image>();
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dragImage.raycastTarget = false;
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_sharedIcon = iconGO.AddComponent<RectTransform>();
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_sharedIcon.sizeDelta = new Vector2(48, 48);
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dragIcon.gameObject.SetActive(false);
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iconGO.SetActive(false);
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}
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// ── Drag handlers ─────────────────────────────────────────────────────────
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public void OnBeginDrag(PointerEventData eventData)
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{
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if (slot == null || slot.IsEmpty) return;
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_isDragging = true;
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_dragStartPosition = eventData.position;
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if (_canvasGroup != null)
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_canvasGroup.blocksRaycasts = false;
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if (dragIcon != null && slot.item?.icon != null)
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if (_sharedIcon != null && slot.item?.icon != null)
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{
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dragIcon.gameObject.SetActive(true);
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dragImage.sprite = slot.item.icon;
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dragIcon.localScale = Vector3.one * dragIconScale;
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dragIcon.position = eventData.position;
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_sharedImage.sprite = slot.item.icon;
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_sharedIcon.localScale = Vector3.one * dragIconScale;
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_sharedIcon.position = eventData.position;
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_sharedIcon.gameObject.SetActive(true);
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}
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var bg = GetComponent<Image>();
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@@ -92,20 +90,19 @@ public class InventoryDragDrop : MonoBehaviour, IBeginDragHandler, IDragHandler,
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dragIcon.position = eventData.position;
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if (!_isDragging || _sharedIcon == null) return;
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_sharedIcon.position = eventData.position;
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}
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public void OnEndDrag(PointerEventData eventData)
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{
|
||||
if (!_isDragging) return;
|
||||
|
||||
_isDragging = false;
|
||||
|
||||
if (dragIcon != null)
|
||||
if (_sharedIcon != null)
|
||||
{
|
||||
dragIcon.gameObject.SetActive(false);
|
||||
dragIcon.localScale = Vector3.one;
|
||||
_sharedIcon.gameObject.SetActive(false);
|
||||
_sharedIcon.localScale = Vector3.one;
|
||||
}
|
||||
|
||||
if (_canvasGroup != null)
|
||||
@@ -113,124 +110,66 @@ public class InventoryDragDrop : MonoBehaviour, IBeginDragHandler, IDragHandler,
|
||||
|
||||
var bg = GetComponent<Image>();
|
||||
if (bg != null)
|
||||
bg.color = slot.IsEmpty ? new Color(0.25f, 0.25f, 0.25f, 0.8f) : new Color(0.35f, 0.35f, 0.35f, 0.95f);
|
||||
bg.color = slot.IsEmpty
|
||||
? new Color(0.25f, 0.25f, 0.25f, 0.8f)
|
||||
: new Color(0.35f, 0.35f, 0.35f, 0.95f);
|
||||
|
||||
// Проверяем - выбросили за пределы инвентаря?
|
||||
if (allowDropOutside && IsOutsideInventory(eventData.position))
|
||||
{
|
||||
DropItemOutside();
|
||||
return;
|
||||
}
|
||||
|
||||
// Иначе - пробуем переместить в другой слот
|
||||
// Сначала ищем целевой слот (инвентарь ИЛИ хотбар)
|
||||
var raycastResults = new System.Collections.Generic.List<RaycastResult>();
|
||||
EventSystem.current.RaycastAll(eventData, raycastResults);
|
||||
|
||||
Slot targetSlot = null;
|
||||
|
||||
foreach (var result in raycastResults)
|
||||
{
|
||||
var slotComponent = result.gameObject.GetComponent<Slot>();
|
||||
if (slotComponent != null && slotComponent != slot)
|
||||
{
|
||||
targetSlot = slotComponent;
|
||||
break;
|
||||
}
|
||||
var s = result.gameObject.GetComponent<Slot>();
|
||||
