Звуки шагов, ядерный таракан, монстр дед
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@@ -203,6 +203,11 @@ MonoBehaviour:
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m_Address: Assets/Resources_moved/Audio/SFX/pl_step1.wav
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userData:
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@@ -72,7 +72,9 @@ namespace Code.App.AppStates
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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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Context.AudioFactory.WarmDispatcher()
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Context.AudioFactory.WarmDispatcher(),
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Context.AudioFactory.WarmEnemies(),
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Context.AudioFactory.WarmCourier()
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);
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Context.LoadingManager
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@@ -207,6 +209,10 @@ namespace Code.App.AppStates
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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.AudioFactory.ReleaseCourier();
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Context.AudioFactory.ReleaseDispatcher();
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Context.AudioFactory.ReleaseEnemies();
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Context.AudioFactory.ReleaseSFX();
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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@@ -14,6 +14,7 @@ namespace Code.Audio
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List<AudioClip> SFXAudios { get; }
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List<AudioClip> EnemiesAudios { get; }
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List<AudioClip> DispatcherAudios { get; }
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List<AudioClip> CourierAudios { get; }
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UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
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UniTask WarmGameplayMusic( );
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void ReleaseActionMusic();
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@@ -28,5 +29,7 @@ namespace Code.Audio
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void ReleaseEnemies();
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UniTask WarmDispatcher( );
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void ReleaseDispatcher();
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UniTask WarmCourier();
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void ReleaseCourier();
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}
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}
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@@ -1,3 +1,4 @@
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using Code.Audio;
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using UnityEngine;
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using UnityEngine.AI;
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using Code.Gameplay.Player;
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@@ -14,6 +15,7 @@ namespace Code.Gameplay.Enemies
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{
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[SerializeField] protected NavMeshAgent agent;
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[SerializeField] protected Collider enemyCollider;
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[Inject] protected IAudioService audioService;
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protected int Damage;
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protected float AttackCooldown;
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@@ -1,3 +1,4 @@
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using Code.Audio;
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using Code.Configs;
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using Reflex.Attributes;
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using UnityEngine;
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@@ -47,6 +48,7 @@ namespace Code.Gameplay.Enemies
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var distance = Vector3.Distance(transform.position, Player.transform.position);
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audioService.PlayEnemy(EnemiesSounds.Bravo,agent.transform.position);
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if (!(distance <= AttackRange)) return;
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DealDamage();
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@@ -1,3 +1,4 @@
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using Code.Audio;
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using Code.Configs;
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using Code.Gameplay.Enemies.Animators;
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using Reflex.Attributes;
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@@ -49,6 +50,8 @@ namespace Code.Gameplay.Enemies
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if (!(distance <= AttackRange)) return;
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audioService.PlayEnemy(EnemiesSounds.Bastard,agent.transform.position);
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if (Player.CustomCharacterController.IsSliding)
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ApplyStun();
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else
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@@ -22,7 +22,7 @@ namespace Code.Gameplay.Player
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public void PlayStep()
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{
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// _audioSource.PlayOneShot();
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_audioSource.PlayOneShot(_audioFactory.CourierAudios[(int)CourierSounds.Step]);
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}
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private void OnDestroy()
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{
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@@ -42,7 +42,13 @@ namespace Code.Gameplay.Player
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Addressables.ReleaseInstance(characterProvider.gameObject);
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}
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public async UniTask<ArmsMeshProvider> CreateArms(Transform papochka) => (await Addressables.InstantiateAsync(_playerConfig.armsMeshPrefab, papochka).ToUniTask()).GetComponent<ArmsMeshProvider>();
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public async UniTask<ArmsMeshProvider> CreateArms(Transform papochka)
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{
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var armsMesh = (await Addressables.InstantiateAsync(_playerConfig.armsMeshPrefab, papochka).ToUniTask());
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GameObjectInjector.InjectRecursive(armsMesh, Container.ProjectContainer);
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return armsMesh.GetComponent<ArmsMeshProvider>();
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}
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public void ReleaseArms(ArmsMeshProvider arms) => Addressables.ReleaseInstance(arms.gameObject);
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}
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}
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m_Script: {fileID: 11500000, guid: 83304a98bbdc4e7c9c7c643653ae1368, type: 3}
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m_Name: CourierSoundListConfig
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m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CourierSoundListConfig
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courierSounds: []
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courierSounds:
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File diff suppressed because it is too large.
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Reference in new issue
Block a user