14 Commits
Author SHA1 Message Date
AsanoRema 3c490bdae8 Added many other things and processings 2026-08-13 17:55:05 +03:00
AsanoRema 36ecac038a Squashed commit of the following:
commit f41e14971a
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Thu Aug 13 08:33:12 2026 +0300

    Added new stanok

commit badcd41077
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Thu Aug 13 08:25:15 2026 +0300

    ok

commit f8b22af4bf
Author: SueDoStefan <prokman.s@gmail.com>
Date:   Wed Aug 12 16:24:25 2026 +0300

    add main-blockscene
2026-08-13 08:40:32 +03:00
AsanoRema 22df749a0e ok 2026-08-13 08:39:14 +03:00
AsanoRema 6b1a6b83a4 Changed .gitignore 2026-08-13 08:35:33 +03:00
AsanoRema 1dc80339d4 Added FinalIK 2026-08-12 16:46:38 +03:00
AsanoRema 487e0d72ff Added UI to Furnance, fixed carry and drag obj and added fish 2026-08-12 12:04:54 +03:00
AsanoRema 73069d8242 Changed pipe config 2026-08-11 17:33:09 +03:00
AsanoRema 60cd55ab44 Squashed commit of the following:
commit 7912604faf
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 11 17:22:28 2026 +0300

    update .gitignore

commit d71b90c8bd
Author: henjkey <henjkey@gmail.com>
Date:   Tue Aug 11 18:42:09 2026 +0500

    Edited

    Добавлен таймер, конфиг и публичный метод
    SpawnItems()
    CooldownRemaining - оставшееся время до спавна float
    CooldownSecondsRemaining - оставшееся время до спавна int

commit 5b888fba95
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 11 10:30:09 2026 +0300

    Changed .gitignore

commit e3d5561fc8
Author: henjkey <henjkey@gmail.com>
Date:   Tue Aug 11 10:47:35 2026 +0500

    New

    Второй спавнер с нормальными настройками и обновленные префабы
2026-08-11 17:25:33 +03:00
AsanoRema b3079b959a Update .uvgblog.txt 2026-08-11 17:23:34 +03:00
AsanoRema 67e0bcfaaf Added Furnance and smelting 2026-08-11 17:12:34 +03:00
AsanoRema 2a30d4d8cf .gitignore 2026-08-11 10:49:15 +03:00
AsanoRema 68ef673342 Squashed commit of the following:
commit 5b888fba95
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 11 10:30:09 2026 +0300

    Changed .gitignore

commit e3d5561fc8
Author: henjkey <henjkey@gmail.com>
Date:   Tue Aug 11 10:47:35 2026 +0500