if (s != null && s != slot) { targetSlot = s; break; }
|
||||
}
|
||||
|
||||
if (targetSlot != null && InventoryManager.Instance != null)
|
||||
if (targetSlot != null)
|
||||
{
|
||||
InventoryManager.Instance.SwapSlots(slotIndex, targetSlot.slotIndex);
|
||||
// Нашли слот — перемещаем (работает и для хотбара)
|
||||
InventoryManager.Instance?.SwapSlots(slot, targetSlot);
|
||||
return;
|
||||
}
|
||||
|
||||
// Слот не найден — выбросить в мир если за пределами инвентаря
|
||||
if (allowDropOutside && IsOutsideInventory(eventData.position))
|
||||
DropItemOutside();
|
||||
}
|
||||
|
||||
private bool IsOutsideInventory(Vector2 screenPosition)
|
||||
// ── Вспомогательные ───────────────────────────────────────────────────────
|
||||
|
||||
private bool IsOutsideInventory(Vector2 screenPos)
|
||||
{
|
||||
if (_inventoryPanelRect == null) return false;
|
||||
|
||||
// Получаем границы панели инвентаря в экранных координатах
|
||||
Vector3[] corners = new Vector3[4];
|
||||
_inventoryPanelRect.GetWorldCorners(corners);
|
||||
|
||||
// rect панели в экранных координатах
|
||||
float minX = corners[0].x;
|
||||
float maxX = corners[2].x;
|
||||
float minY = corners[0].y;
|
||||
float maxY = corners[2].y;
|
||||
|
||||
// Добавляем отступ
|
||||
float threshold = dropThreshold;
|
||||
|
||||
// Проверяем находится ли курсор за пределами панели + threshold
|
||||
bool outside = screenPosition.x < minX - threshold ||
|
||||
screenPosition.x > maxX + threshold ||
|
||||
screenPosition.y < minY - threshold ||
|
||||
screenPosition.y > maxY + threshold;
|
||||
|
||||
return outside;
|
||||
return screenPos.x < corners[0].x - dropThreshold ||
|
||||
screenPos.x > corners[2].x + dropThreshold ||
|
||||
screenPos.y < corners[0].y - dropThreshold ||
|
||||
screenPos.y > corners[2].y + dropThreshold;
|
||||
}
|
||||
|
||||
private void DropItemOutside()
|
||||
{
|
||||
if (slot == null || slot.IsEmpty) return;
|
||||
|
||||
var item = slot.item;
|
||||
int amount = slot.amount;
|
||||
var item = slot.item;
|
||||
int amount = slot.amount;
|
||||
|
||||
// Определяем позицию выброса
|
||||
Vector3 dropPos = Vector3.zero;
|
||||
if (Camera.main != null)
|
||||
{
|
||||
// Выбрасываем перед игроком
|
||||
dropPos = Camera.main.transform.position + Camera.main.transform.forward * 2f;
|
||||
}
|
||||
|
||||
// Создаём предмет в мире
|
||||
if (InventoryItemFactory.Instance != null)
|
||||
{
|
||||
InventoryItemFactory.Instance.DropItem(item, amount, dropPos);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback - просто создаём объект
|
||||
var go = new GameObject($"Dropped_{item.itemName}");
|
||||
go.transform.position = dropPos;
|
||||
|
||||
var visual = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
visual.transform.SetParent(go.transform);
|
||||
visual.transform.localPosition = Vector3.zero;
|
||||
visual.transform.localScale = Vector3.one * 0.3f;
|
||||
DestroyImmediate(visual.GetComponent<Collider>());
|
||||
|
||||
var worldItem = go.AddComponent<WorldItem>();
|
||||
worldItem.Setup(item, amount);
|
||||
}
|
||||
|
||||
// Очищаем слот
|
||||
slot.Clear();
|
||||
|
||||
Debug.Log($"[DragDrop] Выброшен: {item.itemName} x{amount}");
|
||||
}
|
||||
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
if (!_isDragging && slot != null && !slot.IsEmpty)
|
||||
{
|
||||
var bg = GetComponent<Image>();
|
||||
if (bg != null)
|
||||
bg.color = new Color(0.5f, 0.5f, 0.5f, 1f);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
if (!_isDragging && slot != null)
|
||||
{
|
||||
var bg = GetComponent<Image>();
|
||||
if (bg != null)
|
||||
bg.color = slot.IsEmpty ?
|
||||
new Color(0.25f, 0.25f, 0.25f, 0.8f) :
|
||||
new Color(0.35f, 0.35f, 0.35f, 0.95f);
|
||||
}
|
||||
}
|
||||
}
|
||||
public void OnPointerEnter(PointerEventData eventData) { }
|
||||
public void OnPointerExit(PointerEventData eventData) { }
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
|
||||
/// <summary>
|
||||
/// Пример конфигурации предметов
|
||||
@@ -11,28 +12,43 @@ public class InventoryExampleItems : MonoBehaviour
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// Создаём примеры предметов если база пустая
|
||||
// Создаём примеры предметов если список пустой
|
||||
if (items == null || items.Count == 0)
|
||||
{
|
||||
items = CreateExampleItems();
|
||||
}
|
||||
|
||||
// Передаём в InventoryManager
|
||||
var im = FindObjectOfType<InventoryManager>();
|
||||
if (im != null)
|
||||
{
|
||||
im.itemDatabase = items;
|
||||
im.RebuildItemDictionary();
|
||||
if (im == null) return;
|
||||
|
||||
// Сразу добавляем тестовые предметы
|
||||
// Объединяем с существующей базой — не заменяем!
