Merge branch 'Dev' into mobs-dev
This commit is contained in:
commit
175567e4dd
196 files changed
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-3522
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@@ -1,41 +1,76 @@
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using Code.App.StateMachine;
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using Code.Scenes;
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using Code.App.StateMachine;
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using Code.Gameplay.Player;
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using Code.Input;
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using Code.StateMachine;
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using Code.UI;
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using Cysharp.Threading.Tasks;
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using Reflex.Core;
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using Reflex.Extensions;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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namespace Code.App.AppStates
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{
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public class GameOverState : BaseState<AppStateMachineContext>
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{
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public GameOverState(AppStateMachineContext context) : base(context)
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{ }
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{
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}
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private IPlayerScore _playerScore;
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private GameOverPanel _gameOverPanel;
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private float damnTimer = 3f; // TODO Удалить при первой возможности
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public override void EnterState()
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{
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Context.UIService.SwitchPanelTo(UIPanel.GameOver);
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Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
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_playerScore = sceneContainer.Resolve<IPlayerScore>();
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_scoreCounter = 0;
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Context.InputService.EnableMap(ActionMappings.UI);
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Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
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GameOver();
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base.EnterState();
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}
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private void TryToExit(InputAction.CallbackContext context)
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{
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ToMainMenu();
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}
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private async UniTaskVoid GameOver()
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{
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await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
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_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
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}
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private void ToMainMenu()
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{
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Context.StateMachine.SwitchState(AppState.MainMenu)
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.AllowStateTransition(AppState.Gameplay);
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}
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private float _scoreCounter;
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public override void Tick()
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{
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damnTimer -= Time.deltaTime;
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if (damnTimer <= float.Epsilon) ToMainMenu();
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if (!_gameOverPanel) return;
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_scoreCounter += Time.deltaTime * 100;
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// UnityEngine.Debug.Log($"Score: {_scoreCounter}");
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if((int)_scoreCounter >= _playerScore.Score)
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{
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_gameOverPanel.UpdateScoreText(_playerScore.Score);
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}
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else _gameOverPanel.UpdateScoreText((int)_scoreCounter);
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}
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public override void ExitState()
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{
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damnTimer = 5f;
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{
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Context.InputService.DisableMap(ActionMappings.UI);
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Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
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Context.UIService.LoadingScreen.Show();
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base.ExitState();
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}
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}
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@@ -1,18 +1,27 @@
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using System.Collections.Generic;
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using System.Globalization;
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using System.Reflection.Emit;
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using System.Threading.Tasks;
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using Code.App.Loading;
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using Code.App.StateMachine;
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using Code.Audio;
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using Code.Gameplay.Camera;
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using Code.Gameplay.Camera.CameraStates;
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using Code.Gameplay.Character.Core;
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using Code.Gameplay.Enemies;
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using Code.Gameplay.Orders.Order;
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using Code.Gameplay.Orders.Order;
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using Code.Gameplay.Player;
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using Code.Input;
