Author SHA1 Message Date
vologdia 1180fb9d1b Merge pull request 'Click-to-collect механика' (#12) from develop into main
Reviewed-on: #12
2026-09-05 14:21:06 +03:00
517 changed files with 947 additions and 147391 deletions
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"*.asset": "yaml",
"*.meta": "yaml",
"*.prefab": "yaml",
"*.unity": "yaml"
"*.unity": "yaml",
},
"explorer.fileNesting.enabled": true,
"explorer.fileNesting.patterns": {
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using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
// Tools -> Fix Camera & HUD: один раз исправить сцену и сохранить.
// - HUD_Canvas -> Screen Space Overlay, отвязан от камеры
// - с камеры убраны CameraZoom / CameraController / FlyCamera, добавлена CityCamera
// - удалены компоненты с "Missing script" (скрипты, которых в проекте уже нет)
public static class CameraHUDFixer
{
// [MenuItem("Tools/Fix Camera & HUD")] -- отключено, см. RestoreOldCamera
public static void Fix()
{
int missing = 0;
var hud = GameObject.Find("HUD_Canvas");
if (hud != null) missing += GameObjectUtility.RemoveMonoBehavioursWithMissingScript(hud);
if (Camera.main != null) missing += GameObjectUtility.RemoveMonoBehavioursWithMissingScript(Camera.main.gameObject);
int changes = HUDCameraSetup.Apply(true);
if (hud != null) EditorSceneManager.MarkSceneDirty(hud.scene);
else if (Camera.main != null) EditorSceneManager.MarkSceneDirty(Camera.main.gameObject.scene);
Debug.Log("Камера и HUD исправлены: изменений " + changes + ", удалено пустых скриптов " + missing +
". Сохрани сцену (Ctrl+S). Границы карты камеры: компонент CityCamera на Main Camera.");
}
}
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fileFormatVersion: 2
guid: 43380bdc85562cc4abb95b707e06cfb6
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using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
using UnityEditor.Events;
using UnityEditor.SceneManagement;
using TMPro;
// Кладётся в Assets/Editor/.
// Tools -> Build HUD Panels:
// 1) находит HUD_Canvas,
// 2) создаёт для каждой кнопки свою панель (заголовок + крестик + область Content),
// 3) вешает на панель её скрипт (QuestsPanel, ShopPanel...) -- он сам рисует содержимое в игре,
// 4) вешает UIPanelManager и подключает onClick ВСЕХ кнопок по их именам,
// 5) добавляет красные значки (HUDBadge) на кнопки, где бывает "что забрать".
// Можно запускать повторно -- старые панели пересоздаются.
public class HUDPanelsBuilder
{
class Entry
{
public string button, id, title; public Type panel; public bool badge;
public Entry(string button, string id, string title, Type panel, bool badge)
{ this.button = button; this.id = id; this.title = title; this.panel = panel; this.badge = badge; }
}
// имя кнопки в иерархии -> id панели, заголовок, скрипт панели, нужен ли значок
static readonly Entry[] Map =
{
new Entry("RightBtn_Quests", "Quests", "ЗАДАНИЯ", typeof(QuestsPanel), true),
new Entry("RightBtn_Events", "Events", "СОБЫТИЯ", typeof(EventsPanel), true),
new Entry("RightBtn_Rewards", "Rewards", "НАГРАДЫ", typeof(RewardsPanel), true),
new Entry("NavBtn_Mail", "Mail", "ПОЧТА", typeof(MailPanel), true),
new Entry("SettingsButton", "Settings", "НАСТРОЙКИ", typeof(SettingsPanel), false),
new Entry("PlayerAvatar", "Profile", "ПРОФИЛЬ", typeof(ProfilePanel), false),
new Entry("Nav_Hero", "Hero", "ГЕРОЙ", typeof(HeroPanel), true),
new Entry("Nav_Battle", "Battle", "БОЙ", typeof(BattlePanel), false),
new Entry("Nav_Arena", "Arena", "АРЕНА", typeof(ArenaPanel), true),
new Entry("Nav_Troops", "Troops", "ВОЙСКА", typeof(TroopsPanel), false),
new Entry("Nav_Shop", "Shop", "МАГАЗИН", typeof(ShopPanel), true),
new Entry("Nav_World", "World", null, null, false), // кнопка "МИР" -> сцена большой карты (UIPanelManager.Open)
new Entry("Nav_Home", "Home", null, null, false), // без панели: закрывает всё
};
[MenuItem("Tools/Build HUD Panels")]
public static void Build()
{
GameObject canvasGO = GameObject.Find("HUD_Canvas");
if (canvasGO == null) { Debug.LogError("Не найден объект HUD_Canvas на сцене."); return; }
// казармы: префаб + данные здания + в список стройки
EnsureBarracks();
// менеджер
UIPanelManager manager = canvasGO.GetComponent<UIPanelManager>();
if (manager == null) manager = canvasGO.AddComponent<UIPanelManager>();
manager.panels.Clear();
// корень для панелей (пересоздаём)
Transform old = canvasGO.transform.Find("Panels");
if (old != null) UnityEngine.Object.DestroyImmediate(old.gameObject);
GameObject root = new GameObject("Panels", typeof(RectTransform));
root.transform.SetParent(canvasGO.transform, false);
Stretch(root.GetComponent<RectTransform>(), Vector4.zero);
// Корень сам не блокирует клики (нет Image), поэтому нижняя/верхняя панели HUD остаются живыми.
int wired = 0;
string missing = "";
foreach (var m in Map)
{
if (m.title != null)
{
// карте мира нужно больше места -- её окно почти на весь экран между верхней и нижней панелями
Vector4 offsets = m.id == "World" ? new Vector4(16, 145, 16, 195) : new Vector4(30, 250, 30, 230);
GameObject panel = CreatePanel(root.transform, m.id, m.title, manager, offsets);
if (m.panel != null) panel.AddComponent(m.panel);
manager.panels.Add(new UIPanelManager.PanelEntry { id = m.id, panel = panel });
}
Button btn = FindButton(canvasGO.transform, m.button);
if (btn == null && m.id == "World") btn = CreateWorldButton(canvasGO.transform, root.transform);
if (btn == null) { Debug.LogWarning("Кнопка не найдена: " + m.button); missing += " " + m.button; continue; }
// убираем старые подписки из Inspector и вешаем свою
for (int i = btn.onClick.GetPersistentEventCount() - 1; i >= 0; i--)
UnityEventTools.RemovePersistentListener(btn.onClick, i);
UnityEventTools.AddStringPersistentListener(btn.onClick, manager.Open, m.id);
// красный значок "есть что забрать"
HUDBadge badge = btn.GetComponent<HUDBadge>();
if (m.badge)
{
if (badge == null) badge = btn.gameObject.AddComponent<HUDBadge>();
badge.panelId = m.id;
}
else if (badge != null) UnityEngine.Object.DestroyImmediate(badge);
wired++;
}
// Кнопка "СТРОЙКА": включает/выключает режим стройки (тап по участку -> выбор здания).
// Старое меню стройки прячем: при запуске игры оно больше не открывается.
GameObject buildMenu = null;
foreach (var t in canvasGO.GetComponentsInChildren<Transform>(true))
if (t.name == "BuildMenuPanel") { buildMenu = t.gameObject; break; }
if (buildMenu != null) buildMenu.SetActive(false);
BuildModeController buildMode = canvasGO.GetComponent<BuildModeController>();
if (buildMode == null) buildMode = canvasGO.AddComponent<BuildModeController>();
Button buildBtn = FindButton(canvasGO.transform, "Nav_Build");
if (buildBtn == null)
buildBtn = CreateSideButton(canvasGO.transform, root.transform, "Nav_Build", "СТРОЙКА",
"Assets/UI/HUD v2/Рюкзак/v1.png", new Vector2(30, 400), new Color(0.55f, 0.4f, 0.2f));
for (int i = buildBtn.onClick.GetPersistentEventCount() - 1; i >= 0; i--)
UnityEventTools.RemovePersistentListener(buildBtn.onClick, i);
UnityEventTools.AddVoidPersistentListener(buildBtn.onClick, buildMode.ToggleMode);
buildMode.modeButton = buildBtn;
buildMode.legacyBuildMenu = buildMenu;
EditorUtility.SetDirty(buildMode);
// Меню стройки растянуто на весь экран и закрывало все кнопки HUD (ловило клики и белило экран).
// Делаем его фон прозрачным и "сквозным" -- кнопки зданий внутри продолжают работать.
foreach (string see in new[] { "BuildMenuPanel", "ButtonContainer" })
{
foreach (var t in canvasGO.GetComponentsInChildren<Transform>(true))
{
if (t.name != see) continue;
var img = t.GetComponent<Image>();
if (img == null) continue;
var c = img.color; c.a = 0f; img.color = c;
img.raycastTarget = false;
EditorUtility.SetDirty(img);
}
}
EditorUtility.SetDirty(manager);
EditorSceneManager.MarkSceneDirty(canvasGO.scene);
Debug.Log("Готово: панелей " + manager.panels.Count + ", подключено кнопок " + wired + " из " + Map.Length +
(missing.Length > 0 ? ". Не найдены:" + missing : "") + ". Не забудь сохранить сцену (Ctrl+S).");
}
// ===================== КАЗАРМЫ =====================
const string BarracksPrefabPath = "Assets/Prefab/Buildings/Barracks.prefab";
const string BarracksDataPath = "Assets/Prefab/Buildings/Data_Barracks.asset";
[MenuItem("Tools/Create Barracks")]
public static void EnsureBarracks()
{
Sprite icon = LoadSprite("Assets/UI/HUD v2/Войска/v1.png");
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(BarracksPrefabPath);
if (prefab == null)
{
// берём готовое здание как шаблон: тот же масштаб, слой, материал, коллайдер
string template = "Assets/Prefab/Buildings/Food.prefab";
if (AssetDatabase.LoadAssetAtPath<GameObject>(template) == null)
{
var bmT = UnityEngine.Object.FindAnyObjectByType<BuildManager>();
if (bmT != null)
foreach (var b in bmT.allBuildings)
if (b != null && b.prefab != null) { template = AssetDatabase.GetAssetPath(b.prefab); break; }
}
if (!AssetDatabase.CopyAsset(template, BarracksPrefabPath))
{
Debug.LogError("Не удалось создать префаб казарм из " + template);
return;
}
GameObject root = PrefabUtility.LoadPrefabContents(BarracksPrefabPath);
root.name = "Barracks";
foreach (var c in root.GetComponents<ResourceCollector>()) UnityEngine.Object.DestroyImmediate(c);
foreach (var c in root.GetComponents<ResourceProducer>()) UnityEngine.Object.DestroyImmediate(c);
foreach (var c in root.GetComponents<BuildingUI>()) UnityEngine.Object.DestroyImmediate(c);
var kids = new System.Collections.Generic.List<GameObject>();
foreach (Transform ch in root.transform) kids.Add(ch.gameObject); // полоска запаса ресурса -- не нужна
foreach (var k in kids) UnityEngine.Object.DestroyImmediate(k);
var sr = root.GetComponent<SpriteRenderer>();
if (sr != null)
{
if (icon != null)
{
Vector2 oldSize = sr.sprite != null ? (Vector2)sr.sprite.bounds.size : Vector2.one;
sr.sprite = icon;
sr.color = Color.white;
float k = Mathf.Min(oldSize.x / icon.bounds.size.x, oldSize.y / icon.bounds.size.y);
root.transform.localScale = Vector3.Scale(root.transform.localScale, new Vector3(k, k, 1));
}
else sr.color = new Color(1f, 0.6f, 0.6f); // нет иконки -- хотя бы отличаем цветом
var box = root.GetComponent<BoxCollider2D>();
if (box != null && sr.sprite != null) { box.size = sr.sprite.bounds.size; box.offset = sr.sprite.bounds.center; }
}
if (root.GetComponent<Barracks>() == null) root.AddComponent<Barracks>();
PrefabUtility.SaveAsPrefabAsset(root, BarracksPrefabPath);
PrefabUtility.UnloadPrefabContents(root);
prefab = AssetDatabase.LoadAssetAtPath<GameObject>(BarracksPrefabPath);
Debug.Log("Создан префаб казарм: " + BarracksPrefabPath);
}
BuildingData data = AssetDatabase.LoadAssetAtPath<BuildingData>(BarracksDataPath);
if (data == null)
{
data = ScriptableObject.CreateInstance<BuildingData>();
data.buildingName = "Казармы";
data.icon = icon;
data.prefab = prefab;
data.requiredTownHallLevel = 1;
data.cost = new[]
{
new ResourceCost { type = ResourceType.Wood, amount = 300 },
new ResourceCost { type = ResourceType.Stone, amount = 200 },
};
AssetDatabase.CreateAsset(data, BarracksDataPath);
AssetDatabase.SaveAssets();
Debug.Log("Созданы данные здания: " + BarracksDataPath);
}
var bm = UnityEngine.Object.FindAnyObjectByType<BuildManager>();
if (bm != null && !bm.allBuildings.Contains(data))
{
bm.allBuildings.Add(data);
EditorUtility.SetDirty(bm);
EditorSceneManager.MarkSceneDirty(bm.gameObject.scene);
Debug.Log("Казармы добавлены в список стройки (BuildManager)");
}
}
static Sprite LoadSprite(string path)
{
foreach (var a in AssetDatabase.LoadAllAssetsAtPath(path))
if (a is Sprite) return (Sprite)a;
return null;
}
// ищем объект по имени среди всех детей (включая выключенные); Button может быть на нём или внутри
static Button FindButton(Transform root, string name)
{
foreach (var t in root.GetComponentsInChildren<Transform>(true))
{
if (t.name != name) continue;
Button b = t.GetComponent<Button>();
if (b == null) b = t.GetComponentInChildren<Button>(true);
if (b == null) b = t.gameObject.AddComponent<Button>(); // на случай если там просто Image
return b;
}
return null;
}
// Кнопка "МИР" слева над нижней панелью (если дизайнер ещё не сделал свою с именем Nav_World)
static Button CreateWorldButton(Transform canvas, Transform panelsRoot)
{
return CreateSideButton(canvas, panelsRoot, "Nav_World", "МИР", "Assets/UI/HUD v2/Мир/v1.png",
new Vector2(30, 210), new Color(0.2f, 0.45f, 0.3f));
}
static Button CreateSideButton(Transform canvas, Transform panelsRoot, string objName, string label, string spritePath, Vector2 pos, Color fallback)
{
GameObject go = new GameObject(objName, typeof(RectTransform), typeof(Image), typeof(Button));
go.transform.SetParent(canvas, false);
go.transform.SetSiblingIndex(panelsRoot.GetSiblingIndex()); // под панелями, чтобы открытая панель её закрывала
RectTransform rt = go.GetComponent<RectTransform>();
rt.anchorMin = rt.anchorMax = rt.pivot = new Vector2(0, 0);
rt.sizeDelta = new Vector2(150, 150);
rt.anchoredPosition = pos;
var img = go.GetComponent<Image>();
Sprite sprite = null;
foreach (var a in AssetDatabase.LoadAllAssetsAtPath(spritePath))
if (a is Sprite) { sprite = (Sprite)a; break; }
if (sprite != null) { img.sprite = sprite; img.preserveAspect = true; }
else img.color = fallback;
GameObject t = new GameObject("Label", typeof(RectTransform), typeof(TextMeshProUGUI));
t.transform.SetParent(go.transform, false);
var tmp = t.GetComponent<TextMeshProUGUI>();
tmp.text = label; tmp.fontSize = 30; tmp.fontStyle = FontStyles.Bold;
tmp.alignment = TextAlignmentOptions.Center; tmp.color = Color.white; tmp.raycastTarget = false;
tmp.outlineWidth = 0.25f; tmp.outlineColor = Color.black;
RectTransform tr = t.GetComponent<RectTransform>();
tr.anchorMin = new Vector2(0, 0); tr.anchorMax = new Vector2(1, 0); tr.pivot = new Vector2(0.5f, 1);
tr.sizeDelta = new Vector2(0, 40); tr.anchoredPosition = new Vector2(0, 8);
return go.GetComponent<Button>();
}
static GameObject CreatePanel(Transform parent, string id, string title, UIPanelManager manager, Vector4 offsets)
{
// окно оставляет сверху и снизу место под TopPanel и BottomNavBar, чтобы они были кликабельны
GameObject go = new GameObject("Panel_" + id, typeof(RectTransform), typeof(Image));
go.transform.SetParent(parent, false);
go.GetComponent<Image>().color = new Color(0.1f, 0.12f, 0.15f, 0.97f);
Stretch(go.GetComponent<RectTransform>(), offsets); // left, top, right, bottom
// заголовок
GameObject t = new GameObject("Title", typeof(RectTransform), typeof(TextMeshProUGUI));
t.transform.SetParent(go.transform, false);
var tmp = t.GetComponent<TextMeshProUGUI>();
tmp.text = title; tmp.fontSize = 52; tmp.fontStyle = FontStyles.Bold;
tmp.alignment = TextAlignmentOptions.Center; tmp.color = new Color(0.95f, 0.75f, 0.25f);
tmp.raycastTarget = false;
RectTransform tr = t.GetComponent<RectTransform>();
tr.anchorMin = new Vector2(0, 1); tr.anchorMax = new Vector2(1, 1); tr.pivot = new Vector2(0.5f, 1);
tr.sizeDelta = new Vector2(0, 110); tr.anchoredPosition = Vector2.zero;
// область содержимого: сюда скрипт панели рисует списки, кнопки и т.д.