|
||||
// Так кастомные предметы (tree.asset и т.д.) из Inspector'а сохраняются.
|
||||
if (im.itemDatabase == null)
|
||||
im.itemDatabase = new List<ItemData>();
|
||||
|
||||
foreach (var item in items)
|
||||
{
|
||||
if (item != null && !im.itemDatabase.Exists(x => x?.id == item.id))
|
||||
im.itemDatabase.Add(item);
|
||||
}
|
||||
im.RebuildItemDictionary();
|
||||
|
||||
// Тестовые предметы добавляем ТОЛЬКО если нет сохранения
|
||||
// Иначе они будут перезаписаны загрузкой в Start() и появляться снова при каждом запуске
|
||||
string savePath = Path.Combine(Application.persistentDataPath, "inventory_save.json");
|
||||
if (!File.Exists(savePath))
|
||||
{
|
||||
im.AddItem("stone", 32);
|
||||
im.AddItem("dirt", 16);
|
||||
im.AddItem("wood", 8);
|
||||
im.AddItem("apple", 5);
|
||||
im.AddItem("sword", 1);
|
||||
im.AddItem("pickaxe", 1);
|
||||
|
||||
Debug.Log("[InventoryExampleItems] Added test items");
|
||||
Debug.Log("[InventoryExampleItems] No save found — added test items");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("[InventoryExampleItems] Save exists — skipping test items, load will restore inventory");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -163,11 +163,7 @@ public class InventoryItemFactory : MonoBehaviour
|
||||
}
|
||||
|
||||
Vector3 spawnPos = dropPosition + offset;
|
||||
Quaternion rotation = Quaternion.Euler(
|
||||
Random.Range(0, 360),
|
||||
Random.Range(0, 360),
|
||||
Random.Range(0, 360)
|
||||
);
|
||||
Quaternion rotation = Quaternion.identity;
|
||||
|
||||
var worldItem = CreateWorldItem(itemData, amount, spawnPos, rotation);
|
||||
|
||||
|
||||
@@ -318,10 +318,11 @@ public class InventoryManager : MonoBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
remaining -= slot.amount;
|
||||
int cleared = slot.amount; // сохранить ДО Clear()
|
||||
remaining -= cleared;
|
||||
slot.Clear();
|
||||
OnItemRemoved?.Invoke(itemId, slot.amount);
|
||||
InventoryEvents.Instance?.InvokeItemRemoved(itemId, slot.amount);
|
||||
OnItemRemoved?.Invoke(itemId, cleared);
|
||||
InventoryEvents.Instance?.InvokeItemRemoved(itemId, cleared);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -342,10 +343,11 @@ public class InventoryManager : MonoBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
remaining -= slot.amount;
|
||||
int cleared = slot.amount; // сохранить ДО Clear()
|
||||
remaining -= cleared;
|
||||
slot.Clear();
|
||||
OnItemRemoved?.Invoke(itemId, slot.amount);
|
||||
InventoryEvents.Instance?.InvokeItemRemoved(itemId, slot.amount);
|
||||
OnItemRemoved?.Invoke(itemId, cleared);
|
||||
InventoryEvents.Instance?.InvokeItemRemoved(itemId, cleared);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -447,7 +449,7 @@ public class InventoryManager : MonoBehaviour
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Поменять предметы между двумя слотами
|
||||
/// Поменять предметы между двумя слотами (по индексам, только основной инвентарь)
|
||||
/// </summary>
|
||||
public void SwapSlots(int fromIndex, int toIndex)
|
||||
{
|
||||
@@ -455,14 +457,19 @@ public class InventoryManager : MonoBehaviour
|
||||
toIndex < 0 || toIndex >= slots.Length)
|
||||
return;
|
||||
|
||||
var fromSlot = slots[fromIndex];
|
||||
var toSlot = slots[toIndex];
|
||||
SwapSlots(slots[fromIndex], slots[toIndex]);
|
||||
}
|
||||
|
||||
// Сохраняем данные
|
||||
var tempItem = fromSlot.item;
|
||||
/// <summary>
|
||||
/// Поменять предметы между любыми двумя слотами (инвентарь ↔ хотбар и т.д.)