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using Code.Scenes;
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using Code.Scenes.SceneEnvironments;
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using Code.StateMachine;
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using Code.UI;
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using Code.UI.Panels;
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using Cysharp.Threading.Tasks;
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using Reflex.Core;
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using Reflex.Extensions;
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using Reflex.Injectors;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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@@ -20,13 +29,12 @@ using UnityEngine.SceneManagement;
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namespace Code.App.AppStates
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{
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public class GameplayState : BaseState<AppStateMachineContext>
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{
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// DEBUG
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private Transform _testSFXTransform;
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// DEBUG
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{
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private PlayerHealth _playerHealth;
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private PlayerMoney _playerMoney;
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private IPlayerScore _playerScore;
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private IOrderService _orderService;
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private CharacterProvider _playerCharacter;
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private List<BaseEnemy> _enemies;
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@@ -41,100 +49,148 @@ namespace Code.App.AppStates
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_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
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//_playerHealth = Context.PlayerProvider.Health;
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Context.LoadingManager
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.RegisterLoading(LoadingWork.LoadScene)
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.RegisterLoading(LoadingWork.LoadUI)
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// .RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadAudio);
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//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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//_playerHealth.OnDamage += PlayerDamageTaken;
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//_playerHealth.OnDeath += EndGame;
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveMoney);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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WaitForSceneToLoad();
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WaitForLoad();
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#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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}
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private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
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private async UniTask WaitForEnemyLoad(EnemyType type) =>
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_enemies.Add(await Context.EnemyFactory.CreateEnemy(type));
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private async UniTaskVoid WaitForSceneToLoad()
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{
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private async UniTaskVoid WaitForLoad()
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{
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await UniTask.WhenAll(
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay),
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Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
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Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
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Context.AudioFactory.WarmGameplayMusic(),
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Context.AudioFactory.WarmSFX(),
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WaitForPlayerCharacterLoad()
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);
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Context.AudioFactory.WarmDispatcher()
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);
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_playerHealth = Context.PlayerProvider.Health;
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_playerHealth.OnDamage += PlayerDamageTaken;
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_playerHealth.OnDeath += EndGame;
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
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var sceneEnvironment = ((GameplaySceneEnvironment)SceneManager.GetActiveScene()
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.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
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_testSFXTransform = sceneEnvironment.debugSfxTarget;
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_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
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((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
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Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
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((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.UIService.LoadingScreen.Hide();
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Context.LoadingManager
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.UnregisterLoading(LoadingWork.LoadUI)
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.UnregisterLoading(LoadingWork.LoadAudio);
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InputServiceInitialize();
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MusicInitialize();
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}
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private void OnCharacterSpawn(CharacterProvider characterProvider)
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private async void AfterSceneLoaded()
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{
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((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
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}
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private void PlayDebugSFX(InputAction.CallbackContext context)
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{
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Context.AudioService.PlaySFX(SFXSounds.Crowbar, _testSFXTransform.position);