GameObject content = new GameObject("Content", typeof(RectTransform));
content.transform.SetParent(go.transform, false);
Stretch(content.GetComponent<RectTransform>(), new Vector4(20, 120, 20, 20));
// крестик
GameObject c = new GameObject("CloseButton", typeof(RectTransform), typeof(Image), typeof(Button));
c.transform.SetParent(go.transform, false);
c.GetComponent<Image>().color = new Color(0.6f, 0.15f, 0.15f);
RectTransform cr = c.GetComponent<RectTransform>();
cr.anchorMin = cr.anchorMax = cr.pivot = new Vector2(1, 1);
cr.sizeDelta = new Vector2(90, 90); cr.anchoredPosition = new Vector2(-12, -10);
GameObject x = new GameObject("X", typeof(RectTransform), typeof(TextMeshProUGUI));
x.transform.SetParent(c.transform, false);
var xt = x.GetComponent<TextMeshProUGUI>();
xt.text = "X"; xt.fontSize = 44; xt.alignment = TextAlignmentOptions.Center; xt.color = Color.white;
xt.raycastTarget = false;
Stretch(x.GetComponent<RectTransform>(), Vector4.zero);
UnityEventTools.AddVoidPersistentListener(c.GetComponent<Button>().onClick, manager.CloseAll);
go.SetActive(false);
return go;
}
// left, top, right, bottom -- отступы от краёв родителя
static void Stretch(RectTransform rt, Vector4 ltrb)
{
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
rt.offsetMin = new Vector2(ltrb.x, ltrb.w);
rt.offsetMax = new Vector2(-ltrb.z, -ltrb.y);
}
}
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fileFormatVersion: 2
guid: 26bcfec97167cdb4b9dee113e5f85abc
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using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
using UnityEditor.SceneManagement;
// HUD ПРИКРЕПЛЁН К КАМЕРЕ (Canvas: Screen Space - Camera):
// - HUD рисуется камерой и всегда занимает экран одинаково -- при зуме и перемещении не плывёт и не масштабируется
// - карту можно двигать и зумить (CameraController), клики по кнопкам HUD работают
// - спрайты внутри HUD (например "Рамка в середине") рисуются правильно -- в этом режиме Canvas живёт в мире перед камерой
// - CameraZoom больше не нужен (он масштабировал HUD вручную и делал это в обратную сторону)
//
// Применяется сам один раз после компиляции, если сцена ещё не в этом режиме. Вручную: Tools -> HUD: Attach To Camera.
[InitializeOnLoad]
public static class RestoreOldCamera
{
static readonly Vector2 DesignSize = new Vector2(2007.7732f, 1032.786f); // размер, под который собран HUD
static RestoreOldCamera() { EditorApplication.delayCall += Auto; }
static void Auto()
{
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
var hud = GameObject.Find("HUD_Canvas");
var cam = Camera.main;
if (hud == null || cam == null) return;
var canvas = hud.GetComponent<Canvas>();
var sc = hud.GetComponent<CanvasScaler>();
bool ok = canvas != null && canvas.renderMode == RenderMode.ScreenSpaceCamera && canvas.worldCamera == cam
&& cam.GetComponent<CameraZoom>() == null && cam.GetComponent<CityCamera>() == null
&& sc != null && sc.enabled && sc.screenMatchMode == CanvasScaler.ScreenMatchMode.Expand;
if (!ok) Apply();
}
[MenuItem("Tools/HUD: Attach To Camera")]
public static void Apply()
{
var cam = Camera.main;
var hud = GameObject.Find("HUD_Canvas");
if (cam == null || hud == null) { Debug.LogError("Нужны Main Camera и HUD_Canvas"); return; }
// ---- камера: только CameraController (перемещение + зум) ----
foreach (var c in cam.GetComponents<CityCamera>()) Object.DestroyImmediate(c);
foreach (var c in cam.GetComponents<CameraZoom>()) Object.DestroyImmediate(c);
var ctrl = cam.GetComponent<CameraController>();
if (ctrl == null)
{
ctrl = cam.gameObject.AddComponent<CameraController>();
ctrl.moveSpeed = 5f; ctrl.zoomSpeed = 2f; ctrl.minOrthoSize = 2f; ctrl.maxOrthoSize = 50f;
}
ctrl.enabled = true;
cam.orthographic = true;
cam.transform.localScale = Vector3.one;
cam.transform.rotation = Quaternion.identity;
if (cam.orthographicSize < 2f || cam.orthographicSize > 50f) cam.orthographicSize = 10f;
// ---- HUD: Screen Space - Camera ----
var canvas = hud.GetComponent<Canvas>();
var rt = (RectTransform)hud.transform;
if (rt.parent != null) rt.SetParent(null, false);
canvas.renderMode = RenderMode.ScreenSpaceCamera;
canvas.worldCamera = cam;
canvas.planeDistance = 5f; // между камерой (z=-10) и картой (z=0)
canvas.sortingOrder = 100; // поверх зданий
rt.localRotation = Quaternion.identity;
var scaler = hud.GetComponent<CanvasScaler>();
if (scaler == null) scaler = hud.AddComponent<CanvasScaler>();
scaler.enabled = true;
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = DesignSize;
// Expand: весь HUD (2007x1032) всегда помещается на экран целиком -- и в узком окне, и на широком телефоне
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.Expand;
// спрайты внутри HUD -- поверх карты
foreach (var sr in hud.GetComponentsInChildren<SpriteRenderer>(true))
{
if (sr.sortingOrder < 100) sr.sortingOrder = 100;
if (!sr.gameObject.activeSelf) sr.gameObject.SetActive(true);
}
EditorSceneManager.MarkSceneDirty(hud.scene);
Debug.Log("HUD прикреплён к камере (Screen Space - Camera), CameraZoom убран. Сохрани сцену: Ctrl+S.");
}
}
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fileFormatVersion: 2
guid: f4f66fb7b626a0e41af6fe3fe793e917
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using System.IO;
using UnityEditor;
using UnityEngine;
// Tools -> Сбросить сохранения. Для разработчиков: новая игра одной кнопкой.
// - в Play Mode -- тот же сброс, что кнопка в Настройках (все модули + прогресс);
// - вне Play Mode -- просто удаляет файлы save.json и progress.json.
// Документ: Docs/Modules/Save.md
public static class SaveResetMenu
{
static readonly string[] SaveFiles = { "save.json", "progress.json" };
[MenuItem("Tools/Сбросить сохранения")]
static void ResetSaves()
{
if (!EditorUtility.DisplayDialog("Сбросить сохранения?",
"Ресурсы, здания, Ратуша, войска, походы, задания и почта начнутся заново.\nЭто нельзя отменить.",
"Сбросить", "Отмена"))
return;
if (Application.isPlaying)
{
GameProgress.Instance.ResetAll();
return;
}
int deleted = 0;
foreach (var name in SaveFiles)
{
string path = Path.Combine(Application.persistentDataPath, name);
if (!File.Exists(path)) continue;
File.Delete(path);
deleted++;
}
Debug.Log($"[СОХРАНЕНИЕ] Удалено файлов сохранения: {deleted} ({Application.persistentDataPath}). Следующий запуск -- новая игра.");
}
[MenuItem("Tools/Открыть папку сохранений")]
static void OpenSaveFolder()
{
EditorUtility.RevealInFinder(Application.persistentDataPath);
}
}
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fileFormatVersion: 2
guid: 972f2f5a1fa0c38439b03355997f98e9
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using System.Collections.Generic;
using UnityEditor;
// Следит, чтобы сцена карты мира (WorldMap, от Саши) была в Build Settings --
// иначе переход город -> карта не работает. Срабатывает сам после каждой компиляции.
[InitializeOnLoad]
public static class SceneListFixer
{
const string CityScene = "Assets/Scenes/MVP1.unity";
const string WorldScene = "Assets/Scenes/WorldMap.unity";
static SceneListFixer() { EditorApplication.delayCall += Ensure; }
static void Ensure()
{
var scenes = new List<EditorBuildSettingsScene>(EditorBuildSettings.scenes);
bool changed = false;
foreach (var path in new[] { CityScene, WorldScene })
{
if (AssetDatabase.LoadAssetAtPath<SceneAsset>(path) == null) continue;
if (scenes.Exists(s => s.path == path)) continue;
scenes.Add(new EditorBuildSettingsScene(path, true));
changed = true;
}
// город должен быть первым (с него стартует игра)
int city = scenes.FindIndex(s => s.path == CityScene);
if (city > 0) { var c = scenes[city]; scenes.RemoveAt(city); scenes.Insert(0, c); changed = true; }
if (changed)
{
EditorBuildSettings.scenes = scenes.ToArray();
UnityEngine.Debug.Log("[СЦЕНЫ] Build Settings: город + карта мира добавлены");
}
}
}
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fileFormatVersion: 2
guid: 89a48f1e99f1cd4469929f3c418ce55b
-526
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using System.Collections.Generic;
using System.IO;
using TMPro;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
// Tools -> Build World Map Scene
// 1. Создаёт сцену Assets/Scenes/WorldMap.unity: камера, EventSystem, UI карты, WorldMapController.
// 2. Ставит MVP1 и WorldMap в Build Settings (иначе SceneManager.LoadScene их не найдёт).
// 3. Проверяет, что на кнопке Nav_Battle в городе висит OpenBattleButton.
// Можно запускать повторно -- сцена карты пересоздаётся заново.
public static class WorldMapSceneBuilder
{
const string WorldMapScenePath = "Assets/Scenes/WorldMap.unity";
const string CityScenePath = "Assets/Scenes/MVP1.unity";
[MenuItem("Tools/Build World Map Scene")]
public static void Build()
{
if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) return;
CreateWorldMapScene();
UpdateBuildSettings();
HookUpCityBattleButton();
Debug.Log("[КАРТА] Сцена карты мира создана, кнопка БОЙ в городе подключена. Запускай MVP1 и жми БОЙ.");
}
// ---------------- СЦЕНА КАРТЫ ----------------
static void CreateWorldMapScene()
{
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
var camGO = new GameObject("Main Camera", typeof(Camera), typeof(MapCameraController));
camGO.tag = "MainCamera";
camGO.transform.position = new Vector3(0, 0, -10);
Camera cam = camGO.GetComponent<Camera>();
cam.orthographic = true;
cam.orthographicSize = 8f;
cam.clearFlags = CameraClearFlags.SolidColor;
cam.backgroundColor = new Color(0.12f, 0.16f, 0.12f);
new GameObject("EventSystem", typeof(EventSystem), typeof(StandaloneInputModule));
var canvasGO = new GameObject("WorldMap_Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
canvasGO.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
CanvasScaler scaler = canvasGO.GetComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
scaler.matchWidthOrHeight = 0.5f;
RectTransform canvasRect = canvasGO.GetComponent<RectTransform>();
var controller = new GameObject("WorldMapController").AddComponent<WorldMapController>();
controller.mapCamera = camGO.GetComponent<MapCameraController>();
// ---- Верхняя панель: назад | войско | мой город ----
RectTransform topBar = CreatePanel(canvasRect, "TopBar", new Color(0.08f, 0.08f, 0.1f, 0.85f));
AnchorStretch(topBar, top: true, height: 110);
controller.soldiersText = CreateText(topBar, "SoldiersText", "Войска дома: 30", 40);
RectTransform back = CreateButton(topBar, "BackButton", "НАЗАД", new Color(0.3f, 0.3f, 0.33f), out _);
AnchorSide(back, left: true, new Vector2(220, 80), 20);
controller.backButton = back.GetComponent<Button>();
RectTransform myCity = CreateButton(topBar, "MyCityButton", "МОЙ ГОРОД", new Color(0.25f, 0.45f, 0.8f), out _);
AnchorSide(myCity, left: false, new Vector2(280, 80), 20);
controller.myCityButton = myCity.GetComponent<Button>();
// ---- Подсказка (над нижней панелью, правее чата) ----
RectTransform hintBar = CreatePanel(canvasRect, "HintBar", new Color(0.08f, 0.08f, 0.1f, 0.75f));
SetRect(hintBar, new Vector2(0, 0), new Vector2(1, 0), new Vector2(0.5f, 0), Vector2.zero, Vector2.zero);
hintBar.offsetMin = new Vector2(ChatWidth + 24, 172);
hintBar.offsetMax = new Vector2(-12, 222);
controller.hintText = CreateText(hintBar, "Hint", "", 28);
// ---- Чат слева внизу ----
BuildChat(canvasRect);
// ---- Нижняя панель: Карта мира | События | Круг | Поселение ----
BuildNavBar(canvasRect, controller);
// ---- Кнопка "Рейтинг" слева ----
RectTransform ratingBtn = CreateButton(canvasRect, "RatingButton", "Рейтинг", new Color(0.12f, 0.2f, 0.4f, 0.95f), out _);
SetRect(ratingBtn, new Vector2(0, 1), new Vector2(0, 1), new Vector2(0, 1), new Vector2(12, -122), new Vector2(210, 110));
controller.ratingButton = ratingBtn.GetComponent<Button>();
// ---- Панель рейтинга (выше всего, кроме окна атаки и уведомлений) ----
controller.ratingPanel = BuildRatingPanel(canvasRect);
// ---- Окно атаки ----
RectTransform attack = CreateCenterPanel(canvasRect, "AttackPanel", new Vector2(900, 640));
controller.attackPanel = attack.gameObject;
RectTransform attackTitle = CreateTextRect(attack, "Title", "Замок", 56);
AnchorTop(attackTitle, 110, 20);
controller.attackTitleText = attackTitle.GetComponent<TMP_Text>();
RectTransform attackInfo = CreateTextRect(attack, "Info", "", 32);
AnchorTop(attackInfo, 170, 130);
controller.attackInfoText = attackInfo.GetComponent<TMP_Text>();
RectTransform sendCount = CreateTextRect(attack, "SoldiersToSend", "Отправить: 30 из 30", 36);
AnchorTop(sendCount, 60, 310);
controller.soldiersToSendText = sendCount.GetComponent<TMP_Text>();
GameObject sliderGO = DefaultControls.CreateSlider(new DefaultControls.Resources());
sliderGO.name = "SoldiersSlider";
RectTransform sliderRect = sliderGO.GetComponent<RectTransform>();
sliderRect.SetParent(attack, false);
AnchorTop(sliderRect, 50, 390);
sliderRect.offsetMin = new Vector2(80, sliderRect.offsetMin.y);
sliderRect.offsetMax = new Vector2(-80, sliderRect.offsetMax.y);
StyleSlider(sliderGO);
controller.soldiersSlider = sliderGO.GetComponent<Slider>();
RectTransform send = CreateButton(attack, "SendButton", "В ПОХОД", new Color(0.75f, 0.25f, 0.15f), out _);
AnchorBottom(send, new Vector2(320, 100), new Vector2(170, 30));
controller.sendButton = send.GetComponent<Button>();
RectTransform cancel = CreateButton(attack, "CancelButton", "ОТМЕНА", new Color(0.3f, 0.3f, 0.33f), out _);
AnchorBottom(cancel, new Vector2(320, 100), new Vector2(-170, 30));
controller.cancelButton = cancel.GetComponent<Button>();
attack.gameObject.SetActive(false);
// ---- Уведомление ----
RectTransform popup = CreateCenterPanel(canvasRect, "PopupPanel", new Vector2(860, 520));
controller.popupPanel = popup.gameObject;
RectTransform popupTitle = CreateTextRect(popup, "Title", "ПОБЕДА", 72);
AnchorTop(popupTitle, 120, 20);
controller.popupTitleText = popupTitle.GetComponent<TMP_Text>();
RectTransform popupBody = CreateTextRect(popup, "Body", "", 32);
popupBody.offsetMin = new Vector2(40, 140);
popupBody.offsetMax = new Vector2(-40, -140);
controller.popupBodyText = popupBody.GetComponent<TMP_Text>();
RectTransform ok = CreateButton(popup, "OkButton", "OK", new Color(0.2f, 0.5f, 0.25f), out _);
AnchorBottom(ok, new Vector2(300, 100), new Vector2(0, 30));
controller.popupOkButton = ok.GetComponent<Button>();
popup.gameObject.SetActive(false);
EditorSceneManager.SaveScene(scene, WorldMapScenePath);
}
// ---------------- ЧАТ ----------------
const float ChatWidth = 620f;