|
||||
/// </summary>
|
||||
public void SwapSlots(Slot fromSlot, Slot toSlot)
|
||||
{
|
||||
if (fromSlot == null || toSlot == null || fromSlot == toSlot) return;
|
||||
|
||||
var tempItem = fromSlot.item;
|
||||
var tempAmount = fromSlot.amount;
|
||||
|
||||
// Меняем
|
||||
if (toSlot.IsEmpty)
|
||||
{
|
||||
fromSlot.Clear();
|
||||
@@ -541,6 +548,19 @@ public class InventoryManager : MonoBehaviour
|
||||
};
|
||||
}
|
||||
|
||||
if (hotbarSlots != null)
|
||||
{
|
||||
inventoryData.hotbarSlots = new SlotData[hotbarSlots.Length];
|
||||
for (int i = 0; i < hotbarSlots.Length; i++)
|
||||
{
|
||||
inventoryData.hotbarSlots[i] = new SlotData
|
||||
{
|
||||
itemId = hotbarSlots[i].item?.id,
|
||||
amount = hotbarSlots[i].amount
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
return JsonUtility.ToJson(inventoryData, true);
|
||||
}
|
||||
|
||||
@@ -600,12 +620,20 @@ public class InventoryManager : MonoBehaviour
|
||||
{
|
||||
var slotData = inventoryData.slots[i];
|
||||
if (!string.IsNullOrEmpty(slotData.itemId) && _itemDict.TryGetValue(slotData.itemId, out ItemData item))
|
||||
{
|
||||
slots[i].SetItem(item, slotData.amount);
|
||||
}
|
||||
else
|
||||
{
|
||||
slots[i].Clear();
|
||||
}
|
||||
|
||||
if (inventoryData.hotbarSlots != null && hotbarSlots != null)
|
||||
{
|
||||
for (int i = 0; i < Mathf.Min(inventoryData.hotbarSlots.Length, hotbarSlots.Length); i++)
|
||||
{
|
||||
var slotData = inventoryData.hotbarSlots[i];
|
||||
if (!string.IsNullOrEmpty(slotData.itemId) && _itemDict.TryGetValue(slotData.itemId, out ItemData item))
|
||||
hotbarSlots[i].SetItem(item, slotData.amount);
|
||||
else
|
||||
hotbarSlots[i].Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -614,6 +642,7 @@ public class InventoryManager : MonoBehaviour
|
||||
class InventorySaveData
|
||||
{
|
||||
public SlotData[] slots;
|
||||
public SlotData[] hotbarSlots;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
@@ -623,6 +652,16 @@ public class InventoryManager : MonoBehaviour
|
||||
public int amount;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (PlayerInput.Instance != null)
|
||||
{
|
||||
PlayerInput.Instance.OnToggleInventory -= ToggleInventory;
|
||||
PlayerInput.Instance.OnDropPressed -= DropSelectedItem;
|
||||
PlayerInput.Instance.OnHotbarSelect -= SelectHotbarSlot;
|
||||
}
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
SaveToFile();
|
||||
|
||||
@@ -35,10 +35,16 @@ public class WorldItem : MonoBehaviour
|
||||
itemData = data;
|
||||
amount = count;
|
||||
|
||||
if (data.modelPrefab != null)
|
||||
// Спавним модель только если визуал ещё не встроен в prefab
|
||||
if (data.modelPrefab != null && transform.childCount == 0)
|
||||
{
|
||||
var model = Instantiate(data.modelPrefab, transform);
|
||||
model.transform.localPosition = Vector3.zero;
|
||||
|
||||
// Удаляем WorldItem из визуальной модели — она только для отображения,
|
||||
// не должна быть самостоятельным подбираемым объектом
|
||||
foreach (var wi in model.GetComponentsInChildren<WorldItem>())
|
||||
Destroy(wi);
|
||||
}
|
||||
|
||||
if (pickupDelay > 0)
|
||||
@@ -73,6 +79,7 @@ public class WorldItem : MonoBehaviour
|
||||
int remaining = InventoryManager.Instance.AddItem(itemData, amount);
|
||||
if (remaining <= 0)
|
||||
{
|
||||
CancelInvoke(); // отменяем отложенный EnablePickup если он ещё не сработал
|
||||
Destroy(gameObject);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1,135 +0,0 @@
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externalObjects: {}
|
||||
userData:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -16,10 +16,14 @@ public class PlayerInput : MonoBehaviour
|
||||
public InputActionAsset actions;
|
||||
|
||||
// ── Непрерывные значения ──────────────────────────────────────────────────
|
||||
public Vector2 MoveInput { get; private set; }
|
||||
public Vector2 LookInput { get; private set; }