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}
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private void PlayDebugDispatcher(InputAction.CallbackContext context)
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{
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Context.AudioService.PlayDispatcher(DispatcherSounds.AhFreeman);
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}
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private void GiveHealth(InputAction.CallbackContext context)
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{
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_playerHealth.GetDamage(-1);
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Context.LoadingManager
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.RegisterLoading(LoadingWork.LoadModelResource);
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Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
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Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
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await UniTask.WhenAll(
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WaitForPlayerArmsToInitialize(),
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WaitForPlayerCharacterLoad()
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);
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Context.LoadingManager
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.UnregisterLoading(LoadingWork.LoadModelResource);
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}
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private void LooseHealth(InputAction.CallbackContext context)
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private void AfterPlayerLoaded()
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{
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_playerHealth.GetDamage(1);
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Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
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_playerScore = sceneContainer.Resolve<IPlayerScore>();
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GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
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PlayerInitialize(sceneEnvironment);
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CameraInitialize();
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GameplayServicesInitialize(sceneContainer);
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UIInitialize();
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Context.LoadingManager.OnLoadingEnded -= AfterPlayerLoaded;
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_tickEnabled = true;
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}
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private void GiveMoney(InputAction.CallbackContext context)
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private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
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private void OrderGiven(float time)
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{
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_gameplayPanel.ShowTimer();
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Action);
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}
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private void OrderFailure()
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{
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_playerMoney.GiveMoney(100);
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((GameplayPanel)(Context.UIService.CurrentPanel)).SummonDispatcher();
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_playerHealth.InstaKill();
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}
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private void OrderRecieved(float time)
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{
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Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2));
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}
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private void OrderDelivered(int score, float time)
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{
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_gameplayPanel.HideTimer();
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if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
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_playerScore.UpdateScore(score);
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
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}
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private void LooseMoney(InputAction.CallbackContext context)
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private void PlayerDamageTaken(int damage, PlayerHealth health)
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{
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_playerMoney.LooseMoney(100);
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((GameplayPanel)(Context.UIService.CurrentPanel)).CloseDispatcher();
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Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
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}
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// DEBUG
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private void InstaKillDEBUG(InputAction.CallbackContext context)
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{
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_playerHealth.InstaKill();
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}
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private void RoomPassedDEBUG(InputAction.CallbackContext context)
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{
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_orderService.RoomPassed();
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}
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private OrderDispenser _debugTube;
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private void Tube(InputAction.CallbackContext context)
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{
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_debugTube.ThrowOrder();
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}
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// DEBUG
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private bool _tickEnabled;
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public override void Tick()
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{
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if (!_tickEnabled) return;
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_orderService.DecreaseTimer(Time.deltaTime);
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}
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private void EndGame()
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@@ -146,23 +202,77 @@ namespace Code.App.AppStates