static void BuildChat(RectTransform canvasRect)
{
RectTransform panel = CreatePanel(canvasRect, "ChatPanel", new Color(0.05f, 0.06f, 0.09f, 0.9f));
SetRect(panel, Vector2.zero, Vector2.zero, Vector2.zero, new Vector2(12, 12), new Vector2(ChatWidth, 350));
ChatPanel chat = panel.gameObject.AddComponent<ChatPanel>();
RectTransform worldTab = CreateButton(panel, "WorldTab", "Общий мир", new Color(0.16f, 0.35f, 0.7f), out _);
SetRect(worldTab, new Vector2(0, 1), new Vector2(0, 1), new Vector2(0, 1), new Vector2(10, -10), new Vector2(220, 54));
chat.worldTabButton = worldTab.GetComponent<Button>();
RectTransform circleTab = CreateButton(panel, "CircleTab", "Круг", new Color(0.12f, 0.13f, 0.17f), out _);
SetRect(circleTab, new Vector2(0, 1), new Vector2(0, 1), new Vector2(0, 1), new Vector2(240, -10), new Vector2(220, 54));
chat.circleTabButton = circleTab.GetComponent<Button>();
RectTransform expand = CreateButton(panel, "ExpandButton", "Развернуть", new Color(0.12f, 0.13f, 0.17f), out TMP_Text expandText);
SetRect(expand, new Vector2(1, 1), new Vector2(1, 1), new Vector2(1, 1), new Vector2(-10, -10), new Vector2(150, 54));
expandText.fontSize = 24;
chat.expandButton = expand.GetComponent<Button>();
// Лента: текст прижат к низу, старые строки уходят вверх и обрезаются маской
var messagesGO = new GameObject("Messages", typeof(RectTransform), typeof(RectMask2D));
RectTransform messages = messagesGO.GetComponent<RectTransform>();
messages.SetParent(panel, false);
messages.anchorMin = Vector2.zero;
messages.anchorMax = Vector2.one;
messages.offsetMin = new Vector2(14, 86);
messages.offsetMax = new Vector2(-14, -74);
RectTransform messagesText = CreateTextRect(messages, "MessagesText", "", 24, TextAlignmentOptions.BottomLeft);
TMP_Text tmp = messagesText.GetComponent<TMP_Text>();
tmp.overflowMode = TextOverflowModes.Overflow;
chat.messagesText = tmp;
// Поле ввода
GameObject inputGO = TMP_DefaultControls.CreateInputField(new TMP_DefaultControls.Resources());
inputGO.name = "InputField";
RectTransform inputRect = inputGO.GetComponent<RectTransform>();
inputRect.SetParent(panel, false);
SetRect(inputRect, Vector2.zero, new Vector2(1, 0), new Vector2(0.5f, 0), Vector2.zero, Vector2.zero);
inputRect.offsetMin = new Vector2(12, 12);
inputRect.offsetMax = new Vector2(-124, 74);
inputGO.GetComponent<Image>().color = new Color(0.12f, 0.13f, 0.17f);
TMP_InputField input = inputGO.GetComponent<TMP_InputField>();
input.pointSize = 26;
input.textComponent.color = Color.white;
((TMP_Text)input.placeholder).text = "Введите сообщение...";
((TMP_Text)input.placeholder).color = new Color(1f, 1f, 1f, 0.35f);
chat.inputField = input;
RectTransform send = CreateButton(panel, "SendButton", ">", new Color(0.2f, 0.45f, 0.85f), out _);
SetRect(send, new Vector2(1, 0), new Vector2(1, 0), new Vector2(1, 0), new Vector2(-12, 12), new Vector2(100, 62));
chat.sendButton = send.GetComponent<Button>();
}
// ---------------- НИЖНЯЯ ПАНЕЛЬ ----------------
static void BuildNavBar(RectTransform canvasRect, WorldMapController controller)
{
RectTransform bar = CreatePanel(canvasRect, "BottomNavBar", new Color(0.06f, 0.07f, 0.1f, 0.92f));
SetRect(bar, Vector2.zero, new Vector2(1, 0), new Vector2(0.5f, 0), Vector2.zero, Vector2.zero);
bar.offsetMin = new Vector2(ChatWidth + 24, 12);
bar.offsetMax = new Vector2(-12, 162);
var layout = bar.gameObject.AddComponent<HorizontalLayoutGroup>();
layout.padding = new RectOffset(10, 10, 10, 10);
layout.spacing = 10;
layout.childForceExpandWidth = true;
layout.childForceExpandHeight = true;
layout.childControlWidth = true;
layout.childControlHeight = true;
Color navColor = new Color(0.14f, 0.16f, 0.22f);
controller.worldMapNavButton = CreateButton(bar, "Nav_WorldMap", "Карта мира", navColor, out _).GetComponent<Button>();
controller.eventsNavButton = CreateButton(bar, "Nav_Events", "События", navColor, out _).GetComponent<Button>();
controller.circleNavButton = CreateButton(bar, "Nav_Circle", "Круг", navColor, out _).GetComponent<Button>();
controller.settlementNavButton = CreateButton(bar, "Nav_Settlement", "Поселение", new Color(0.18f, 0.25f, 0.45f), out _).GetComponent<Button>();
}
// ---------------- РЕЙТИНГ ----------------
static readonly Color RatingBg = new Color(0.04f, 0.06f, 0.1f, 0.97f);
static readonly Color RatingGold = new Color(0.95f, 0.8f, 0.5f);
const float RatingTableLeft = 340f;
const float RatingTableRight = 25f;
static RatingPanel BuildRatingPanel(RectTransform canvasRect)
{
RectTransform panel = CreatePanel(canvasRect, "RatingPanel", RatingBg);
SetRect(panel, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), Vector2.zero, new Vector2(1640, 920));
RatingPanel rating = panel.gameObject.AddComponent<RatingPanel>();
// Заголовок-баннер
RectTransform banner = CreatePanel(panel, "TitleBanner", new Color(0.12f, 0.25f, 0.55f));
SetRect(banner, new Vector2(0.5f, 1), new Vector2(0.5f, 1), new Vector2(0.5f, 1), new Vector2(0, -15), new Vector2(640, 90));
CreateText(banner, "Title", "Рейтинг", 60).color = RatingGold;
RectTransform close = CreateButton(panel, "CloseButton", "X", new Color(0.35f, 0.15f, 0.15f), out _);
SetRect(close, new Vector2(1, 1), new Vector2(1, 1), new Vector2(1, 1), new Vector2(-15, -15), new Vector2(80, 80));
rating.closeButton = close.GetComponent<Button>();
// Разделы слева -- порядок совпадает с RatingCategory
string[] categories = { "Игроки", "Круги", "Мощь", "PvP", "Развитие", "Сезон" };
rating.categoryButtons = new Button[categories.Length];
for (int i = 0; i < categories.Length; i++)
{
RectTransform tab = CreateButton(panel, "Category_" + i, categories[i], new Color(0.1f, 0.12f, 0.17f), out _);
SetRect(tab, new Vector2(0, 1), new Vector2(0, 1), new Vector2(0, 1), new Vector2(25, -130 - i * 112), new Vector2(290, 100));
rating.categoryButtons[i] = tab.GetComponent<Button>();
}
// Таблица
var tableGO = new GameObject("Table", typeof(RectTransform));
RectTransform table = tableGO.GetComponent<RectTransform>();
table.SetParent(panel, false);
table.anchorMin = Vector2.zero;
table.anchorMax = Vector2.one;
table.offsetMin = new Vector2(RatingTableLeft, 110);
table.offsetMax = new Vector2(-RatingTableRight, -130);
RectTransform header = CreatePanel(table, "Header", new Color(0.08f, 0.1f, 0.15f));
SetRect(header, new Vector2(0, 1), new Vector2(1, 1), new Vector2(0.5f, 1), Vector2.zero, new Vector2(0, 50));
Color headerColor = new Color(0.8f, 0.82f, 0.88f);
PlaceInRow(CreateTextRect(header, "Place", "Место", 26), 0, 140, 50).GetComponent<TMP_Text>().color = headerColor;
TMP_Text nameHeader = PlaceInRow(CreateTextRect(header, "Name", "Игрок", 26, TextAlignmentOptions.Left), 225, 330, 50).GetComponent<TMP_Text>();
nameHeader.color = headerColor;
rating.nameColumnHeader = nameHeader;
TMP_Text circleHeader = PlaceInRow(CreateTextRect(header, "Circle", "Круг", 26, TextAlignmentOptions.Left), 625, 320, 50).GetComponent<TMP_Text>();
circleHeader.color = headerColor;
rating.circleColumnHeader = circleHeader;
PlaceInRow(CreateTextRect(header, "Power", "Мощь", 26), 950, 220, 50).GetComponent<TMP_Text>().color = headerColor;
rating.rows = new RatingRowView[RatingPanel.PageSize];
for (int i = 0; i < rating.rows.Length; i++)
{
rating.rows[i] = BuildRatingRow(table, i);
}
rating.emptyText = CreateText(table, "EmptyText", "Раздел в разработке", 40);
rating.emptyText.gameObject.SetActive(false);
RectTransform status = CreateTextRect(panel, "StatusText", "", 26, TextAlignmentOptions.Left);
SetRect(status, Vector2.zero, Vector2.zero, Vector2.zero, new Vector2(RatingTableLeft, 30), new Vector2(520, 60));
rating.statusText = status.GetComponent<TMP_Text>();
// Страницы: < 1 2 3 4 5 > -- по центру под таблицей (а не под всей панелью)
float tableCenterX = (RatingTableLeft - RatingTableRight) / 2f;
Color pageColor = new Color(0.1f, 0.12f, 0.17f);
RectTransform prev = CreateButton(panel, "PrevPage", "<", pageColor, out _);
SetRect(prev, new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(tableCenterX - 240, 25), new Vector2(64, 64));
rating.prevPageButton = prev.GetComponent<Button>();
rating.pageButtons = new Button[5];
for (int i = 0; i < rating.pageButtons.Length; i++)
{
RectTransform page = CreateButton(panel, "Page_" + i, (i + 1).ToString(), pageColor, out _);
SetRect(page, new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(tableCenterX - 150 + i * 75, 25), new Vector2(64, 64));
rating.pageButtons[i] = page.GetComponent<Button>();
}
RectTransform next = CreateButton(panel, "NextPage", ">", pageColor, out _);
SetRect(next, new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(tableCenterX + 240, 25), new Vector2(64, 64));
rating.nextPageButton = next.GetComponent<Button>();
panel.gameObject.SetActive(false);
return rating;
}
static RatingRowView BuildRatingRow(RectTransform table, int index)
{
const float rowHeight = 54f;
var view = new RatingRowView();
RectTransform row = CreatePanel(table, "Row_" + (index + 1), new Color(0.07f, 0.09f, 0.13f));
SetRect(row, new Vector2(0, 1), new Vector2(1, 1), new Vector2(0.5f, 1), new Vector2(0, -56 - index * 58), new Vector2(0, rowHeight));
view.root = row.gameObject;
view.background = row.GetComponent<Image>();
RectTransform medal = CreatePanel(row, "Medal", Color.white);
PlaceInRow(medal, 45, 50, 50);
view.medal = medal.GetComponent<Image>();
view.placeText = PlaceInRow(CreateTextRect(row, "Place", "1", 30), 0, 140, rowHeight).GetComponent<TMP_Text>();
RectTransform avatar = CreatePanel(row, "Avatar", Color.gray);
PlaceInRow(avatar, 150, 48, 48);
view.avatar = avatar.GetComponent<Image>();
view.avatarLetter = CreateText(avatar, "Letter", "В", 28);
view.nameText = PlaceInRow(CreateTextRect(row, "Name", "Игрок", 30, TextAlignmentOptions.Left), 225, 330, rowHeight).GetComponent<TMP_Text>();
RectTransform circleBanner = CreatePanel(row, "CircleBanner", Color.blue);
PlaceInRow(circleBanner, 570, 36, 46);
view.circleBanner = circleBanner.GetComponent<Image>();
view.circleText = PlaceInRow(CreateTextRect(row, "Circle", "Круг", 28, TextAlignmentOptions.Left), 625, 320, rowHeight).GetComponent<TMP_Text>();
TMP_Text power = PlaceInRow(CreateTextRect(row, "Power", "0", 28), 950, 220, rowHeight).GetComponent<TMP_Text>();
power.color = RatingGold;
view.powerText = power;
RectTransform inspect = CreateButton(row, "InspectButton", "?", new Color(0.18f, 0.2f, 0.27f), out _);
PlaceInRow(inspect, 1190, 56, 44);
view.inspectButton = inspect.GetComponent<Button>();
return view;
}
// Элемент строки: прижат к левому краю строки с отступом x, по вертикали по центру
static RectTransform PlaceInRow(RectTransform rt, float x, float width, float height)
{
SetRect(rt, new Vector2(0, 0.5f), new Vector2(0, 0.5f), new Vector2(0, 0.5f), new Vector2(x, 0), new Vector2(width, height));
return rt;
}
static void SetRect(RectTransform rt, Vector2 anchorMin, Vector2 anchorMax, Vector2 pivot, Vector2 position, Vector2 size)
{
rt.anchorMin = anchorMin;
rt.anchorMax = anchorMax;
rt.pivot = pivot;
rt.sizeDelta = size;
rt.anchoredPosition = position;
}
// ---------------- BUILD SETTINGS ----------------
static void UpdateBuildSettings()
{
var scenes = new List<EditorBuildSettingsScene>
{
new EditorBuildSettingsScene(CityScenePath, true),
new EditorBuildSettingsScene(WorldMapScenePath, true)
};
// Остальные уже добавленные сцены сохраняем (кроме удалённых файлов, например старой Battle)
foreach (var existing in EditorBuildSettings.scenes)
{
if (existing.path == CityScenePath || existing.path == WorldMapScenePath) continue;
if (!File.Exists(existing.path)) continue;
scenes.Add(existing);
}
EditorBuildSettings.scenes = scenes.ToArray();
}
// ---------------- КНОПКА В ГОРОДЕ ----------------
static void HookUpCityBattleButton()
{
var city = EditorSceneManager.OpenScene(CityScenePath, OpenSceneMode.Single);
GameObject navBattle = GameObject.Find("Nav_Battle");
if (navBattle == null)
{
Debug.LogWarning("[КАРТА] В сцене MVP1 не найден объект Nav_Battle -- повесь OpenBattleButton на кнопку БОЙ вручную.");
return;
}
if (navBattle.GetComponent<OpenBattleButton>() == null)
{
Undo.AddComponent<OpenBattleButton>(navBattle); // RequireComponent сам добавит Button, если его нет
EditorSceneManager.MarkSceneDirty(city);
EditorSceneManager.SaveScene(city);
}
}
// ---------------- HELPERS ----------------
static RectTransform CreatePanel(RectTransform parent, string name, Color color)
{
var go = new GameObject(name, typeof(RectTransform), typeof(Image));
go.transform.SetParent(parent, false);
go.GetComponent<Image>().color = color;
return go.GetComponent<RectTransform>();
}
static RectTransform CreateCenterPanel(RectTransform parent, string name, Vector2 size)
{
RectTransform rt = CreatePanel(parent, name, new Color(0.05f, 0.05f, 0.07f, 0.94f));
rt.anchorMin = rt.anchorMax = new Vector2(0.5f, 0.5f);
rt.sizeDelta = size;
return rt;
}
static RectTransform CreateTextRect(RectTransform parent, string name, string content, int fontSize,
TextAlignmentOptions alignment = TextAlignmentOptions.Center)
{
var go = new GameObject(name, typeof(RectTransform), typeof(TextMeshProUGUI));
go.transform.SetParent(parent, false);
var tmp = go.GetComponent<TextMeshProUGUI>();
tmp.text = content;
tmp.fontSize = fontSize;
tmp.color = Color.white;
tmp.alignment = alignment;
tmp.raycastTarget = false;
RectTransform rt = go.GetComponent<RectTransform>();
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero;
rt.offsetMax = Vector2.zero;
return rt;
}
static TMP_Text CreateText(RectTransform parent, string name, string content, int fontSize)
{
return CreateTextRect(parent, name, content, fontSize).GetComponent<TMP_Text>();
}
static RectTransform CreateButton(RectTransform parent, string name, string label, Color color, out TMP_Text labelText)
{
var go = new GameObject(name, typeof(RectTransform), typeof(Image), typeof(Button));
go.transform.SetParent(parent, false);
go.GetComponent<Image>().color = color;
RectTransform rt = go.GetComponent<RectTransform>();
labelText = CreateText(rt, "Label", label, 36);
return rt;
}
static void StyleSlider(GameObject sliderGO)
{
Image[] images = sliderGO.GetComponentsInChildren<Image>();
foreach (var img in images)
{
if (img.name == "Background") img.color = new Color(0.25f, 0.25f, 0.28f);
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using TMPro;
using UnityEngine;
// Окно здания и рабочих (этап 3). Открывается тапом по зданию или кнопкой "Рабочие" в панели DEV.
