add project files

This commit is contained in:
Boris Nikolaev
2026-08-14 01:58:31 +03:00
parent 9134cad79b
commit 5f1e94b653
4399 changed files with 12286903 additions and 0 deletions
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using System;
[Serializable]
public class AI
{
public float distWithTargerWayPoint;
public float rotationSpeed;
public float acceleration;
public float maxSpeed;
public int minRichLevelToPickpocket;
public int minRichLevelToPhotograph;
public int valueToSteal;
public int valueToWin;
}
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using UnityEngine;
using OHM.UnityToolkit;
using UnityEngine.Serialization;
public class AIBase : CoreBehaviour
{
public bool isPhotographer;
public float TimeWaitBeforeMove;
[SerializeField]
private Animator anim;
[SerializeField]
private GameObject visual;
[SerializeField]
private MovingPlatforme MovingPlatforme;
[SerializeField]
[FormerlySerializedAs("soundFX")]
private SFX _soundFX;
private CoreController coreController;
private Vector3 startRot;
private Vector3 _inverseStartRot;
private Vector3 lastPos;
public bool isActive { get; private set; }
private void Awake()
{
}
private void Start()
{
}
private void OnDestroy()
{
}
private void Update()
{
}
public void StopAI()
{
}
public bool PlayerIsCatch(RichManagePlayer richManagePlayer, Rigidbody body)
{
return false;
}
private void SetDirLookAt(Vector3 dir)
{
}
public void OnRevive()
{
}
}
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using UnityEngine;
public class Checkpoints : CoreBehaviour
{
private Animator anim;
public bool isPass { get; private set; }
private void Start()
{
InstantiatePrefab();
}
private void InstantiatePrefab()
{
GameObject instance = UnityEngine.Object.Instantiate(base.CoreDef.GetProgression().Checkpoints, base.transform);
if (instance != null)
{
anim = instance.GetComponent<Animator>();
}
}
public void PassCheckpoint()
{
isPass = true;
if (anim != null)
{
anim.SetBool("Pass", value: true);
}
}
}
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using UnityEngine;
public class ConutinuePickUpZone : MonoBehaviour
{
public TypeItem typeItem;
public MeshRenderer mesh;
public Material normMat;
public Material activeMat;
public void ActiveZone(bool active)
{
mesh.material = (active ? activeMat : normMat);
}
}
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using System.Collections.Generic;
using UnityEngine;
public class Doors : MonoBehaviour
{
private List<PickUpItem> pickUpItems = new List<PickUpItem>();
public void AddDoor(PickUpItem item)
{
pickUpItems.Add(item);
}
public void DisableDoors()
{
foreach (PickUpItem item in pickUpItems)
{
item.UseDependenceItem();
}
}
}
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public interface ILevelLocked
{
long GetUnlockLevel();
}
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
public class MovingPlatforme : CoreBehaviour
{
[Header("Move Position")]
public float moveDuration;
[SerializeField]
[FormerlySerializedAs("moveDelta")]
private Vector3 _moveDelta;
[SerializeField]
[FormerlySerializedAs("moveCurve")]
private AnimationCurve _moveCurve;
[Header("Move Rotation")]
[Space(3f)]
public float moveRotationDuration;
[SerializeField]
[FormerlySerializedAs("rotationDelta")]
private Vector3 _rotationDelta;
[Space(3f)]
[Header("General")]
[SerializeField]
[FormerlySerializedAs("local")]
private bool _local;
[SerializeField]
[FormerlySerializedAs("delayBeforeStart")]
private float _delayBeforeStart;
[SerializeField]
[FormerlySerializedAs("triggerMoving")]
private TriggerMovingPlatforme _triggerMoving;
[SerializeField]
[FormerlySerializedAs("pingpong")]
private bool _pingpong = true;
