Initial Unity 6 scaffold for Cat Kirby Adventures.

Add Phase A greybox vertical slice: third-person movement, forest path, checkpoints, story triggers, and light ability gate.
This commit is contained in:
ifontosh
2026-09-08 17:09:27 +08:00
commit 1c6c9b2a70
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# Unity generated
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
/[Mm]emoryCaptures/
/[Rr]ecordings/
# IDE / generated projects
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
*.pidb.meta
*.pdb.meta
*.mdb.meta
# OS
.DS_Store
Thumbs.db
Desktop.ini
# JetBrains / VS / VS Code
.idea/
.vs/
.vscode/*
!.vscode/extensions.json
!.vscode/settings.json
# Crash / dump
sysinfo.txt
crashlytics-build.properties
mono_crash.*
# Addressables / Burst
/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
/[Aa]sset[Ss]tore[Tt]ools*
# Builds / packages
ExportedObj/
.consulo/
*.apk
*.aab
*.unitypackage
*.app
# Plastic / Collab
*.private
*.private.meta
# Rider
Plugins/Editor/JetBrains*
# Gradle
.gradle/
# Scaffold helper (local)
_scaffold_write.py
_scaffold_*.py
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using UnityEngine;
using UnityEngine.InputSystem;
namespace KirbyAdventures
{
public class LightAbility : MonoBehaviour
{
public float Range = 18f;
public float Cooldown = 0.75f;
public Transform Origin;
public LayerMask HitMask = ~0;
float _nextReadyTime;
LineRenderer _line;
float _flashUntil;
void Awake()
{
_line = gameObject.AddComponent<LineRenderer>();
_line.positionCount = 2;
_line.startWidth = 0.08f;
_line.endWidth = 0.02f;
_line.material = new Material(Shader.Find("Sprites/Default"));
_line.startColor = new Color(1f, 0.95f, 0.6f, 1f);
_line.endColor = new Color(1f, 0.85f, 0.2f, 0.2f);
_line.enabled = false;
}
void Update()
{
if (GameFlow.Instance != null && (GameFlow.Instance.IsPaused || GameFlow.Instance.HasWon))
return;
if (_line.enabled && Time.time > _flashUntil)
_line.enabled = false;
bool unlocked = GameFlow.Instance == null || GameFlow.Instance.LightAbilityUnlocked;
if (!unlocked) return;
if (Time.time < _nextReadyTime) return;
var mouse = Mouse.current;
var kb = Keyboard.current;
bool fire = (mouse != null && mouse.leftButton.wasPressedThisFrame) ||
(kb != null && kb.eKey.wasPressedThisFrame);
if (fire)
Fire();
}
void Fire()
{
_nextReadyTime = Time.time + Cooldown;
Transform origin = Origin != null ? Origin : transform;
Vector3 start = origin.position + Vector3.up * 1.0f;
Vector3 dir = origin.forward;
if (Camera.main != null)
dir = Camera.main.transform.forward;
Vector3 end = start + dir * Range;
if (Physics.Raycast(start, dir, out RaycastHit hit, Range, HitMask, QueryTriggerInteraction.Collide))
{
end = hit.point;
var reactive = hit.collider.GetComponentInParent<ILightReactive>();
reactive?.OnHitByLight(hit.point, dir);
}
_line.SetPosition(0, start);
_line.SetPosition(1, end);
_line.enabled = true;
_flashUntil = Time.time + 0.12f;
}
}
}
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using UnityEngine;
namespace KirbyAdventures
{
/// <summary>
/// Ensures a single bootstrap exists and builds the Phase A greybox level.