// - сверху: что это за здание, его уровень и кнопка "Улучшить" (больше мест и эффективность / больше лимит / больше жилья);
// - ниже: все профессии с "−" и "+", сколько рабочих стоит, сколько мест и сколько добывается в час;
// - внизу: "Свободно: N из M".
// Окно -- только интерфейс: рабочих ставит модуль Населения, добычу считает модуль добычи.
public static class BuildingWindow
{
static GameObject root;
static GameObject focus; // здание, по которому тапнули (null -- просто список рабочих)
public static void OnWorkplaceTapped(ResourceCollector building) { Open(building != null ? building.gameObject : null); }
public static void OnStorageTapped(StorageBuilding building) { Open(building != null ? building.gameObject : null); }
public static void Open(GameObject building)
{
// В режиме стройки тап -- это выбор участка, а не здания
if (BuildModeController.Instance != null && BuildModeController.Instance.IsActive) return;
focus = building;
Rebuild();
}
public static void Close()
{
if (root != null) Object.Destroy(root);
root = null;
focus = null;
}
static void Rebuild()
{
if (root != null) Object.Destroy(root);
var card = UIKit.Modal(TitleFor(focus), out root);
if (focus != null) BuildingSection(card, focus);
WorkersSection(card);
UIKit.Button(card, "Закрыть", UIKit.Theme.Gray, Close, -1, 80, 28);
}
static string TitleFor(GameObject building)
{
if (building == null) return "РАБОЧИЕ";
var id = building.GetComponent<PlacedBuildingId>();
var leveled = building.GetComponent<ILeveledBuilding>();
string name = id != null && !string.IsNullOrEmpty(id.buildingName) ? id.buildingName : building.name;
return leveled != null ? $"{name.ToUpper()} — {leveled.Level} УР." : name.ToUpper();
}
// ---------------- Здание: что даёт и улучшение ----------------
static void BuildingSection(RectTransform card, GameObject building)
{
var config = EconomyConfig.Load();
var rc = building.GetComponent<ResourceCollector>();
var storage = building.GetComponent<StorageBuilding>();
var leveled = building.GetComponent<ILeveledBuilding>();
string info;
if (rc != null && WorkJobs.TryFromResource(rc.resourceType, out WorkJob job) && GameModules.Production != null)
{
var p = GameModules.Production;
info = $"Здание даёт {p.BuildingSlots(rc.level)} мест, норма ×{p.BuildingEfficiency(rc.level):0.##}.\n" +
$"Всего мест «{WorkJobs.Name(job)}» в городе: {p.Slots(job)}.";
}
else if (rc != null && rc.IsHouse)
{
int perLevel = config.population.housingPerHouseLevel;
string cap = GameServices.TryGet(out IPopulation pop) ? $"\nНаселение: {pop.Total} / {pop.HousingCap}" : "";
info = $"Дом: +{perLevel * rc.level} к пределу жилья (+{perLevel} за уровень).{cap}";
}
else if (rc != null && rc.resourceType == ResourceType.Gems)
{
info = "Синий кристалл добывается в кристальных разломах на карте мира.";
}
else if (storage != null)
{
var s = config.storage;
info = storage.kind == StorageBuilding.Kind.Warehouse
? $"Склад: +{s.perWarehouseLevel * storage.level:0} к лимиту дерева, камня, металла и золота."
: $"Амбар: +{s.perGranaryLevel * storage.level:0} к лимиту еды.";
}
else info = "";
if (info.Length > 0) UIKit.Text(card, info, 26, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
if (leveled == null || (rc != null && rc.resourceType == ResourceType.Gems)) return;
if (leveled.Level >= config.upgrade.maxLevel)
{
UIKit.Text(card, "Максимальный уровень", 26, UIKit.Theme.Gold, TextAlignmentOptions.Center);
return;
}
var cost = config.UpgradeCost(leveled.Level);
bool canPay = GameServices.TryGet(out IEconomy economy) && economy.CanAfford(cost);
var b = UIKit.Button(card, $"Улучшить до {leveled.Level + 1} ур. ({CostText(cost)})", canPay ? UIKit.Theme.Green : UIKit.Theme.Gray, () =>
{
if (!GameServices.TryGet(out IEconomy e) || !e.TrySpend(cost)) { UIKit.Toast("Не хватает ресурсов"); return; }
leveled.Level = leveled.Level + 1;
if (CitySync.Instance != null) CitySync.Instance.SyncNow();
UIKit.Toast($"Улучшено до {leveled.Level} уровня");
Rebuild();
}, -1, 80, 26);
b.interactable = canPay;
}
static string CostText(ResourceAmount[] cost)
{
var parts = new string[cost.Length];
for (int i = 0; i < cost.Length; i++) parts[i] = $"{cost[i].Amount:0} {GameData.ResName(cost[i].Type).ToLower()}";
return string.Join(", ", parts);
}
// ---------------- Рабочие по профессиям ----------------
static void WorkersSection(RectTransform card)
{
if (!GameServices.TryGet(out IPopulation pop) || !GameServices.TryGet(out IProduction prod))
{
UIKit.Text(card, "Модули Населения и добычи не подключены", 26, UIKit.Theme.Red, TextAlignmentOptions.Center);
return;
}
for (int j = 0; j < WorkJobs.Count; j++)
{
var job = (WorkJob)j;
int slots = prod.Slots(job);
int workers = pop.GetWorkers(job);
var row = UIKit.Row(card, 72, 8);
string rate = slots > 0 ? $" <color=#9be29b>+{prod.RatePerHour(WorkJobs.Resource(job)):0.#}/ч</color>" : "";
var label = UIKit.Text(row, slots > 0 ? $"{WorkJobs.Name(job)}: {workers} / {slots}{rate}" : $"{WorkJobs.Name(job)}: нет зданий",
24, slots > 0 ? UIKit.Theme.Text : UIKit.Theme.TextDim);
label.enableAutoSizing = true; label.fontSizeMin = 14; label.fontSizeMax = 24;
UIKit.Size(label, -1, 72, 1);
StepButton(row, "−5", job, -5, slots > 0 && workers > 0);
StepButton(row, "−1", job, -1, slots > 0 && workers > 0);
StepButton(row, "+1", job, +1, slots > 0 && workers < slots && pop.FreeWorkers > 0);
StepButton(row, "+5", job, +5, slots > 0 && workers < slots && pop.FreeWorkers > 0);
}
UIKit.Text(card, $"Свободно: <b>{pop.FreeWorkers}</b> из {pop.Workforce} рабочих • остальные жители: {Mathf.Max(0, pop.Civilians - pop.Workforce)}",
24, UIKit.Theme.Gold, TextAlignmentOptions.Center);
}
static void StepButton(Transform row, string label, WorkJob job, int delta, bool enabled)
{
var b = UIKit.Button(row, label, delta > 0 ? UIKit.Theme.Blue : UIKit.Theme.Gray, () =>
{
if (GameServices.TryGet(out IPopulation pop)) pop.SetWorkers(job, pop.GetWorkers(job) + delta);
Rebuild();
}, 86, 64, 24);
b.interactable = enabled;
}
}
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-137
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using System.Collections.Generic;
using System.Text;
using UnityEngine;
// Слой приложения: сообщает модулям, какие здания стоят в городе.
// - рабочие места (Лес, Еда, Камень, Металл, Золото) и их уровни -> модуль добычи (места и эффективность);
// - Дома (здание "Население") -> модуль Населения (предел жилья);
// - Склады и Амбары -> лимиты склада в Экономике.
// Модули сами здания не ищут: они без Unity и живут и на карте мира, где города нет.
//
// Проверяет город раз в полсекунды и применяет изменения, только когда картина устоялась
// (два одинаковых замера подряд) -- чтобы не поймать город посреди восстановления из сохранения.
public class CitySync : MonoBehaviour
{
const float Interval = 0.5f;
public static CitySync Instance { get; private set; }
float next;
string pending; // замер, который ждёт подтверждения
string applied; // последний применённый замер
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void Create()
{
if (Instance != null) return;
var go = new GameObject("CitySync");
DontDestroyOnLoad(go);
Instance = go.AddComponent<CitySync>();
}
void OnDestroy()
{
if (Instance == this) Instance = null;
}
void Update()
{
if (Time.unscaledTime < next) return;
next = Time.unscaledTime + Interval;
if (BuildManager.Instance == null) return; // город не открыт -- модули помнят последнее
var city = Scan();
if (city.Signature == applied) { pending = null; return; }
if (city.Signature != pending) { pending = city.Signature; return; } // ждём подтверждения
Apply(city);
}
// Применить сразу (после улучшения здания в окне -- чтобы окно показало новые места)
public void SyncNow()
{
if (BuildManager.Instance == null) return;
Apply(Scan());
}
class City
{
public readonly List<KeyValuePair<WorkJob, int>> Workplaces = new List<KeyValuePair<WorkJob, int>>();
public int HouseLevels, WarehouseLevels, GranaryLevels;
public string Signature;
}
static City Scan()
{
var city = new City();
var sig = new List<string>();
foreach (var placed in FindObjectsByType<PlacedBuildingId>(FindObjectsSortMode.None))
{
if (string.IsNullOrEmpty(placed.buildingName)) continue; // убирается в этом кадре
var rc = placed.GetComponent<ResourceCollector>();
if (rc != null)
{
if (WorkJobs.TryFromResource(rc.resourceType, out WorkJob job))
{
city.Workplaces.Add(new KeyValuePair<WorkJob, int>(job, rc.level));
sig.Add("w" + (int)job + ":" + rc.level);
}
else if (rc.IsHouse)
{
city.HouseLevels += Mathf.Max(1, rc.level);
sig.Add("h:" + rc.level);
}
}
var sb = placed.GetComponent<StorageBuilding>();
if (sb != null)
{
if (sb.kind == StorageBuilding.Kind.Warehouse) city.WarehouseLevels += Mathf.Max(1, sb.level);
else city.GranaryLevels += Mathf.Max(1, sb.level);
sig.Add("s" + (int)sb.kind + ":" + sb.level);
}
}
sig.Sort(System.StringComparer.Ordinal);
var text = new StringBuilder();
foreach (var s in sig) text.Append(s).Append(';');
city.Signature = text.ToString();
return city;
}
void Apply(City city)
{
applied = city.Signature;
pending = null;
var config = EconomyConfig.Load();
// Лимиты склада
var rm = ResourceManager.Instance;
if (rm != null)
{
ResourceType[] stored = { ResourceType.Wood, ResourceType.Stone, ResourceType.Iron, ResourceType.Gold, ResourceType.Food, ResourceType.Gems };
foreach (var t in stored) rm.SetCapacity(t, config.GetCapacity(t, city.WarehouseLevels, city.GranaryLevels));
}
var production = GameModules.Production;
var population = GameModules.Population;
if (production == null || population == null) return;
// Места для рабочих: где мест стало больше (построили, улучшили) -- ставим туда свободных
var before = new int[WorkJobs.Count];
for (int j = 0; j < WorkJobs.Count; j++) before[j] = production.Slots((WorkJob)j);
production.SetBuildings(city.Workplaces);
population.SetHouseLevels(city.HouseLevels);
population.ClampJobs();
if (!population.JobsInitialized)
{
population.AutoFillAll(); // первый запуск после этапа 3 или новая игра
}
else
{
for (int j = 0; j < WorkJobs.Count; j++)
if (production.Slots((WorkJob)j) > before[j]) population.AutoFill((WorkJob)j);
}
}
}
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
using TMPro;
using UnityEngine;
using UnityEngine.UI;
// ОТЛАДОЧНАЯ ПАНЕЛЬ для проверки баланса: кнопка "DEV" слева на экране.
//
// Есть только в редакторе и в Development Build -- в релизную сборку этот файл не попадает совсем.
// "+1 час" не имеет своей логики: он двигает GameClock, и модули досчитывают время по своим обычным правилам,
// ровно как при возвращении игрока в игру. Поэтому проверяешь настоящие правила, а не кнопку.
