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
1954 changed files with 1743812 additions and 49354 deletions
+1
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@@ -79,3 +79,4 @@ crashlytics-build.properties
ProjectSettings/Packages/com.unity.probuilder/Settings.json 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 Assets/Editor/x64/Bakery/.uvgblog.txt
Assets/Editor/x64/Bakery/.uvgblog.txt
+6
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+2 -1
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+49 -8
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spawnCooldown: 10 spawnCooldown: 10
localVelocityChange: {x: 0, y: -5, z: 0} localVelocityChange: {x: 0, y: -5, z: 0}
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randomSpawnZ: 1 randomSpawnZ: 1
+189 -62
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@@ -1,9 +1,11 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem;
public class ItemPipe : MonoBehaviour [RequireComponent(typeof(NetworkObject))]
public sealed class ItemPipe : NetworkBehaviour
{ {
[Header("Pipe")] [Header("Pipe")]
[SerializeField] private Transform spawnPoint; [SerializeField] private Transform spawnPoint;
@@ -11,84 +13,192 @@ public class ItemPipe : MonoBehaviour
[Header("Configuration")] [Header("Configuration")]
[SerializeField] private ItemPipeConfig config; [SerializeField] private ItemPipeConfig config;
[Header("Temporary testing")] private readonly NetworkVariable<bool> spawnSequenceActive = new(
[SerializeField] private bool spawnOnE = true; false,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private bool isSpawning; private readonly NetworkVariable<double> cooldownEndsAt = new(
0d,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private Coroutine spawnRoutine;
public float CooldownDuration => config != null ? config.SpawnCooldown : 0f; public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
public float CooldownRemaining { get; private set; } public float CooldownRemaining
public int CooldownSecondsRemaining => Mathf.CeilToInt(CooldownRemaining);
public bool CanSpawnItems => config != null && !isSpawning && CooldownRemaining <= 0f;
private void Update()
{ {
if (CooldownRemaining > 0f) get
CooldownRemaining = Mathf.Max(0f, CooldownRemaining - Time.deltaTime); {
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;
if (!spawnOnE || Keyboard.current == null) 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; return;
if (Keyboard.current.eKey.wasPressedThisFrame) 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(); SpawnItems();
} }
public void 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 (!CanSpawnItems) if (shouldSpawn)
return; SpawnItems();
else
StartCoroutine(SpawnSequence(config)); StopSpawning();
} }
private IEnumerator SpawnSequence(ItemPipeConfig activeConfig) public void StopSpawning()
{ {
isSpawning = true; 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); List<GameObject> spawnQueue = BuildSpawnQueue(activeConfig);
for (int i = 0; i < spawnQueue.Count; i++) for (int index = 0; index < spawnQueue.Count; index++)
{ {
Spawn(spawnQueue[i], activeConfig); SpawnNetworkItemOnServer(spawnQueue[index], activeConfig);
if (i < spawnQueue.Count - 1) if (index < spawnQueue.Count - 1)
yield return new WaitForSeconds(activeConfig.SpawnInterval); yield return new WaitForSeconds(activeConfig.SpawnInterval);
} }
isSpawning = false; spawnRoutine = null;
CooldownRemaining = activeConfig.SpawnCooldown; cooldownEndsAt.Value =
NetworkManager.ServerTime.Time + activeConfig.SpawnCooldown;
spawnSequenceActive.Value = false;
} }
private List<GameObject> BuildSpawnQueue(ItemPipeConfig activeConfig) 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(); List<GameObject> queue = new();
// Добавляем предметы в точном количестве.
foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems) foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems)
{ {
if (item.prefab == null) if (item.prefab == null)
continue; continue;
for (int i = 0; i < item.amount; i++) for (int index = 0; index < item.amount; index++)
queue.Add(item.prefab); queue.Add(item.prefab);
} }
// Выбираем указанное количество случайных предметов. for (int index = 0; index < activeConfig.RandomItemCount; index++)
for (int i = 0; i < activeConfig.RandomItemCount; i++)
{ {
GameObject selectedPrefab = ChooseWeightedRandom(activeConfig); GameObject selectedPrefab = ChooseWeightedRandom(activeConfig);
if (selectedPrefab != null) if (selectedPrefab != null)
queue.Add(selectedPrefab); queue.Add(selectedPrefab);
} }
// Перемешиваем гарантированные и случайные предметы вместе.
Shuffle(queue); Shuffle(queue);
return queue; return queue;
} }
private GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig) private static GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
{ {
float totalWeight = 0f; float totalWeight = 0f;
@@ -101,64 +211,81 @@ public class ItemPipe : MonoBehaviour
if (totalWeight <= 0f) if (totalWeight <= 0f)
return null; return null;
float roll = Random.value * totalWeight; float roll = UnityEngine.Random.value * totalWeight;
float currentWeight = 0f; float accumulatedWeight = 0f;
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems) foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
{ {
if (item.prefab == null || item.weight <= 0f) if (item.prefab == null || item.weight <= 0f)
continue; continue;
currentWeight += item.weight; accumulatedWeight += item.weight;
if (roll < accumulatedWeight)
if (roll < currentWeight)
return item.prefab; return item.prefab;
} }
return null; return null;
} }
private void Shuffle(List<GameObject> queue) private static void Shuffle(List<GameObject> queue)
{ {
for (int i = queue.Count - 1; i > 0; i--) for (int index = queue.Count - 1; index > 0; index--)
{ {
int randomIndex = Random.Range(0, i + 1); int randomIndex = UnityEngine.Random.Range(0, index + 1);
(queue[index], queue[randomIndex]) =
(queue[i], queue[randomIndex]) = (queue[randomIndex], queue[index]);
(queue[randomIndex], queue[i]);
} }
} }
private void Spawn(GameObject prefab, ItemPipeConfig activeConfig) private void SpawnNetworkItemOnServer(
GameObject prefab,
ItemPipeConfig activeConfig)
{ {
if (prefab == null || spawnPoint == null) Transform activeSpawnPoint = spawnPoint != null ? spawnPoint : transform;
if (prefab == null)
return; return;
float offsetX = RandomRange(-activeConfig.RandomSpawnX, activeConfig.RandomSpawnX); float offsetX = UnityEngine.Random.Range(
float offsetZ = RandomRange(-activeConfig.RandomSpawnZ, activeConfig.RandomSpawnZ); -activeConfig.RandomSpawnX,
activeConfig.RandomSpawnX);
float offsetZ = UnityEngine.Random.Range(
-activeConfig.RandomSpawnZ,
activeConfig.RandomSpawnZ);
Vector3 spawnPosition = Vector3 spawnPosition =
spawnPoint.position + activeSpawnPoint.position +
spawnPoint.right * offsetX + activeSpawnPoint.right * offsetX +
spawnPoint.forward * offsetZ; activeSpawnPoint.forward * offsetZ;
GameObject item = Instantiate( GameObject item = Instantiate(
prefab, prefab,
spawnPosition, spawnPosition,
Random.rotationUniform 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)) if (item.TryGetComponent(out Rigidbody body))
{ {
Vector3 worldVelocityChange = Vector3 worldVelocityChange =
spawnPoint.TransformDirection(activeConfig.LocalVelocityChange); activeSpawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
body.AddForce(worldVelocityChange, ForceMode.VelocityChange); body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
} }
} }
private float RandomRange(float min, float max) private void HandleSpawnStateChanged(bool _, bool __) => Changed?.Invoke();
{ private void HandleCooldownChanged(double _, double __) => Changed?.Invoke();
return Random.Range(min, max);
} [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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