/// </summary>
public class GameBootstrap : MonoBehaviour
{
static bool _initialized;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void AutoBootstrap()
{
if (_initialized) return;
if (FindFirstObjectByType<GameBootstrap>() != null)
{
_initialized = true;
return;
}
var go = new GameObject("GameBootstrap");
go.AddComponent<GameBootstrap>();
_initialized = true;
}
void Awake()
{
DontDestroyOnLoad(gameObject);
if (GameFlow.Instance == null)
{
var flowGo = new GameObject("GameFlow");
flowGo.AddComponent<GameFlow>();
DontDestroyOnLoad(flowGo);
}
if (FindFirstObjectByType<CheckpointSystem>() == null)
{
var cp = new GameObject("CheckpointSystem");
cp.AddComponent<CheckpointSystem>();
DontDestroyOnLoad(cp);
}
BuildUi();
Level01ForestBuilder.Build();
}
void BuildUi()
{
var dialogue = DialogueUI.EnsureExists();
var pause = CreateOverlay("PauseOverlay", "ПАУЗА\nEsc — продолжить", new Color(0f, 0f, 0f, 0.65f));
pause.SetActive(false);
var win = CreateOverlay("WinOverlay", "Ворота открыты!\nДеревня ждёт Кирби.\n\nПобеда среза Phase A", new Color(0.05f, 0.2f, 0.1f, 0.8f));
win.SetActive(false);
if (GameFlow.Instance != null)
{
GameFlow.Instance.SetPauseOverlay(pause);
GameFlow.Instance.SetWinOverlay(win);
}
// silence unused
_ = dialogue;
}
static GameObject CreateOverlay(string name, string text, Color bg)
{
var canvasGo = new GameObject(name);
var canvas = canvasGo.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 100;
canvasGo.AddComponent<UnityEngine.UI.CanvasScaler>().uiScaleMode =
UnityEngine.UI.CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasGo.AddComponent<UnityEngine.UI.GraphicRaycaster>();
DontDestroyOnLoad(canvasGo);
var panel = new GameObject("Panel");
panel.transform.SetParent(canvasGo.transform, false);
var img = panel.AddComponent<UnityEngine.UI.Image>();
img.color = bg;
var rt = panel.GetComponent<RectTransform>();
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero;
rt.offsetMax = Vector2.zero;
var textGo = new GameObject("Text");
textGo.transform.SetParent(panel.transform, false);
var uiText = textGo.AddComponent<UnityEngine.UI.Text>();
uiText.text = text;
uiText.alignment = TextAnchor.MiddleCenter;
uiText.fontSize = 36;
uiText.color = Color.white;
uiText.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
if (uiText.font == null)
uiText.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
var trt = textGo.GetComponent<RectTransform>();
trt.anchorMin = new Vector2(0.1f, 0.2f);
trt.anchorMax = new Vector2(0.9f, 0.8f);
trt.offsetMin = Vector2.zero;
trt.offsetMax = Vector2.zero;
return canvasGo;
}
}
}
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using UnityEngine;
namespace KirbyAdventures
{
/// <summary>
/// Global game state: pause, win, light ability unlock.
/// </summary>
public class GameFlow : MonoBehaviour
{
public static GameFlow Instance { get; private set; }
public bool IsPaused { get; private set; }
public bool HasWon { get; private set; }
public bool LightAbilityUnlocked { get; private set; }
GameObject _pauseOverlay;
GameObject _winOverlay;
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
public void SetPauseOverlay(GameObject overlay) => _pauseOverlay = overlay;
public void SetWinOverlay(GameObject overlay) => _winOverlay = overlay;
public void UnlockLightAbility()
{
LightAbilityUnlocked = true;
Debug.Log("[GameFlow] Light ability unlocked.");
}
public void TogglePause()
{
if (HasWon) return;
SetPaused(!IsPaused);
}
public void SetPaused(bool paused)
{
IsPaused = paused;
Time.timeScale = paused ? 0f : 1f;
if (_pauseOverlay != null)
_pauseOverlay.SetActive(paused);
Cursor.lockState = paused ? CursorLockMode.None : CursorLockMode.Locked;
Cursor.visible = paused;
}
public void TriggerWin()
{
if (HasWon) return;
HasWon = true;
IsPaused = true;
Time.timeScale = 0f;
if (_winOverlay != null)
_winOverlay.SetActive(true);
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
Debug.Log("[GameFlow] Level complete — village gate opened.");
}
void Update()
{
var kb = UnityEngine.InputSystem.Keyboard.current;
if (kb != null && kb.escapeKey.wasPressedThisFrame)
TogglePause();
}
void OnDestroy()
{
if (Instance == this)
{