//
// Перемотка действует на то, что берёт время из GameClock (сейчас -- Население). Походы и обучение
// войск пока идут по реальным часам.
public class DebugPanel : MonoBehaviour
{
static DebugPanel instance;
GameObject panel;
TextMeshProUGUI info;
float nextRefresh;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void Create()
{
if (instance != null) return;
var go = new GameObject("DebugPanel", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
DontDestroyOnLoad(go);
var canvas = go.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 1500; // поверх HUD и окон
var scaler = go.GetComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
scaler.matchWidthOrHeight = 0.5f;
instance = go.AddComponent<DebugPanel>();
instance.Build();
}
void Build()
{
// Кнопка-переключатель слева посередине: там нет кнопок HUD
var toggle = UIKit.Button(transform, "DEV", new Color(0.55f, 0.15f, 0.55f, 0.85f), Toggle, 110, 64, 26);
var trt = (RectTransform)toggle.transform;
trt.anchorMin = trt.anchorMax = new Vector2(0, 0.5f);
trt.pivot = new Vector2(0, 0.5f);
trt.anchoredPosition = new Vector2(12, 0);
trt.sizeDelta = new Vector2(110, 64);
var card = UIKit.Card(transform, new Color(0.08f, 0.08f, 0.11f, 0.95f), 20, 10);
card.anchorMin = card.anchorMax = new Vector2(0, 0.5f);
card.pivot = new Vector2(0, 0.5f);
card.anchoredPosition = new Vector2(135, 0);
card.sizeDelta = new Vector2(620, 0);
card.gameObject.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
panel = card.gameObject;
var title = UIKit.Text(card, "ОТЛАДКА БАЛАНСА", 30, UIKit.Theme.Gold, TextAlignmentOptions.Center);
title.fontStyle = FontStyles.Bold;
info = UIKit.Text(card, "", 24, UIKit.Theme.Text);
var row1 = UIKit.Row(card, 70, 10);
Btn(row1, "+1 час", UIKit.Theme.Blue, () => GameClock.Advance(3600));
Btn(row1, "+10 часов", UIKit.Theme.Blue, () => GameClock.Advance(36000));
var row2 = UIKit.Row(card, 70, 10);
Btn(row2, "+100 всех ресурсов", UIKit.Theme.Green, AddAllResources);
Btn(row2, "+1000 еды", UIKit.Theme.Green, () => AddResource(ResourceType.Food, 1000));
var row3 = UIKit.Row(card, 70, 10);
Btn(row3, "Еда = 0", UIKit.Theme.Red, ZeroFood);
Btn(row3, "Сбросить перемотку", UIKit.Theme.Gray, () => { GameClock.ResetOffset(); Refresh(); });
var row4 = UIKit.Row(card, 70, 10);
Btn(row4, "Рабочие", UIKit.Theme.Blue, () => BuildingWindow.Open(null));
panel.SetActive(false);
}
static void Btn(Transform row, string label, Color color, System.Action onClick)
{
var b = UIKit.Button(row, label, color, onClick, -1, 70, 24);
UIKit.Size(b, -1, 70, 1);
}
void Toggle()
{
panel.SetActive(!panel.activeSelf);
if (panel.activeSelf) Refresh();
}
void Update()
{
if (panel == null || !panel.activeSelf || Time.unscaledTime < nextRefresh) return;
nextRefresh = Time.unscaledTime + 0.5f;
Refresh();
}
void Refresh()
{
if (info == null) return;
var sb = new System.Text.StringBuilder();
if (GameServices.TryGet(out IPopulation p))
{
sb.Append($"Население: <b>{p.Total}</b> / {p.HousingCap}\n");
sb.Append($" жители {p.Civilians}: на работе {p.Workers}, свободно {p.FreeWorkers} из {p.Workforce}; воины {p.Soldiers}\n");
sb.Append($"Еда в час: <color=#ff8a80>-{p.FoodPerHour:0.#}</color> прирост в час: +{p.GrowthPerHour:0.#}\n");
if (p.IsStarving) sb.Append("<color=#ff5252><b>ГОЛОД: еды не хватает, прирост остановлен</b></color>\n");
}
else sb.Append("Модуль Населения не зарегистрирован\n");
if (GameServices.TryGet(out IProduction prod))
sb.Append($"Добыча в час: еда +{prod.RatePerHour(ResourceType.Food):0.#}, дерево +{prod.RatePerHour(ResourceType.Wood):0.#}, " +
$"камень +{prod.RatePerHour(ResourceType.Stone):0.#}, металл +{prod.RatePerHour(ResourceType.Iron):0.#}, золото +{prod.RatePerHour(ResourceType.Gold):0.#}\n");
if (GameServices.TryGet(out IEconomy e))
sb.Append($"Склад: еда {e.Get(ResourceType.Food):0}/{Cap(e, ResourceType.Food)} дерево {e.Get(ResourceType.Wood):0}/{Cap(e, ResourceType.Wood)} " +
$"камень {e.Get(ResourceType.Stone):0}/{Cap(e, ResourceType.Stone)}\n");
else sb.Append("Экономика не найдена (нет ResourceManager на сцене)\n");
long off = GameClock.OffsetSeconds;
sb.Append(off > 0 ? $"Перемотано: +{off / 3600f:0.#} ч" : "Время: реальное");
info.text = sb.ToString();
}
static string Cap(IEconomy e, ResourceType t)
{
float c = e.GetCapacity(t);
return float.IsInfinity(c) ? "∞" : c.ToString("0");
}
void AddAllResources()
{
ResourceType[] types = { ResourceType.Wood, ResourceType.Food, ResourceType.Stone, ResourceType.Iron, ResourceType.Gold, ResourceType.Gems };
foreach (var t in types) AddResource(t, 100);
}
void AddResource(ResourceType type, float amount)
{
if (GameServices.TryGet(out IEconomy e)) e.Add(type, amount);
Refresh();
}
void ZeroFood()
{
if (GameServices.TryGet(out IEconomy e)) e.Add(ResourceType.Food, -e.Get(ResourceType.Food));
Refresh();
}
void OnDestroy()
{
if (instance == this) instance = null;
}
}
#endif
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-208
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using System;
using UnityEngine;
// ТАБЛИЦА БАЛАНСА ЭКОНОМИКИ. Все числа экономики -- здесь, а не в коде модулей.
//
// Ассет: Assets/Resources/EconomyConfig.asset (выдели его в окне Project и меняй числа в Inspector,
// перекомпиляция не нужна). Создать заново: правый клик в Project -> Create -> Bogatyri -> Economy Config,
// имя файла -- EconomyConfig, папка -- Resources.
//
// Модули конфиг не видят: App/GameModules переводит его в правила модулей (например, правила Населения).
// Числа -- из дизайн-документа. Помеченные "не утверждено" -- временные, их решает команда.
[CreateAssetMenu(fileName = "EconomyConfig", menuName = "Bogatyri/Economy Config")]
public class EconomyConfig : ScriptableObject
{
[Serializable]
public class PopulationSettings
{
[Tooltip("Стартовый город T1: всего людей")]
public int startTotal = 300;
[Tooltip("Из них рабочих")]
public int startWorkers = 120;
[Tooltip("Из них воинов (выдаются в Армию пехотой при новой игре)")]
public int startSoldiers = 30;
[Tooltip("Еды в час на одного жителя")]
public float foodPerCivilianPerHour = 0.1f;
[Tooltip("Еды в час на одного воина")]
public float foodPerSoldierPerHour = 0.2f;
[Tooltip("Прирост людей в час, если есть еда (документ: 2–3)")]
public float growthPerHour = 2.5f;
[Tooltip("Предел населения без Домов на 1 уровне Ратуши (решение команды от 19.10: 300 при 300 -- прирост стоит)")]
public int housingBase = 300;
[Tooltip("Прибавка к пределу за каждый следующий уровень Ратуши. Не утверждено")]
public int housingPerTownHallLevel = 50;
[Tooltip("Прибавка к пределу за каждый уровень Дома (здание \"Население\"). Не утверждено")]
public int housingPerHouseLevel = 50;
[Tooltip("Офлайн-прогресс считается не больше чем за столько часов. Не утверждено")]
public int maxOfflineHours = 48;
}
[Serializable]
public class ProductionSettings // этап 3: производство через рабочих
{
[Tooltip("Лесоруб T1: дерева в час")]
public float woodcutterPerHour = 2f;
[Tooltip("Фермер T1: еды в час")]
public float farmerPerHour = 2f;
[Tooltip("Каменотёс T1: камня в час")]
public float stonecutterPerHour = 1.5f;
[Tooltip("Шахтёр T1: металла в час")]
public float minerIronPerHour = 1f;
[Tooltip("Шахтёр T1: золота в час")]
public float minerGoldPerHour = 0.4f;
[Tooltip("Мест для рабочих в здании T1 (Лесопилка и т.п.)")]
public int workerSlotsT1 = 30;
[Tooltip("+ мест за каждый уровень здания выше первого. Не утверждено")]
public int workerSlotsPerLevel = 10;
[Tooltip("+ к норме за каждый уровень здания выше первого (0.1 = +10%). Не утверждено")]
public float efficiencyPerLevel = 0.1f;
}
[Serializable]
public class StorageSettings // этап 1: лимиты хранения
{
[Tooltip("Лимит без Складов: дерево, камень, металл, золото. Не утверждено")]
public float baseGoods = 1000f;
[Tooltip("Лимит еды без Амбаров. Не утверждено")]
public float baseFood = 1500f;
[Tooltip("+ к лимиту дерева, камня, металла, золота за каждый уровень Склада. Не утверждено")]
public float perWarehouseLevel = 1000f;
[Tooltip("+ к лимиту еды за каждый уровень Амбара. Не утверждено")]
public float perGranaryLevel = 1500f;
[Tooltip("Лимит синего кристалла (решение команды от 19.10: небольшой, не бесконечный). Число не утверждено")]
public float crystalCap = 50f;
[Tooltip("Цена Склада: дерево / камень. Не утверждено")]
public float warehouseWood = 200f;
public float warehouseStone = 100f;
[Tooltip("Цена Амбара: дерево / камень. Не утверждено")]
public float granaryWood = 150f;
public float granaryStone = 50f;
}
[Serializable]
public class UpgradeSettings // улучшение зданий (рабочие места, Дома, Склады, Амбары)
{
[Tooltip("Цена улучшения с 1 на 2 уровень: дерево / камень. Не утверждено")]
public float baseWood = 150f;
public float baseStone = 100f;
[Tooltip("Во сколько раз дорожает каждый следующий уровень. Не утверждено")]
public float multiplierPerLevel = 1.6f;
public int maxLevel = 10;
}
[Serializable]
public class DepositSettings // этап 4: качество месторождения (пока не используется)
{
public float poor = 0.6f;
public float normal = 1f;
public float rich = 1.5f;
}
[Serializable]
public class SoldierSettings // этап 5: цена солдата (пока не используется)
{
public int people = 1;
public float food = 15f;
public float iron = 5f;
public float gold = 5f;
[Tooltip("Время подготовки, секунд. Не утверждено")]
public int trainSeconds = 60;
}
[Serializable]
public class StartResources
{
[Tooltip("Ресурсы новой игры. Не утверждено")]
public float wood = 500f;
public float food = 500f;
public float stone = 200f;
public float iron = 100f;
public float gold = 100f;
public float gems = 0f;
}
[Header("Население (этап 2)")]
public PopulationSettings population = new PopulationSettings();
[Header("Стартовые ресурсы новой игры")]
public StartResources startResources = new StartResources();
[Header("Склады и лимиты (этап 1)")]
public StorageSettings storage = new StorageSettings();
[Header("Производство T1 (этап 3)")]
public ProductionSettings production = new ProductionSettings();
[Header("Улучшение зданий")]
public UpgradeSettings upgrade = new UpgradeSettings();
[Header("Месторождения (этап 4)")]
public DepositSettings deposits = new DepositSettings();
[Header("Солдат T1 (этап 5)")]
public SoldierSettings soldier = new SoldierSettings();
// ---------------- Загрузка ----------------
static EconomyConfig cached;
// Конфиг из Assets/Resources/EconomyConfig.asset. Нет ассета -- числа по умолчанию (из этого файла) и предупреждение.
public static EconomyConfig Load()
{
if (cached != null) return cached;
cached = Resources.Load<EconomyConfig>("EconomyConfig");
if (cached == null)
{
Debug.LogWarning("[ЭКОНОМИКА] Нет Assets/Resources/EconomyConfig.asset -- берутся числа по умолчанию из EconomyConfig.cs.");
cached = CreateInstance<EconomyConfig>();
}
return cached;
}
// Лимит склада для ресурса по уровням Складов и Амбаров. PositiveInfinity -- без лимита (люди, сила)
public float GetCapacity(ResourceType type, int warehouseLevels, int granaryLevels)
{
var s = storage;
switch (type)
{
case ResourceType.Wood:
case ResourceType.Stone:
case ResourceType.Iron:
case ResourceType.Gold: return s.baseGoods + s.perWarehouseLevel * warehouseLevels;
case ResourceType.Food: return s.baseFood + s.perGranaryLevel * granaryLevels;
case ResourceType.Gems: return s.crystalCap;
default: return float.PositiveInfinity;
}
}
// Цена улучшения здания с уровня level на level + 1
public ResourceAmount[] UpgradeCost(int level)
{
float m = Mathf.Pow(upgrade.multiplierPerLevel, Mathf.Max(0, level - 1));
return new[]
{
new ResourceAmount(ResourceType.Wood, Mathf.Round(upgrade.baseWood * m)),
new ResourceAmount(ResourceType.Stone, Mathf.Round(upgrade.baseStone * m)),
};
}
public float GetStartResource(ResourceType type)
{
var s = startResources;
switch (type)
{
case ResourceType.Wood: return s.wood;
case ResourceType.Food: return s.food;
case ResourceType.Stone: return s.stone;
case ResourceType.Iron: return s.iron;
case ResourceType.Gold: return s.gold;
case ResourceType.Gems: return s.gems;
default: return 0f;
}
}
}
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using UnityEngine;
// ТОЧКА СБОРКИ МОДУЛЕЙ (слой приложения). Документ: Docs/Modules/README.md
//
// Здесь и только здесь модули соединяются с остальной игрой:
// 1. регистрируются реализации контрактов, которые не регистрируются сами;
// 2. события модулей подключаются к системам, которые ещё не разнесены по модулям (GameProgress, Казармы).
// Модули друг о друге ничего не знают -- всю "проводку" видно в одном файле.
public static class GameModules
{
// Модули экономики для слоя приложения (окна, синхронизация города). Модули друг друга так не берут -- только через контракты.
public static PopulationService Population { get; private set; }
public static ProductionService Production { get; private set; }
// После SubsystemRegistration (там ядро очищается) и раньше любых Awake
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
static void Register()
{
// Боевая система -- чистый C#, сама зарегистрироваться не может
GameServices.Register<IBattleSystem>(new BattleSystem());
// Армия -- чистый C#, единственное место хранения войск (секция "army")
var army = new ArmyService();
GameServices.Register<IArmy>(army);
SaveRegistry.Register(army);
EventBus.Subscribe<TroopsChangedEvent>(_ => { if (GameProgress.HasInstance) GameProgress.Instance.MarkChanged(); });
EventBus.Subscribe<GameLoadedEvent>(_ => MigrateLegacyArmy(army));
// Население -- чистый C#: жители, рабочие, еда, прирост (секция "population"). Числа -- из EconomyConfig.
var config = EconomyConfig.Load();
var population = new PopulationService(ToPopulationRules(config));
Population = population;
GameServices.Register<IPopulation>(population);
SaveRegistry.Register(population);
// Добыча через рабочих -- чистый C# (секция "production"). Какие здания стоят, сообщает App/CitySync.
var production = new ProductionService(ToProductionRules(config));
Production = production;
GameServices.Register<IProduction>(production);
SaveRegistry.Register(production);
// Склад и Амбар появляются в списке стройки кодом -- до восстановления зданий из сохранения
EventBus.Subscribe<SettlementRestoringEvent>(_ => StorageBootstrap.Ensure());
// Тап по зданию -> окно здания и рабочих (статические события переживают Play в редакторе -- сначала отписка)
ResourceCollector.Tapped -= BuildingWindow.OnWorkplaceTapped;
ResourceCollector.Tapped += BuildingWindow.OnWorkplaceTapped;
StorageBuilding.Tapped -= BuildingWindow.OnStorageTapped;
StorageBuilding.Tapped += BuildingWindow.OnStorageTapped;
EventBus.Subscribe<GameLoadedEvent>(_ => population.OnGameLoaded(GameClock.UnixNow)); // офлайн-прогресс
EventBus.Subscribe<GameTimeAdvancedEvent>(e => population.Tick(e.UnixNow)); // перемотка (отладка)
EventBus.Subscribe<TroopsChangedEvent>(_ => population.Changed()); // воины -- тоже люди
EventBus.Subscribe<TownHallLevelChangedEvent>(_ => population.Changed()); // предел жилья вырос
EventBus.Subscribe<PopulationChangedEvent>(SyncPopulationResource);
EventBus.Subscribe<NewGameStartedEvent>(_ => GiveStartingKit(population, army, config));
EventBus.Subscribe<GameResetEvent>(_ => GiveStartingKit(population, army, config));
// Круг -- чистый C#, сам сохраняет, в каком Круге игрок (секция "circle")
var circle = new CircleService();
GameServices.Register<ICircle>(circle);
SaveRegistry.Register(circle);
// Чат -- чистый C#; история живёт, пока открыта игра (между сценами тоже)
GameServices.Register<IChat>(new ChatService(System.DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()));
// Казармы появляются в списке стройки кодом -- до восстановления зданий из сохранения
EventBus.Subscribe<SettlementRestoringEvent>(_ => BarracksBootstrap.Ensure());
// Статистика для заданий (GameProgress) -- по событиям Мира
EventBus.Subscribe<MarchStartedEvent>(OnMarchStarted);
EventBus.Subscribe<MarchReturnedEvent>(OnMarchReturned);
// Окно "ВОЙСКО ВЕРНУЛОСЬ" в городе
MarchReturnPopup.Reset();
EventBus.Subscribe<MarchReturnedEvent>(MarchReturnPopup.OnMarchReturned);
}
// Сцена загружена, Awake всех объектов прошли, Start -- ещё нет (сохранение грузится в Start)
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void MigrateLegacyMarches()
{
// Раньше походы хранились в progress.json (GameProgress.Data.sashaMarches).