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public override void ExitState()
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{
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_playerHealth = null;
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_playerMoney = null;
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_playerScore = null;
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_tickEnabled = false;
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Context.PlayerFactory.ReleasePlayer(_playerCharacter);
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_playerCharacter = null;
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Context.PlayerFactory.ReleaseArms(_armsMesh);
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_armsMesh = null;
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_orderService = null;
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Context.AudioService.OnDispatcherStarted -= _gameplayPanel.SummonDispatcher;
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Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
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Context.InputService.DisableMap(ActionMappings.Gameplay);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveHealth);
|
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
|
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
|
||||
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
|
||||
|
||||
base.ExitState();
|
||||
}
|
||||
|
||||
private void InputServiceInitialize()
|
||||
{
|
||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||
}
|
||||
private void CameraInitialize()
|
||||
{
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
||||
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
|
||||
}
|
||||
|
||||
private GameplayPanel _gameplayPanel;
|
||||
private ArmsMeshProvider _armsMesh;
|
||||
|
||||
private void UIInitialize()
|
||||
{
|
||||
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
|
||||
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
|
||||
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
|
||||
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
|
||||
}
|
||||
private void MusicInitialize()
|
||||
{
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
||||
}
|
||||
private void PlayerInitialize(GameplaySceneEnvironment sceneEnvironment)
|
||||
{
|
||||
_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
|
||||
_playerCharacter.PlayerAnimator.SetAnimator(_armsMesh.ArmsAnimator);
|
||||
}
|
||||
private void GameplayServicesInitialize(Container sceneContainer)
|
||||
{
|
||||
_orderService = sceneContainer.Resolve<IOrderService>();
|
||||
|
||||
_orderService.OnOrderGiven += OrderGiven;
|
||||
_orderService.OnOrderRecieved += OrderRecieved;
|
||||
_orderService.OnOrderDelivered += OrderDelivered;
|
||||
_orderService.OnOrderFailure += OrderFailure;
|
||||
}
|
||||
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
|
||||
{
|
||||
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
_debugTube = sceneEnvironment.debugTube;
|
||||
return sceneEnvironment;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,4 @@
|
||||
using Code.App.Loading;
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
@@ -24,44 +25,79 @@ namespace Code.App.AppStates
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
Context.LoadingManager
|
||||
.RegisterLoading(LoadingWork.LoadScene)
|
||||
.RegisterLoading(LoadingWork.LoadUI)
|
||||
.RegisterLoading(LoadingWork.LoadAudio);
|
||||
|
||||
// Context.UIService.LoadingScreen.Show();
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.MainMenu);
|
||||
|
||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu);
|
||||
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.UltraStatic);
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
WaitForSceneToLoad();
|
||||
WaitForLoad();
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
}
|
||||
|
||||
private CinematicDoorOpening _damnDoor = new();
|
||||
private async UniTaskVoid WaitForSceneToLoad()
|
||||
private async UniTaskVoid WaitForLoad()
|
||||
{
|
||||
await UniTask.WhenAll(
|
||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu),
|
||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
|
||||
Context.AudioFactory.WarmMenuMusic()
|
||||
);
|
||||
);
|
||||
Context.LoadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadUI)
|
||||
.UnregisterLoading(LoadingWork.LoadAudio);
|
||||
|
||||
InitializeAudio();
|
||||
|
||||
InitializeInput();
|
||||
}
|
||||
|
||||
private void AfterSceneLoaded()
|
||||
{
|
||||
var mainMenuEnvironment = (MainMenuEnvironment)SceneManager.GetActiveScene()
|
||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
InitializeUI(mainMenuEnvironment);
|
||||
|
||||
InitializeCamera(mainMenuEnvironment);
|
||||
|
||||
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
||||
}
|
||||
|
||||
private void InitializeCamera(MainMenuEnvironment mainMenuEnvironment)
|
||||
{
|
||||
((Gameplay.Camera.CameraStates.MainMenuState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(mainMenuEnvironment
|
||||
.cameraPosition);
|
||||
}
|
||||
|
||||
private void InitializeInput()
|
||||
{
|
||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||
}
|
||||
|
||||
private void InitializeAudio()
|
||||
{
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
|
||||
}
|
||||
|
||||
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
|
||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
||||
_damnDoor.DamnDoor = hui.damnDoor;
|
||||
_damnDoor.DamnDoor.SetPhysics(false);
|
||||
_damnDoor.DoorLight = hui.doorLight;
|
||||
|
||||
private void InitializeUI(MainMenuEnvironment mainMenuEnvironment)
|
||||
{
|
||||
var menuPanel = (MainMenuPanel)Context.UIService.CurrentPanel;
|
||||
|
||||
menuPanel.Initialize(mainMenuEnvironment.uiVariables,
|
||||
mainMenuEnvironment.startButton,
|
||||
mainMenuEnvironment.settingButton,
|
||||
mainMenuEnvironment.exitButton);
|
||||
|
||||
menuPanel.startButton.button.onClick.AddListener(StartGame);
|
||||
menuPanel.exitButton.button.onClick.AddListener(ExitGame);
|
||||
menuPanel.CinematicDoorOpening = _damnDoor;
|
||||
|
||||
((UltraStaticState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
|
||||
|
||||
Context.UIService.LoadingScreen.Hide();
|
||||
|
||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||
|
||||
mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera;
|
||||
}
|
||||
|
||||
public override void Tick()
|
||||
@@ -82,8 +118,8 @@ namespace Code.App.AppStates
|
||||
public override void ExitState()
|
||||
{
|
||||
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
|
||||
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
|
||||
|
||||
base.ExitState();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
using System.Collections.Generic;
|
||||
using Code.App.Loading;
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Configs;
|
||||
using Code.Constants;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Enemies;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
@@ -26,12 +29,15 @@ namespace Code.App
|
||||
|
||||
