Initial commit

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2026-08-03 22:34:03 +03:00
parent ea854909fe
commit 6a17774452
672 changed files with 78319 additions and 0 deletions
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*.png filter=lfs diff=lfs merge=lfs -text
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*.unity filter=lfs diff=lfs merge=lfs -text
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[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
[Mm]emoryCaptures/
[Uu]ser[Ss]ettings/
# .plastic (Unity VCS) не относится к Git
.plastic/
ignore.conf
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Autogenerated VS/Rider/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.slnx
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
# VS Code
.vs/
.vscode/
.vsconfig
# Мусорные архивы от Unity VCS конфликтов
Assets.rar
Assets_dst.rar
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using UnityEngine;
// Замена для CameraFollow3D.
// Камера НЕ вращается и НЕ наклоняется — только плавно следует за игроком.
// Это критично для изометрии: "объём" уже нарисован в спрайтах,
// камера должна смотреть на сцену строго прямо, без LookAt и без наклона.
public class CameraFollowIso : MonoBehaviour
{
public Transform player;
// Смещение камеры от игрока. Z должен оставаться отрицательным
// (камера "позади" сцены по оси Z), X и Y обычно 0, если камера
// должна быть строго над игроком.
public Vector3 offset = new Vector3(0, 0, -10);
// Чем меньше — тем плавнее (и тем сильнее лаг за игроком).
// 5-10 обычно комфортно и без резких рывков.
public float smoothSpeed = 8f;
void Awake()
{
// Жёстко фиксируем поворот камеры один раз.
// Никакого LookAt в Update/LateUpdate быть не должно.
transform.rotation = Quaternion.identity;
}
void LateUpdate()
{
if (player == null) return;
Vector3 targetPos = player.position + offset;
// Плавное движение ТОЛЬКО позиции, поворот не трогаем вообще.
transform.position = Vector3.Lerp(transform.position, targetPos, smoothSpeed * Time.deltaTime);
}
}
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using System.Collections;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
public class Enemy : MonoBehaviour
{
public float startSpeed = 1f;
public float speedIncrease = 0.2f;
public float maxSpeed = 6f;
public int health = 1;
private int currentHealth;
private Vector3 target;
private float currentSpeed;
public int damage = 1;
public int scoreValue = 10;
public float minX = -12f;
public float maxX = 12f;
public float minY = -12f;
public float maxY = 12f;
public AudioClip footstepSound;
private AudioSource audioSource;
private Animator anim;
private Rigidbody2D rb;
SpriteRenderer sr;
public void Setup(int wave)
{
health = Mathf.Clamp(1 + wave / 4, 1, 3);
}
void Start()
{
audioSource = GetComponent<AudioSource>();
rb = GetComponent<Rigidbody2D>();
currentHealth = health;
SetNewTarget();
sr = GetComponent<SpriteRenderer>();
anim = GetComponent<Animator>();
}
public void TakeDamage(int damage)
{
currentHealth -= damage;
float hpPercent = (float)currentHealth / health;
sr.color = new Color(1f, hpPercent, hpPercent);
if (currentHealth <= 0)
{
FindAnyObjectByType<GameManager>().AddScore(scoreValue);
Destroy(gameObject);
return; // важно: чтобы не запускать корутину на уничтоженном объекте
}
StartCoroutine(HitFlash());
}
void Update()
{
// Тут только логика (флип спрайта, выбор цели)
Vector2 direction = target - transform.position;
if (direction.x > 0)
sr.flipX = false;
else if (direction.x < 0)
sr.flipX = true;
currentSpeed += speedIncrease * Time.deltaTime;
currentSpeed = Mathf.Clamp(currentSpeed, startSpeed, maxSpeed);
if (Vector3.Distance(transform.position, target) < 0.1f)
{
SetNewTarget();
}
}
void FixedUpdate()
{
// Движение через физику
Vector2 newPos = Vector2.MoveTowards(rb.position, target, currentSpeed * Time.fixedDeltaTime);
rb.MovePosition(newPos);
}
void SetNewTarget()
{
float randomX = Random.Range(minX, maxX);
float randomY = Random.Range(minY, maxY);
target = new Vector3(randomX, randomY, 0f);
}
IEnumerator HitFlash()
{
Color original = sr.color;
sr.color = Color.white;
yield return new WaitForSeconds(0.1f);
sr.color = original;
