Музыка есть
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@@ -15,6 +15,11 @@ namespace Code.StaticData
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public CharacterConfig CharacterConfig { get; private set; }
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public UIConfig UIConfig { get; private set; }
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public PlayerConfig PlayerConfig { get; private set; }
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public AudioMixerConfig AudioMixerConfig { get; private set; }
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public SoundtrackListConfig SoundtrackListConfig { get; private set; }
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public SFXListConfig SFXListConfig { get; private set; }
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public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
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public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
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public void Load()
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{
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@@ -24,6 +29,17 @@ namespace Code.StaticData
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CharacterConfig = Resources.Load<CharacterConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterConfig"));
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UIConfig = Resources.Load<UIConfig>(string.Format(StringPaths.ConfigSingle, "App", "UIConfig"));
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PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig"));
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LoadAudioConfigs();
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}
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private void LoadAudioConfigs()
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{
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AudioMixerConfig = Resources.Load<AudioMixerConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioMixerConfig"));
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SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig"));
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SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig"));
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DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig"));
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EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
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}
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public async Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour
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