Time.timeScale = 1f;
Instance = null;
}
}
}
}
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using UnityEngine;
namespace KirbyAdventures
{
[RequireComponent(typeof(Collider))]
public class AbilityUnlockPedestal : MonoBehaviour
{
public string StoryLine =
"Внутри вспыхнул тихий свет — не снаружи, а из самого сердца Кирби.";
bool _used;
void OnTriggerEnter(Collider other)
{
if (_used) return;
if (other.GetComponent<PlayerMotor>() == null) return;
_used = true;
if (GameFlow.Instance != null)
GameFlow.Instance.UnlockLightAbility();
DialogueUI.ShowTemporary(StoryLine, 5f);
var rend = GetComponentInChildren<Renderer>();
if (rend != null)
rend.material.color = new Color(1f, 0.92f, 0.35f);
}
}
}
@@ -0,0 +1,26 @@
using UnityEngine;
namespace KirbyAdventures
{
[RequireComponent(typeof(Collider))]
public class Checkpoint : MonoBehaviour
{
public Transform SpawnPoint;
public string CheckpointId = "cp";
void Reset()
{
var c = GetComponent<Collider>();
if (c != null) c.isTrigger = true;
}
void OnTriggerEnter(Collider other)
{
if (!other.CompareTag("Player") && other.GetComponent<PlayerMotor>() == null)
return;
var point = SpawnPoint != null ? SpawnPoint : transform;
CheckpointSystem.SetCheckpoint(point.position, point.rotation, CheckpointId);
}
}
}
@@ -0,0 +1,54 @@
using UnityEngine;
namespace KirbyAdventures
{
public class CheckpointSystem : MonoBehaviour
{
public static CheckpointSystem Instance { get; private set; }
public Vector3 SpawnPosition { get; private set; }
public Quaternion SpawnRotation { get; private set; } = Quaternion.identity;
public string CurrentId { get; private set; } = "start";
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
}
public static void SetCheckpoint(Vector3 pos, Quaternion rot, string id)
{
if (Instance == null) return;
Instance.SpawnPosition = pos;
Instance.SpawnRotation = rot;
Instance.CurrentId = id;
Debug.Log($"[Checkpoint] Saved: {id}");
}
public static void Respawn(Transform player, CharacterController cc = null)
{
if (Instance == null || player == null) return;
if (cc != null) cc.enabled = false;
player.SetPositionAndRotation(Instance.SpawnPosition, Instance.SpawnRotation);
if (cc != null) cc.enabled = true;
Physics.SyncTransforms();
}
public static void EnsureStart(Vector3 pos, Quaternion rot)
{
if (Instance == null) return;
if (Instance.CurrentId == "start" && Instance.SpawnPosition == Vector3.zero && pos != Vector3.zero
|| Instance.CurrentId == "start")
{
// Always seed start if still default id
}
Instance.SpawnPosition = pos;
Instance.SpawnRotation = rot;
Instance.CurrentId = "start";
}
}
}
@@ -0,0 +1,24 @@
using UnityEngine;
namespace KirbyAdventures
{
public class FallKillPlane : MonoBehaviour
{
public float KillY = -10f;
Transform _player;
CharacterController _cc;
public void Bind(Transform player)
{
_player = player;
_cc = player != null ? player.GetComponent<CharacterController>() : null;
}
void Update()
{
if (_player == null) return;
if (_player.position.y < KillY)
CheckpointSystem.Respawn(_player, _cc);
}
}
}
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using UnityEngine;
namespace KirbyAdventures
{
public interface ILightReactive
{
void OnHitByLight(Vector3 hitPoint, Vector3 direction);
}
}
@@ -0,0 +1,294 @@
using UnityEngine;
namespace KirbyAdventures
{
/// <summary>
/// Procedural greybox for Phase A — Level_01_Forest.
/// </summary>
public static class Level01ForestBuilder
{
static Transform _root;
public static void Build()
{
if (GameObject.Find("Level_01_Forest") != null)
return;
_root = new GameObject("Level_01_Forest").transform;
EnsureLighting();
BuildGroundAndPath();
BuildJumpPlatforms();
var startPos = new Vector3(0f, 1.1f, 0f);
BuildCheckpoints();
BuildStoryTriggers();
BuildAbilityPedestal();
BuildVillageGate();
var player = BuildPlayer(startPos);
BuildCamera(player);
BuildKillPlane(player.transform);
CheckpointSystem.EnsureStart(startPos, Quaternion.identity);
CheckpointSystem.SetCheckpoint(startPos, Quaternion.identity, "start");
DialogueUI.ShowTemporary("Кирби очнулся среди деревьев. Тропа ведёт к деревне — и к себе.", 4f);
}
static void EnsureLighting()
{
// Keep scene light; add one if missing
