Squashed commit of the following:
commit5b888fba95Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 11 10:30:09 2026 +0300 Changed .gitignore commite3d5561fc8Author: henjkey <henjkey@gmail.com> Date: Tue Aug 11 10:47:35 2026 +0500 New Второй спавнер с нормальными настройками и обновленные префабы
This commit is contained in:
+2
-1
@@ -76,4 +76,5 @@ crashlytics-build.properties
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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||||
|
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Assets/Editor/x64/Bakery/.uvgblog.txt
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||||
ProjectSettings/Packages/com.unity.probuilder/Settings.json
|
||||
Assets/Editor/x64/Bakery/.uvgblog.txt
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||||
Generated
+15
@@ -0,0 +1,15 @@
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||||
# Default ignored files
|
||||
/shelf/
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||||
/workspace.xml
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||||
# Rider ignored files
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||||
/modules.xml
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||||
/contentModel.xml
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||||
/.idea.FORT-BO.iml
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||||
/projectSettingsUpdater.xml
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||||
# Ignored default folder with query files
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||||
/queries/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
|
||||
/dataSources.local.xml
|
||||
# Editor-based HTTP Client requests
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/httpRequests/
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||||
Generated
+4
@@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
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</project>
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<?xml version="1.0" encoding="UTF-8"?>
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<component name="UserContentModel">
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<attachedFolders />
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<explicitIncludes />
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<explicitExcludes />
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</project>
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Generated
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userData:
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@@ -0,0 +1,176 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class ItemPipe : MonoBehaviour
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{
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[Serializable]
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private class GuaranteedItem
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{
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public GameObject prefab;
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[Min(1)]
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public int amount = 1;
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}
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[Serializable]
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private class RandomItem
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{
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public GameObject prefab;
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[Min(0)]
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public float weight = 1f;
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}
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[Header("Pipe")]
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[SerializeField] private Transform spawnPoint;
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[SerializeField, Min(0.05f)] private float spawnInterval = 0.5f;
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[Header("Instant velocity change")]
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[SerializeField] private Vector3 localVelocityChange = Vector3.forward * 4.5f;
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[Header("Guaranteed items")]
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[SerializeField] private List<GuaranteedItem> guaranteedItems = new();
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[Header("Random items")]
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[SerializeField, Min(0)] private int randomItemCount = 5;
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[SerializeField] private List<RandomItem> randomItems = new();
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[Header("Spawn position randomization")]
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[SerializeField, Min(0f)] private float randomSpawnX = 0.2f;
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[SerializeField, Min(0f)] private float randomSpawnZ = 0.2f;
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[Header("Temporary testing")]
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[SerializeField] private bool spawnOnE = true;
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private bool isSpawning;
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|
||||
private void Update()
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||||
{
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if (!spawnOnE || isSpawning || Keyboard.current == null)
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return;
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if (Keyboard.current.eKey.wasPressedThisFrame)
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||||
StartCoroutine(SpawnSequence());
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||||
}
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||||
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private IEnumerator SpawnSequence()
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||||
{
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isSpawning = true;
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||||
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List<GameObject> spawnQueue = BuildSpawnQueue();
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||||
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foreach (GameObject prefab in spawnQueue)
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||||
{
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Spawn(prefab);
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||||
yield return new WaitForSeconds(spawnInterval);
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||||
}
|
||||
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||||
isSpawning = false;
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||||
}
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||||
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||||
private List<GameObject> BuildSpawnQueue()
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||||
{
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||||
List<GameObject> queue = new();
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||||
|
||||
// Добавляем предметы в точном количестве.
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||||
foreach (GuaranteedItem item in guaranteedItems)
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||||
{
|
||||
if (item.prefab == null)
|
||||
continue;
|
||||
|
||||
for (int i = 0; i < item.amount; i++)
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queue.Add(item.prefab);
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||||
}
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||||
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||||
// Выбираем указанное количество случайных предметов.
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for (int i = 0; i < randomItemCount; i++)
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||||
{
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||||
GameObject selectedPrefab = ChooseWeightedRandom();
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||||
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||||
if (selectedPrefab != null)
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||||
queue.Add(selectedPrefab);
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||||
}
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||||
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||||
// Перемешиваем гарантированные и случайные предметы вместе.
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||||
Shuffle(queue);
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||||
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||||
return queue;
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||||
}
|
||||
|
||||
private GameObject ChooseWeightedRandom()
|
||||
{
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||||
float totalWeight = 0f;
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||||
|
||||
foreach (RandomItem item in randomItems)
|
||||
{
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||||
if (item.prefab != null && item.weight > 0f)
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||||
totalWeight += item.weight;
|
||||
}
|
||||
|
||||
if (totalWeight <= 0f)
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||||
return null;
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||||
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||||
float roll = UnityEngine.Random.value * totalWeight;
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||||
float currentWeight = 0f;
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||||
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||||
foreach (RandomItem item in randomItems)
|
||||
{
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||||
if (item.prefab == null || item.weight <= 0f)
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||||
continue;
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||||
|
||||
currentWeight += item.weight;
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||||
|
||||
if (roll < currentWeight)
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||||
return item.prefab;
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||||
}
|
||||
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||||
return null;
|
||||
}
|
||||
|
||||
private void Shuffle(List<GameObject> queue)
|
||||
{
|
||||
for (int i = queue.Count - 1; i > 0; i--)
|
||||
{
|
||||
int randomIndex = UnityEngine.Random.Range(0, i + 1);
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||||
|
||||
(queue[i], queue[randomIndex]) =
|
||||
(queue[randomIndex], queue[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private void Spawn(GameObject prefab)
|
||||
{
|
||||
if (prefab == null || spawnPoint == null)
|
||||
return;
|
||||
|
||||
float offsetX = RandomRange(-randomSpawnX, randomSpawnX);
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||||
float offsetZ = RandomRange(-randomSpawnZ, randomSpawnZ);
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||||
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||||
Vector3 spawnPosition =
|
||||
spawnPoint.position +
|
||||
spawnPoint.right * offsetX +
|
||||
spawnPoint.forward * offsetZ;
|
||||
|
||||
GameObject item = Instantiate(
|
||||
prefab,
|
||||
spawnPosition,
|
||||
UnityEngine.Random.rotationUniform
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||||
);
|
||||
|
||||
if (item.TryGetComponent(out Rigidbody body))
|
||||
{
|
||||
Vector3 worldVelocityChange =
|
||||
spawnPoint.TransformDirection(localVelocityChange);
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||||
|
||||
body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
|
||||
}
|
||||
}
|
||||
|
||||
private float RandomRange(float min, float max)
|
||||
{
|
||||
return UnityEngine.Random.Range(min, max);
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||||
}
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||||
}
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Reference in New Issue
Block a user