}
void PlayFootstep()
{
if (footstepSound != null)
audioSource.PlayOneShot(footstepSound, 0.02f);
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
anim.SetTrigger("Attack");
}
}
}
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using System.Collections;
using Unity.VisualScripting;
using UnityEngine;
public class EnemySpawner : MonoBehaviour
{
public GameObject enemyPrefab;
public float spawnDelay = 2f;
public float timeBetweenWaves = 4f;
public int enemiesPerWave = 3;
private int currentWave = 1;
public float minX = -6f;
public float maxX = 6f;
public float minY = -6f;
public float maxY = 6f; //
Coroutine spawnRoutine;
void Start()
{
Debug.Log("Spawner started");
if(spawnRoutine == null )
{
spawnRoutine = StartCoroutine(SpawnWaves()) ;
}
}
IEnumerator SpawnWaves()
{
while (true)
{
Debug.Log("Wave started: " + currentWave);
for (int i = 0; i < enemiesPerWave; i++)
{
Debug.Log("Spawning emeny");
SpawnEnemy();
//Ждём пока все враги умрут
yield return new WaitUntil(() => GameObject.FindGameObjectsWithTag("Enemy").Length == 0);
yield return new WaitForSeconds(timeBetweenWaves);
}
currentWave++;
// усложнение
enemiesPerWave += 2;
spawnDelay = Mathf.Max(0.3f, spawnDelay - 0.1f);
yield return new WaitForSeconds(timeBetweenWaves);
yield return new WaitUntil(() =>
{
int count = GameObject.FindGameObjectsWithTag("Enemy").Length;
Debug.Log("Enemies left: " + count);
return count == 0;
});
}
}
void SpawnEnemy()
{
float randomX = Random.Range(minX, maxX);
float randomY = Random.Range(minY, maxY);
Vector3 spawnPosition = new Vector3(randomX, randomY, 0f);
GameObject enemy = Instantiate(enemyPrefab, spawnPosition, Quaternion.identity);
}
void OnGUI()
{
int currentEnemyCount = GameObject.FindGameObjectsWithTag("Enemy").Length;
GUI.color = Color.black;
GUI.Box(new Rect(10, 55, 170, 40), "");
GUI.Box(new Rect(10, 100, 230, 40), "");
GUI.color = Color.cyan;
GUI.Label(new Rect(20, 63, 200, 25), "Врагов: " + currentEnemyCount);
GUI.color = Color.yellow;
GUI.Label(new Rect(20, 108, 220, 25), "Волна: " + currentWave);
}
}
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using UnityEngine;
using TMPro;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
public float timeLeft = 999f;
public TMP_Text timeText;
public TMP_Text scoreText;
public TMP_Text resultText;
public GameObject restartButton;
public AudioSource audioSource;
public AudioClip loseSound;
private int score = 0;
private bool gameEnded = false;
void Awake()
{
Time.timeScale = 1f;
gameEnded = false;
restartButton.SetActive(false);
UpdateUI();
}
void Update()
{
if (gameEnded) return;
// Таймер
/*
timeLeft -= Time.deltaTime;
timeText.text = "Time: " + Mathf.Ceil(timeLeft);
if (timeLeft <= 0)
{
EndGame(true);
}
*/
}
// Добавление очков
public void AddScore(int amount)
{
score += amount;
scoreText.text = "Score: " + score;
}
// Конец игры
public void EndGame(bool win)
{
gameEnded = true;
Time.timeScale = 0f;
resultText.text = win ? "Победа!" : "Поражение";
if (audioSource != null && loseSound != null)
{
audioSource.PlayOneShot(loseSound);
}
restartButton.SetActive(true);
}
// Рестарт
public void RestartGame()
{
Time.timeScale = 1f;
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
void UpdateUI()
{
scoreText.text = "Score: 0";
timeText.text = "Time: " + Mathf.Ceil(timeLeft);
}
}
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using System.Collections;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;
public class PlayerMovement : MonoBehaviour
{
Rigidbody2D rb;
public AudioClip attackSound;
private AudioSource audioSource;
private Animator anim;
public float speed = 5f;
public float minX = -15f;
public float maxX = 15f;
public float minY = -15f;
public float maxY = 15f;
public GameObject attackEffect;
public float invincibilityTimeStart = 1.5f;
public float invincibilityTimeMid = 2.5f;
public float invincibilityTimeLow = 3.5f;
public float surviveTime = 999f;
private float currentTime;
private bool isGameOver = false;
private bool isWin = false;
public int maxHits = 3;
private int currentHits = 0;
public float knockbackForce = 2f;
private bool isInvincible = false;
public GameObject[] hearts;
public int maxHP = 3;
private int currentHP;