// Теперь их сохраняет модуль Мира в save.json, секция "world". Переносим один раз.
var data = GameProgress.Instance.Data;
if (data.sashaMarches == null || data.sashaMarches.Count == 0 || MarchManager.Instance == null) return;
// Если в save.json уже есть секция "world", загрузка сохранения заменит эти походы на сохранённые
MarchManager.Instance.LoadMarches(new System.Collections.Generic.List<Bogatyri.World.MarchData>(data.sashaMarches));
// Из progress.json убираем, только когда походы уже записаны в save.json -- иначе вылет игры их потеряет
EventBus.Subscribe<GameSavedEvent>(ClearLegacyMarches);
}
static void ClearLegacyMarches(GameSavedEvent e)
{
EventBus.Unsubscribe<GameSavedEvent>(ClearLegacyMarches);
GameProgress.Instance.Data.sashaMarches.Clear();
GameProgress.Instance.MarkChanged();
Debug.Log("[МОДУЛИ] Походы перенесены из progress.json в модуль Мира.");
}
// Раньше войска хранились в progress.json (GameProgress.Data.troops и sashaMarchUnits моста ArmyBridge).
// Теперь -- в модуле Армии, save.json, секция "army". Переносим один раз, после загрузки сохранения.
static void MigrateLegacyArmy(ArmyService army)
{
var data = GameProgress.Instance.Data;
if (data.armyInModule) return;
if (!army.RestoredFromSave)
{
var legacyMarches = new System.Collections.Generic.List<System.Collections.Generic.KeyValuePair<int, int[]>>();
foreach (var m in data.sashaMarchUnits)
legacyMarches.Add(new System.Collections.Generic.KeyValuePair<int, int[]>(m.marchId, m.units));
army.ImportLegacy(data.troops, legacyMarches);
Debug.Log($"[МОДУЛИ] Войска перенесены из progress.json в модуль Армии: в городе {army.SoldiersAtHome}, в походах {army.TroopsInMarches}.");
}
// Из progress.json убираем, только когда войска уже записаны в save.json -- иначе вылет игры их потеряет
if (army.RestoredFromSave) ClearLegacyArmy(default);
else EventBus.Subscribe<GameSavedEvent>(ClearLegacyArmy);
}
static void ClearLegacyArmy(GameSavedEvent e)
{
EventBus.Unsubscribe<GameSavedEvent>(ClearLegacyArmy);
var data = GameProgress.Instance.Data;
data.armyInModule = true;
System.Array.Clear(data.troops, 0, data.troops.Length);
data.sashaMarchUnits.Clear();
GameProgress.Instance.MarkChanged();
}
// ---------------- Население и экономика ----------------
static PopulationRules ToPopulationRules(EconomyConfig config)
{
var p = config.population;
return new PopulationRules
{
StartTotal = p.startTotal,
StartWorkers = p.startWorkers,
StartSoldiers = p.startSoldiers,
FoodPerCivilianPerHour = p.foodPerCivilianPerHour,
FoodPerSoldierPerHour = p.foodPerSoldierPerHour,
GrowthPerHour = p.growthPerHour,
HousingBase = p.housingBase,
HousingPerTownHallLevel = p.housingPerTownHallLevel,
HousingPerHouseLevel = p.housingPerHouseLevel,
MaxOfflineHours = p.maxOfflineHours
};
}
static ProductionRules ToProductionRules(EconomyConfig config)
{
var p = config.production;
return new ProductionRules
{
// порядок как в WorkJob: лесоруб, фермер, каменотёс, шахтёр-металл, шахтёр-золото
PerWorkerPerHour = new double[] { p.woodcutterPerHour, p.farmerPerHour, p.stonecutterPerHour, p.minerIronPerHour, p.minerGoldPerHour },
SlotsPerBuilding = p.workerSlotsT1,
SlotsPerLevel = p.workerSlotsPerLevel,
EfficiencyPerLevel = p.efficiencyPerLevel
};
}
// Новая игра: стартовое войско (пехота) и стартовые ресурсы из EconomyConfig. Один раз на новую игру.
static void GiveStartingKit(PopulationService population, ArmyService army, EconomyConfig config)
{
if (!population.TryTakeStartingKit()) return;
if (population.Rules.StartSoldiers > 0) army.AddTroops(0, population.Rules.StartSoldiers);
if (GameServices.TryGet(out IEconomy economy))
{
ResourceType[] types = { ResourceType.Wood, ResourceType.Food, ResourceType.Stone, ResourceType.Iron, ResourceType.Gold, ResourceType.Gems };
foreach (var t in types)
{
float target = config.GetStartResource(t);
float current = economy.Get(t);
if (target > current) economy.Add(t, target - current); // не меньше стартового
}
}
Debug.Log($"[НАСЕЛЕНИЕ] Новая игра: {population.Total} человек, воинов {population.Soldiers}.");
}
// Верхняя панель показывает людей как ресурс "Люди" -- держим его равным населению
static void SyncPopulationResource(PopulationChangedEvent e)
{
if (!GameServices.TryGet(out IEconomy economy)) return;
float delta = e.Total - economy.Get(ResourceType.Population);
if (Mathf.Abs(delta) >= 0.5f) economy.Add(ResourceType.Population, delta);
}
static void OnMarchStarted(MarchStartedEvent e)
{
var data = GameProgress.Instance.Data;
data.marchesSent++;
data.dailyMarches++;
GameProgress.Instance.MarkChanged();
}
static void OnMarchReturned(MarchReturnedEvent e)
{
if (!e.Victory) return;
GameProgress.Instance.Data.worldWins++;
GameProgress.Instance.MarkChanged();
}
}
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using UnityEngine;
// Слой приложения: "сердцебиение" модуля Населения. Модуль -- чистый C# и не знает про Update,
// поэтому раз в несколько секунд его досчитывает этот объект. Живёт между сценами (город <-> карта мира).
// Создаётся сам при запуске игры, вешать никуда не нужно.
public class PopulationTicker : MonoBehaviour
{
const float Interval = 2f; // секунд реального времени между расчётами
static PopulationTicker instance;
float next;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void Create()
{
if (instance != null) return;
var go = new GameObject("PopulationTicker");
DontDestroyOnLoad(go);
instance = go.AddComponent<PopulationTicker>();
}
void Start()
{
next = Time.unscaledTime + Interval; // первый расчёт -- после загрузки сохранения (она идёт в Start сцены)
}
void Update()
{
if (Time.unscaledTime < next) return;
next = Time.unscaledTime + Interval;
if (GameServices.TryGet(out IPopulation population)) population.Tick(GameClock.UnixNow);
}
void OnDestroy()
{
if (instance == this) instance = null;
}
}
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using UnityEngine;
// Добавляет "Склад" и "Амбар" в список стройки кодом -- как Казармы (Meta/Build/BarracksBootstrap).
// Шаблон -- копия обычного здания без добычи; пока нет арта, отличаем цветом.
// Вызывается при загрузке сцены и перед восстановлением города из сохранения (SettlementRestoringEvent),
// иначе построенные Склады не нашлись бы при загрузке.
public static class StorageBootstrap
{
public const string WarehouseName = "Склад";
public const string GranaryName = "Амбар";
static GameObject warehouseTemplate;
static GameObject granaryTemplate;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void Init()
{
Ensure();
UnityEngine.SceneManagement.SceneManager.sceneLoaded += (s, m) => Ensure();
}
public static void Ensure()
{
var bm = BuildManager.Instance != null ? BuildManager.Instance : Object.FindAnyObjectByType<BuildManager>();
if (bm == null || bm.allBuildings == null) return;
bool hasWarehouse = false, hasGranary = false;
BuildingData template = null;
foreach (var b in bm.allBuildings)
{
if (b == null) continue;
if (b.buildingName == WarehouseName) hasWarehouse = true;
if (b.buildingName == GranaryName) hasGranary = true;
if (template == null && b.prefab != null && b.prefab.GetComponent<ResourceCollector>() != null) template = b;
}
if (hasWarehouse && hasGranary) return;
if (template == null) { Debug.LogWarning("[СКЛАДЫ] Нет здания-шаблона в BuildManager"); return; }
var cfg = EconomyConfig.Load().storage;
if (!hasWarehouse)
{
if (warehouseTemplate == null) warehouseTemplate = MakeTemplate(template.prefab, "Warehouse", StorageBuilding.Kind.Warehouse, new Color(0.85f, 0.7f, 0.5f));
bm.allBuildings.Add(MakeData(WarehouseName, template, warehouseTemplate, cfg.warehouseWood, cfg.warehouseStone));
}
if (!hasGranary)
{
if (granaryTemplate == null) granaryTemplate = MakeTemplate(template.prefab, "Granary", StorageBuilding.Kind.Granary, new Color(1f, 0.92f, 0.55f));
bm.allBuildings.Add(MakeData(GranaryName, template, granaryTemplate, cfg.granaryWood, cfg.granaryStone));
}
Debug.Log("[СКЛАДЫ] Склад и Амбар добавлены в список стройки");
}
static GameObject MakeTemplate(GameObject source, string name, StorageBuilding.Kind kind, Color tint)
{
var t = Object.Instantiate(source);
t.name = name;
t.SetActive(false);
Object.DontDestroyOnLoad(t);
foreach (var c in t.GetComponents<ResourceCollector>()) Object.DestroyImmediate(c);
foreach (var c in t.GetComponents<ResourceProducer>()) Object.DestroyImmediate(c);
foreach (var c in t.GetComponents<BuildingUI>()) Object.DestroyImmediate(c);
for (int i = t.transform.childCount - 1; i >= 0; i--)
Object.DestroyImmediate(t.transform.GetChild(i).gameObject); // полоска над зданием не нужна
var sr = t.GetComponent<SpriteRenderer>();
if (sr != null) sr.color = tint;
t.AddComponent<StorageBuilding>().kind = kind;
return t;
}
static BuildingData MakeData(string title, BuildingData template, GameObject prefab, float wood, float stone)
{
var data = ScriptableObject.CreateInstance<BuildingData>();
data.name = "Data_" + prefab.name + "_Runtime";
data.buildingName = title;
data.icon = template.icon;
data.prefab = prefab;
data.requiredTownHallLevel = 1;
data.cost = new[]
{
new ResourceCost { type = ResourceType.Wood, amount = wood },
new ResourceCost { type = ResourceType.Stone, amount = stone },
};
return data;
}
}
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using System;
using UnityEngine;
// Склад или Амбар (этап 1): каждый уровень поднимает лимит хранения.
// Склад -- дерево, камень, металл, золото; Амбар -- еда. Числа -- EconomyConfig, раздел "Склады и лимиты".
// Здание появляется в списке стройки кодом (App/StorageBootstrap), отдельных префабов пока нет.
// Уровень сохраняет модуль Поселения (ILeveledBuilding), лимиты считает App/CitySync.
public class StorageBuilding : MonoBehaviour, ILeveledBuilding
{
public enum Kind { Warehouse, Granary }
public static event Action<StorageBuilding> Tapped;
public Kind kind;
public int level = 1;
public int Level { get => level; set => level = Mathf.Max(1, value); }
public string Title => kind == Kind.Warehouse ? StorageBootstrap.WarehouseName : StorageBootstrap.GranaryName;
Vector3 downPos;
void OnMouseDown()
{
downPos = Input.mousePosition;
}
// Тап, а не перетаскивание камеры
void OnMouseUpAsButton()
{
if (UIBlocker.IsPointerOverUI()) return;
if ((Input.mousePosition - downPos).magnitude > 25f) return;
Tapped?.Invoke(this);
}
}
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using UnityEngine;
public class CameraController : MonoBehaviour
{
[Header("Настройки перемещения")]
public float moveSpeed = 10f;
[Header("Настройки зума")]
public float zoomSpeed = 2f; // скорость изменения размера
public float minOrthoSize = 2f; // минимальный размер (максимальное приближение)
public float maxOrthoSize = 50f; // максимальный размер (максимальное удаление)
private Vector3 _lastMousePosition;
private bool _isDragging = false;
void Update()
{
// --- Перемещение по зажатой левой кнопке мыши ---
if (Input.GetMouseButtonDown(0) && !UIBlocker.IsPointerOverUI()) // не тащим камеру, когда листаем панель
{
_lastMousePosition = Input.mousePosition;
_isDragging = true;
}
else if (Input.GetMouseButtonUp(0))
{
_isDragging = false;
}
if (_isDragging)
{
Vector3 currentMousePosition = Input.mousePosition;
Vector3 delta = currentMousePosition - _lastMousePosition;
// Двигаем камеру (инвертируем Y, потому что экранные координаты вверх, а мир вниз)
transform.position += new Vector3(-delta.x, delta.y, 0) * moveSpeed * Time.deltaTime;
_lastMousePosition = currentMousePosition;
}
// --- Зум по колёсику мыши ---
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll != 0f && !UIBlocker.IsPointerOverUI())
{
Camera cam = GetComponent<Camera>();
float targetSize = cam.orthographicSize - scroll * zoomSpeed;
// Ограничиваем зум диапазоном
targetSize = Mathf.Clamp(targetSize, minOrthoSize, maxOrthoSize);
cam.orthographicSize = targetSize;
}
}
}
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using UnityEngine;
// КАМЕРА ГОРОДА (как в мобильных стратегиях):
// - перетаскивание одним пальцем / левой кнопкой мыши -- двигает карту
// - щипок двумя пальцами / колёсико мыши -- приближение и отдаление (к точке под пальцем/курсором)
// - камера не уезжает за границы карты (bounds)
// - над интерфейсом (HUD, панели) ничего не делает
// - без поворотов и наклонов: изометрия уже нарисована в спрайтах
// Вешается на Main Camera вместо CameraController / CameraZoom / FlyCamera.