if (Object.FindFirstObjectByType<Light>() == null)
{
var lightGo = new GameObject("Directional Light");
lightGo.transform.SetParent(_root);
var light = lightGo.AddComponent<Light>();
light.type = LightType.Directional;
light.color = new Color(1f, 0.95f, 0.85f);
light.intensity = 1.1f;
lightGo.transform.rotation = Quaternion.Euler(50f, -30f, 0f);
}
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
RenderSettings.ambientSkyColor = new Color(0.45f, 0.55f, 0.65f);
RenderSettings.ambientEquatorColor = new Color(0.35f, 0.4f, 0.3f);
RenderSettings.ambientGroundColor = new Color(0.15f, 0.12f, 0.1f);
}
static void BuildGroundAndPath()
{
// Start platform
CreateBox("StartPlatform", new Vector3(0f, 0f, 0f), new Vector3(10f, 1f, 10f),
new Color(0.35f, 0.45f, 0.28f));
// Forest path stretches
CreateBox("Path_A", new Vector3(0f, 0f, 14f), new Vector3(6f, 1f, 16f),
new Color(0.32f, 0.42f, 0.26f));
CreateBox("Path_B", new Vector3(0f, 0f, 32f), new Vector3(5f, 1f, 12f),
new Color(0.3f, 0.4f, 0.24f));
// Side tree markers (cylinders)
for (int i = 0; i < 8; i++)
{
float z = 4f + i * 5f;
float x = (i % 2 == 0) ? -5.5f : 5.5f;
var tree = CreatePrimitive(PrimitiveType.Cylinder, $"Tree_{i}",
new Vector3(x, 2f, z), new Vector3(0.6f, 2f, 0.6f),
new Color(0.2f, 0.28f, 0.15f));
tree.transform.SetParent(_root);
}
}
static void BuildJumpPlatforms()
{
// Gap then platforms
CreateBox("Pad_1", new Vector3(0f, 0.5f, 42f), new Vector3(3.5f, 1f, 3.5f),
new Color(0.45f, 0.38f, 0.28f));
CreateBox("Pad_2", new Vector3(3f, 1.2f, 48f), new Vector3(3f, 1f, 3f),
new Color(0.48f, 0.4f, 0.3f));
CreateBox("Pad_3", new Vector3(-2f, 2f, 54f), new Vector3(3f, 1f, 3f),
new Color(0.5f, 0.42f, 0.32f));
CreateBox("Pad_4", new Vector3(0f, 2.5f, 61f), new Vector3(4f, 1f, 4f),
new Color(0.4f, 0.45f, 0.3f));
// Landing after mid section
CreateBox("Path_C", new Vector3(0f, 0f, 72f), new Vector3(8f, 1f, 14f),
new Color(0.33f, 0.42f, 0.27f));
CreateBox("Path_D", new Vector3(0f, 0f, 90f), new Vector3(10f, 1f, 16f),
new Color(0.36f, 0.44f, 0.3f));
CreateBox("VillageApproach", new Vector3(0f, 0f, 108f), new Vector3(12f, 1f, 14f),
new Color(0.4f, 0.4f, 0.35f));
}
static void BuildCheckpoints()
{
CreateCheckpoint("CP_Start", new Vector3(0f, 1.5f, 2f), new Vector3(4f, 2f, 2f), "cp_start");
CreateCheckpoint("CP_Mid", new Vector3(0f, 3.5f, 61f), new Vector3(3f, 2f, 3f), "cp_mid");
CreateCheckpoint("CP_NearGate", new Vector3(0f, 1.5f, 100f), new Vector3(5f, 2f, 3f), "cp_gate");
}
static void CreateCheckpoint(string name, Vector3 pos, Vector3 size, string id)
{
var go = new GameObject(name);
go.transform.SetParent(_root);
go.transform.position = pos;
var box = go.AddComponent<BoxCollider>();
box.isTrigger = true;
box.size = size;
var cp = go.AddComponent<Checkpoint>();
cp.CheckpointId = id;
var marker = CreatePrimitive(PrimitiveType.Cube, name + "_Marker",
pos + Vector3.up * 0.5f, new Vector3(0.4f, 1.2f, 0.4f),
new Color(0.2f, 0.7f, 0.9f, 0.7f));
marker.transform.SetParent(go.transform);
Object.Destroy(marker.GetComponent<Collider>());
cp.SpawnPoint = go.transform;
}
static void BuildStoryTriggers()
{
CreateStory("Story_Fall", new Vector3(0f, 2f, 8f), new Vector3(6f, 3f, 3f),
"«Падение»\nЗемля приняла его мягко, будто лес давно ждал чёрного кота.", 5f);
CreateStory("Story_Road", new Vector3(0f, 2f, 28f), new Vector3(5f, 3f, 3f),
"«Путь в деревню»\nТропа узкая, но шаг за шагом — и чужой шум становится тише.", 5f);
CreateStory("Story_Source", new Vector3(0f, 3.5f, 74f), new Vector3(6f, 3f, 3f),
"«Внутренний источник»\nСвет не нужно искать в небе — он уже греет изнутри.", 5f);
}
static void CreateStory(string name, Vector3 pos, Vector3 size, string quote, float secs)
{
var go = new GameObject(name);
go.transform.SetParent(_root);
go.transform.position = pos;
var box = go.AddComponent<BoxCollider>();
box.isTrigger = true;
box.size = size;
var st = go.AddComponent<StoryTrigger>();
st.Quote = quote;
st.DisplaySeconds = secs;
}
static void BuildAbilityPedestal()
{
var pedestal = CreatePrimitive(PrimitiveType.Cylinder, "LightPedestal",
new Vector3(0f, 1.2f, 78f), new Vector3(1.4f, 0.6f, 1.4f),
new Color(0.55f, 0.5f, 0.75f));
