CoreGameplay

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ThomasCharester committed 2025-11-21 20:27:11 +03:00
1 parent 5da64a7b3d
commit 388773129d
96 files changed
+4037 -2489

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@@ -1,16 +1,23 @@
using System.Globalization;
using System.Reflection.Emit;
using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Character.Core;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Input;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Code.StateMachine;
using Code.UI;
using Code.UI.Panels;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using Reflex.Extensions;
using Reflex.Injectors;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
@@ -18,13 +25,13 @@ using UnityEngine.SceneManagement;
namespace Code.App.AppStates
{
public class GameplayState : BaseState<AppStateMachineContext>
{
// DEBUG
private Transform _testSFXTransform;
// DEBUG
{
private PlayerHealth _playerHealth;
private PlayerMoney _playerMoney;
private IScoreService _scoreService;
private IOrderService _orderService;
private CharacterProvider _playerCharacter;
@@ -45,87 +52,101 @@ namespace Code.App.AppStates
Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveMoney);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveOrderDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, RecieveOrderDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, DeliverOrderDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
// Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
WaitForSceneToLoad();
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
}
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
private async UniTaskVoid WaitForSceneToLoad()
{
{
await Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
await UniTask.WhenAll(
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay),
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
// TODO
Context.AudioFactory.WarmGameplayMusic(),
Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDispatcher(),
// TODO
WaitForPlayerArmsToInitialize(),
WaitForPlayerCharacterLoad()
);
);
MusicInitialize();
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
var sceneEnvironment = ((GameplaySceneEnvironment)SceneManager.GetActiveScene()
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
_testSFXTransform = sceneEnvironment.debugSfxTarget;
PlayerInitialize(sceneEnvironment);
_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
UIInitialize();
((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
CameraInitialize();
InputServiceInitialize();
GameplayServicesInitialize(sceneContainer);
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
Context.InputService.EnableMap(ActionMappings.Gameplay);
_tickEnabled = true;
Context.UIService.LoadingScreen.Hide();
}
private void OnCharacterSpawn(CharacterProvider characterProvider)
{
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
}
private void PlayDebugSFX(InputAction.CallbackContext context)
{
Context.AudioService.PlaySFX(SFXSounds.Crowbar, _testSFXTransform.position);
}
private void PlayDebugDispatcher(InputAction.CallbackContext context)
{
Context.AudioService.PlayDispatcher(DispatcherSounds.AhFreeman);
}
private void GiveHealth(InputAction.CallbackContext context)
{
_playerHealth.GetDamage(-1);
}
private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
private void LooseHealth(InputAction.CallbackContext context)
{
_playerHealth.GetDamage(1);
private void OrderGiven(float time)
{
}
private void GiveMoney(InputAction.CallbackContext context)
private void OrderRecieved(float time)
{
_playerMoney.GiveMoney(100);
((GameplayPanel)(Context.UIService.CurrentPanel)).SummonDispatcher();
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2));
}
private void LooseMoney(InputAction.CallbackContext context)
{
_playerMoney.LooseMoney(100);
((GameplayPanel)(Context.UIService.CurrentPanel)).CloseDispatcher();
private void OrderDelivered(int score, float time)
{
if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
_playerMoney.GiveMoney(score);
}
// DEBUG
private void GiveOrderDEBUG(InputAction.CallbackContext context)
{
_orderService.OrderGive();
}
private void RecieveOrderDEBUG(InputAction.CallbackContext context)
{