    New

    Второй спавнер с нормальными настройками и обновленные префабы
2026-08-11 10:47:50 +03:00
AsanoRema 6f296f91c3 ok 2026-08-11 10:39:59 +03:00
AsanoRema f4c9326fb9 BakeLight 2026-08-11 10:19:29 +03:00
1973 changed files with 1745009 additions and 49265 deletions
+4
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@@ -76,3 +76,7 @@ crashlytics-build.properties
/[Aa]ssets/[Ss]treamingAssets/aa.meta /[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/* /[Aa]ssets/[Ss]treamingAssets/aa/*
ProjectSettings/Packages/com.unity.probuilder/Settings.json
Assets/Editor/x64/Bakery/.uvgblog.txt
Assets/Editor/x64/Bakery/.uvgblog.txt
Assets/Editor/x64/Bakery/.uvgblog.txt
+15
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# Datasource local storage ignored files
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# Editor-based HTTP Client requests
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+4
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+6
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+6
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+49 -8
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using System;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(
fileName = "ItemPipeConfig",
menuName = "Fort Bo/Pipe Junk/Item Pipe Config")]
public sealed class ItemPipeConfig : ScriptableObject
{
[Serializable]
public sealed class GuaranteedItem
{
public GameObject prefab;
[Min(1)]
public int amount = 1;
}
[Serializable]
public sealed class RandomItem
{
public GameObject prefab;
[Min(0f)]
public float weight = 1f;
}
[Header("Timing")]
[SerializeField, Min(0.05f)] private float spawnInterval = 0.5f;
[SerializeField, Min(0f)] private float spawnCooldown = 10f;
[Header("Instant velocity change")]
[SerializeField] private Vector3 localVelocityChange = Vector3.forward * 4.5f;
[Header("Guaranteed items")]
[SerializeField] private List<GuaranteedItem> guaranteedItems = new();
[Header("Random items")]
[SerializeField, Min(0)] private int randomItemCount = 5;
[SerializeField] private List<RandomItem> randomItems = new();
[Header("Spawn position randomization")]
[SerializeField, Min(0f)] private float randomSpawnX = 0.2f;
[SerializeField, Min(0f)] private float randomSpawnZ = 0.2f;
public float SpawnInterval => spawnInterval;
public float SpawnCooldown => spawnCooldown;
public Vector3 LocalVelocityChange => localVelocityChange;
public IReadOnlyList<GuaranteedItem> GuaranteedItems => guaranteedItems;
public int RandomItemCount => randomItemCount;
public IReadOnlyList<RandomItem> RandomItems => randomItems;
public float RandomSpawnX => randomSpawnX;
public float RandomSpawnZ => randomSpawnZ;
}
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using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
[RequireComponent(typeof(NetworkObject))]
public sealed class ItemPipe : NetworkBehaviour
{
[Header("Pipe")]
[SerializeField] private Transform spawnPoint;
[Header("Configuration")]
[SerializeField] private ItemPipeConfig config;
private readonly NetworkVariable<bool> spawnSequenceActive = new(
false,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly NetworkVariable<double> cooldownEndsAt = new(
0d,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private Coroutine spawnRoutine;
public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
public float CooldownRemaining
{
get
{
double now = NetworkManager != null
? NetworkManager.ServerTime.Time
: Time.timeAsDouble;
return Mathf.Max(0f, (float)(cooldownEndsAt.Value - now));
}
}
public int CooldownSecondsRemaining => Mathf.CeilToInt(CooldownRemaining);
public bool IsSpawning => spawnSequenceActive.Value;
public bool CanSpawnItems =>
IsSpawned &&
config != null &&
!spawnSequenceActive.Value &&
CooldownRemaining <= 0f;
public event Action Changed;
private void Reset() => spawnPoint = transform;
public override void OnNetworkSpawn()
{
spawnSequenceActive.OnValueChanged += HandleSpawnStateChanged;
cooldownEndsAt.OnValueChanged += HandleCooldownChanged;
if (IsServer)
{
spawnSequenceActive.Value = false;
cooldownEndsAt.Value = 0d;
}
Changed?.Invoke();
}
public override void OnNetworkDespawn()
{
spawnSequenceActive.OnValueChanged -= HandleSpawnStateChanged;
cooldownEndsAt.OnValueChanged -= HandleCooldownChanged;
if (spawnRoutine != null)
{
StopCoroutine(spawnRoutine);
spawnRoutine = null;
}
}
/// <summary>
/// Starts one configured batch. Safe to connect directly to a Button or UnityEvent.
/// Calls made on a client are forwarded to the server.
/// </summary>
public void SpawnItems()
{
if (!IsSpawned)
return;
if (IsServer)
TryStartSpawnSequenceOnServer();
else
RequestSpawnItemsRpc();
}