[RequireComponent(typeof(Camera))]
public class CityCamera : MonoBehaviour
{
[Header("Зум (orthographic size)")]
public float minZoom = 3f;
public float maxZoom = 14f;
public float wheelZoomSpeed = 2.5f;
public float zoomSmooth = 12f;
[Header("Границы карты (мировые координаты). Пусто = посчитать по объектам сцены")]
public bool autoBounds = true;
public Rect bounds = new Rect(-25, -15, 50, 30);
[Tooltip("Запас за краем карты, чтобы край не прилипал к экрану")]
public float boundsPadding = 4f;
[Header("Инерция после свайпа")]
public float inertiaDamping = 6f;
Camera cam;
float targetZoom;
Vector3 lastWorld;
bool dragging;
Vector3 velocity;
float lastPinchDist;
void Awake()
{
cam = GetComponent<Camera>();
cam.orthographic = true;
transform.rotation = Quaternion.identity;
transform.localScale = Vector3.one; // старый CameraZoom масштабировал камеру -- сбрасываем
targetZoom = Mathf.Clamp(cam.orthographicSize, minZoom, maxZoom);
}
void Start()
{
if (autoBounds) CalculateBounds();
ClampPosition();
}
// Границы по всем спрайтам и тайлмапам сцены (кроме UI)
public void CalculateBounds()
{
bool any = false;
Bounds b = new Bounds();
foreach (var r in FindObjectsByType<Renderer>(FindObjectsSortMode.None))
{
string tn = r.GetType().Name;
if (tn != "SpriteRenderer" && tn != "TilemapRenderer") continue; // только карта и здания
if (r.gameObject.layer == 5) continue; // UI
if (r.GetComponentInParent<Canvas>() != null) continue; // всё, что внутри интерфейса
if (!any) { b = r.bounds; any = true; } else b.Encapsulate(r.bounds);
}
if (any) bounds = new Rect(b.min.x, b.min.y, b.size.x, b.size.y);
}
void Update()
{
bool overUI = UIBlocker.IsPointerOverUI();
if (Input.touchCount >= 2) HandlePinch();
else HandleDrag(overUI);
// колёсико мыши -- зум к курсору
float wheel = Input.GetAxis("Mouse ScrollWheel");
if (Mathf.Abs(wheel) > 0.001f && !overUI)
ZoomTowards(Input.mousePosition, targetZoom - wheel * wheelZoomSpeed * 4f);
// плавный зум
if (Mathf.Abs(cam.orthographicSize - targetZoom) > 0.001f)
{
Vector3 before = cam.ScreenToWorldPoint(zoomAnchor);
cam.orthographicSize = Mathf.Lerp(cam.orthographicSize, targetZoom, Time.unscaledDeltaTime * zoomSmooth);
Vector3 after = cam.ScreenToWorldPoint(zoomAnchor);
transform.position += before - after; // точка под пальцем остаётся на месте
}
// инерция
if (!dragging && velocity.sqrMagnitude > 0.0001f)
{
transform.position += velocity * Time.unscaledDeltaTime;
velocity = Vector3.Lerp(velocity, Vector3.zero, Time.unscaledDeltaTime * inertiaDamping);
}
ClampPosition();
}
Vector3 zoomAnchor;
void ZoomTowards(Vector3 screenPoint, float zoom)
{
zoomAnchor = screenPoint;
targetZoom = Mathf.Clamp(zoom, minZoom, maxZoom);
}
void HandleDrag(bool overUI)
{
if (Input.GetMouseButtonDown(0))
{
dragging = !overUI; // начали тащить на интерфейсе -- карту не двигаем
velocity = Vector3.zero;
lastWorld = cam.ScreenToWorldPoint(Input.mousePosition);
}
if (Input.GetMouseButtonUp(0)) dragging = false;
if (!dragging || !Input.GetMouseButton(0)) return;
Vector3 now = cam.ScreenToWorldPoint(Input.mousePosition);
Vector3 delta = lastWorld - now;
delta.z = 0;
transform.position += delta;
if (Time.unscaledDeltaTime > 0) velocity = Vector3.Lerp(velocity, delta / Time.unscaledDeltaTime, 0.5f);
lastWorld = cam.ScreenToWorldPoint(Input.mousePosition); // после сдвига камеры
}
void HandlePinch()
{
dragging = false;
velocity = Vector3.zero;
Touch a = Input.GetTouch(0), b = Input.GetTouch(1);
float dist = Vector2.Distance(a.position, b.position);
if (a.phase == TouchPhase.Began || b.phase == TouchPhase.Began || lastPinchDist <= 0f)
{
lastPinchDist = dist;
return;
}
if (dist > 1f)
{
float ratio = lastPinchDist / dist;
ZoomTowards((a.position + b.position) * 0.5f, targetZoom * ratio);
}
lastPinchDist = dist;
if (a.phase == TouchPhase.Ended || b.phase == TouchPhase.Ended) lastPinchDist = 0f;
}
void ClampPosition()
{
float halfH = cam.orthographicSize;
float halfW = halfH * cam.aspect;
Rect r = new Rect(bounds.xMin - boundsPadding, bounds.yMin - boundsPadding,
bounds.width + boundsPadding * 2, bounds.height + boundsPadding * 2);
Vector3 p = transform.position;
p.x = r.width > halfW * 2 ? Mathf.Clamp(p.x, r.xMin + halfW, r.xMax - halfW) : r.center.x;
p.y = r.height > halfH * 2 ? Mathf.Clamp(p.y, r.yMin + halfH, r.yMax - halfH) : r.center.y;
transform.position = p;
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.cyan;
Gizmos.DrawWireCube(bounds.center, bounds.size);
}
}
-2
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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: d9530f2e8714d3746b25452c7fd56cd3
-130
View File
@@ -1,130 +0,0 @@
using UnityEngine;
using UnityEngine.UI;
// Отвязывает HUD от камеры и ставит одну нормальную камеру.
//
// Было: HUD_Canvas в режиме World Space был дочерним объектом камеры, а CameraZoom масштабировал
// саму камеру, чтобы HUD не уменьшался при зуме. Поэтому HUD ехал, дрожал и масштабировался криво.
// Стало: HUD_Canvas -- Screen Space Overlay (всегда приклеен к экрану, камера на него не влияет),
// на камере -- только CityCamera (перетаскивание, щипок, колёсико, границы карты).
//
// Работает в двух местах:
// - при запуске игры (автоматически), если сцену ещё не исправили в редакторе;
// - Tools -> Fix Camera & HUD (или Build HUD Panels) -- исправляет и сохраняет сцену навсегда.
public static class HUDCameraSetup
{
// ОТКЛЮЧЕНО по просьбе команды: камера и HUD вернулись к прежней схеме (Tools -> Restore Old Camera & HUD).
// Автоисправление при запуске больше не выполняется.
static void AutoFix()
{
// и при каждой следующей загрузке города (возврат с карты мира)
UnityEngine.SceneManagement.SceneManager.sceneLoaded += (s, m) => Apply(false);
int changes = Apply(false);
if (changes > 0)
Debug.Log("[КАМЕРА/HUD] Исправлено при запуске: " + changes +
". Чтобы сохранить в сцене навсегда -- Tools -> Fix Camera & HUD");
}
// editMode = true -- вызывается из редактора: лишние компоненты удаляются, а не выключаются
public static int Apply(bool editMode)
{
int changes = 0;
// ---------- HUD ----------
var hudGO = GameObject.Find("HUD_Canvas");
if (hudGO != null)
{
var canvas = hudGO.GetComponent<Canvas>();
var rt = (RectTransform)hudGO.transform;
if (canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay)
{
Vector2 designSize = rt.sizeDelta; // размер, под который дизайнер расставил HUD
if (designSize.x < 100 || designSize.y < 100) designSize = new Vector2(1080, 1920);
if (hudGO.transform.parent != null) hudGO.transform.SetParent(null, false);
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 100;
rt.localScale = Vector3.one;
rt.localRotation = Quaternion.identity;
var scaler = hudGO.GetComponent<CanvasScaler>();
if (scaler == null) scaler = hudGO.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = designSize; // HUD выглядит так же, как его собрал дизайнер
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
scaler.matchWidthOrHeight = 1f; // как было в мире: высота HUD = высота экрана
changes++;
}
// высота HUD = высота экрана (так HUD выглядел, пока был привязан к камере)
var sc = hudGO.GetComponent<CanvasScaler>();
if (sc != null && canvas != null && canvas.renderMode == RenderMode.ScreenSpaceOverlay && sc.matchWidthOrHeight != 1f)
{ sc.matchWidthOrHeight = 1f; changes++; }
changes += ConvertSpritesToImages(hudGO, editMode);
changes += RemoveOrDisable(hudGO, "HUDWorldSpaceSync", editMode);
}
// ---------- КАМЕРА ----------
var cam = Camera.main;
if (cam != null)
{
changes += RemoveOrDisable(cam.gameObject, "CameraZoom", editMode);
changes += RemoveOrDisable(cam.gameObject, "CameraController", editMode);
changes += RemoveOrDisable(cam.gameObject, "FlyCamera", editMode);
if (cam.transform.localScale != Vector3.one) { cam.transform.localScale = Vector3.one; changes++; }
if (cam.transform.rotation != Quaternion.identity) { cam.transform.rotation = Quaternion.identity; changes++; }
if (cam.GetComponent<CityCamera>() == null) { cam.gameObject.AddComponent<CityCamera>(); changes++; }
}
return changes;
}
// В экранном Canvas обычные SpriteRenderer не рисуются как часть интерфейса -- они улетают в мир
// огромными картинками (отсюда белая "клетка" на весь экран). Переделываем их в UI Image того же размера.
static int ConvertSpritesToImages(GameObject hud, bool editMode)
{
int n = 0;
foreach (var sr in hud.GetComponentsInChildren<SpriteRenderer>(true))
{
if (sr.sprite == null) { sr.enabled = false; continue; }
var t = sr.transform;
var parent = t.parent as RectTransform;
if (parent == null) { sr.enabled = false; continue; }
var go = new GameObject(t.name + "_UI", typeof(RectTransform), typeof(Image));
var rt = (RectTransform)go.transform;
rt.SetParent(parent, false);
rt.SetSiblingIndex(t.GetSiblingIndex());
rt.anchorMin = rt.anchorMax = parent.pivot; // localPosition считается от pivot родителя
rt.pivot = new Vector2(0.5f, 0.5f);
Vector2 size = Vector2.Scale(sr.sprite.bounds.size, new Vector2(Mathf.Abs(t.localScale.x), Mathf.Abs(t.localScale.y)));
rt.sizeDelta = size;
rt.localPosition = t.localPosition + (Vector3)Vector2.Scale(sr.sprite.bounds.center, t.localScale);
rt.localRotation = t.localRotation;
var img = go.GetComponent<Image>();
img.sprite = sr.sprite;
img.color = sr.color;
img.raycastTarget = false;
img.preserveAspect = false;
if (editMode) Object.DestroyImmediate(t.gameObject);
else t.gameObject.SetActive(false);
n++;
}
return n;
}
// Компоненты ищем по имени класса: часть из них (FlyCamera, HUDWorldSpaceSync) в проекте уже нет
static int RemoveOrDisable(GameObject go, string typeName, bool editMode)
{
int n = 0;
foreach (var mb in go.GetComponents<MonoBehaviour>())
{
if (mb == null || mb.GetType().Name != typeName) continue;
if (editMode) Object.DestroyImmediate(mb);
else if (mb.enabled) mb.enabled = false;
else continue;
n++;
}
return n;
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 256165dd8ffe7dc4490c9e5b9796b782
@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 3baf0cc9c3e937b43b5085d21429d613
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,54 +0,0 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using System.Collections.Generic;
// Заполняет меню стройки кнопками для каждого доступного здания.
// Вешается на пустой объект-контейнер меню (например BuildMenuPanel).
public class BuildMenuUi : MonoBehaviour
{
[Header("Ссылки")]
public Transform buttonContainer; //Куда савить снопки
public GameObject buildingButtonPrefab; //Преваб одной кнопки здания
void Start()
{
RefreshMenu();
}
void OnEnable()
{
if (BuildManager.Instance == null) return;
RefreshMenu();
}
public void RefreshMenu()
{
//Чистка старых кнопок перед сборкой списка
foreach (Transform child in buttonContainer)
{
Destroy(child.gameObject);
}
List<BuildingData> available = BuildManager.Instance.GetAvailableBuildings();
foreach (var building in available)
{
GameObject btnGO = Instantiate(buildingButtonPrefab, buttonContainer);
Transform iconT = btnGO.transform.Find("Icon");
Transform nameT = btnGO.transform.Find("NameText");
Transform costT = btnGO.transform.Find("CostText");
if (iconT != null) iconT.GetComponent<Image>().sprite = building.icon;
if (nameT != null) nameT.GetComponent<TMP_Text>().text = building.buildingName;
if (costT != null) costT.GetComponent<TMP_Text>().text = building.GetCostText();
Button btn = btnGO.GetComponent<Button>();
BuildingData capturedBuilding = building; // важно для замыкания в цикле
btn.onClick.AddListener(() =>
{
BuildManager.Instance.StartPlacing(capturedBuilding);
gameObject.SetActive(false); // закрываем меню после выбора, идём размещать здание
});
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: e52ef64e91883de4c94450d91e119b48
+29 -25
View File
@@ -1,51 +1,55 @@
using System;
<<<<<<< HEAD
using UnityEngine;
using UnityEngine.UI;
using TMPro;
=======
using Unity.VisualScripting;
using UnityEditor.Build.Player;
using UnityEngine;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.UI;
>>>>>>> origin/main
// Полоска над зданием (этап 3): рабочие этой профессии / места в городе.
// Раньше показывала накопленный запас кликера -- кликер убран, добычу дают рабочие.
// У Дома и Кристалла рабочих нет -- там подпись уровня, полоска скрыта.
public class BuildingUI : MonoBehaviour
{
[Header("Настройки")]
public ResourceCollector building;
public TMP_Text stokText;
public Slider progressBar;
public ResourceCollector building;
<<<<<<< HEAD
public TMP_Text stokText;
=======
public Text stokText;
>>>>>>> origin/main
public Slider progressBar;
float next;
void Start()
void Start()
{
if (building == null)
{
Debug.LogError("Ошибка BuildingUI: не назначено здание (Building)!");
Debug.LogError("Ошибка BuildingUI: не назначено здание (Buildint)!");
enabled = false;
return;
}
UpdateUI();
}
}
void Update()
{
if (Time.unscaledTime < next) return;
next = Time.unscaledTime + 0.5f;
UpdateUI();
}
void UpdateUI()
{
bool workplace = building.IsWorkplace;
if (progressBar != null && progressBar.gameObject.activeSelf != workplace) progressBar.gameObject.SetActive(workplace);
if (!workplace)
if (stokText != null)
{
if (stokText != null) stokText.text = building.IsHouse ? $"Дом {building.level} ур." : $"{building.level} ур.";
return;
stokText.text = $"{building.GetCurrentStock():F1} / {building.GetMaxCapacity()}";
}
if (progressBar != null)
{
float fill = building.GetCurrentStock() / building.GetMaxCapacity();
progressBar.value = Mathf.Clamp01(fill);
}
float workers = building.GetCurrentStock();
float slots = building.GetMaxCapacity();
if (stokText != null) stokText.text = $"Рабочие {workers:0} / {slots:0}";
if (progressBar != null) progressBar.value = slots > 0 ? Mathf.Clamp01(workers / slots) : 0f;
}
}
+160
View File
@@ -0,0 +1,160 @@
using UnityEngine;
using System.Collections;
<<<<<<< HEAD
using System;
=======
>>>>>>> origin/main
public class ResourceCollector : MonoBehaviour
{
[Header("Что производит это здание")]
public ResourceType resourceType;
[Tooltip("База награды за клик (используется для расчета множителя уровня)")]
public float amountPerClick = 10f;
[Header("Параметры хранилища")]
[Tooltip("Максимальная вместимость")]
public float maxCapacity = 100f;
[Tooltip("Текущий запас (меняется автоматически)")]
public float currentStock = 0f;
[Header("Уровень здания")]
public int level = 1;
public float perLevelMultiplier = 1.2f;
private ResourceManager _manager;
private bool isRecharging = false;
void Awake()
{
_manager = ResourceManager.Instance;
if (_manager == null)
{
Debug.LogError($"{gameObject.name}: ResourceManager не найден!");
enabled = false;
return;
}
currentStock = 0f;
}
// НОВЫЙ МЕТОД: Чтобы UI мог спрашивать: "Сколько там сейчас?"
public float GetCurrentStock()
{
return currentStock;
}
public float GetMaxCapacity()
{
return maxCapacity;
}
void OnMouseDown()
{
<<<<<<< HEAD
// Если уже идёт восстановление — ничего не делаем
if (isRecharging)
{
Debug.Log($"[КЛИК] {gameObject.name}: уже идёт восстановление, ждём.");
return;
}
// Если запас есть — забираем ресурсы
if (currentStock > 0)
{
float finalAmount = amountPerClick * Mathf.Pow(perLevelMultiplier, level - 1);
float reward = currentStock; // берём всё, что накопилось
_manager.AddResource(resourceType, reward);
currentStock = 0f;
Debug.Log($"[СБОР] Получено {reward:F1} {resourceType}. Запас сброшен в 0.");
// Сразу запускаем восстановление после сбора
=======
if (currentStock <= 0)
{
Debug.Log($"[КЛИК] {gameObject.name} пуст. Идет восстановление...");
return;
}
float finalAmount = amountPerClick * Mathf.Pow(perLevelMultiplier, level - 1);
// Отдаем всё, что накопилось
float reward = currentStock;
_manager.AddResource(resourceType, reward);
// СБРОС В НОЛЬ
currentStock = 0f;
Debug.Log($"[СБОР] Получено {reward:F1} {resourceType}. Запас сброшен в 0.");
>>>>>>> origin/main
if (!isRecharging)
{
StartCoroutine(RechargeRoutine());
}
}
<<<<<<< HEAD
else
{
// Если запаса нет и восстановление ещё не запущено — запускаем его
Debug.Log($"[КЛИК] {gameObject.name} пуст, запускаем восстановление.");
if (!isRecharging)
{
StartCoroutine(RechargeRoutine());
}
}
}
System.Collections.IEnumerator RechargeRoutine()
{
if (isRecharging) yield break;
isRecharging = true;
float rechargeRate = 5f; // единиц в секунду
float timeToFill = (maxCapacity - currentStock) / rechargeRate;
float elapsed = 0f;
while (elapsed < timeToFill)
{
elapsed += Time.deltaTime;
float progress = Mathf.Clamp01(elapsed / timeToFill);
currentStock = Mathf.Lerp(currentStock, maxCapacity, progress);
yield return null;
}
currentStock = maxCapacity;
isRecharging = false;
Debug.Log($"[ГОТОВО] {gameObject.name} полностью заполнен!");
}
=======
System.Collections.IEnumerator RechargeRoutine()
{
if (isRecharging) yield break;
isRecharging = true;
float rechargeRate = 5f; // Единиц в секунду
while (currentStock < maxCapacity)
{
currentStock += rechargeRate * Time.deltaTime;
if (currentStock > maxCapacity) currentStock = maxCapacity;
yield return null;
}
isRecharging = false;
Debug.Log($"[ГОТОВО] {gameObject.name} полностью заполнен!");
}
>>>>>>> origin/main
public void Upgrade()
{
level++;
Debug.Log($"[АПГРЕЙД] Уровень {level}");
}
}
+88
View File
@@ -0,0 +1,88 @@
using System;
using System.Collections.Generic;
using UnityEngine;
// Центральное хранилище всех ресурсов игрока.