_orderService.OrderRecieved();
}
private void DeliverOrderDEBUG(InputAction.CallbackContext context)
{
_orderService.OrderDelivered();
}
private void RoomPassedDEBUG(InputAction.CallbackContext context)
{
_orderService.RoomPassed();
}
private OrderDispenser _debugTube;
private void Tube(InputAction.CallbackContext context)
{
_debugTube.ThrowOrder();
}
// DEBUG
private bool _tickEnabled;
public override void Tick()
{
if (!_tickEnabled) return;
// TODO ГРЯЗь
_gameplayPanel.Timer.text = ((int)_orderService.DecreaseTimer(Time.deltaTime)).ToString(CultureInfo.CurrentCulture);
}
private void EndGame()
@@ -139,21 +160,71 @@ namespace Code.App.AppStates
_playerHealth = null;
_playerMoney = null;
_tickEnabled = false;
Context.PlayerFactory.ReleasePlayer(_playerCharacter);
_playerCharacter = null;
Context.PlayerFactory.ReleaseArms(_armsMesh);
_armsMesh = null;
Context.InputService.DisableMap(ActionMappings.Gameplay);
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveHealth);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveOrderDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, RecieveOrderDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, DeliverOrderDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
// Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
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(_playerMoney, _playerHealth);
}
private void MusicInitialize()
{
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
}
private void PlayerInitialize(GameplaySceneEnvironment sceneEnvironment)
{
_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
_playerCharacter.PlayerAnimator.SetAnimator(_armsMesh.ArmsAnimator);
}
private void GameplayServicesInitialize(Container sceneContainer)
{
_scoreService = sceneContainer.Resolve<IScoreService>();
_orderService = sceneContainer.Resolve<IOrderService>();
_orderService.OnOrderGiven += OrderGiven;
_orderService.OnOrderRecieved += OrderRecieved;
_orderService.OnOrderDelivered += OrderDelivered;
}
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
{
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
_debugTube = sceneEnvironment.debugTube;
return sceneEnvironment;
}
}
}
@@ -3,6 +3,7 @@ using Code.Audio;
using Code.Configs;
using Code.Constants;
using Code.Gameplay.Camera;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Input;
using Code.Scenes;
@@ -82,6 +83,9 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
}
private AppStateMachine _appStateMachine;
@@ -98,7 +102,6 @@ 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)
@@ -1,3 +1,4 @@
using Code.Gameplay.Orders.Order;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Reflex.Core;
@@ -12,6 +13,8 @@ namespace Code.App.SceneInstallers
public void InstallBindings(ContainerBuilder containerBuilder)
{
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
containerBuilder.AddScoped(typeof(ScoreService), typeof(IScoreService));
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
containerBuilder.OnContainerBuilt += Initialize;
}
@@ -18,6 +18,17 @@ namespace Code.Audio
{
Absolutely,
AbsolutelyNot,
AhFreeman
AhFreeman,
Recieve1,
Recieve2,
TakeDamage1,
TakeDamage2,
TakeDamage3,
TakeDamage4,
Late1,
Late2,
Late3,
Late4,
Late5
}
}
@@ -62,8 +62,8 @@ namespace Code.Audio
public async UniTask WarmGameplayMusic( )
{
_actionMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_actionSoundtrack, OnActionTrackLoaded, Addressables.MergeMode.None);
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.None);
_actionMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_actionSoundtrack, OnActionTrackLoaded, Addressables.MergeMode.Union);
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.Union);
await UniTask.WhenAll(_actionMusicHandle.ToUniTask(), _peacefulMusicHandle.ToUniTask());
}
@@ -79,7 +79,7 @@ namespace Code.Audio
}
public async UniTask WarmMenuMusic( )
{
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.None);
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
await _menuMusicHandle.ToUniTask();
@@ -92,7 +92,7 @@ namespace Code.Audio
}
public async UniTask WarmSFX( )
{
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.None);
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
await _SFXHandle.ToUniTask();
