Музыка есть

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ThomasCharester committed 2025-11-13 23:13:41 +03:00
1 parent 557c4c3dee
commit 346dc97fef
67 files changed
+774 -66

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@@ -1,4 +1,5 @@
using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Camera;
using Code.Gameplay.Player;
using Code.Input;
@@ -14,7 +15,7 @@ namespace Code.App.AppStates
private PlayerHealth _playerHealth;
private PlayerMoney _playerMoney;
private bool _uiLoaded, _sceneLoaded;
private bool _uiLoaded, _sceneLoaded, _onGameplayMusicLoaded, _onActionMusicLoaded;
public GameplayState(AppStateMachineContext context) : base(context)
{
@@ -22,7 +23,7 @@ namespace Code.App.AppStates
public override void EnterState()
{
_uiLoaded = _sceneLoaded = false;
_uiLoaded = _sceneLoaded = _onActionMusicLoaded = _onGameplayMusicLoaded = false;
Context.UIService.LoadingScreen.Show();
@@ -35,12 +36,23 @@ namespace Code.App.AppStates
Context.UIService.SwitchPanelTo(UIPanel.Gameplay, callback: PostUILoaded);
Context.AudioFactory.WarmGameplayMusic(OnGameplayMusicLoaded);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveMoney);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
}
private void OnGameplayMusicLoaded()
{
_onGameplayMusicLoaded = true;
// Context.AudioService.();
CheckIfLoaded();
}
private void OnSceneLoaded()
{
_sceneLoaded = true;
@@ -1,4 +1,5 @@
using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Input;
@@ -14,14 +15,14 @@ namespace Code.App.AppStates
{
public class MainMenuState : BaseState<AppStateMachineContext>
{
private bool _uiLoaded, _sceneLoaded;
private bool _uiLoaded, _sceneLoaded, _menuMusicLoaded;
public MainMenuState(AppStateMachineContext context) : base(context)
{
}
public override void EnterState()
{
_uiLoaded = _sceneLoaded = false;
_uiLoaded = _sceneLoaded = _menuMusicLoaded = false;
Context.UIService.LoadingScreen.Show();
@@ -29,9 +30,20 @@ namespace Code.App.AppStates
Context.UIService.SwitchPanelTo(UIPanel.MainMenu, PostUILoaded);
Context.AudioFactory.WarmMenuMusic(MenuMusicLoaded);
Context.CameraStateMachine.SwitchState(CameraMode.Static);
}
private void MenuMusicLoaded()
{
_menuMusicLoaded = true;
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
Context.AudioService.PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins();
CheckIfLoaded();
}
private void PostUILoaded()
{
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
@@ -60,7 +72,7 @@ namespace Code.App.AppStates
private void CheckIfLoaded()
{
if(!_uiLoaded || !_sceneLoaded) return;
if(!_uiLoaded || !_sceneLoaded || !_menuMusicLoaded) return;
Context.UIService.LoadingScreen.Hide();
@@ -87,7 +99,8 @@ namespace Code.App.AppStates
public override void ExitState()
{
Context.InputService.DisableMap(ActionMappings.MainMenu);
Context.AudioService.GladlyAskToStopMenuMusic(Context.AudioFactory.ReleaseMenuMusic);
base.ExitState();
}
}
@@ -1,5 +1,6 @@
using System.Threading.Tasks;
using Code.App.StateMachine;
using Code.Audio;
using Code.Configs;
using Code.Constants;
using Code.Gameplay.Camera;
@@ -32,6 +33,10 @@ namespace Code.App
InitializeCamera(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
containerBuilder.AddSingleton(typeof(AudioFactory), typeof(IAudioFactory));
containerBuilder.AddSingleton(typeof(AudioService), typeof(IAudioService));
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
containerBuilder.OnContainerBuilt += Bootstrap;
@@ -69,14 +74,23 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
// containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
// containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
}
private bool _onUiLoaded;
private bool _onAudioLoaded;
private AppStateMachine _appStateMachine;
private void Bootstrap(Container container)
{
container.Resolve<IAudioFactory>();
IAudioService audioService = container.Resolve<IAudioService>();
audioService.Initialize(OnAudioLoaded);
_appStateMachine = container.Resolve<AppStateMachine>();
_appStateMachine.Initialize();
AttributeInjector.Inject(_appStateMachine.StateMachineContext, container);
@@ -91,16 +105,21 @@ namespace Code.App
IUIService uiService = container.Resolve<IUIService>();
uiService.Initialize(loadingScreen.GetComponent<LoadingScreen>());
TryStartGame();
}
private void TryStartGame()
{
if (!_onAudioLoaded) return;
// TODO: поменяно для теста
_appStateMachine
.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
}
private void OnAudioLoaded()
{
