Приемлемое воспроизведение музыки
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3020140360
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@@ -44,8 +44,11 @@ namespace Code.App.AppStates
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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WaitForSceneToLoad();
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#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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}
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private async UniTaskVoid WaitForSceneToLoad()
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@@ -57,8 +60,8 @@ namespace Code.App.AppStates
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Context.AudioFactory.WarmSFX()
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);
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Context.AudioService.PlayRandomPeacefulMusicUntilHumanityWillBeDestroyedForTheySins();
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Context.AudioService.PlayRandomActionMusicUntilHumanityWillBeDestroyedForTheySins();
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
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var sceneEnvironment = ((GameplaySceneEnvironment)SceneManager.GetActiveScene()
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.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
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@@ -77,6 +80,10 @@ namespace Code.App.AppStates
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{
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Context.AudioService.PlaySFX(SFXSounds.Crowbar, _testSFXTransform.position);
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}
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private void PlayDebugDispatcher(InputAction.CallbackContext context)
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{
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Context.AudioService.PlayDispatcher(DispatcherSounds.AhFreeman);
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}
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private void GiveHealth(InputAction.CallbackContext context)
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{
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_playerHealth.GetDamage(-1);
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@@ -115,13 +122,15 @@ namespace Code.App.AppStates
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_playerMoney = null;
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Context.InputService.DisableMap(ActionMappings.Gameplay);
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Context.AudioService.GladlyAskToStopGameplayMusic(Context.AudioFactory.ReleaseGameplayMusic);
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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.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveHealth);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
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base.ExitState();
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}
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@@ -26,7 +26,9 @@ namespace Code.App.AppStates
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Context.CameraStateMachine.SwitchState(CameraMode.Static);
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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WaitForSceneToLoad();
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#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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}
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private async UniTaskVoid WaitForSceneToLoad()
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@@ -37,8 +39,8 @@ namespace Code.App.AppStates
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Context.AudioFactory.WarmMenuMusic()
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);
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
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Context.AudioService.PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins();
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
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((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
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((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
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@@ -74,7 +76,7 @@ namespace Code.App.AppStates
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public override void ExitState()
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{
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Context.InputService.DisableMap(ActionMappings.MainMenu);
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Context.AudioService.GladlyAskToStopMenuMusic(Context.AudioFactory.ReleaseMenuMusic);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
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base.ExitState();
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}
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@@ -1,4 +1,3 @@
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using System.Threading.Tasks;
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using Code.App.StateMachine;
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using Code.Audio;
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using Code.Configs;
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@@ -14,7 +13,6 @@ using Cysharp.Threading.Tasks;
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using Reflex.Core;
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using Reflex.Injectors;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.InputSystem;
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namespace Code.App
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@@ -81,7 +79,6 @@ namespace Code.App
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containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
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}
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private bool _onAudioLoaded;
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private AppStateMachine _appStateMachine;
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private void Bootstrap(Container container)
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@@ -94,12 +91,13 @@ namespace Code.App
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AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
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cameraStateMachine.Initialize();
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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BootstrapFinish(container);
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#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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}
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private async UniTaskVoid BootstrapFinish(Container container)
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{
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// container.Resolve<IAudioFactory>();
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var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
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DontDestroyOnLoad(loadingScreen);
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