pedestal.transform.SetParent(_root);
var orb = CreatePrimitive(PrimitiveType.Sphere, "LightOrb",
new Vector3(0f, 2.4f, 78f), Vector3.one * 0.7f,
new Color(1f, 0.95f, 0.55f));
orb.transform.SetParent(pedestal.transform);
Object.Destroy(orb.GetComponent<Collider>());
var trigger = new GameObject("AbilityUnlock");
trigger.transform.SetParent(_root);
trigger.transform.position = new Vector3(0f, 1.5f, 78f);
var col = trigger.AddComponent<BoxCollider>();
col.isTrigger = true;
col.size = new Vector3(3.5f, 3f, 3.5f);
trigger.AddComponent<AbilityUnlockPedestal>();
}
static void BuildVillageGate()
{
var posts = CreateBox("GatePosts", new Vector3(0f, 3f, 116f), new Vector3(8f, 6f, 1.2f),
new Color(0.35f, 0.28f, 0.22f));
// Hollow-ish: leave a door slab that moves
var door = CreateBox("GateDoor", new Vector3(0f, 2.5f, 116.2f), new Vector3(3.2f, 4.5f, 0.6f),
new Color(0.15f, 0.12f, 0.2f));
var gate = door.AddComponent<LightGate>();
gate.GateVisual = door.transform;
// Invisible hit proxy in front
var hit = new GameObject("GateLightTarget");
hit.transform.SetParent(_root);
hit.transform.position = new Vector3(0f, 2.5f, 115.5f);
var hc = hit.AddComponent<BoxCollider>();
hc.size = new Vector3(3.5f, 4.5f, 1.5f);
// forward hits to LightGate via child relationship
hit.transform.SetParent(door.transform);
// LightGate is on door; GetComponentInParent will find it
}
static GameObject BuildPlayer(Vector3 pos)
{
// Black capsule named Kirby
var body = CreatePrimitive(PrimitiveType.Capsule, "Kirby", pos, new Vector3(0.9f, 1f, 0.9f),
new Color(0.05f, 0.05f, 0.08f));
body.tag = "Player";
Object.Destroy(body.GetComponent<Collider>());
var cc = body.AddComponent<CharacterController>();
cc.height = 2f;
cc.radius = 0.45f;
cc.center = new Vector3(0f, 0f, 0f);
cc.skinWidth = 0.08f;
var yaw = new GameObject("YawPivot");
yaw.transform.SetParent(body.transform);
yaw.transform.localPosition = Vector3.zero;
var motor = body.AddComponent<PlayerMotor>();
motor.YawPivot = yaw.transform;
body.AddComponent<LightAbility>();
return body;
}
static void BuildCamera(GameObject player)
{
Camera cam = Camera.main;
if (cam == null)
{
var camGo = new GameObject("Main Camera");
cam = camGo.AddComponent<Camera>();
cam.tag = "MainCamera";
camGo.AddComponent<AudioListener>();
}
var follow = cam.GetComponent<SimpleCameraFollow>();
if (follow == null)
follow = cam.gameObject.AddComponent<SimpleCameraFollow>();
var motor = player.GetComponent<PlayerMotor>();
Transform yaw = player.transform.Find("YawPivot");
follow.Target = player.transform;
follow.YawPivot = yaw;
motor.CameraTransform = cam.transform;
motor.YawPivot = yaw;
cam.transform.position = player.transform.position + new Vector3(0f, 2.5f, -5.5f);
cam.transform.LookAt(player.transform.position + Vector3.up * 1.2f);
}
static void BuildKillPlane(Transform player)
{
var go = new GameObject("FallKillPlane");
go.transform.SetParent(_root);
var kill = go.AddComponent<FallKillPlane>();
kill.KillY = -10f;
kill.Bind(player);
}
static GameObject CreateBox(string name, Vector3 pos, Vector3 scale, Color color)
{
var go = CreatePrimitive(PrimitiveType.Cube, name, pos, scale, color);
go.transform.SetParent(_root);
return go;
}
static GameObject CreatePrimitive(PrimitiveType type, string name, Vector3 pos, Vector3 scale, Color color)
{
var go = GameObject.CreatePrimitive(type);
go.name = name;
go.transform.position = pos;
go.transform.localScale = scale;
var rend = go.GetComponent<Renderer>();
if (rend != null)
{
// URP Lit may exist after package import; fallback to Standard / Unlit
var shader = Shader.Find("Universal Render Pipeline/Lit");
if (shader == null) shader = Shader.Find("Standard");
if (shader == null) shader = Shader.Find("Sprites/Default");
if (shader != null)
{
var mat = new Material(shader);
if (mat.HasProperty("_BaseColor"))
mat.SetColor("_BaseColor", color);
else if (mat.HasProperty("_Color"))
mat.SetColor("_Color", color);
else
mat.color = color;
rend.material = mat;
}
else
{
rend.material.color = color;
}
}
return go;
}
}
}
@@ -0,0 +1,50 @@
using UnityEngine;
namespace KirbyAdventures
{
/// <summary>
/// Village gate that opens when hit by Light after the ability is unlocked.