_onAudioLoaded = true;
TryStartGame();
}
}
}
@@ -1,3 +1,4 @@
using Code.Audio;
using Code.Gameplay.Camera;
using Code.Gameplay.Player;
using Code.Input;
@@ -15,5 +16,7 @@ namespace Code.App.StateMachine
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
[Inject] public IUIService UIService { get; private set; }
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
[Inject] public IAudioFactory AudioFactory { get; private set; }
[Inject] public IAudioService AudioService { get; private set; }
}
}
@@ -12,7 +12,7 @@ namespace Code.Audio
{
public class AudioFactory : IAudioFactory
{
private AssetReference _audioMixerPrefab;
public AudioMixer AudioMixer { get; private set; }
private AssetReference _audioSourcePrefab;
private AssetReference[] _peacefulSoundtrack;
@@ -29,43 +29,42 @@ namespace Code.Audio
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
public List<AudioClip> PeacefulMusic { get; private set; }
public List<AudioClip> ActionMusic { get; private set; }
public List<AudioClip> MenuMusic { get; private set; }
public List<AudioClip> SFXAudios { get; private set; }
public List<AudioClip> EnemiesAudios { get; private set; }
public List<AudioClip> DispatcherAudios { get; private set; }
public List<AudioClip> PeacefulMusic { get; private set; } = new();
public List<AudioClip> ActionMusic { get; private set; } = new();
public List<AudioClip> MenuMusic { get; private set; } = new();
public List<AudioClip> SFXAudios { get; private set; } = new();
public List<AudioClip> EnemiesAudios { get; private set; } = new();
public List<AudioClip> DispatcherAudios { get; private set; } = new();
public AudioFactory(AudioMixerConfig audioMixerConfig,
SoundtrackListConfig soundtrackListConfig,
SFXListConfig sfxListConfig,
EnemiesSoundListConfig enemiesSoundListConfig,
DispatcherSoundListConfig dispatcherSoundListConfig,
CharacterSoundListConfig characterSoundListConfig)
DispatcherSoundListConfig dispatcherSoundListConfig//, CharacterSoundListConfig characterSoundListConfig
)
{
_audioMixerPrefab = audioMixerConfig.audioMixerPrefab;
AudioMixer = audioMixerConfig.audioMixerAsset;
_audioSourcePrefab = audioMixerConfig.audioSourcePrefab;
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
_actionSoundtrack = soundtrackListConfig.menuSoundtrack;
_menuSoundtrack = soundtrackListConfig.menuSoundtrack;
_SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies;
_dispatcher = dispatcherSoundListConfig.dispatcher;
_character = characterSoundListConfig.character;
// _character = characterSoundListConfig.character;
}
public async UniTask<AudioMixer> CreateMixer()
{
AudioMixer audioMixer = (await Addressables.InstantiateAsync(_audioMixerPrefab).ToUniTask()).GetComponent<AudioMixer>();
Object.DontDestroyOnLoad(audioMixer);
return audioMixer;
}
// public async UniTask<AudioMixer> CreateMixer()
// {
// AudioMixer audioMixer = (await Addressables.InstantiateAsync(_audioMixerPrefab).ToUniTask()).GetComponent<AudioMixer>();
//
// return audioMixer;
// }
public async UniTaskVoid LoadAudioSourcePrefab(Action<AudioSource> callback) => callback?.Invoke(await Addressables.LoadAssetAsync<AudioSource>(_audioSourcePrefab));
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
callback?.Invoke(await Addressables.LoadAssetAsync<GameObject>(_audioSourcePrefab));
public async UniTaskVoid WarmGameplayMusic(Action callback)
{
@@ -88,8 +87,8 @@ namespace Code.Audio
public async UniTaskVoid WarmMenuMusic(Action callback)
{
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded);
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.None);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
await _menuMusicHandle.ToUniTask();
callback?.Invoke();
@@ -98,6 +97,7 @@ namespace Code.Audio
public void ReleaseMenuMusic()
{
MenuMusic.Clear();
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_menuMusicHandle.Release();
}
public async UniTaskVoid WarmSFX(Action callback)
+132 -14
View File
@@ -1,7 +1,10 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Code.Configs;
using Code.Constants;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.AddressableAssets;
@@ -32,22 +35,16 @@ namespace Code.Audio
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
public AudioService(AudioFactory audioFactory)
public AudioService(IAudioFactory audioFactory)
{
_audioFactory = audioFactory;
}
public async void Initialize(Action callback)
public async UniTaskVoid Initialize(Action callback)
{
_mixer = await _audioFactory.CreateMixer();
