Интерфейс в процессе
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@@ -33,14 +33,14 @@ namespace Code.App.AppStates
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_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveMoney);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
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}
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}
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private void SceneLoaded()
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private void SceneLoaded()
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{
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{
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((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
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((GameplayPanel)(Context.UIService.CurrentPanel)).Initialize(_playerMoney, _playerHealth);
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Context.UIService.LoadingScreen.Hide();
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Context.UIService.LoadingScreen.Hide();
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base.EnterState();
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base.EnterState();
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@@ -48,12 +48,16 @@ namespace Code.App.AppStates
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private void GiveHealth(InputAction.CallbackContext context)
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private void GiveHealth(InputAction.CallbackContext context)
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{
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{
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UnityEngine.Debug.Log("Giving health");
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_playerHealth.GetDamage(-1);
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_playerHealth.GetDamage(-1);
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UnityEngine.Debug.Log(_playerHealth.HealthPoints);
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}
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}
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private void LooseHealth(InputAction.CallbackContext context)
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private void LooseHealth(InputAction.CallbackContext context)
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{
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{
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UnityEngine.Debug.Log("Losing health");
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_playerHealth.GetDamage(1);
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_playerHealth.GetDamage(1);
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UnityEngine.Debug.Log(_playerHealth.HealthPoints);
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}
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}
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private void GiveMoney(InputAction.CallbackContext context)
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private void GiveMoney(InputAction.CallbackContext context)
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@@ -63,7 +67,7 @@ namespace Code.App.AppStates
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private void LooseMoney(InputAction.CallbackContext context)
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private void LooseMoney(InputAction.CallbackContext context)
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{
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{
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_playerMoney.GiveMoney(100);
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_playerMoney.LooseMoney(100);
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}
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}
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public override void Tick()
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public override void Tick()
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@@ -1,4 +1,5 @@
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using Code.UI;
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using Code.UI;
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using Code.UI.GameplayElements;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.Serialization;
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@@ -9,5 +10,10 @@ namespace Code.Configs
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{
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{
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[FormerlySerializedAs("uiElements")] public UIElement[] uiElementsPrefabs;
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[FormerlySerializedAs("uiElements")] public UIElement[] uiElementsPrefabs;
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[FormerlySerializedAs("canvas")] public Canvas canvasPrefab;
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[FormerlySerializedAs("canvas")] public Canvas canvasPrefab;
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[Header("GameplayPanel")]
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public HealthBar healthBarPrefab;
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public MoneyBar moneyBarPrefab;
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}
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}
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}
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}
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@@ -6,7 +6,7 @@ namespace Code.Gameplay.Player
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public event OnDeathDelegate OnDeath;
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public event OnDeathDelegate OnDeath;
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public delegate void OnDamageDelegate(int damage, int health);
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public delegate void OnDamageDelegate(int damage, PlayerHealth health);
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public event OnDamageDelegate OnDamage;
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public event OnDamageDelegate OnDamage;
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@@ -18,7 +18,7 @@ namespace Code.Gameplay.Player
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public void GetDamage(int count)
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public void GetDamage(int count)
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{
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{
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_healthPoints -= count;
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_healthPoints -= count;
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OnDamage?.Invoke(count, _healthPoints);
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OnDamage?.Invoke(count, this);
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if (_healthPoints <= 0) OnDeath?.Invoke();
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if (_healthPoints <= 0) OnDeath?.Invoke();
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}
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}
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@@ -12,6 +12,7 @@ namespace Code.Scenes.SceneEnvironments
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public void TransitVariables(MainMenuEnvironment env)
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public void TransitVariables(MainMenuEnvironment env)
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{
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{
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cameraTarget = env.cameraTarget;
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cameraTarget = env.cameraTarget;
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cameraPosition = env.cameraPosition;
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 271d8609b0d94575a2e61c48d3b46d63
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timeCreated: 1761917025
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@@ -0,0 +1,18 @@
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using Code.Gameplay.Player;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Code.UI.GameplayElements
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{
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public class HealthBar : MonoBehaviour
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{
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[SerializeField] private Image healthBar;