/// <summary>
/// UnityEvent&lt;bool&gt; adapter for a lever. Only the true edge starts a batch;
/// returning a momentary lever to false does not cancel the current batch.
/// </summary>
public void SpawnItems(bool activated)
{
if (activated)
SpawnItems();
}
/// <summary>
/// Starts while true and cancels the current batch while false. Use this when
/// the lever position must control whether the pipe is allowed to keep running.
/// </summary>
public void SetSpawning(bool shouldSpawn)
{
if (shouldSpawn)
SpawnItems();
else
StopSpawning();
}
public void StopSpawning()
{
if (!IsSpawned)
return;
if (IsServer)
StopSpawnSequenceOnServer(applyCooldown: true);
else
RequestStopSpawningRpc();
}
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestSpawnItemsRpc() => TryStartSpawnSequenceOnServer();
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestStopSpawningRpc() =>
StopSpawnSequenceOnServer(applyCooldown: true);
private bool TryStartSpawnSequenceOnServer()
{
if (!IsServer || !CanSpawnItems)
return false;
spawnSequenceActive.Value = true;
spawnRoutine = StartCoroutine(SpawnSequenceOnServer(config));
return true;
}
private IEnumerator SpawnSequenceOnServer(ItemPipeConfig activeConfig)
{
List<GameObject> spawnQueue = BuildSpawnQueue(activeConfig);
for (int index = 0; index < spawnQueue.Count; index++)
{
SpawnNetworkItemOnServer(spawnQueue[index], activeConfig);
if (index < spawnQueue.Count - 1)
yield return new WaitForSeconds(activeConfig.SpawnInterval);
}
spawnRoutine = null;
cooldownEndsAt.Value =
NetworkManager.ServerTime.Time + activeConfig.SpawnCooldown;
spawnSequenceActive.Value = false;
}
private void StopSpawnSequenceOnServer(bool applyCooldown)
{
if (!IsServer || !spawnSequenceActive.Value)
return;
if (spawnRoutine != null)
{
StopCoroutine(spawnRoutine);
spawnRoutine = null;
}
cooldownEndsAt.Value = applyCooldown && config != null
? NetworkManager.ServerTime.Time + config.SpawnCooldown
: 0d;
spawnSequenceActive.Value = false;
}
private static List<GameObject> BuildSpawnQueue(ItemPipeConfig activeConfig)
{
List<GameObject> queue = new();
foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems)
{
if (item.prefab == null)
continue;
for (int index = 0; index < item.amount; index++)
queue.Add(item.prefab);
}
for (int index = 0; index < activeConfig.RandomItemCount; index++)
{
GameObject selectedPrefab = ChooseWeightedRandom(activeConfig);
if (selectedPrefab != null)
queue.Add(selectedPrefab);
}
Shuffle(queue);
return queue;
}
private static GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
{
float totalWeight = 0f;
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
{
if (item.prefab != null && item.weight > 0f)
totalWeight += item.weight;
}
if (totalWeight <= 0f)
return null;
float roll = UnityEngine.Random.value * totalWeight;
float accumulatedWeight = 0f;
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
{
if (item.prefab == null || item.weight <= 0f)
continue;
accumulatedWeight += item.weight;
if (roll < accumulatedWeight)
return item.prefab;
}
return null;
}
private static void Shuffle(List<GameObject> queue)
{
for (int index = queue.Count - 1; index > 0; index--)
{
int randomIndex = UnityEngine.Random.Range(0, index + 1);
(queue[index], queue[randomIndex]) =
(queue[randomIndex], queue[index]);
}
}
private void SpawnNetworkItemOnServer(
GameObject prefab,
ItemPipeConfig activeConfig)
{
Transform activeSpawnPoint = spawnPoint != null ? spawnPoint : transform;
if (prefab == null)
return;
float offsetX = UnityEngine.Random.Range(
-activeConfig.RandomSpawnX,
activeConfig.RandomSpawnX);
float offsetZ = UnityEngine.Random.Range(
-activeConfig.RandomSpawnZ,
activeConfig.RandomSpawnZ);
Vector3 spawnPosition =
activeSpawnPoint.position +
activeSpawnPoint.right * offsetX +
activeSpawnPoint.forward * offsetZ;
GameObject item = Instantiate(
prefab,
spawnPosition,
UnityEngine.Random.rotationUniform);
if (!item.TryGetComponent(out NetworkObject networkObject))
{
Debug.LogError(
$"{name} cannot spawn '{prefab.name}': the prefab has no NetworkObject.",
this);
Destroy(item);
return;
}
networkObject.Spawn();
if (item.TryGetComponent(out Rigidbody body))
{
Vector3 worldVelocityChange =
activeSpawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
}
}
private void HandleSpawnStateChanged(bool _, bool __) => Changed?.Invoke();
private void HandleCooldownChanged(double _, double __) => Changed?.Invoke();
[ContextMenu("Debug/Spawn Batch (Network Play Mode)")]
private void DebugSpawnBatch() => SpawnItems();
[ContextMenu("Debug/Stop Batch (Network Play Mode)")]
private void DebugStopBatch() => StopSpawning();
}
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