Initial commit

This commit is contained in:
Mausham Neupane
2026-01-05 00:11:51 +05:45
commit 05ee499ce3
2015 changed files with 835249 additions and 0 deletions

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using Darkmatter.Core;
using UnityEngine;
namespace Darkmatter.Presentation
{
public class EnemyAnimController : HumonoidAnim, IEnemyAnimController
{
private readonly int walkHash = Animator.StringToHash("walk");
private readonly int chaseHash = Animator.StringToHash("chase");
private readonly int attackHash = Animator.StringToHash("attack");
private readonly int deadHash = Animator.StringToHash("dead");
public void PlayWalkAnim(bool value)
{
animator.SetBool(walkHash, value);
}
public void PlayAttackAnim(bool value)
{
animator.SetBool(attackHash, value);
}
public void PlayeChaseAnim(bool value)
{
animator.SetBool(chaseHash, value);
}
public void PlayDeadAnim()
{
resetValues();
animator.SetTrigger(deadHash);
}
public void resetValues()
{
animator.SetBool("walk", false);
animator.SetBool("chase", false);
animator.SetBool("attack", false);
}
}
}

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using Darkmatter.Core;
using UnityEngine;
namespace Darkmatter.Presentation
{
public abstract class HumonoidAnim : MonoBehaviour, IHumonoidAnim
{
public Animator animator;
protected readonly int jumpHash = Animator.StringToHash("Jump");
public void PlayJumpAnim()
{
animator.SetTrigger(jumpHash);
}
}
}

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using Darkmatter.Core;
using System;
using System.Collections;
using System.Runtime.CompilerServices;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Animations.Rigging;
using VContainer;
namespace Darkmatter.Presentation
{
public class PlayerAnimController : HumonoidAnim, IPlayerAnim
{
private readonly int shootHash = Animator.StringToHash("IsShooting");
protected readonly int moveXhash = Animator.StringToHash("MoveX");
protected readonly int moveYhash = Animator.StringToHash("MoveY");
private readonly int reloadHash = Animator.StringToHash("Reload");
private readonly int deadHash = Animator.StringToHash("Dead");
public TwoBoneIKConstraint HandOnGunIK; //for gunHand Ik
private Coroutine reloadCoroutine;
public void PlayReloadAnim(IReloadableWeapon reloadableWeapon)
{
if (reloadCoroutine == null)
{
reloadCoroutine = StartCoroutine(ReloadRoutine(reloadableWeapon));
}
}
IEnumerator ReloadRoutine(IReloadableWeapon reloadableWeapon)
{
reloadableWeapon.isReloading = true;
yield return BlendLayerWeight(1, 1, 0.2f);
HandOnGunIK.weight = 0f;
animator.SetTrigger(reloadHash);
yield return new WaitForSeconds(3f); //gave the length of the animation very bad practice
yield return BlendLayerWeight(1, 0, 0.2f);
HandOnGunIK.weight = 1f;
reloadableWeapon.Reload();
reloadableWeapon.isReloading = false;
reloadCoroutine = null;
}
IEnumerator BlendLayerWeight(int layerIndex, float targetWeight, float blendTime)
{
float startWeight = animator.GetLayerWeight(layerIndex);
float time = 0f;
while (time < blendTime)
{
time += Time.deltaTime;
float t = time / blendTime;
float weight = Mathf.Lerp(startWeight, targetWeight, t);
animator.SetLayerWeight(layerIndex, weight);
yield return null;
}
animator.SetLayerWeight(layerIndex, targetWeight);
}
public void PlayMovementAnim(Vector2 velocity)
{
animator.SetFloat(moveXhash, velocity.x, 0.4f, Time.deltaTime);
animator.SetFloat(moveYhash, velocity.y, 0.4f, Time.deltaTime);
}
public void PlayShootAnim()
{
Debug.Log("player Shoot");
}
public void PlayDeadAnim()
{
animator.SetTrigger(deadHash);
}
}
}

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using Darkmatter.Core;
using System.Collections.Generic;
using UnityEngine;
namespace Darkmatter.Presentation
{
[System.Serializable]
public struct AudioEntry
{
public AudioId id;
public AudioClip clip;
}
public class AudioService : MonoBehaviour, IAudioService
{
[Header("Audio Sources")]
[SerializeField] private AudioSource musicSource;
[SerializeField] private AudioSource sfxSource;
[Header("Audio Clips")]
[SerializeField] private AudioEntry[] clips;
private Dictionary<AudioId, AudioClip> _clipMap;
private void Awake()
{
_clipMap = new Dictionary<AudioId, AudioClip>();
foreach (var entry in clips)
{
if (!_clipMap.ContainsKey(entry.id))
_clipMap.Add(entry.id, entry.clip);
}
DontDestroyOnLoad(gameObject);
PlayMusic(AudioId.Music_Gameplay);
}
public void PlayMusic(AudioId id)
{
if (!_clipMap.TryGetValue(id, out var clip)) return;
musicSource.clip = clip;
musicSource.loop = true;
musicSource.Play();
}
public void StopMusic()
{
musicSource.Stop();
}
public void PlaySFX(AudioId id,float volume)
{
if (!_clipMap.TryGetValue(id, out var clip)) return;
sfxSource.PlayOneShot(clip,volume);
}
public void PlaySFXAt(AudioId id, Vector3 position)
{
if (!_clipMap.TryGetValue(id, out var clip)) return;
AudioSource.PlayClipAtPoint(clip, position);
}
}
}