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public void HealthUpdate(int count, PlayerHealth health)
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{
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// TODO Анимация потери
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float fillAmount = (float)health.HealthPoints / health.MaxHealthPoints;
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healthBar.fillAmount = fillAmount;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: ddb267271c834c6697caff23709d30a2
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timeCreated: 1761917038
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@@ -0,0 +1,16 @@
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using TMPro;
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using UnityEngine;
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namespace Code.UI.GameplayElements
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{
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public class MoneyBar : MonoBehaviour
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{
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[SerializeField] private TMP_Text moneyText;
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public void MoneyUpdate(int count, int money)
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{
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// TODO Анимация получения\потери
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moneyText.text = money.ToString();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 02373b82fefd4812ac1d6d97d65fc9f0
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timeCreated: 1761917491
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@@ -1,4 +1,5 @@
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using Code.Gameplay.Player;
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using Code.Gameplay.Player;
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using Code.UI.GameplayElements;
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using TMPro;
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using TMPro;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI;
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@@ -7,34 +8,24 @@ namespace Code.UI
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{
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{
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public class GameplayPanel : UIElement
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public class GameplayPanel : UIElement
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{
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{
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[SerializeField] private Image healthBar;
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[SerializeField] private Image dispatcher;
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[SerializeField] private Image dispatcher;
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[SerializeField] private TMP_Text moneyText;
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[SerializeField] private TMP_Text timer;
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[SerializeField] private TMP_Text timer;
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private HealthBar _healthBar;
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private MoneyBar _moneyBar;
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private int _maxHealth;
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public void Initialize(PlayerMoney money, PlayerHealth health, HealthBar healthBar = null, MoneyBar moneyBar = null)
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public void Initialize(PlayerMoney money, PlayerHealth health)
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{
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{
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money.OnMoneyGet += MoneyUpdate;
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_healthBar = healthBar;
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money.OnMoneyLoose += MoneyUpdate;
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_moneyBar = moneyBar;
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moneyText.text = money.Money.ToString();
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money.OnMoneyGet += _moneyBar.MoneyUpdate;
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money.OnMoneyLoose += _moneyBar.MoneyUpdate;
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_moneyBar.MoneyUpdate(0,money.Money);
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health.OnDamage += HealthUpdate;
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health.OnDamage += _healthBar.HealthUpdate;
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healthBar.fillAmount = (float)health.HealthPoints / _maxHealth * 100f;
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_healthBar.HealthUpdate(0,health);
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_maxHealth = health.MaxHealthPoints;
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}
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private void MoneyUpdate(int count, int money)
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{
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// TODO Анимация получения\потери
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moneyText.text = money.ToString();
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}
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private void HealthUpdate(int count, int health)
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{
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// TODO Анимация потери
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healthBar.fillAmount = (float)health / _maxHealth * 100f;
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}
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}
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private void Update()
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private void Update()
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{
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{
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@@ -0,0 +1,11 @@
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using Code.UI.GameplayElements;
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using UnityEngine;
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namespace Code.UI
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{
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public interface IUIFactory
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{
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MoneyBar CreateMoneybar(Canvas canvas);
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HealthBar CreateHealthbar(Canvas canvas);
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 61892c4ae3ab4b1498c3df219c5c75d6
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timeCreated: 1761922548
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@@ -0,0 +1,15 @@
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using Code.UI.GameplayElements;
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using Reflex.Attributes;
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using UnityEngine;
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namespace Code.UI
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{
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public class UIFactory : IUIFactory
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{
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[Inject] private HealthBar healthbarPrefab;
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[Inject] private MoneyBar moneybarPrefab;
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public MoneyBar CreateMoneybar(Canvas canvas) => Object.Instantiate(moneybarPrefab, canvas.transform);
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public HealthBar CreateHealthbar(Canvas canvas) => Object.Instantiate(healthbarPrefab, canvas.transform);
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}
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}
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@@ -0,0 +1,3 @@
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timeCreated: 1761922359
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@@ -15,5 +15,5 @@ MonoBehaviour:
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uiElementsPrefabs:
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Reference in new issue
Block a user