[SerializeField]
[FormerlySerializedAs("oneLoop")]
private bool _oneLoop;
private Vector3 _p1;
private Vector3 P2;
private Quaternion _r1;
private Quaternion R2;
private Vector3 rotationSpeed;
private bool _inverseRot;
private Rigidbody _bodyToMove;
private float _currentTimeDelay;
private float _currentTimeMove;
private float _currentTimeMoveRotation;
private float _currentTimeMoveRotationPingPong;
private bool _isInit;
private Vector3 _startPos;
private Quaternion startRot;
private List<AIBase> _listAIAttch = new List<AIBase>();
private float _ratio;
private bool _needRotate = true;
private bool _curR;
public bool Started { get; private set; }
public Vector3 curLookDir { get; private set; }
public Vector3 curLookDir1 { get; private set; }
public Vector3 curLookDir2 { get; private set; }
public bool needInverseRot => false;
public void AttachAI(AIBase ai)
{
}
public void StopAllAI()
{
}
private void Awake()
{
}
private void Start()
{
}
public void ResetMovingPlatform()
{
}
public void ActivatePlateforme(bool active)
{
}
public void Activate(bool active)
{
}
private Vector3 GetGlobalPosition(Vector3 p)
{
return default(Vector3);
}
private Quaternion GetGlobalRotation(Quaternion r)
{
return default(Quaternion);
}
private void FixedUpdate()
{
}
private void OnDrawGizmos()
{
}
}
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
public class PickUpItem : MonoBehaviour
{
public bool specialPickupEnd;
[SerializeField]
[FormerlySerializedAs("skinnable")]
private bool _skinnable = true;
[SerializeField]
[FormerlySerializedAs("rotationObject")]
private bool _rotationObject = true;
[SerializeField]
private GameObject visual;
[SerializeField]
[FormerlySerializedAs("visual_ABTest")]
private GameObject _visual_ABTest;
[SerializeField]
[FormerlySerializedAs("door")]
private GameObject _door;
[SerializeField]
[FormerlySerializedAs("doorsScript")]
private Doors _doorsScript;
[SerializeField]
private bool AB_test_tandom;
[SerializeField]
[FormerlySerializedAs("rdmVisual")]
private List<GameObject> _rdmVisual;
[SerializeField]
[FormerlySerializedAs("rdmVisualSafe")]
private List<GameObject> _rdmVisualSafe;
[SerializeField]
private float rotationSpeed;
[SerializeField]
[FormerlySerializedAs("dependenceItem")]
private PickUpItem _dependenceItem;
[SerializeField]
[FormerlySerializedAs("hasItemsNoSafe")]
private bool _hasItemsNoSafe = true;
[SerializeField]
private Transform instanceCont;
public TypeItem typeItem;
public float valueChange;
public static bool DebugItemNoSafeEnabled = true;
private GameObject _visualInstance;
private PickupSkinProvider _skinProvider;
private CoreController coreController;
public bool isUse { get; private set; }
private void Awake()
{
if (_skinnable)
{
_skinProvider = GetComponentInParent<PickupSkinProvider>();
if (_skinProvider != null)
{
_skinProvider.onSkinChanged += ApplySkin;
ApplySkin();
}
}
coreController = GetComponentInParent<CoreController>();
if (coreController != null)
{
}
if (_doorsScript != null)
{
_doorsScript.AddDoor(this);
}
if (_visual_ABTest != null)
{
_visual_ABTest.SetActive(value: true);
}
}
private void ApplySkin()
{
if (_visualInstance != null)
{
Object.Destroy(_visualInstance.gameObject);
_visualInstance = null;
}
GameObject prefab = null;
if (_skinnable && _skinProvider != null)
{
prefab = _skinProvider.GetSkin(typeItem);
}
if (prefab == null)
{
List<GameObject> list = ((DebugItemNoSafeEnabled && _hasItemsNoSafe) ? _rdmVisual : _rdmVisualSafe);
if (_rdmVisual != null && _rdmVisual.Count >= 1)
{
prefab = list[Random.Range(0, list.Count)];
}
}
if (prefab != null)
{
_visualInstance = Object.Instantiate(prefab, instanceCont);
}
}
private void OnDestroy()
{