/// </summary>
public class LightGate : MonoBehaviour, ILightReactive
{
public bool IsOpen { get; private set; }
public Transform GateVisual;
public float OpenHeight = 4f;
public float OpenSpeed = 2.5f;
Vector3 _closedPos;
Vector3 _openPos;
bool _opening;
void Awake()
{
if (GateVisual == null)
GateVisual = transform;
_closedPos = GateVisual.localPosition;
_openPos = _closedPos + Vector3.up * OpenHeight;
}
public void OnHitByLight(Vector3 hitPoint, Vector3 direction)
{
if (IsOpen) return;
if (GameFlow.Instance != null && !GameFlow.Instance.LightAbilityUnlocked)
{
DialogueUI.ShowTemporary("Свет ещё спит внутри... Найди источник на тропе.", 3f);
return;
}
IsOpen = true;
_opening = true;
DialogueUI.ShowTemporary("Свет коснулся ворот — путь в деревню открыт.", 3.5f);
if (GameFlow.Instance != null)
GameFlow.Instance.TriggerWin();
}
void Update()
{
if (!_opening || GateVisual == null) return;
GateVisual.localPosition = Vector3.MoveTowards(
GateVisual.localPosition, _openPos, OpenSpeed * Time.unscaledDeltaTime);
}
}
}
@@ -0,0 +1,93 @@
using UnityEngine;
using UnityEngine.InputSystem;
namespace KirbyAdventures
{
[RequireComponent(typeof(CharacterController))]
public class PlayerMotor : MonoBehaviour
{
public float MoveSpeed = 6f;
public float JumpHeight = 1.4f;
public float Gravity = -22f;
public float GroundStick = -2f;
public Transform CameraTransform;
public Transform YawPivot;
CharacterController _cc;
Vector3 _velocity;
bool _grounded;
void Awake()
{
_cc = GetComponent<CharacterController>();
}
void Update()
{
if (GameFlow.Instance != null && (GameFlow.Instance.IsPaused || GameFlow.Instance.HasWon))
return;
HandleRespawnInput();
ReadMoveAndJump();
}
void HandleRespawnInput()
{
var kb = Keyboard.current;
if (kb != null && kb.rKey.wasPressedThisFrame)
CheckpointSystem.Respawn(transform, _cc);
}
void ReadMoveAndJump()
{
var kb = Keyboard.current;
float h = 0f, v = 0f;
if (kb != null)
{
if (kb.aKey.isPressed || kb.leftArrowKey.isPressed) h -= 1f;
if (kb.dKey.isPressed || kb.rightArrowKey.isPressed) h += 1f;
if (kb.sKey.isPressed || kb.downArrowKey.isPressed) v -= 1f;
if (kb.wKey.isPressed || kb.upArrowKey.isPressed) v += 1f;
}
_grounded = _cc.isGrounded;
if (_grounded && _velocity.y < 0f)
_velocity.y = GroundStick;
Vector3 forward = Vector3.forward;
Vector3 right = Vector3.right;
if (YawPivot != null)
{
forward = YawPivot.forward;
right = YawPivot.right;
}
else if (CameraTransform != null)
{
forward = CameraTransform.forward;
right = CameraTransform.right;
}
forward.y = 0f;
right.y = 0f;
forward.Normalize();
right.Normalize();
Vector3 move = (forward * v + right * h);
if (move.sqrMagnitude > 1f) move.Normalize();
_cc.Move(move * MoveSpeed * Time.deltaTime);
if (kb != null && kb.spaceKey.wasPressedThisFrame && _grounded)
_velocity.y = Mathf.Sqrt(JumpHeight * -2f * Gravity);
_velocity.y += Gravity * Time.deltaTime;
_cc.Move(_velocity * Time.deltaTime);
if (move.sqrMagnitude > 0.01f)
{
var look = Quaternion.LookRotation(move, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, look, 12f * Time.deltaTime);
}
}
}
}
@@ -0,0 +1,58 @@
using UnityEngine;
using UnityEngine.InputSystem;
namespace KirbyAdventures
{
/// <summary>
/// Third-person follow camera with mouse look (avoids Cinemachine 3 API coupling).