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using Darkmatter.Core;
using System;
using Unity.Cinemachine;
using UnityEngine;
using VContainer;
namespace Darkmatter.Presentation
{
public class CameraService : MonoBehaviour, ICameraService
{
public Camera mainCamera { get; private set; }
public CinemachineThirdPersonFollow AdsCamera;
[Inject] private IInputReader inputReader;
public bool isAiming = false;
private void Start()
{
mainCamera = Camera.main;
inputReader.OnAdsCameraSwitch += SwitchADSCamera;
AdsCamera.gameObject.SetActive(false);
}
private void OnDisable()
{
inputReader.OnAdsCameraSwitch -= SwitchADSCamera;
}
private void SwitchADSCamera()
{
isAiming = !isAiming;
AdsCamera.gameObject.SetActive(isAiming);
}
}
}

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using Darkmatter.Core;
using UnityEngine;
using UnityEngine.Pool;
using VContainer;
namespace Darkmatter.Presentation
{
public class EnemiesSpawnner : MonoBehaviour
{
[Inject] IEnemyFactory _enemyFactory;
[Inject] IGameScreenController gameScreenController;
public int baseEnemyCount =2;
private ObjectPool<IEnemyPawn> _enemyPool;
private int killedEnemies = 0;
private int enemiesMultiplier = 1;
private void OnEnable()
{
EnemyMotor.OnEnemyDead += ReturnEnemy;
}
private void OnDisable()
{
EnemyMotor.OnEnemyDead -= ReturnEnemy;
}
private void Awake()
{
_enemyPool = new ObjectPool<IEnemyPawn>(
createFunc: () => _enemyFactory.GetEnemy(GetRandomType()),
actionOnGet: enemy => enemy.GameObject.SetActive(true),
actionOnRelease: enemy => enemy.GameObject.SetActive(false),
actionOnDestroy: enemy => Destroy(enemy.GameObject),
collectionCheck: true,
defaultCapacity: 10,
maxSize: 50
);
}
private ZombieType GetRandomType()
{
return Random.value > 0.5f ? ZombieType.Fat : ZombieType.slim;
}
private void Start()
{
SpawnWave(enemiesMultiplier);
}
private void SpawnWave(int multiplier)
{
gameScreenController.UpdateTotalZombiesCount(baseEnemyCount*multiplier);
gameScreenController.UpdateRemainingZombiesCount(baseEnemyCount*multiplier);
for (int i = 0; i < baseEnemyCount*multiplier; i++)
{
IEnemyPawn enemy = _enemyPool.Get();
enemy.GameObject.transform.position = enemy.PatrolPoints[Random.Range(0, enemy.PatrolPoints.Count)].position;
}
}
public void ReturnEnemy(IEnemyPawn enemy)
{
enemy.Reset();
_enemyPool.Release(enemy);
killedEnemies++;
gameScreenController.UpdateRemainingZombiesCount(baseEnemyCount*enemiesMultiplier - killedEnemies);
if(killedEnemies == baseEnemyCount*enemiesMultiplier)
{
killedEnemies = 0;
enemiesMultiplier++;
SpawnWave(enemiesMultiplier);
}
}
}
}

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using Darkmatter.Core;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using VContainer;
namespace Darkmatter.Presentation
{
public class EnemyMotor : MonoBehaviour, IEnemyPawn
{
public static event Action<IEnemyPawn> OnEnemyDead;
public GameObject GameObject => this.gameObject;
[SerializeField] private NavMeshAgent enemyAI;
public Transform PlayerTarget { get; private set; }
public NavMeshAgent EnemyAI => enemyAI;
public List<Transform> PatrolPoints { get; private set; } = new List<Transform>();
public float Health { get; set; } = 100;
public bool isDead { get; set; } = false;
public event Action<float> OnHealthDecreased;
public void Die()
{
if(isDead) return;
isDead = true;
enemyAI.enabled = false;
Invoke(nameof(Hide), 5f);
}
private void Hide()
{
OnEnemyDead?.Invoke(this);
}
public Vector3 ReturnMyPos()
{
return this.transform.position;
}
public void SetDestination(Vector3 destination)
{
enemyAI.SetDestination(destination);
}
public void TakeDamage(float damage)
{
Health -= damage;
OnHealthDecreased?.Invoke(Health);
}
public void InitializeFromFactory(Transform player, List<Transform> patrolPoints)
{
this.PlayerTarget = player;
this.PatrolPoints = patrolPoints;
}
public void Reset()
{
Health = 100;
enemyAI.enabled = true;
isDead = false;
}
}
}