if (_skinProvider != null)
{
_skinProvider.onSkinChanged -= ApplySkin;
}
if (coreController != null)
{
}
}
private void OnRevive()
{
PickUpItem item = this;
while (item.isUse)
{
item.ResetItem();
if (!(item._dependenceItem != null))
{
break;
}
item = item._dependenceItem;
}
}
private void ResetItem()
{
isUse = false;
visual.SetActive(value: true);
if (_visual_ABTest != null)
{
_visual_ABTest.SetActive(value: true);
}
if (_door != null)
{
_door.SetActive(value: true);
}
}
public void ReviveDependenceItem()
{
if (isUse)
{
ResetItem();
}
}
private void Update()
{
if (!isUse && _rotationObject)
{
visual.transform.Rotate(Vector3.up * rotationSpeed * Time.deltaTime);
}
}
public void UseDependenceItem()
{
isUse = true;
visual.SetActive(value: false);
if (_visual_ABTest != null)
{
_visual_ABTest.SetActive(value: false);
}
if (_door != null)
{
_door.SetActive(value: false);
}
}
public void UseItem()
{
isUse = true;
visual.SetActive(value: false);
if (_visual_ABTest != null)
{
_visual_ABTest.SetActive(value: false);
}
if (_door != null)
{
_door.SetActive(value: false);
}
}
}
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using System;
using UnityEngine;
public class PickupSkinProvider : MonoBehaviour
{
private PickupsSkinDef _skin;
public event Action onSkinChanged;
public void SetSkin(PickupsSkinDef newSkin)
{
PickupsSkinDef previous = _skin;
_skin = newSkin;
if (newSkin != previous && this.onSkinChanged != null)
{
this.onSkinChanged();
}
}
public GameObject GetSkin(TypeItem type)
{
switch (type)
{
case TypeItem.Rich:
return _skin.prefabGood;
case TypeItem.Poor:
return _skin.prefabBad;
default:
return null;
}
}
}
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
public class RandomAudioWithDelay : MonoBehaviour
{
[SerializeField]
[FormerlySerializedAs("source")]
private AudioSource _source;
[SerializeField]
public List<AudioClip> randomClips;
[SerializeField]
public float minDelay;
private float _lastPlayTime = -1f;
private float _ratioMinDelay = 1f;
private System.Random random;
private void Awake()
{
random = new System.Random();
}
public void PlayNext()
{
if (Time.time <= _lastPlayTime + minDelay * _ratioMinDelay)
{
return;
}
_lastPlayTime = Time.time;
AudioClip clip = OHM.UnityToolkit.RandomExtensions.ListElem(random, randomClips);
if (clip != null)
{
_source.PlayOneShot(clip);
}
}
public void SetRatioMinDelay(float ratio)
{
_ratioMinDelay = ratio;
}
}
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using System.Collections.Generic;
using UnityEngine;
public class RandomSpawnItems : MonoBehaviour
{
public PickUpItem prefabPositifItem;
public PickUpItem prefabNegatifItem;
public Vector2 minMaxItem;
public int positifItemPrct;
private List<Transform> _listSpawn;
private void Awake()
{
_listSpawn = new List<Transform>(GetComponentsInChildren<Transform>());
_listSpawn.Remove(base.transform);
int total = (int)UnityEngine.Random.Range(minMaxItem.x, minMaxItem.y);
int positif = (int)((float)total * (float)positifItemPrct / 100f);
CreateItems(positif, prefabPositifItem);
CreateItems(total - positif, prefabNegatifItem);
}
private void CreateItems(int nbr, PickUpItem prefab)
{
for (int i = 0; i < nbr; i++)
{
if (_listSpawn.Count < 1)
{
break;
}
int idx = UnityEngine.Random.Range(0, _listSpawn.Count);
PickUpItem item = UnityEngine.Object.Instantiate(prefab, _listSpawn[idx]);
if (item != null)
{
item.gameObject.name = prefab.name + i;
item.specialPickupEnd = true;
}
_listSpawn.RemoveAt(idx);
}
}
}
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using UnityEngine;
public class RichLevelObject : MonoBehaviour
{
public string level;
}
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using System.Collections.Generic;