@@ -104,7 +104,7 @@ namespace Code.Audio
}
public async UniTask WarmEnemies( )
{
_enemiesHandle = Addressables.LoadAssetsAsync<AudioClip>(_enemies, OnEnemiesLoaded, Addressables.MergeMode.None);
_enemiesHandle = Addressables.LoadAssetsAsync<AudioClip>(_enemies, OnEnemiesLoaded, Addressables.MergeMode.Union);
await _enemiesHandle.ToUniTask();
@@ -118,7 +118,7 @@ namespace Code.Audio
public async UniTask WarmDispatcher( )
{
_dispatcherHandle = Addressables.LoadAssetsAsync<AudioClip>(_dispatcher, OnDispatcherLoaded, Addressables.MergeMode.None);
_dispatcherHandle = Addressables.LoadAssetsAsync<AudioClip>(_dispatcher, OnDispatcherLoaded, Addressables.MergeMode.Union);
await _dispatcherHandle.ToUniTask();
@@ -0,0 +1,12 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Gameplay/OrderBox", fileName = "OrderBoxConfig")]
public class OrderBoxConfig : ScriptableObject
{
public float activationTime;
public AnimationCurve floatingCurve;
public float curveLength;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6af4f53d425a41c78ef889fd7e5c3197
timeCreated: 1763735968
@@ -0,0 +1,11 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "OrderServiceConfig", menuName = "Config/Gameplay/OrderServiceConfig")]
public class OrderServiceConfig : ScriptableObject
{
public Vector2 timeBounds;
public float koefRooms, koefOvertime;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ee2550c3e4874575ac3aecadfcc42475
timeCreated: 1763559999
@@ -9,5 +9,6 @@ namespace Code.Configs
public int maxHealth;
public AssetReference characterPrefab;
public AssetReference armsMeshPrefab;
}
}
@@ -17,6 +17,7 @@ namespace Code.Gameplay.Camera
CurrentBaseState = States[CameraMode.UltraStatic];
}
public UnityEngine.Camera Camera => StateMachineContext.Camera;
protected override bool CheckTransitionAllowed(CameraMode nextState) => true;
@@ -1,6 +1,7 @@
using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Character.Controller;
using Code.Gameplay.Player;
using Code.Input;
using Reflex.Attributes;
using UnityEngine;
@@ -18,6 +19,9 @@ namespace Code.Gameplay.Character.Core
[Inject] private IInputService _inputService; // Сервис ввода через DI
[SerializeField] private PlayerAnimator _animator;
public PlayerAnimator PlayerAnimator => _animator;
public void Teleport(Vector3 position, Quaternion rotation)
{
customCharacterController.SetPosition(position);
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e41c28f7828a44b7bc26d87886064d99
timeCreated: 1763556651
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4911436131e345ada949f2418595bbd8
timeCreated: 1763559099
@@ -0,0 +1,20 @@
namespace Code.Gameplay.Orders.Order
{
public interface IOrderService
{
delegate void OrderProgressDelegate(float time);
event OrderProgressDelegate OnOrderGiven;
event OrderProgressDelegate OnOrderRecieved;
delegate void OrderDeliveredDelegate(int score, float time);
event OrderDeliveredDelegate OnOrderDelivered;
OrderState OrderState { get; }
void RoomPassed();
float DecreaseTimer(float delta);
void OrderGive();
void OrderRecieved();
void OrderDelivered();
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8b4467951c884c8dafeb633020696c24
timeCreated: 1763561686
@@ -0,0 +1,9 @@
namespace Code.Gameplay.Orders.Order
{
public interface IScoreService
{
int Score { get; }
void IncreaseScore(int amount);
void DecreaseScore(int amount);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 64668c9ef4c441af84c635365cfbb2de
timeCreated: 1763559523
@@ -0,0 +1,68 @@
using System;
using Code.Configs;
using Code.Gameplay.Orders.Order;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Gameplay.Orders.Order
{
public class OrderBox : MonoBehaviour
{
[Inject] private IOrderService _orderService;
public Rigidbody rigidbody;
[SerializeField] private bool _pickupMode;
// [SerializeField] private AnimationCurve debugCurve;
//DEBUG
// private void Start()
// {
// _capturedPosition = transform.position;
// _floatingCurve = debugCurve;
// _curveLength = 1f;
// }
// DEBUG
private float _activationTime;
[Inject]
private void Construct(OrderBoxConfig config)
{
_floatingCurve = config.floatingCurve;
_activationTime = config.activationTime;
_curveLength = config.curveLength;
}
public void OnTriggerEnter(Collider other)
{
if (!_pickupMode) return;