/// </summary>
public class SimpleCameraFollow : MonoBehaviour
{
public Transform Target;
public Transform YawPivot;
public float Distance = 5.5f;
public float Height = 1.6f;
public float MouseSensitivity = 0.12f;
public float MinPitch = -30f;
public float MaxPitch = 55f;
public float Smooth = 12f;
float _yaw;
float _pitch = 12f;
public float Yaw => _yaw;
public float Pitch => _pitch;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
if (YawPivot != null)
_yaw = YawPivot.eulerAngles.y;
}
void LateUpdate()
{
if (Target == null) return;
if (GameFlow.Instance != null && (GameFlow.Instance.IsPaused || GameFlow.Instance.HasWon))
return;
var mouse = Mouse.current;
if (mouse != null)
{
var delta = mouse.delta.ReadValue();
_yaw += delta.x * MouseSensitivity;
_pitch -= delta.y * MouseSensitivity;
_pitch = Mathf.Clamp(_pitch, MinPitch, MaxPitch);
}
if (YawPivot != null)
YawPivot.rotation = Quaternion.Euler(0f, _yaw, 0f);
var rot = Quaternion.Euler(_pitch, _yaw, 0f);
var desired = Target.position + Vector3.up * Height + rot * (Vector3.back * Distance);
transform.position = Vector3.Lerp(transform.position, desired, 1f - Mathf.Exp(-Smooth * Time.deltaTime));
transform.rotation = Quaternion.Slerp(transform.rotation, rot, 1f - Mathf.Exp(-Smooth * Time.deltaTime));
}
}
}
@@ -0,0 +1,27 @@
using UnityEngine;
namespace KirbyAdventures
{
[RequireComponent(typeof(Collider))]
public class StoryTrigger : MonoBehaviour
{
[TextArea] public string Quote;
public float DisplaySeconds = 4.5f;
public bool Once = true;
bool _shown;
void OnTriggerEnter(Collider other)
{
if (Once && _shown) return;
if (other.GetComponent<PlayerMotor>() == null) return;
_shown = true;
DialogueUI.ShowTemporary(Quote, DisplaySeconds);
}
void OnTriggerExit(Collider other)
{
if (other.GetComponent<PlayerMotor>() == null) return;
// Optional: hide early when leaving — keep simple, let timer finish
}
}
}
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using UnityEngine;
using UnityEngine.UI;
namespace KirbyAdventures
{
public class DialogueUI : MonoBehaviour
{
public static DialogueUI Instance { get; private set; }
Text _text;
Image _panel;
float _hideAt;
public static DialogueUI EnsureExists()
{
if (Instance != null) return Instance;
var go = new GameObject("DialogueUI");
DontDestroyOnLoad(go);
return go.AddComponent<DialogueUI>();
}
void Awake()
{
Instance = this;
Build();
}
void Build()
{
var canvas = gameObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 50;
gameObject.AddComponent<CanvasScaler>().uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
gameObject.AddComponent<GraphicRaycaster>();
var panelGo = new GameObject("Panel");
panelGo.transform.SetParent(transform, false);
_panel = panelGo.AddComponent<Image>();
_panel.color = new Color(0.05f, 0.07f, 0.1f, 0.82f);
var prt = _panel.rectTransform;
prt.anchorMin = new Vector2(0.12f, 0.05f);
prt.anchorMax = new Vector2(0.88f, 0.22f);
prt.offsetMin = Vector2.zero;
prt.offsetMax = Vector2.zero;
var textGo = new GameObject("Quote");
textGo.transform.SetParent(panelGo.transform, false);
_text = textGo.AddComponent<Text>();
_text.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
if (_text.font == null)
_text.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
_text.fontSize = 26;
_text.alignment = TextAnchor.MiddleCenter;
_text.color = new Color(0.95f, 0.93f, 0.88f);
_text.horizontalOverflow = HorizontalWrapMode.Wrap;
_text.verticalOverflow = VerticalWrapMode.Overflow;
var trt = _text.rectTransform;
trt.anchorMin = new Vector2(0.04f, 0.1f);
trt.anchorMax = new Vector2(0.96f, 0.9f);
trt.offsetMin = Vector2.zero;
trt.offsetMax = Vector2.zero;
_panel.gameObject.SetActive(false);
}
public static void ShowTemporary(string quote, float seconds)
{
EnsureExists();
Instance.Show(quote, seconds);
}
public void Show(string quote, float seconds)
{
if (_text == null) return;
_text.text = quote;
_panel.gameObject.SetActive(true);
_hideAt = Time.unscaledTime + seconds;
}
void Update()
{
if (_panel != null && _panel.gameObject.activeSelf && Time.unscaledTime >= _hideAt)
_panel.gameObject.SetActive(false);
}
}
}
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# Карта глав → уровни
Книга разбита на 13 глав. Ниже — план будущих уровней.