|
||||
public bool Crouch { get; private set; }
|
||||
public bool Run { get; private set; }
|
||||
public Vector2 MoveInput { get; private set; }
|
||||
public Vector2 LookInput { get; private set; }
|
||||
public bool Crouch { get; private set; }
|
||||
public bool Run { get; private set; }
|
||||
/// <summary>ЛКМ удержана (разрушение блока). False когда инвентарь открыт.</summary>
|
||||
public bool BreakHeld { get; private set; }
|
||||
/// <summary>ПКМ нажата в этом кадре (постановка блока). False когда инвентарь открыт.</summary>
|
||||
public bool PlacePressed { get; private set; }
|
||||
|
||||
// ── Дискретные события ────────────────────────────────────────────────────
|
||||
public event Action OnToggleInventory;
|
||||
@@ -107,12 +111,17 @@ public class PlayerInput : MonoBehaviour
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (_gameplayMap == null || !_gameplayMap.enabled) return;
|
||||
bool gameplayActive = _gameplayMap != null && _gameplayMap.enabled;
|
||||
|
||||
MoveInput = _gameplayMap["Move"].ReadValue<Vector2>();
|
||||
LookInput = _gameplayMap["Look"].ReadValue<Vector2>();
|
||||
Crouch = _gameplayMap["Crouch"].IsPressed();
|
||||
Run = _gameplayMap["Run"].IsPressed();
|
||||
MoveInput = gameplayActive ? _gameplayMap["Move"].ReadValue<Vector2>() : Vector2.zero;
|
||||
LookInput = gameplayActive ? _gameplayMap["Look"].ReadValue<Vector2>() : Vector2.zero;
|
||||
Crouch = gameplayActive && _gameplayMap["Crouch"].IsPressed();
|
||||
Run = gameplayActive && _gameplayMap["Run"].IsPressed();
|
||||
|
||||
// Мышь через New Input System — отключаются вместе с gameplay
|
||||
var mouse = UnityEngine.InputSystem.Mouse.current;
|
||||
BreakHeld = gameplayActive && (mouse?.leftButton.isPressed ?? false);
|
||||
PlacePressed = gameplayActive && (mouse?.rightButton.wasPressedThisFrame ?? false);
|
||||
}
|
||||
|
||||
// ── Сохранение/загрузка биндингов ────────────────────────────────────────
|
||||
|
||||
@@ -60,9 +60,20 @@ public class charecter : MonoBehaviour
|
||||
}
|
||||
|
||||
PlayerInput.Instance.OnPickupPressed += TryPickupNearbyItem;
|
||||
PlayerInput.Instance.OnJumpPressed += () => { _jumpRequested = true; };
|
||||
PlayerInput.Instance.OnJumpPressed += OnJumpPressed;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (PlayerInput.Instance != null)
|
||||
{
|
||||
PlayerInput.Instance.OnPickupPressed -= TryPickupNearbyItem;
|
||||
PlayerInput.Instance.OnJumpPressed -= OnJumpPressed;
|
||||
}
|
||||
}
|
||||
|
||||
void OnJumpPressed() => _jumpRequested = true;
|
||||
|
||||
void Update()
|
||||
{
|
||||
HandleLook();
|
||||
@@ -85,14 +96,19 @@ public class charecter : MonoBehaviour
|
||||
|
||||
foreach (var col in colliders)
|
||||
{
|
||||
var worldItem = col.GetComponent<WorldItem>();
|
||||
// Ищем WorldItem на коллайдере ИЛИ на любом родителе —
|
||||
// чтобы дочерние меши (Visual, default и т.д.) тоже находили своего владельца
|
||||
var worldItem = col.GetComponentInParent<WorldItem>();
|
||||
if (worldItem == null) continue;
|
||||
|
||||
// Дедупликация: пропускаем если этот WorldItem уже учтён через другой коллайдер
|
||||
if (worldItem == closestItem) continue;
|
||||
|
||||
float dist = Vector3.Distance(transform.position, worldItem.transform.position);
|
||||
if (dist < closestDist && dist <= worldItem.interactRange)
|
||||
{
|
||||
closestDist = dist;
|
||||
closestItem = worldItem;
|
||||
closestDist = dist;
|
||||
closestItem = worldItem;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -143,7 +159,7 @@ public class charecter : MonoBehaviour
|
||||
if (_jumpRequested && !isCrouching)
|
||||
{
|
||||
_verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity);
|
||||
_anim?.SetTrigger(HashJump);
|
||||
if (_anim != null) _anim.SetTrigger(HashJump);
|
||||
}
|
||||
_jumpRequested = false;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user