_orderService.OrderRecieved();
Destroy(gameObject);
}
public async UniTaskVoid SwitchMode()
{
Debug.LogWarning("Activating");
await UniTask.WaitForSeconds(_activationTime);
Debug.LogWarning("Available");
_pickupMode = true;
rigidbody.isKinematic = true;
_capturedPosition = transform.position;
}
private Vector3 _capturedPosition;
private float _timeForMoving;
private AnimationCurve _floatingCurve;
private float _curveLength;
private void FixedUpdate()
{
if (!_pickupMode) return;
_timeForMoving += Time.fixedDeltaTime;
if (_timeForMoving > _curveLength) _timeForMoving = 0;
transform.position = _capturedPosition + new Vector3(0, _floatingCurve.Evaluate(_timeForMoving), 0);
Debug.Log(transform.position);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 067bc72af86a4fb8ac44d0c1fcfd25d5
timeCreated: 1763573681
@@ -0,0 +1,19 @@
using System;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Gameplay.Orders.Order
{
public class OrderDeliveryTrigger : MonoBehaviour
{
[Inject] private IOrderService _orderService;
private bool _playerEntered;
private void OnTriggerEnter(Collider other)
{
if (_playerEntered) return;
_playerEntered = true;
_orderService.OrderDelivered();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 47fbefab729047e5a11d8761e26f75a6
timeCreated: 1763737623
@@ -0,0 +1,31 @@
using DG.Tweening;
using UnityEngine;
namespace Code.Gameplay.Orders.Order
{
public class OrderDispenser : MonoBehaviour
{
[SerializeField] private Transform hatch;
[SerializeField] private OrderBox order;
private bool _activated;
public void ThrowOrder()
{
hatch.DORotate(new Vector3(-130f, 0, 0), 0.2f);
order.rigidbody.isKinematic = false;
order.rigidbody.AddForce(-transform.forward * 10f, ForceMode.Impulse);
}
// DEBUG TODO ДИМКА УДАЛИ И ПРОПИШИ В СВОЕЙ ЛОГИКЕ
public void OnTriggerEnter(Collider other)
{
if(_activated) return;
_activated = true;
ThrowOrder();
order.SwitchMode();
}
// DEBUG
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e50e3c42f5ee45e0b1087e0dbf7dd0f4
timeCreated: 1763556675
@@ -0,0 +1,18 @@
using Reflex.Attributes;
using UnityEngine;
namespace Code.Gameplay.Orders.Order
{
public class OrderGiveTrigger : MonoBehaviour
{
[Inject] private IOrderService _orderService;
private bool _playerEntered;
private void OnTriggerEnter(Collider other)
{
if (_playerEntered) return;
_playerEntered = true;
_orderService.OrderGive();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d3966e4798d243abba9d85b9ad8aef33
timeCreated: 1763742374
@@ -0,0 +1,61 @@
using Code.Audio;
using Code.Configs;
using UnityEngine;
namespace Code.Gameplay.Orders.Order
{
public class OrderService : IOrderService
{
public event IOrderService.OrderProgressDelegate OnOrderGiven;
public event IOrderService.OrderProgressDelegate OnOrderRecieved;
public event IOrderService.OrderDeliveredDelegate OnOrderDelivered;
private OrderState _orderState;
public OrderState OrderState => _orderState;
private float _deliveryTimer = 0.0f;
private Vector2 _timeBounds;
private float _koefRooms, _koefOvertime;
private int _roomsPassed;
public OrderService(OrderServiceConfig config)
{
_orderState = OrderState.Delivered;
_timeBounds = config.timeBounds;
_koefRooms = config.koefRooms;
_koefOvertime = config.koefOvertime;
}
public void RoomPassed() => _roomsPassed++;
public float DecreaseTimer(float delta)
{
return _deliveryTimer -= delta;
}
public void OrderGive()
{
_orderState = OrderState.Given;
_roomsPassed = 0;
_deliveryTimer = Random.Range(_timeBounds.x, _timeBounds.y);
OnOrderGiven?.Invoke(_deliveryTimer);
}
public void OrderRecieved()
{
_orderState = OrderState.Recieved;
OnOrderRecieved?.Invoke(_deliveryTimer);
}
public void OrderDelivered()
{
_orderState = OrderState.Delivered;
int score = (int)(_koefRooms * _roomsPassed + _deliveryTimer * _koefOvertime);
OnOrderDelivered?.Invoke(score, _deliveryTimer);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b324c2a1be1546868cddf779445b286a
timeCreated: 1763559110
@@ -0,0 +1,9 @@
namespace Code.Gameplay.Orders.Order
{
public enum OrderState
{
Delivered,
Given,
Recieved,
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0a8980a0cc034110ab3ccd948d40956b
timeCreated: 1763559535
@@ -0,0 +1,11 @@
namespace Code.Gameplay.Orders.Order
{