**Phase A (текущий прототип):** только **Level_01_Forest**.
| # | Глава (книга) | Будущий уровень | Статус |
|---|----------------|-----------------|--------|
| 1 | Падение | Level_01_Forest (вступление / тропа) | Phase A |
| 2 | Путь в деревню | Level_01_Forest (продолжение тропы) | Phase A |
| 3 | Внутренний источник | Level_01_Forest (пьедестал Света) | Phase A |
| 4 | Ворота / порог деревни | Level_01_Forest (LightGate, финиш среза) | Phase A |
| 5 | (глава 5) | Level_02_Village | Планируется |
| 6 | (глава 6) | Level_02_Village / Level_03 | Планируется |
| 7 | (глава 7) | Level_03 | Планируется |
| 8 | (глава 8) | Level_04 | Планируется |
| 9 | (глава 9) | Level_05 | Планируется |
| 10 | (глава 10) | Level_06 | Планируется |
| 11 | (глава 11) | Level_07 | Планируется |
| 12 | (глава 12) | Level_08 | Планируется |
| 13 | (глава 13) | Level_09_Finale | Планируется |
## Phase A — Level_01_Forest
Runtime-сборка (`Level01ForestBuilder`):
- стартовая площадка и лесная тропа из примитивов;
- платформы и разрывы;
- 2–3 чекпоинта + kill-plane;
- сюжетные объёмы с цитатами в духе глав «Падение», «Путь в деревню», «Внутренний источник»;
- пьедестал разблокировки Света;
- ворота деревни с `LightGate` → победа.
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# GDD — Приключения кота Кирби
## Название
**Приключения кота Кирби** (репозиторий: Cat-Kirby-Adventures).
## Фэнтези
Игрок ведёт чёрного кота Кирби по миру, где внешние препятствия отражают внутренний путь героя.
Способность **Свет** — проявление внутреннего источника: игрок учится «видеть» и открывать то, что закрыто страхом и тьмой.
Тон: тёплый, сказочный, с уважением к тексту книги; геймплей — понятный 3D-платформинг от третьего лица.
## Основной цикл (core loop)
1. Исследовать короткий сегмент уровня (тропа / платформы).
2. Читать сюжетные реплики в триггерах (атмосфера глав).
3. Преодолевать прыжки и пропасти; сохраняться на чекпоинтах.
4. Получить способность **Свет** и применить её к реактивным объектам.
5. Открыть ворота / пройти к следующей зоне → победа на срезе.
## Способность «Свет»
- **Состояние:** заблокирована до пьедестала на середине Level 01.
- **Ввод:** ЛКМ или E.
- **Поведение:** короткий raycast вперёд, вспышка LineRenderer, вызов `ILightReactive.OnHitByLight`.
- **Кулдаун:** ~0.75 с.
- **Смысл в срезе:** открыть `LightGate` у деревни и завершить уровень.
## Камера
Третье лицо: следование за Кирби, yaw/pitch от мыши, ограничение pitch.
В прототипе — `SimpleCameraFollow` (без жёсткой зависимости от API Cinemachine 3).
## Объём вертикального среза (Phase A)
| Включено | Не в срезе |
|----------|------------|
| Level_01_Forest (runtime greybox) | Полные уровни глав 5–13 |
| Движение, прыжок, чекпоинты | Боевая система, инвентарь |
| Свет + одни ворота | Много врагов / квесты |
| 2–3 сюжетных оверлея | Полный диалоговый UI / озвучка |
| Пауза, win-state | Сохранения на диск, меню настроек |
Цель среза: доказать фан «книга → платформер» и петлю «движение → история → Свет → ворота».
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{
"dependencies": {
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# Приключения кота Кирби
Вертикальный срез 3D-платформера от третьего лица по главам 1–4 книги.
Целевая версия Unity: **6000.0.32f1** (Unity 6).
## Установка Unity
1. Установите [Unity Hub](https://unity.com/download).
2. В Hub → **Installs** → **Install Editor** → найдите **6000.0.32f1**
(или Archive: https://unity.com/releases/editor/archive).
3. При установке отметьте **Windows Build Support** (и IDE support по желанию).
4. В `Packages/manifest.json` уже указаны Universal RP, Input System и Cinemachine.
## Открытие проекта
1. Unity Hub → **Open** → папка `D:\\Work\\my_projects\\Cat-Kirby-Adventures`
2. Дождитесь импорта пакетов (первый запуск может занять несколько минут).
3. Откройте сцену `Assets/Scenes/Bootstrap.unity` (она в Build Settings).
4. Нажмите **Play**.
Уровень **Level 01 (Лес)** собирается в runtime скриптом `Level01ForestBuilder`.
## Управление
| Действие | Клавиша |
|----------|---------|
| Ходьба | WASD |
| Камера / взгляд | Мышь |
| Прыжок | Пробел |
| Способность «Свет» | ЛКМ или E (после разблокировки) |
| Респаун на чекпоинте | R |
| Пауза | Escape |
## Состав прототипа (Phase A)
- Серый бокс лесной тропы с платформами и пропастями
- Чекпоинты и kill-plane (падение ниже Y = −10)
- Сюжетные триггеры с цитатами (главы «Падение», «Путь в деревню», «Внутренний источник»)
- Пьедестал разблокировки способности «Свет»
- Ворота деревни (`LightGate`) — цель уровня
Документация: `Docs/GDD.md`, `Docs/ChapterMap.md`.
## Компания
**ifontosh** — продукт: *Приключения кота Кирби*.