using UnityEngine;
using OHM.UnityToolkit;
using UnityEngine.Serialization;
public class SlotMachine : CoreBehaviour
{
public float TimeWaitBeforeMove;
[SerializeField]
[FormerlySerializedAs("prctWin")]
private float _prctWin;
[SerializeField]
[FormerlySerializedAs("minMaxWin")]
private Vector2 _minMaxWin;
[SerializeField]
[FormerlySerializedAs("minMaxLoose")]
private Vector2 _minMaxLoose;
[SerializeField]
private GameObject visual;
[SerializeField]
[FormerlySerializedAs("visualWin")]
private GameObject _visualWin;
[SerializeField]
[FormerlySerializedAs("visualLoose")]
private GameObject _visualLoose;
[SerializeField]
[FormerlySerializedAs("listVisual")]
private List<GameObject> _listVisual;
[SerializeField]
[FormerlySerializedAs("listVisualWin")]
private List<GameObject> _listVisualWin;
[SerializeField]
[FormerlySerializedAs("listVisualLoose")]
private List<GameObject> _listVisualLoose;
[SerializeField]
[FormerlySerializedAs("winFX")]
private SFX _winFX;
[SerializeField]
private SFX LooseFX;
private CoreController coreController;
public bool isUse { get; private set; }
private void Awake()
{
}
private void OnDestroy()
{
}
public bool UseSlotMachine(RichManagePlayer richManagePlayer)
{
return false;
}
private void DisableAllObject()
{
}
public void OnRevive()
{
}
}
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using UnityEngine;
using OHM.UnityToolkit;
using UnityEngine.Serialization;
public class ThresholdRichZone : MonoBehaviour
{
public int thresholdToPass;
[SerializeField]
[FormerlySerializedAs("fxPass")]
private FX _fxPass;
[SerializeField]
[FormerlySerializedAs("fxLoose")]
private FX _fxLoose;
[SerializeField]
private Transform spawnFx;
public bool isUse { get; private set; }
public void TryTakeThePass(bool canPass)
{
isUse = true;
FX fx = (canPass ? _fxPass : _fxLoose);
if (fx != null)
{
fx.PlayInstance(spawnFx, null);
}
}
}
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using System.Collections.Generic;
using UnityEngine;
public class TriggerMovingPlatforme : MonoBehaviour
{
public List<GameObject> _ListObjectToDisable;
private List<MovingPlatforme> _ListPlatforme = new List<MovingPlatforme>();
public void Init(MovingPlatforme plateforme)
{
_ListPlatforme.Add(plateforme);
}
public void ActiveObstacle()
{
foreach (MovingPlatforme platforme in _ListPlatforme)
{
platforme.Activate(active: true);
}
foreach (GameObject obj in _ListObjectToDisable)
{
obj.SetActive(false);
}
}
}
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using UnityEngine;
public class TurnZone : MonoBehaviour
{
public Section section;
public bool isTurn { get; private set; }
public void useTurn()
{
isTurn = true;
}
}
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using UnityEngine;
using OHM.UnityToolkit;
using OHM.UnityToolkit.UI;
using UnityEngine.Serialization;
public class WinZone : MonoBehaviour
{
[SerializeField]
[FormerlySerializedAs("multCurrency")]
private UIIncrementableCounter _multCurrency;
public int multCurency;
public bool millionaire;
public bool moveActive;
public string doorLevel;
public Animator doorAnim;
public GameObject gift;
public FX Fx;
[SerializeField]
[Header("Sound")]
[FormerlySerializedAs("passDoor")]
private SFX _passDoor;
private void Awake()
{
if (_multCurrency != null)
{
_multCurrency.Init(0L);
_multCurrency.SetTargetValue(multCurency);
}
}
public void Pass()
{
if (doorAnim != null)
{
doorAnim.SetTrigger("Open");
}
_passDoor.Play(base.transform);
if (gift != null)
{
gift.gameObject.SetActive(value: true);
}
if (Fx != null)
{
Fx.PlayParticles();
}
}
public void Win()
{
}
}
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