public class ScoreService : IScoreService
{
private int _score;
public int Score => _score;
public void IncreaseScore(int amount) => _score += amount;
public void DecreaseScore(int amount) => _score -= amount;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 619f2425460843aaa1f0f21e302158ce
timeCreated: 1763559528
@@ -0,0 +1,9 @@
using UnityEngine;
namespace Code.Gameplay.Player
{
public class ArmsMeshProvider : MonoBehaviour
{
[SerializeField] public Animator ArmsAnimator;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: cfe65f613bc54b4098acdba0d3fdd2a2
timeCreated: 1763730814
@@ -11,5 +11,7 @@ namespace Code.Gameplay.Player
PlayerMoney CreatePlayerMoney(int count = 0);
UniTask<CharacterProvider> CreatePlayer();
void ReleasePlayer(CharacterProvider characterProvider);
UniTask<ArmsMeshProvider> CreateArms(Transform papochka);
void ReleaseArms(ArmsMeshProvider arms);
}
}
@@ -7,12 +7,13 @@ namespace Code.Gameplay.Player
{
private static readonly int Velocity = Animator.StringToHash("Velocity");
[SerializeField] private Animator playerAnimator;
private Animator _playerAnimator;
public void SetAnimator(Animator animator) => _playerAnimator = animator;
[SerializeField] private KinematicCharacterMotor kinematicCharacterMotor;
private void SetVelocity(float velocity)
{
playerAnimator.SetFloat(Velocity, velocity);
_playerAnimator.SetFloat(Velocity, velocity);
}
private void Update()
@@ -35,5 +35,8 @@ namespace Code.Gameplay.Player
{
Addressables.ReleaseInstance(characterProvider.gameObject);
}
public async UniTask<ArmsMeshProvider> CreateArms(Transform papochka) => (await Addressables.InstantiateAsync(_playerConfig.armsMeshPrefab, papochka).ToUniTask()).GetComponent<ArmsMeshProvider>();
public void ReleaseArms(ArmsMeshProvider arms) => Addressables.ReleaseInstance(arms.gameObject);
}
}
@@ -1,3 +1,4 @@
using Code.Gameplay.Orders.Order;
using UnityEngine;
using UnityEngine.Serialization;
@@ -8,11 +9,13 @@ namespace Code.Scenes.SceneEnvironments
{
[FormerlySerializedAs("sfxTarget")] public Transform debugSfxTarget;
public Transform playerSpawnPoint;
public OrderDispenser debugTube;
public void TransitVariables(GameplaySceneEnvironment env)
{
debugSfxTarget = env.debugSfxTarget;
playerSpawnPoint = env.playerSpawnPoint;
debugTube = env.debugTube;
}
}
}
@@ -30,7 +30,7 @@ namespace Code.Scenes
callBack?.Invoke();
}
public async UniTask LoadSceneAsyncAwaitable(int sceneId, float waitFor = 0)
public async UniTask LoadSceneAsyncAwaitable(int sceneId, float waitFor = 0f)
{
await UniTask.WhenAll(
UniTask.Delay(TimeSpan.FromSeconds(waitFor)),
@@ -21,6 +21,8 @@ namespace Code.StaticData
SFXListConfig SFXListConfig { get; }
DispatcherSoundListConfig DispatcherSoundListConfig { get; }
EnemiesSoundListConfig EnemiesSoundListConfig { get; }
OrderServiceConfig OrderServiceConfig { get; }
OrderBoxConfig OrderBoxConfig { get; }
void Load();
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
}
@@ -20,6 +20,8 @@ namespace Code.StaticData
public SFXListConfig SFXListConfig { get; private set; }
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
public OrderServiceConfig OrderServiceConfig { get; private set; }
public OrderBoxConfig OrderBoxConfig { get; private set; }
public void Load()
{
@@ -29,6 +31,8 @@ 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"));
OrderServiceConfig = Resources.Load<OrderServiceConfig>(string.Format(StringPaths.ConfigSingle, "Gameplay", "OrderServiceConfig"));
OrderBoxConfig = Resources.Load<OrderBoxConfig>(string.Format(StringPaths.ConfigSingle, "Gameplay", "OrderBoxConfig"));
LoadAudioConfigs();
}
@@ -2,10 +2,9 @@ using Code.Gameplay.Player;
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace Code.UI
namespace Code.UI.Panels
{
public class GameplayPanel : UIElement
{
@@ -16,6 +15,7 @@ namespace Code.UI
[SerializeField] private float dispatcherTransitionTime = 0.5f;
[Header("Timer")]
[SerializeField] private TMP_Text timer;
public TMP_Text Timer => timer;
[Header("HealthBar")]
[SerializeField] private Image healthBar;
[Header("MoneyBar")]
@@ -41,11 +41,6 @@ namespace Code.UI
health.OnDamage += HealthUpdate;
HealthUpdate(0,health);
}
private void Update()
{
timer.text = Time.deltaTime.ToString();
}
public void SummonDispatcher()
{
// TODO