InstallInfrastructureUnit(containerBuilder, staticDataService);
|
||||
|
||||
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
|
||||
|
||||
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
||||
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
|
||||
containerBuilder.AddSingleton(typeof(EnemyFactory), typeof(IEnemyFactory));
|
||||
containerBuilder.AddSingleton(typeof(PlayerProvider), typeof(IPlayerProvider));
|
||||
|
||||
InitializeCamera(containerBuilder, staticDataService);
|
||||
|
||||
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
|
||||
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
|
||||
|
||||
@@ -74,6 +80,7 @@ namespace Code.App
|
||||
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.CameraSettingsConfigs, typeof(Dictionary<CameraMode,CameraSettingsConfig>));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
|
||||
@@ -89,6 +96,10 @@ namespace Code.App
|
||||
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
|
||||
}
|
||||
|
||||
private AppStateMachine _appStateMachine;
|
||||
@@ -105,19 +116,26 @@ namespace Code.App
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
BootstrapFinish(container);
|
||||
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
}
|
||||
private async UniTaskVoid BootstrapFinish(Container container)
|
||||
{
|
||||
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
|
||||
DontDestroyOnLoad(loadingScreen);
|
||||
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen).GetComponent<LoadingScreen>();
|
||||
DontDestroyOnLoad(loadingScreen.gameObject);
|
||||
|
||||
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
||||
loadingManager.OnLoadingStarted += loadingScreen.Show;
|
||||
loadingManager.OnLoadingEnded += loadingScreen.Hide;
|
||||
|
||||
loadingManager.RegisterLoading(LoadingWork.Bootstrap);
|
||||
|
||||
await UniTask.WhenAll(
|
||||
container.Resolve<IUIService>().Initialize(loadingScreen.GetComponent<LoadingScreen>()),
|
||||
container.Resolve<IUIService>().Initialize(loadingScreen),
|
||||
container.Resolve<IAudioService>().Initialize()
|
||||
);
|
||||
|
||||
loadingManager.UnregisterLoading(LoadingWork.Bootstrap);
|
||||
|
||||
_appStateMachine
|
||||
.SwitchState(AppState.MainMenu)
|
||||
.AllowStateTransition(AppState.Gameplay);
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 08b54658296d4279b85a2bfc3cf10e62
|
||||
timeCreated: 1763842256
|
||||
@@ -0,0 +1,16 @@
|
||||
using System.Collections.ObjectModel;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace Code.App.Loading
|
||||
{
|
||||
public interface ILoadingManager
|
||||
{
|
||||
delegate void OnLoadingDelegate();
|
||||
|
||||
event OnLoadingDelegate OnLoadingStarted;
|
||||
event OnLoadingDelegate OnLoadingEnded;
|
||||
ReadOnlyCollection<LoadingWork> LoadingThings { get; }
|
||||
LoadingManager RegisterLoading(LoadingWork loadingThingName);
|
||||
LoadingManager UnregisterLoading(LoadingWork loadingThingName);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bfb3837590d04da3b04ca8b0f0aca437
|
||||
timeCreated: 1763842985
|
||||
@@ -0,0 +1,47 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace Code.App.Loading
|
||||
{
|
||||
public class LoadingManager : ILoadingManager
|
||||
{
|
||||
public event ILoadingManager.OnLoadingDelegate OnLoadingStarted;
|
||||
public event ILoadingManager.OnLoadingDelegate OnLoadingEnded;
|
||||
|
||||
private List<LoadingWork> _loadingThings = new();
|
||||
public ReadOnlyCollection<LoadingWork> LoadingThings => _loadingThings.AsReadOnly();
|
||||
|
||||
public LoadingManager RegisterLoading(LoadingWork loadingThingName)
|
||||
{
|
||||
if(_loadingThings.Count == 0) OnLoadingStarted?.Invoke();
|
||||
|
||||
_loadingThings.Add(loadingThingName);
|
||||
|
||||
return this;
|
||||
}
|
||||
public LoadingManager UnregisterLoading(LoadingWork loadingThingName)
|
||||
{
|
||||
_loadingThings.Remove(loadingThingName);
|
||||
|
||||
if(_loadingThings.Count == 0) OnLoadingEnded?.Invoke();
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// public static class LoadingManagerExtensions
|
||||
// {
|
||||
// public static LoadingManager AddLoading(this LoadingManager manager, LoadingWork loadingThingName)
|
||||
// {
|
||||
// manager.RegisterLoading(loadingThingName);
|
||||
// return manager;
|
||||
// }
|
||||
// public static LoadingManager RemoveLoading(this LoadingManager manager, LoadingWork loadingThingName)
|
||||
// {
|
||||
// manager.UnregisterLoading(loadingThingName);
|
||||
// return manager;
|
||||
// }
|
||||
// }
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 185988ac74a24a39864238cd7f5cb626
|
||||
timeCreated: 1763842268
|
||||
@@ -0,0 +1,12 @@
|
||||
namespace Code.App.Loading
|
||||
{
|
||||
public enum LoadingWork
|
||||
{
|
||||
Bootstrap,
|
||||
LoadUI,
|
||||
LoadAudio,
|
||||
LoadScene,
|
||||
LoadModelResource,
|
||||
WaitingForTime
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 318d1b29b41d4b96bc09334acbf36506
|
||||
timeCreated: 1763843934
|
||||
@@ -1,7 +1,11 @@
|
||||
using Code.App.Loading;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Reflex.Core;
|
||||
using UnityEngine;
|
||||
using IPlayerScore = Code.Gameplay.Player.IPlayerScore;
|
||||
|
||||
namespace Code.App.SceneInstallers
|
||||
{
|
||||
@@ -12,15 +16,22 @@ namespace Code.App.SceneInstallers
|
||||
public void InstallBindings(ContainerBuilder containerBuilder)
|
||||
{
|
||||
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
|
||||
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
|
||||
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
|
||||
|
||||
containerBuilder.OnContainerBuilt += Initialize;
|
||||
}
|
||||
|
||||
private void Initialize(Container container)
|
||||
{
|
||||
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
||||
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
||||
|
||||
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
env.TransitVariables(_gameplaySceneEnvironment);
|
||||
|
||||
loadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadScene);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,8 @@
|
||||
using Code.App.Loading;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Reflex.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.App.SceneInstallers
|
||||
{
|
||||
@@ -22,6 +22,11 @@ namespace Code.App.SceneInstallers
|
||||
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
env.TransitVariables(_mainMenuEnvironment);
|
||||
|
||||
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
||||
|
||||
loadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadScene);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,4 @@
|
||||
using Code.App.Loading;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Enemies;
|
||||
@@ -11,6 +12,7 @@ namespace Code.App.StateMachine
|
||||
{
|
||||
public class AppStateMachineContext
|
||||
{
|
||||
[Inject] public ILoadingManager LoadingManager { get; private set; }
|
||||
[Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
|
||||
[Inject] public IInputService InputService { get; private set; }
|
||||
[Inject] public AppStateMachine StateMachine { get; private set; }
|
||||
|
||||
Reference in new issue
Block a user