// Один объект на сцену (Singleton) -- любой скрипт обращается через ResourceManager.Instance
public enum ResourceType
{
Power, // "сила" -- как в референсе HUD
Food,
Wood,
Stone,
Iron,
Gold,
Gems
}
public class ResourceManager : MonoBehaviour
{
public static ResourceManager Instance { get; private set; }
// Событие: вызывается каждый раз, когда любой ресурс меняется.
// UI подписывается на него, чтобы обновлять текст автоматически, без Update() каждый кадр.
public event Action<ResourceType, float> OnResourceChanged;
[Header("Стартовые значения (для теста/баланса)")]
public float startWood = 0f;
public float startStone = 0f;
public float startIron = 0f;
public float startFood = 0f;
public float startGold = 0f;
public float startGems = 0f;
public float startPower = 0f;
private Dictionary<ResourceType, float> resources = new Dictionary<ResourceType, float>();
void Awake()
{
// Классический паттерн Singleton: если уже есть экземпляр -- уничтожаем дубликат
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject); // менеджер ресурсов должен жить между сценами (меню -> игра)
resources[ResourceType.Wood] = startWood;
resources[ResourceType.Stone] = startStone;
resources[ResourceType.Iron] = startIron;
resources[ResourceType.Food] = startFood;
resources[ResourceType.Gold] = startGold;
resources[ResourceType.Gems] = startGems;
resources[ResourceType.Power] = startPower;
}
// Добавить ресурс (можно и отрицательное число -- для трат)
public void AddResource(ResourceType type, float amount)
{
if (!resources.ContainsKey(type))
resources[type] = 0f;
resources[type] += amount;
if (resources[type] < 0f) resources[type] = 0f; // ресурс не уходит в минус
OnResourceChanged?.Invoke(type, resources[type]);
}
// Проверить, хватает ли ресурса (для трат/построек в будущем)
public bool HasEnough(ResourceType type, float amount)
{
return GetResource(type) >= amount;
}
// Попробовать потратить -- вернёт false, если не хватило (и ничего не спишет)
public bool TrySpend(ResourceType type, float amount)
{
if (!HasEnough(type, amount)) return false;
AddResource(type, -amount);
return true;
}
public float GetResource(ResourceType type)
{
return resources.TryGetValue(type, out float value) ? value : 0f;
}
}
@@ -0,0 +1,56 @@
using Unity.Microsoft.GDK;
using UnityEngine;
// Вешается на ЛЮБОЕ здание (лесопилка, каменоломня, шахта) -- настраиваешь
// в Inspector, какой ресурс и сколько оно производит. Один скрипт на все типы построек.
//
// ПРИМЕР НАСТРОЙКИ:
// Лесопилка: resourceType = Wood, amountPerTick = 5, tickInterval = 3
// Каменоломня: resourceType = Stone, amountPerTick = 4, tickInterval = 3
// Шахта: resourceType = Iron, amountPerTick = 2, tickInterval = 4 (руда добывается медленнее)
public class ResourceProducer : MonoBehaviour
{
[Header("Что производит это здание")]
public ResourceType resourceType;
public float amountPerTick = 1f;
public float tickInterval = 3f; // секунд между "тиками" производства
[Header("Уровень здания (для будущего апгрейда)")]
public int level = 1;
[Tooltip("Множитель производства за каждый уровень выше первого")]
public float perLevelMultiplier = 1.2f;
private float timer;
void Update()
{
timer += Time.deltaTime;
if (timer >= tickInterval)
{
timer -= tickInterval;
Produce();
}
}
void Produce()
{
if (ResourceManager.Instance == null)
{
Debug.LogWarning($"{gameObject.name}: ResourceManager.Instance не найден. " +
"Убедись, что на сцене есть объект с компонентом ResourceManager.");
return;
}
float finalAmount = amountPerTick * Mathf.Pow(perLevelMultiplier, level - 1);
ResourceManager.Instance.AddResource(resourceType, finalAmount);
Debug.Log($"{gameObject.name} произвел {finalAmount} {resourceType}. Итого: {ResourceManager.Instance.GetResource(resourceType)}");
}
// Вызывай при апгрейде здания (кнопка "улучшить" повесишь позже)
public void Upgrade()
{
level++;
}
}
+46 -67
View File
@@ -1,92 +1,71 @@
using UnityEngine;
using TMPro;
// Ресурс на верхней панели (этап 1): "запас / лимит" и прирост в час.
// - Дерево, камень, металл, золото, еда, кристаллы: "820 / 1000" и строкой ниже "+50/ч" (у еды -- добыча минус расход);
// - Люди: "300 / 350" (население / предел жилья) и прирост людей в час.
// Числа без сокращений 1.2K / 1.5M: по документу нормальный масштаб -- сотни и тысячи.
[RequireComponent(typeof(TMP_Text))]
public class ResourceUIText : MonoBehaviour
{
public ResourceType resourceType;
[Tooltip("Показывать лимит склада: \"820 / 1000\"")]
public bool showCapacity = true;
[Tooltip("Показывать прирост в час второй строкой: \"+50/ч\"")]
public bool showRate = true;
[Tooltip("Устарело (этап 1): сокращения 1.2K / 1.5M убраны")]
[HideInInspector] public bool useShortFormat;
[Tooltip("Сокращать большие числа (1200 -> 1.2K, 1500000 -> 1.5M), как на референсе HUD")]
public bool useShortFormat = true;
private TMP_Text label;
private float next;
private string lastText;
void Awake()
{
label = GetComponent<TMP_Text>();
// В сцене на ячейках дерева, камня, металла, золота и кристалла по ошибке висит второй такой же компонент
// с типом "Люди" -- он перебивал число ресурса. Если рядом есть компонент с настоящим ресурсом -- выключаемся.
if (resourceType == ResourceType.Population)
{
foreach (var other in GetComponents<ResourceUIText>())
{
if (other != this && other.resourceType != ResourceType.Population)
{
enabled = false;
return;
}
}
}
}
void OnEnable()
{
next = 0f;
}
void Update()
{
if (Time.unscaledTime < next) return;
next = Time.unscaledTime + 0.5f;
Refresh();
}
void Refresh()
{
string text = BuildText();
if (text == lastText) return;
lastText = text;
label.text = text;
}
string BuildText()
{
// Люди -- из модуля Населения
if (resourceType == ResourceType.Population && GameServices.TryGet(out IPopulation pop))
// Ждём, пока ResourceManager точно проинициализируется (Awake порядок не гарантирован)
if (ResourceManager.Instance != null)
{
string value = showCapacity ? $"{pop.Total} / {pop.HousingCap}" : pop.Total.ToString();
return showRate ? value + RateLine(pop.GrowthPerHour) : value;
Subscribe();
}
else
{
Invoke(nameof(TrySubscribeDelayed), 0.1f);
}
if (!GameServices.TryGet(out IEconomy economy)) return "0";
int amount = Mathf.FloorToInt(economy.Get(resourceType));
float cap = economy.GetCapacity(resourceType);
string main = showCapacity && !float.IsInfinity(cap) ? $"{amount} / {Mathf.RoundToInt(cap)}" : amount.ToString();
if (!showRate || resourceType == ResourceType.Power) return main;
float rate = GameServices.TryGet(out IProduction production) ? production.RatePerHour(resourceType) : 0f;
if (resourceType == ResourceType.Food && GameServices.TryGet(out IPopulation p)) rate -= p.FoodPerHour;
if (resourceType == ResourceType.Gems) return main; // кристалл не добывается рабочими (разломы на карте мира)
return main + RateLine(rate);
}
static string RateLine(float rate)
void TrySubscribeDelayed()
{
string color = rate < 0 ? "#ff8a80" : "#9be29b";
string sign = rate > 0 ? "+" : "";
return $"\n<size=60%><color={color}>{sign}{rate:0.#}/ч</color></size>";
if (ResourceManager.Instance != null)
Subscribe();
}
void Subscribe()
{
ResourceManager.Instance.OnResourceChanged += HandleResourceChanged;
// сразу показать текущее значение при старте, не дожидаясь первого изменения
UpdateText(ResourceManager.Instance.GetResource(resourceType));
}
void OnDisable()
{
if (ResourceManager.Instance != null)
ResourceManager.Instance.OnResourceChanged -= HandleResourceChanged;
}
void HandleResourceChanged(ResourceType type, float newValue)
{
if (type != resourceType) return; // реагируем только на "свой" ресурс
UpdateText(newValue);
}
void UpdateText(float value)
{
label.text = useShortFormat ? FormatShort(value) : Mathf.FloorToInt(value).ToString();
}
string FormatShort(float value)
{
if (value >= 1_000_000f)
return (value / 1_000_000f).ToString("0.#") + "M";
if (value >= 1_000f)
return (value / 1_000f).ToString("0.#") + "K";
return Mathf.FloorToInt(value).ToString();
}
}
-8
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-73
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@@ -1,73 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using TMPro;
// КАЗАРМЫ -- здание для найма войск.
// - Без казарм нанимать войска нельзя.
// - Каждые казармы дают +1 место в очереди обучения (1 казармы = 3 места, максимум 5).
// - Нажатие на казармы открывает панель "Войска" (найм).
// - Над зданием подпись: что сейчас обучается и сколько осталось.
// Вешается на префаб Barracks (его создаёт Tools -> Build HUD Panels).
public class Barracks : MonoBehaviour
{
public static readonly List<Barracks> All = new List<Barracks>();
public static int Count { get { return All.Count; } }
// Размер очереди обучения в зависимости от числа казарм
public static int QueueSize { get { return Count == 0 ? 0 : Mathf.Min(5, 2 + Count); } }
TextMeshPro label;
float next;
void OnEnable() { if (!All.Contains(this)) All.Add(this); }
void OnDisable() { All.Remove(this); }
void Start()
{
// подпись над зданием (обычный 3D-текст, не UI)
var go = new GameObject("BarracksLabel");
go.transform.SetParent(transform, false);
var sr = GetComponent<SpriteRenderer>();
float top = sr != null && sr.sprite != null ? sr.sprite.bounds.max.y : 1f;
go.transform.localPosition = new Vector3(0, top + 0.15f, 0);
label = go.AddComponent<TextMeshPro>();
label.fontSize = 3f;
label.alignment = TextAlignmentOptions.Center;
label.rectTransform.sizeDelta = new Vector2(6f, 1.2f);
label.color = Color.white;
label.outlineWidth = 0.2f;
label.outlineColor = Color.black;
var r = label.GetComponent<MeshRenderer>();
if (r != null) r.sortingOrder = (sr != null ? sr.sortingOrder : 0) + 10;
Refresh();
}
void Update()
{
if (Time.unscaledTime < next) return;
next = Time.unscaledTime + 0.5f;
Refresh();
}
void Refresh()
{
if (label == null) return;
var d = GameProgress.Instance.Data;
if (d.training.Count == 0)
{
label.text = "Казармы\n<size=70%>нажмите, чтобы нанять</size>";
return;
}
var o = d.training[0];
label.text = "Казармы\n<size=70%>" + GameData.Troops[o.troopIndex].name + " ×" + o.count + " " +
GameData.FormatTime(GameProgress.Instance.TrainingSecondsLeft(o)) +
(d.training.Count > 1 ? " (+" + (d.training.Count - 1) + ")" : "") + "</size>";
}
void OnMouseDown()
{
if (UIBlocker.IsPointerOverUI()) return;
if (BuildModeController.Instance != null && BuildModeController.Instance.IsActive) return;
if (UIPanelManager.Instance != null) UIPanelManager.Instance.Open("Troops");
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 96f3807928801df4a840181e38da1317
@@ -1,67 +0,0 @@
using UnityEngine;
// Добавляет "Казармы" в список стройки САМ при запуске сцены -- даже если никто не запускал
// Tools -> Build HUD Panels. Если в BuildManager уже есть здание "Казармы" (из Data_Barracks.asset),
// ничего не делает.
//
// Срабатывает после Awake всех объектов, но ДО Start -- то есть раньше, чем GameBootstrap загрузит
// сохранение. Поэтому построенные казармы корректно восстанавливаются из save.json.
public static class BarracksBootstrap
{
public const string BarracksName = "Казармы";
static GameObject runtimeTemplate;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void Init()
{
Ensure();
// при каждом новом входе в город (например, возврат с карты мира) -- снова добавить в новый BuildManager
UnityEngine.SceneManagement.SceneManager.sceneLoaded += (s, m) => Ensure();
}
public static void Ensure()
{
var bm = BuildManager.Instance != null ? BuildManager.Instance : Object.FindAnyObjectByType<BuildManager>();
if (bm == null || bm.allBuildings == null) return;
BuildingData template = null;
foreach (var b in bm.allBuildings)
{
if (b == null) continue;
if (b.buildingName == BarracksName) return; // уже есть
if (template == null && b.prefab != null) template = b;
}
if (template == null) { Debug.LogWarning("[КАЗАРМЫ] Нет ни одного здания-шаблона в BuildManager"); return; }
// Префаб-шаблон в памяти: копия обычного здания без сбора ресурсов, с компонентом Barracks
if (runtimeTemplate == null)
{
runtimeTemplate = Object.Instantiate(template.prefab);
runtimeTemplate.name = "Barracks";
runtimeTemplate.SetActive(false);
Object.DontDestroyOnLoad(runtimeTemplate);
foreach (var c in runtimeTemplate.GetComponents<ResourceCollector>()) Object.DestroyImmediate(c);
foreach (var c in runtimeTemplate.GetComponents<ResourceProducer>()) Object.DestroyImmediate(c);
foreach (var c in runtimeTemplate.GetComponents<BuildingUI>()) Object.DestroyImmediate(c);
for (int i = runtimeTemplate.transform.childCount - 1; i >= 0; i--)
Object.DestroyImmediate(runtimeTemplate.transform.GetChild(i).gameObject); // полоска запаса ресурса
var sr = runtimeTemplate.GetComponent<SpriteRenderer>();
if (sr != null) sr.color = new Color(1f, 0.55f, 0.55f); // пока нет арта -- отличаем цветом
runtimeTemplate.AddComponent<Barracks>();
}
var data = ScriptableObject.CreateInstance<BuildingData>();
data.name = "Data_Barracks_Runtime";
data.buildingName = BarracksName;
data.icon = template.icon;
data.prefab = runtimeTemplate;
data.requiredTownHallLevel = 1;
data.cost = new[]
{
new ResourceCost { type = ResourceType.Wood, amount = 300 },
new ResourceCost { type = ResourceType.Stone, amount = 200 },
};
bm.allBuildings.Add(data);
Debug.Log("[КАЗАРМЫ] Добавлены в список стройки");
}
}

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