private bool facingRight = true;
public AudioClip footstepSound;
Vector2 input;
void Start()
{
anim = GetComponent<Animator>();
audioSource = GetComponent<AudioSource>();
currentTime = surviveTime;
currentHP = maxHP;
UpdateHPUI();
rb = GetComponent<Rigidbody2D>();
}
void UpdateHPUI()
{
for (int i = 0; i < hearts.Length; i++)
{
hearts[i].SetActive(i < currentHP);
}
}
void Update()
{
if (isGameOver) return;
currentTime -= Time.deltaTime;
if (currentTime <= 0f)
{
currentTime = 0f;
isWin = true;
return;
}
// движение
float moveX = 0f;
float moveY = 0f;
if (Input.GetKey(KeyCode.A)) moveX = -1f;
if (Input.GetKey(KeyCode.D)) moveX = 1f;
if (Input.GetKey(KeyCode.W)) moveY = 1f;
if (Input.GetKey(KeyCode.S)) moveY = -1f;
input = new Vector2(moveX, moveY);
bool isMoving = moveX != 0 || moveY != 0;
anim.SetBool("isMoving", isMoving);
if (moveX > 0)
{
facingRight = true;
}
else if (moveX < 0)
{
facingRight = false;
}
transform.localScale = new Vector3(facingRight ? 1 : -1, 1, 1);
//Vector3 move = new Vector3(moveX, moveY, 0f);
//Vector3 newPosition = transform.position + move * speed * Time.deltaTime;
SpriteRenderer sr = GetComponent<SpriteRenderer>();
float halfWidth = sr.bounds.extents.x;
float halfHeight = sr.bounds.extents.y;
//newPosition.x = Mathf.Clamp(newPosition.x, minX, maxX);
// newPosition.y = Mathf.Clamp(newPosition.y, minY, maxY);
// rb.MovePosition(newPosition);
// атака
if (Input.GetKeyDown(KeyCode.Space))
{
Attack();
}
}
void FixedUpdate()
{
Vector2 newPosition = rb.position + input * speed * Time.fixedDeltaTime;
newPosition.x = Mathf.Clamp(newPosition.x, minX, maxX);
newPosition.y = Mathf.Clamp(newPosition.y, minY, maxY);
rb.MovePosition(newPosition);
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Enemy") && !isInvincible)
{
TakeHit(other.transform);
}
}
void TakeHit(Transform enemy)
{
currentHP--;
currentHits++;
UpdateHPUI();
// отталкивание
Vector2 direction = (transform.position - enemy.position).normalized;
//transform.position += (Vector3)(direction * knockbackForce);
rb.MovePosition(rb.position + direction * knockbackForce);
// мигание
StartCoroutine(HitFlash());
// неуязвимость на время
StartCoroutine(Invincibility());
if (currentHits >= maxHits)
{
isGameOver = true;
FindAnyObjectByType<GameManager>().EndGame(false);
}
if(currentHP <=0)
{
isGameOver = true;
FindObjectOfType<GameManager>().EndGame(false);
}
}
IEnumerator Invincibility()
{
isInvincible = true;
float time = invincibilityTimeStart;
if (currentHP == 2)
time = invincibilityTimeMid;
else if(currentHP == 1)
time= invincibilityTimeLow;
yield return new WaitForSeconds(time);
isInvincible = false;
}
IEnumerator HitFlash()
{
SpriteRenderer sr = GetComponent<SpriteRenderer>();
Color original = sr.color;
sr.color = Color.red;
yield return new WaitForSeconds(0.1f);
sr.color = original;
}
void Attack()
{
anim.SetTrigger("Attack");
if (attackSound != null)
audioSource.PlayOneShot(attackSound, 0.07f);
Vector2 direction = Vector2.right;
if (Input.GetKey(KeyCode.A)) direction = Vector2.left;
if (Input.GetKey(KeyCode.D)) direction = Vector2.right;
if (Input.GetKey(KeyCode.W)) direction = Vector2.up;
if (Input.GetKey(KeyCode.S)) direction = Vector2.down;
// нормальный хитбокс
RaycastHit2D[] hits = Physics2D.BoxCastAll(
transform.position,
new Vector2(1f, 1f),
0f,
direction,
1.5f
);
foreach (var hit in hits)
{
if (hit.collider.CompareTag("Enemy"))
{
hit.collider.GetComponent<Enemy>()?.TakeDamage(1);
}
}
// эффекты
//StartCoroutine(AttackAnimation());
//ShowAttackEffect();
Debug.DrawRay(transform.position, direction * 1.5f, Color.red, 0.2f);
}
IEnumerator AttackAnimation()
{
Vector3 originalScale = transform.localScale;
transform.localScale = originalScale * 1.3f;
yield return new WaitForSeconds(0.1f);
transform.localScale = originalScale;
}
void ShowAttackEffect()
{
if (attackEffect == null) return;
GameObject effect = Instantiate(attackEffect, transform.position, Quaternion.identity);
effect.transform.localScale = Vector3.one * 2f;
Destroy(effect, 0.2f);
}
// звук ходьбы
void PlayFootstep()
{
if (footstepSound != null)
audioSource.PlayOneShot(footstepSound, 0.05f);
}
}
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