// _mixer = await _audioFactory.CreateMixer();
_mixer = _audioFactory.AudioMixer;
MixerCreated();
callback?.Invoke();
}
private void MixerCreated()
{
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
_actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
_peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
@@ -60,10 +57,13 @@ namespace Code.Audio
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
_snapshots[AudioSnapshotState.None] = _mixer.FindSnapshot(AudioGroups.NoneSnapshot);
_audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
InitializeMusicSources();
callback?.Invoke();
}
private void InitializeMusicSources()
@@ -86,10 +86,128 @@ namespace Code.Audio
_peacefulMusicSource.Play();
_actionMusicSource.Play();
}
public void TransitToSnapshot(AudioSnapshotState state)
public void PlayRandomMenuMusic()
{
_snapshots[state].TransitionTo(1f);
TransitToSnapshot(AudioSnapshotState.Peaceful);
_peacefulMusicSource.resource = _audioFactory.MenuMusic[Random.Range(0, _audioFactory.MenuMusic.Count)];
_peacefulMusicSource.Play();
}
private CancellationTokenSource _menuMusicTokenSource = new();
public async UniTaskVoid PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins()
{
TransitToSnapshot(AudioSnapshotState.Peaceful);
_peacefulMusicSource.resource = _audioFactory.MenuMusic[Random.Range(0, _audioFactory.MenuMusic.Count)];
_peacefulMusicSource.Play();
await UniTask.WaitUntilValueChanged(_peacefulMusicSource, _ => _peacefulMusicSource.isPlaying, cancellationToken: _menuMusicTokenSource.Token);
if (_menuMusicTokenSource.IsCancellationRequested)
{
_menuMusicTokenSource.Dispose();
_menuMusicTokenSource = new();
return;
}
PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins();
}
private CancellationTokenSource _peacefulMusicTokenSource = new();
public async UniTaskVoid PlayRandomPeacefulMusicUntilHumanityWillBeDestroyedForTheySins()
{
TransitToSnapshot(AudioSnapshotState.Peaceful);
_peacefulMusicSource.resource = _audioFactory.PeacefulMusic[Random.Range(0, _audioFactory.PeacefulMusic.Count)];
_peacefulMusicSource.Play();
await UniTask.WaitUntilValueChanged(_peacefulMusicSource, _ => _peacefulMusicSource.isPlaying, cancellationToken: _peacefulMusicTokenSource.Token);
if (_peacefulMusicTokenSource.IsCancellationRequested)
{
_peacefulMusicTokenSource.Dispose();
_peacefulMusicTokenSource = new();
return;
}
PlayRandomPeacefulMusicUntilHumanityWillBeDestroyedForTheySins();
}
private CancellationTokenSource _actionMusicTokenSource = new();
public async UniTaskVoid PlayRandomActionMusicUntilHumanityWillBeDestroyedForTheySins()
{
TransitToSnapshot(AudioSnapshotState.Action);
_actionMusicSource.resource = _audioFactory.ActionMusic[Random.Range(0, _audioFactory.ActionMusic.Count)];
_actionMusicSource.Play();
await UniTask.WaitUntilValueChanged(_actionMusicSource, _ => _actionMusicSource.isPlaying, cancellationToken: _actionMusicTokenSource.Token);
if (_actionMusicTokenSource.IsCancellationRequested)
{
_actionMusicTokenSource.Dispose();
_actionMusicTokenSource = new();
return;
}
PlayRandomActionMusicUntilHumanityWillBeDestroyedForTheySins();
}
public void StopMusic()
{
_peacefulMusicSource.Stop();
_actionMusicSource.Stop();
}
public void GladlyAskToStopMusic(Action callback = null)
{
TransitToSnapshot(AudioSnapshotState.None);
_peacefulMusicSource.Stop();
_actionMusicSource.Stop();
callback?.Invoke();
}
public async UniTaskVoid GladlyAskToStopMenuMusic(Action callback = null)
{
TransitToSnapshot(AudioSnapshotState.None);
await UniTask.WaitForSeconds(1f);
_peacefulMusicSource.Stop();
_menuMusicTokenSource.Cancel();
callback?.Invoke();
}
public async UniTaskVoid GladlyAskToStopActionMusic(Action callback = null)
{
TransitToSnapshot(AudioSnapshotState.None);
await UniTask.WaitForSeconds(1f);
_actionMusicSource.Stop();
_actionMusicTokenSource.Cancel();
callback?.Invoke();
}
public async UniTaskVoid GladlyAskToStopPeacefulMusic(Action callback = null)
{
TransitToSnapshot(AudioSnapshotState.None);
await UniTask.WaitForSeconds(1f);
_peacefulMusicSource.Stop();
_peacefulMusicTokenSource.Cancel();
callback?.Invoke();
}
public void TransitToSnapshot(AudioSnapshotState state, float time = 1f)
{
_snapshots[state].TransitionTo(time);
}
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
@@ -2,6 +2,7 @@ namespace Code.Audio
{
public enum AudioSnapshotState
{
None,
Peaceful,
Action
}
@@ -9,9 +9,9 @@ namespace Code.Audio
{
// The pool holds plain GameObjects (you can swap this for any component type).