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using Darkmatter.Core;
using UnityEngine;
namespace Darkmatter.Presentation
{
public class PlayerAimTargetProvider : MonoBehaviour, ITargetProvider
{
private Camera mainCamera;
[SerializeField] private LayerMask aimLayer;
private RaycastHit _hitPoint;
public RaycastHit hitPoint => _hitPoint;
public Vector3 currentAimPos;
public Transform AimObject; //for IK aim handling
public float smoothing = 10f;
public float maxDistance = 100f;
private void Start()
{
mainCamera = Camera.main;
}
private void Update()
{
Vector2 screenPoint = new Vector2(Screen.width / 2, Screen.height / 2);
Ray ray = mainCamera.ScreenPointToRay(screenPoint);
if (Physics.Raycast(ray, out _hitPoint, maxDistance, aimLayer,queryTriggerInteraction:QueryTriggerInteraction.Ignore))
{
currentAimPos = Vector3.Lerp(currentAimPos, _hitPoint.point, Time.deltaTime * smoothing);
}
else
{
currentAimPos = ray.GetPoint(maxDistance);
}
AimObject.position = currentAimPos;
}
}
}

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using Darkmatter.Core;
using Darkmatter.Domain;
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Animations.Rigging;
using UnityEngine.SceneManagement;
using VContainer;
namespace Darkmatter.Presentation
{
public class PlayerMotor : MonoBehaviour, IPlayerPawn
{
[Header("LookSetting")]
public Transform cinemachineFollowTarget;
[Header("MoveSetting")]
public CharacterController characterController;
[Header("GravitySetting")]
private float verticalVelocity;
public bool isGrounded => IsOnGround();
public float Health { get; set; } = 100;
[Header("GroundCheckSensorSetting")]
public float groundOffset;
public float groundCheckRadius;
public LayerMask groundLayer;
[Header("TurnSetting")]
public float turnSpeed = 5f;
[Inject] private PlayerConfigSO playerConfig;
[Inject] private IPlayerAnim PlayerAnim;
[Inject] private IGameScreenController gameScreenController;
[Inject] private IInputReader inputReader;
public event Action<float> OnHealthDecreased;
private bool isDead=false;
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
//state based functions
public void Move(Vector3 motion)
{
ApplyGravity(); //apply gravity before moving
Vector3 finalMove = motion;
finalMove.y = verticalVelocity;
characterController.Move(finalMove * Time.deltaTime);
}
public void SetCameraRotation(float pitch, float yaw)
{
cinemachineFollowTarget.rotation = Quaternion.Euler(pitch, yaw, 0);
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,yaw,0), Time.deltaTime*turnSpeed); //rotate player towards the camera forward axis
}
public void Jump(float jumpForce)
{
verticalVelocity = jumpForce;
}
public bool IsOnGround()
{
Vector3 groundPos = transform.position + Vector3.down * groundOffset;
return Physics.CheckSphere(
groundPos,
groundCheckRadius,
groundLayer,
QueryTriggerInteraction.Ignore
);
}
public void ApplyGravity()
{
if (isGrounded && verticalVelocity < 0f)
{
verticalVelocity = -2f; // snap to ground
}
verticalVelocity += playerConfig.gravity * Time.deltaTime;
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.green;
Vector3 groundPos = transform.position + Vector3.down * groundOffset;
Gizmos.DrawWireSphere(groundPos, groundCheckRadius);
}
float damageCooldown = 1f;
float lastHitTime;
private void OnTriggerEnter(Collider other)
{
if(other.CompareTag("Enemy")&& !isDead)
{
TakeDamage(10);
}
}
public void TakeDamage(float damage)
{
Health-=damage;
if(Health<=0)
{
Die();
}
gameScreenController.ShowPlayerHealth((int)Health);
}
public void Die()
{
isDead = true;
PlayerAnim.PlayDeadAnim();
inputReader.DisableInput();
Invoke("GameOver", 4f);
}
private void GameOver()
{
gameScreenController.ShowGameOverText();
}
}
}

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using Darkmatter.Core;
using UnityEngine;
namespace Darkmatter.Presentation
{
public class GameScreenController : IGameScreenController
{
GameScreenView gameScreenView;
public GameScreenController(GameScreenView gameScreenView)
{
this.gameScreenView = gameScreenView;
}
public void UpdateFireableBulletCount(int bulletCount)
{
gameScreenView.UpdateBulletText(bulletCount);
}
public void UpdateRemainingZombiesCount(int zombiesCount)
{
gameScreenView.UpdateRemainingZombiesCountText(zombiesCount);
}
public void UpdateTotalZombiesCount(int totalZombiesCount)
{
gameScreenView.UpdateTotalZombiesCount(totalZombiesCount);
}
public void ShowGameOverText()
{
gameScreenView.ShowGameOver();
}
public void ShowPlayerHealth(int health)
{
gameScreenView.ShowPlayerHealth(health);
}
}
}

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using System;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Darkmatter.Presentation
{
public class GameScreenView : MonoBehaviour
{
public TextMeshProUGUI fireableBulletText;
public TextMeshProUGUI remainingZombiesCountText;
public TextMeshProUGUI totalZombiesCountText;
public TextMeshProUGUI playerHealthText;
public GameObject GameOverObject;
public void UpdateBulletText(int bulletCount)
{
fireableBulletText.text = bulletCount.ToString();
}
public void UpdateRemainingZombiesCountText(int zombiesCount)
{
remainingZombiesCountText.text = zombiesCount.ToString();
}
public void UpdateTotalZombiesCount(int totalZombies)
{
totalZombiesCountText.text = totalZombies.ToString();
}
public void ShowPlayerHealth(int health)
{
playerHealthText.text = health.ToString();
}
public void ShowGameOver()
{
GameOverObject.SetActive(true);
Invoke("ChangeScene", 2f);
}
void ChangeScene()
{
SceneManager.LoadScene(0);
}
}
}

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fileFormatVersion: 2
guid: 53b791085ea93e74eb91492d67fa02a6

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using UnityEngine;
using UnityEngine.SceneManagement;
namespace Darkmatter.Presentation
{
public class MenuScreen : MonoBehaviour
{
private void Start()
{
Cursor.lockState = CursorLockMode.None;
}
public void OnPlayBtnClick()
{
SceneManager.LoadScene(1);
}
}
}

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fileFormatVersion: 2
guid: 1f9f29400af628d418161d7091f4ecc3

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fileFormatVersion: 2
guid: 8bb38fc0897142643b14cbd6f6c2d9bb
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using Darkmatter.Core;
using Darkmatter.Domain;
using System;
using UnityEngine;
using VContainer;
namespace Darkmatter.Presentation
{
public class GunWeapon : MonoBehaviour, IReloadableWeapon
{
[Header("VFX")]
public ParticleSystem MuzzleFlashParticle;
public ParticleSystem BulletHitEffectParticle;
public ParticleSystem ZombieHitEffectParticle;
[Header("Weapon Data")]
public float fireRate = 0.1f;
public bool isReloading { get; set; }
public int AmmoCount { get; set; } = 40;
public int initialAmmoCount { get; set; } = 40;
private float lastUsedTime;
public GameObject BulletHole;
public bool canAttack => Time.time >= lastUsedTime + fireRate && AmmoCount > 0 && !isReloading;
[Inject] private ITargetProvider targetProvider;
private RaycastHit hitPoint => targetProvider.hitPoint;
public void Attack()
{
lastUsedTime = Time.time;
AmmoCount--;
PlayMuzzleFlash();
if (hitPoint.transform != null) PlayBulletHitEffectParticle();
}
private void ShowBulletHole(Vector3 spawnPos)
{
GameObject bulletHit = Instantiate(BulletHole, spawnPos, Quaternion.LookRotation(hitPoint.normal));
Destroy(bulletHit, 5f);
}
private void PlayBulletHitEffectParticle()
{
var damageable = hitPoint.transform.GetComponent<IDamageable>();
Debug.Log(hitPoint.transform);
Vector3 particleSpawnPos = hitPoint.point + hitPoint.normal * 0.01f;
Quaternion ParticleRotation = Quaternion.LookRotation(hitPoint.normal);
if (damageable != null)
{
ZombieHitEffectParticle.transform.position = particleSpawnPos;
ZombieHitEffectParticle.transform.rotation = ParticleRotation;
ZombieHitEffectParticle.Play(true);
damageable.TakeDamage(10f);
}
else
{
BulletHitEffectParticle.transform.position = particleSpawnPos;
BulletHitEffectParticle.transform.rotation = Quaternion.LookRotation(hitPoint.normal);
BulletHitEffectParticle.Play(true);
}
}
public void Reload()
{
AmmoCount = initialAmmoCount;
}
private void PlayMuzzleFlash()
{
MuzzleFlashParticle.Play(true);
}
}
}

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fileFormatVersion: 2
guid: bf22e36737a853040b18d29e45fa59ee