private IObjectPool<AudioSource> _pool;
private AudioSource _sourcePrefab;
private GameObject _sourcePrefab;
public void Initialize(AudioSource sourcePrefab)
public void Initialize(GameObject sourcePrefab)
{
_sourcePrefab = sourcePrefab;
@@ -30,7 +30,7 @@ namespace Code.Audio
// Creates a new pooled GameObject the first time (and whenever the pool needs more).
private AudioSource CreateItem()
{
AudioSource audioSource = Object.Instantiate(_sourcePrefab);
AudioSource audioSource = Object.Instantiate(_sourcePrefab).GetComponent<AudioSource>();
audioSource.name = "PooledAudioSource";
Object.DontDestroyOnLoad(audioSource);
return audioSource;
@@ -14,8 +14,8 @@ namespace Code.Audio
List<AudioClip> SFXAudios { get; }
List<AudioClip> EnemiesAudios { get; }
List<AudioClip> DispatcherAudios { get; }
UniTask<AudioMixer> CreateMixer();
UniTaskVoid LoadAudioSourcePrefab(Action<AudioSource> callback);
AudioMixer AudioMixer { get; }
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
UniTaskVoid WarmGameplayMusic(Action callback);
void ReleaseGameplayMusic();
UniTaskVoid WarmMenuMusic(Action callback);
@@ -1,15 +1,23 @@
using System;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Code.Audio
{
public interface IAudioService
{
void Initialize(Action callback);
UniTaskVoid Initialize(Action callback);
void PlayRandomGameplayMusic();
void TransitToSnapshot(AudioSnapshotState state);
void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
void PlaySFX(SFXSounds sfxId, Vector3 position);
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
void PlayRandomMenuMusic();
UniTaskVoid PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins();
void StopMusic();
void GladlyAskToStopMusic(Action callback = null);
UniTaskVoid GladlyAskToStopMenuMusic(Action callback = null);
UniTaskVoid GladlyAskToStopActionMusic(Action callback = null);
UniTaskVoid GladlyAskToStopPeacefulMusic(Action callback = null);
}
}
@@ -1,12 +1,13 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Audio;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/Mixer", fileName = "AudioMixerConfig")]
public class AudioMixerConfig : ScriptableObject
{
public AssetReference audioMixerPrefab;
public AudioMixer audioMixerAsset;
public AssetReference audioSourcePrefab;
}
}
@@ -24,5 +24,6 @@ namespace Code.Constants
public const string PeacefulSnapshot = "Peaceful";
public const string ActionSnapshot = "Action";
public const string NoneSnapshot = "None";
}
}
@@ -10,13 +10,18 @@ namespace Code.StaticData
{
public interface IStaticDataService
{
void Load();
InputConfig InputConfig { get; }
AppConfig AppConfig { get; }
InputConfig InputConfig { get; }
CameraConfig CameraConfig { get; }
CharacterConfig CharacterConfig { get; }
UIConfig UIConfig { get; }
PlayerConfig PlayerConfig { get; }
AudioMixerConfig AudioMixerConfig { get; }
SoundtrackListConfig SoundtrackListConfig { get; }
SFXListConfig SFXListConfig { get; }
DispatcherSoundListConfig DispatcherSoundListConfig { get; }
EnemiesSoundListConfig EnemiesSoundListConfig { get; }
void Load();
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
}
}
@@ -15,6 +15,11 @@ namespace Code.StaticData
public CharacterConfig CharacterConfig { get; private set; }
public UIConfig UIConfig { get; private set; }
public PlayerConfig PlayerConfig { get; private set; }
public AudioMixerConfig AudioMixerConfig { get; private set; }
public SoundtrackListConfig SoundtrackListConfig { get; private set; }
public SFXListConfig SFXListConfig { get; private set; }
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
public void Load()
{
@@ -24,6 +29,17 @@ namespace Code.StaticData
CharacterConfig = Resources.Load<CharacterConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterConfig"));
UIConfig = Resources.Load<UIConfig>(string.Format(StringPaths.ConfigSingle, "App", "UIConfig"));
PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig"));
LoadAudioConfigs();
}
private void LoadAudioConfigs()
{
AudioMixerConfig = Resources.Load<AudioMixerConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioMixerConfig"));
SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig"));
SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig"));
DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig"));
EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
}
public async Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour